How can I get events when the Dock is showing or hiding?
You can get a notification if the dock is visible or not using Carbon. I do not know of any way to do it in Cocoa.
(I haven't tested this; it's from the code here)
Create your callback method:
#import <Carbon/Carbon.h>
static const EventTypeSpec appEvents[] = {
{ kEventClassApplication, kEventAppSystemUIModeChanged }
};
OSStatus DockChangedHandler(EventHandlerCallRef inCallRef, EventRef event, void *userData) {
OSStatus status = eventNotHandledErr;
switch(GetEventClass(event)) {
case kEventClassApplication: {
SystemUIMode *outMode;
SystemUIOptions *outOptions;
GetSystemUIMode(outMode, outOptions);
status = noErr;
}
break;
default:
return;
}
/*Insert whatever you want to do when you're notified of a dock change*/
return status;
}
And then put this wherever you want to start listening for the notification:
InstallApplicationEventHandler(NewEventHandlerUPP(DockChangedHandler), GetEventTypeCount(appEvents), appEvents, 0, NULL);
Further information: http://developer.apple.com/library/mac/#technotes/tn2002/tn2062.html
Related
The documentation shows this C# snippet:
async void DisplayDeleteFileDialog(){
ContentDialog deleteFileDialog = new ContentDialog{
Title = "Delete file permanently?",
Content = "If you delete this file, you won't be able to recover it. Do you want to delete it?",
PrimaryButtonText = "Delete",
CloseButtonText = "Cancel"
};
ContentDialogResult result = await deleteFileDialog.ShowAsync();
// Delete the file if the user clicked the primary button.
/// Otherwise, do nothing.
if (result == ContentDialogResult.Primary) {
// Delete the file.
}
else {
// The user clicked the CLoseButton, pressed ESC, Gamepad B, or the system back button.
// Do nothing.
}
}
What I'm requesting is a C++/winRT version of this snippet.
IAsyncAction Async()
{
ContentDialog dialog;
dialog.Title(box_value(L"title"));
dialog.Content(box_value(L"content"));
dialog.PrimaryButtonText(L"primary");
dialog.CloseButtonText(L"close");
auto result = co_await dialog.ShowAsync();
if (result == ContentDialogResult::Primary)
{
}
}
I wanted to open content dialog on button click so I tried the code snippet provided by Kenny Kerr. Everything seemed to work fine without error but when i clicked the button no dialog was seen. i fixed it by placing below code
dialog.XamlRoot(myButton().XamlRoot());
Before auto result = co_await dialog.ShowAsync() line.
ContentDialog.xaml, xaml.h, xaml.cpp should not have the name or classes
named Windows::UI::Xaml::Controls::ContentDialog!!! My name is
ContentDialog1
DirectXPage.xaml.cpp
void YourNamespace::DirectXPage::UpdateStatus(String^ strMessage,
NotifyType type)
{
switch (type)
{
case NotifyType::StatusMessage:
StatusBorder->Background = ref new
SolidColorBrush(Windows::UI::Colors::Green);
break;
case NotifyType::ErrorMessage:
StatusBorder->Background = ref new
SolidColorBrush(Windows::UI::Colors::Red);
break;
default:
break;
}
StatusBlock->Text = strMessage;
// Collapse the StatusBlock if it has no text to conserve real estate.
if (StatusBlock->Text != "")
{
StatusBorder->Visibility = Windows::UI::Xaml::Visibility::Visible;
StatusPanel->Visibility = Windows::UI::Xaml::Visibility::Visible;
}
else
{
StatusBorder->Visibility = Windows::UI::Xaml::Visibility::Collapsed;
StatusPanel->Visibility = Windows::UI::Xaml::Visibility::Collapsed;
}
// Raise an event if necessary to enable a screen reader to announce
the status update.
