I have the following block of code.
NSRect windowFrame = [window frame];
windowFrame.size.height = [view frame].size.height + WINDOW_TOOLBAR_HEIGHT;
windowFrame.size.width = [view frame].size.width;
windowFrame.origin.y = NSMaxY([window frame]) - ([view frame].size.height + WINDOW_TOOLBAR_HEIGHT);
if ([[contentView subviews] count] != 0)
{
[[[contentView subviews] objectAtIndex:0] removeFromSuperview];
}
[window setFrame:windowFrame display:YES animate:YES];
[contentView setFrame:[view frame]];
[contentView addSubview:view];
It switches the frame to the new view but I never get a shrinking/growing animation. If I place this before the [window]
NSLog([NSString stringWithFormat: #"%.2f", windowFrame.size.height]);
I get different sizes.. here is the output
2011-09-07 14:13:02.418 Spark[29919:903] 492.00
2011-09-07 14:13:03.610 Spark[29919:903] 580.00
2011-09-07 14:13:05.955 Spark[29919:903] 492.00
2011-09-07 14:13:08.339 Spark[29919:903] 255.00
Not sure what I am missing.
thanks!
EDIT
I've added a simple project to see my issues
http://dl.dropbox.com/u/13731121/Spark.zip
I've reviewed your project and here are my points:
Your preference.xib is... non standard to say the least. Usually when creating window controller, you should set window controller class as window nib's file owner. Your preference.xib file owner is NSObject while PreferenceController is separate object. So I've fixed that and rebound almost all IBOutlets.
I've rebound almost all outlets because you don't need such thing as contentView, because window itself has such property as contentView, hence it's enough to set the contentView property of the window.
You set contentView's FRAME which is very, very wrong (unless you really know what you're doing). I've changed it to set contentView's BOUNDS instead.
Related
I am trying to fix the divider inside NSSplitView. Found how it is done at http://www.cocoabuilder.com/archive/cocoa/202611-fixed-width-of-pane-in-nssplitview.html
Hope that it will work fine, yet I cannot even test this...
I am [hopefully] setting delegate for my SplitView class by executing the below line of code:
[self.mySplitView setDelegate:self.mySplitView];
The SplitView class implementation is also implementing the delegate as below:
#interface PanelSplitView : NSSplitView <NSSplitViewDelegate>
Inside Objective-C implementation, I have the following method:
-(void)splitView:(NSSplitView *)sender resizeSubviewsWithOldSize:(NSSize)oldSize
{
NSLog(#"Resizing SplitView subviews");
CGFloat dividerThickness = [sender dividerThickness];
NSRect leftRect = [[[sender subviews] objectAtIndex:0] frame];
NSRect rightRect = [[[sender subviews] objectAtIndex:1] frame];
NSRect newFrame = [sender frame];
leftRect.size.height = newFrame.size.height;
leftRect.origin = NSMakePoint(0, 0);
rightRect.size.width = newFrame.size.width - leftRect.size.width
- dividerThickness;
rightRect.size.height = newFrame.size.height;
rightRect.origin.x = leftRect.size.width + dividerThickness;
[[[sender subviews] objectAtIndex:0] setFrame:leftRect];
[[[sender subviews] objectAtIndex:1] setFrame:rightRect];
}
Since there is no log output, I know that the method is never invoked.
I understand that implementing the View and the Delegate in the same class might be uncommon, yet I have done it before and it worked every time, so far.
Please advise what could I have done wrong.
Thank you
It appears that I did not understand how the [new] NSSplitView works and/or what people meant by fixing the divider position.
The delegate method is called on resizing the SplitView, but when the divider is being dragged it is not.
Thank you for reading my question.
When a popover is displaying how can I make its size variable depending on condition check? Is this functionality supported or not when working with a popover?
Here is my sample for changing frame size:
CGFloat newHeight = 200;
NSRect newFrame = [parentView frame];
newFrame.size.height = newHeight;
NSView* childView = someView;
[parentView setFrame:newFrame];
[self.view addSubview:childView];
Don't know if anything was changed but in 10.9 all you have to do is setContentSize on the popover, e.g.:
[popoverView setFrame:NSMakeRect(0, 0, 581, 581)];
[thePopover setContentSize:popoverView.frame.size];
You need to change the popupwindow.contentViewController property of the NSPopover to a new NSViewController with a different-sized view.
That is, resizing the view's frame will only result in weird drawing problems. To get the popover window to change size, the contentViewController must be changed.
Ideally, you would set up a new view controller which is essentially a copy of your existing NSViewController, but containing a view that is taller/shorter. But in the worst-case scenario, you can do something like this:
gPopoverWindow.contentViewController = [[[NSViewController alloc] initWithNibName: #"tempNibName" bundle: nil] autorelease];
NSView *v = self.view;
NSRect b = [v frame];
b.size.height += 25;
[v setFrame: b];
gPopoverWindow.contentViewController = self;
In my testing, this resulted in the popover beginning a shrink animation (because of being set to the temp view controller), then growing to its new size.