auto peer = dynamic_cast<FrameworkElementAutomationPeer^>
(FrameworkElementAutomationPeer::FromElement(StatusBlock));
if (peer != nullptr)
{
peer->RaiseAutomationEvent(AutomationEvents::LiveRegionChanged);
}
}
void YourNameSpace::DirectXPage::NotifyUser(Platform::String^ strMessage,
NotifyType type)
{
if (Dispatcher->HasThreadAccess)
{
UpdateStatus(strMessage, type);
}
else
{
Dispatcher->RunAsync(CoreDispatcherPriority::Normal, ref new
DispatchedHandler([strMessage, type, this]()
{
UpdateStatus(strMessage, type);
ContentDialog1^ dlg = ref new ContentDialog1();
dlg->ContentDialog_SetTitle(L"Error Message");
dlg->ContentDialog_SetTextBlock(L"All textures must be chosen from
the x64\\Release or Debug\\YourNamespace\\AppX\\Assets\\
(Folder or sub-Folders)");
Windows::Foundation::IAsyncOperation<ContentDialogResult>^ result =
dlg->ShowAsync();
if (result->GetResults() == ContentDialogResult::Primary) {}
if (result->GetResults() == ContentDialogResult::Secondary) {}
}));
}
}
I might write no sense on the next lines:
I tried to derive a struct named mainpage from winrt::Windows::UI::Xaml::Controls::Page and pass it to winrt::xaml_typename<>(), in "<>" is mainpage.
It will be understandable when you look at the code:
Point number 1 "(1)" is the mainpage.h file, is very short.
Point number 2 "(2)" is the App.cpp file, it only has the necessary.
//(1) mainpage.h
#pragma once
#include "pch.h"
struct mainpage : winrt::Windows::UI::Xaml::Controls::Page
{
mainpage() {
winrt::Windows::UI::Xaml::Controls::Button thebutton = winrt::Windows::UI::Xaml::Controls::Button();
thebutton.Click([&](const IInspectable& sender, const winrt::Windows::UI::Xaml::RoutedEventArgs& event_arg)
{
thebutton.Content(winrt::box_value(L"Clicked"));
});
}
};
//(2) App.cpp
#include "pch.h"
#include "mainpage.h"
struct App : winrt::Windows::UI::Xaml::ApplicationT<App>
{
void OnLaunched(const winrt::Windows::ApplicationModel::Activation::LaunchActivatedEventArgs& event_arg)
{
winrt::Windows::UI::Xaml::Controls::Frame root_frame{ nullptr };
winrt::Windows::UI::Xaml::UIElement content = winrt::Windows::UI::Xaml::Window::Current().Content();
if (content)
{
root_frame = content.try_as<winrt::Windows::UI::Xaml::Controls::Frame>();
}
// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active
if (root_frame == nullptr)
{
// Create a Frame to act as the navigation context and associate it with
// a SuspensionManager key
root_frame = winrt::Windows::UI::Xaml::Controls::Frame();
root_frame.NavigationFailed({ this, &App::OnNavigationFailed });
if (event_arg.PreviousExecutionState() == winrt::Windows::ApplicationModel::Activation::ApplicationExecutionState::Terminated)
{
// Restore the saved session state only when appropriate, scheduling the
// final launch steps after the restore is complete
}
if (event_arg.PrelaunchActivated() == false)
{
if (root_frame.Content() == nullptr)
{
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter
root_frame.Navigate(winrt::xaml_typename<mainpage>(), box_value(event_arg.Arguments()));
}
// Place the frame in the current Window
winrt::Windows::UI::Xaml::Window::Current().Content(root_frame);
// Ensure the current window is active
winrt::Windows::UI::Xaml::Window::Current().Activate();
}
}
else
{
if (event_arg.PrelaunchActivated() == false)
{
if (root_frame.Content() == nullptr)
{
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter
root_frame.Navigate(winrt::xaml_typename<mainpage>(), box_value(event_arg.Arguments()));
}
// Ensure the current window is active
winrt::Windows::UI::Xaml::Window::Current().Activate();
}
}
}
void App::OnNavigationFailed(const IInspectable&, const winrt::Windows::UI::Xaml::Navigation::NavigationFailedEventArgs& event_arg)
{
throw winrt::hresult_error(E_FAIL, winrt::hstring(L"Failed to load Page ") + event_arg.SourcePageType().Name);
}
};
int __stdcall wWinMain(HINSTANCE, HINSTANCE, PWSTR, int) {
winrt::Windows::UI::Xaml::Application::Start([](auto &&) { winrt::make<App>(); });
}
If it is not possible, how can I properly create a page?