I am trying to make an overlay window that will allow drawing at the ShieldingWindowLevel, however when the window appears the cursor is still the default pointer. I would like to change it to the crosshairs. Having controller NSCursors before I am baffled why resetCursorRects is not ever called.
I manually create the window as follows (in my AppController class):
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Create the window
NSRect frame = [[NSScreen mainScreen] frame];
// Provide a small area on the right to move the cursor in-and-out of the window.
frame.size.width = frame.size.width - 20;
self.window = [[NSWindow alloc] initWithContentRect:frame
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO];
[self.window setAcceptsMouseMovedEvents:YES];
[self.window setOpaque:NO];
[self.window setLevel:CGShieldingWindowLevel()];
[self.window setBackgroundColor:[NSColor colorWithDeviceRed:0.0 green:0.0 blue:1.0 alpha:0.2]];
// Create the subview
ScreenOverlayView *subview = [[ScreenOverlayView alloc] initWithFrame:NSZeroRect];
[[self.window contentView] addSubview:subview];
// Add subview and show window
[self.window setContentView:subview];
[self.window makeFirstResponder:subview];
[self.window orderFrontRegardless];
}
With the following NSView subclass:
#implementation ScreenOverlayView
- (void) resetCursorRects {
[super resetCursorRects];
[self addCursorRect: [self bounds]
cursor: [NSCursor crosshairCursor]];
}
// ...
#end
I created a sample project to show this case and posted it to github, the most interesting files are ScreenOverlayView.m and AppDelegate.m.
I should point out that I have also spent a good deal of time trying to get this working with an NSTrackingArea, as you can see in the sample project. Tracking Area works if the mouse enters the view after it has appeared, but not if it is inside to start with. Using MouseEnter and MouseLeave would be fine if I had some way to set the initial cursor, but it will only change for a split second before changing back.
How can I get resetCursorRects to be invoked -OR- how can I set the cursor when I move it to the superview?
The key is that you really need to create a custom subclass of NSWindow, in order to counteract some of the default behavior that borderless windows (NSBorderlessWindowMask) have.
An updated version of your sample project is at http://www.markdouma.com/developer/full-screen-overlay.zip.
In it, I created a custom MDScreenOverlayWindow class that overrides NSWindow's canBecomeKeyWindow method like below:
// Windows created with NSBorderlessWindowMask normally can't be key,
but we want ours to be
- (BOOL)canBecomeKeyWindow {
return YES;
}
This will allow your view to become key and basically all your other stuff to work properly.
The other thing that may be of note is the drawRect: method. (It looks like you may be coming from iOS). You might want to look into NSBezierPath, as it could potentially simplify some of your drawing code. For example, I believe the drawing code you had could be consolidated into the following:
- (void)drawRect:(NSRect)rect {
// the color should probably be "pre-multiplied" by the alpha
// premultiplied version:
[[NSColor colorWithCalibratedRed:0.8 green:0.0 blue:0.0 alpha:0.8] set];
[NSBezierPath setDefaultLineWidth:2.0];
[NSBezierPath strokeLineFromPoint:currentLocation toPoint:downLocation];
}
In my app I change the position of the standardWindowButtons close / miniturize / expand like so:
//Create the buttons
NSButton *minitButton = [NSWindow standardWindowButton:NSWindowMiniaturizeButton forStyleMask:window.styleMask];
NSButton *closeButton = [NSWindow standardWindowButton:NSWindowCloseButton forStyleMask:window.styleMask];
NSButton *fullScreenButton = [NSWindow standardWindowButton:NSWindowZoomButton forStyleMask:window.styleMask];
//set their location
[closeButton setFrame:CGRectMake(7+70, window.frame.size.height - 22 - 52, closeButton.frame.size.width, closeButton.frame.size.height)];
[fullScreenButton setFrame:CGRectMake(47+70, window.frame.size.height - 22 -52, fullScreenButton.frame.size.width, fullScreenButton.frame.size.height)];
[minitButton setFrame:CGRectMake(27+70, window.frame.size.height - 22 - 52, minitButton.frame.size.width, minitButton.frame.size.height)];
//add them to the window
[window.contentView addSubview:closeButton];
[window.contentView addSubview:fullScreenButton];
[window.contentView addSubview:minitButton];
Now when the window appears with the buttons there is two problems:
1. They are grey and not their correct color
2. when the mouse is over them they do not show the + - or x sign
can anyone tell me what I am doing wrong. Thanks.
Here is the mechanics of this hover magic: Before drawing itself standard circled button (such as NSWindowMiniaturizeButton) calls their superview undocumented method _mouseInGroup:. If this method returns YES circled button draws itself with icon inside. That's all.
If you place these buttons inside your own view, you can simply implement this method and control this mouse-hover-appearance as you want. If you just move or relayout these buttons and they still be subviews of NSThemeFrame (or something similar), you have to swizzle method _mouseInGroup: for this class, and probably it doesn't worth it because we have perfectly simple previous method.
In my case I have custom NSView that contains my standard buttons as subviews and this code makes all described above magic:
- (void)updateTrackingAreas
{
NSTrackingArea *const trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect options:(NSTrackingMouseEnteredAndExited | NSTrackingActiveAlways | NSTrackingInVisibleRect) owner:self userInfo:nil];
[self addTrackingArea:trackingArea];
}
- (void)mouseEntered:(NSEvent *)event
{
[super mouseEntered:event];
self.mouseInside = YES;
[self setNeedsDisplayForStandardWindowButtons];
}
- (void)mouseExited:(NSEvent *)event
{
[super mouseExited:event];
self.mouseInside = NO;
[self setNeedsDisplayForStandardWindowButtons];
}
- (BOOL)_mouseInGroup:(NSButton *)button
{
return self.mouseInside;
}
- (void)setNeedsDisplayForStandardWindowButtons
{
[self.closeButtonView setNeedsDisplay];
[self.miniaturizeButtonView setNeedsDisplay];
[self.zoomButtonView setNeedsDisplay];
}
I'm fully aware that this question is old and Valentin Shergin's answer is correct. It prevents the utilize of any Private API, unlike Google did in Chrome. Just wanted to share a method for those who don't feel like subclass NSView just to put those buttons in an existed view (such as self.window.contentView).
As I just wanted to reposition the NSWindowButtons via setFrame:, I found out that once the window was resized, the tracking areas seems to "fix" themselves automagically, without any Private API usage (at least in 10.11).
Thus, you can do things like the following to apply "fake resize" to the window that you repositioned your buttons:
NSRect frame = [self.window frame];
frame.size = NSMakeSize(frame.size.width, frame.size.height+1.f);
[self.window setFrame:frame display:NO animate:NO];
frame.size = NSMakeSize(frame.size.width, frame.size.height-1.f);
[self.window setFrame:frame display:NO animate:YES];
(I did it within my main window's NSWindowDelegate windowDidBecomeMain:. Should work as long as the window is loaded and visible.)
You're not adding them again. You're moving them to contentView. The buttons are originally in window.contentView.superview.
[window.contentView.superview addSubview:closeButton];
[window.contentView.superview addSubview:fullScreenButton];
[window.contentView.superview addSubview:minitButton];
Should get you the correct behaviour without requiring a trackingArea.
Call [button highlight:yes] for each button.
This site really is awesome.
I have what is hopefully a simple question this time. I would like to pass any scrolling input from the user (could be wheel, touchpad, etc) to an NSScrollView which contains my own subviews.
At the moment if the user scrolls just on the documentView (outside of my subviews' frames) the scroll works normally but if they scroll while the cursor is over a subview nothing happens. So basically I'd like to have the subview recognise the scroll event and pass it back to the scroll view.
Any help is greatly appreciated.
Cheers.
EDIT:
Here is the code I'm using to add the subviews to the documentView
_milestoneView and _activityView are both NSView subclasses which have a corresponding nib (created with instantiateNibWithOwner and objects hooked up accordingly) they contain a NSTextField, PXListView and some have a NSProgressIndicator.
-(void)useProject:(NSNumber *)projectId
{
[self resetView];
NSRect bounds = [[self view] bounds];
NSRect defaultFrame = NSMakeRect(20, NSMaxY(bounds)-93, NSMaxX(bounds)-20, 50);
//Prepare the milestone view
if (_milestoneView == nil)
_milestoneView = [MilestoneView milestoneViewFromNibWithFrame:defaultFrame withProject:[BCLocalFetch projectForId:projectId]];
[_milestoneView reloadList];
//Prepare the activity view
if (_activityView == nil)
_activityView = [ActivityView activityViewFromNibWithFrame:defaultFrame withProject:[BCLocalFetch projectForId:projectId]];
[self refresh];
}
I then use the refresh method to reposition them as the content sizes vary so I wanted to have a separate method.
-(void)refresh
{
//Position the milestones first
[_milestoneView setFrameOrigin:NSMakePoint(20, NSMaxY([[self view] bounds])-[_milestoneView frame].size.height-60)];
if ([[_milestoneView milestones] count] > 0)
[[self view] addSubview:_milestoneView];
//Now the activity view
[_activityView setFrameOrigin:NSMakePoint(20, [_milestoneView frame].origin.y-[_activityView frame].size.height-20)];
[[self view] addSubview:_activityView];
[self autosizeView];
}
-(void)autosizeView
{
//Resize the view to accommodate all subviews
NSRect oldFrame = [[self view] frame];
CGFloat lastY = [_activityView frame].origin.y;
if (lastY < 0) {
CGFloat newHeight = oldFrame.size.height + (-lastY);
[[self view] setFrameSize:NSMakeSize(oldFrame.size.width, newHeight)];
}
[[NSNotificationCenter defaultCenter] postNotificationName:#"BBContentDidResizeNotification" object:self];
}
Ok so I came back to the issue and finally got it worked out. The implementation was actually quite simple.
I added a property to PXListView to point to the NSScrollView that is to be scrolled.
I then implemented NSResponder's scrollWheel: method like this:
-(void)scrollWheel:(NSEvent *)theEvent
{
//Pass scrolling to the superview
[_scrollHandler scrollWheel:theEvent];
}
And all is well!