It is simple if you have installed the CppWinRT VSIX. Then create a "View model" and edit the files. You shouldn't derive the struct from the winrt::Windows::UI::Xaml::Controls::Page class because winrt::xaml_typename<> needs a WinRT class in <>.
In tree widget I have following signal connected:
connect(mTreeWidget, SIGNAL(itemClicked(QTreeWidgetItem*, int)),
SLOT(onItemClicked(QTreeWidgetItem*, int)));
where onItemClicked() slot is following:
void WidgetBox::onItemClicked(QTreeWidgetItem *item, int )
{
int index = getPageIndex(item);
setCurrentIndex(index);
}
int WidgetBox::getPageIndex(QTreeWidgetItem *item)
{
if (!item) return -1;
QTreeWidgetItem *parent = item->parent();
if(parent) // Parent is top level item
{
return mTreeWidget->indexOfTopLevelItem(parent);
}
else // Current item is top level
{
return item->treeWidget()->indexOfTopLevelItem(item);
}
}
void WidgetBox::setCurrentIndex(int index)
{
if (index != currentIndex() && checkIndex(index))
{
mTreeWidget->setCurrentItem(mTreeWidget->topLevelItem(index));
emit currentIndexChanged(index);
}
}
However I can't catch itemClicked() signal and onItemClicked() never executed because top level items has push button widget (set with setItemWidget() method) which intercepts mouse event and child items contain container widgets which may have any widget combinations in them.
Is there a good method here to invoke this itemClicked() signal for both top level and child items of tree widget?
installEventFilter() for all widgets found in an item by something like following:QList<QWidget *> widgets = parentWidget.findChildren<QWidget *>();?
Or establish mouse event propagation somehow?
QCoreApplication::postEvent()?
How to organize such process better so all widgets process mouse event as they need to and TreeWidget issue SIGNAL(itemClicked()) as well?
Full sources to reproduce: https://github.com/akontsevich/WidgetBox
So solution is simple and following - just re-send void itemClicked(QTreeWidgetItem *item, int column); signal in PageEventFilter:
PageEventFilter::PageEventFilter(QObject *parent, QTreeWidgetItem *item)
: QObject(parent)
, mItem(item)
{
connect(this, SIGNAL(itemClicked(QTreeWidgetItem*,int)),
mItem->treeWidget(), SIGNAL(itemClicked(QTreeWidgetItem*,int)));
}
bool PageEventFilter::eventFilter(QObject *obj, QEvent *event)
{
if (event->type() == QEvent::MouseButtonPress)
{
// Resend signal to QTreeWidget
emit itemClicked(mItem, 0);
return false; // Send event to the object (do not filter it)
}
else
{
// standard event processing
return QObject::eventFilter(obj, event);
}
}
P.S. Will leave previous answer as well if somebody needs code or idea.
Created event filter like this:
class PageEventFilter : public QObject
{
Q_OBJECT
public:
PageEventFilter(QObject *parent, QTreeWidgetItem *item);
protected:
bool eventFilter(QObject *obj, QEvent *event);
private:
QTreeWidgetItem *mItem;
};
bool PageEventFilter::eventFilter(QObject *obj, QEvent *event)
{
if (event->type() == QEvent::MouseButtonPress)
{
// Emitate mouse event for parent QTreeWidget
QMouseEvent *oldEvent = (QMouseEvent *)event;
QRect itemRect = mItem->treeWidget()->visualItemRect(mItem);
QPointF mousePos(itemRect.x() + 1, itemRect.y() + 1);
QMouseEvent *newEvent = new QMouseEvent(oldEvent->type(),
mousePos,
oldEvent->button(),
oldEvent->buttons(),
oldEvent->modifiers());
QCoreApplication::postEvent(mItem->treeWidget(), newEvent);
return false; // Sent event to the object (do not filter it)
}
else
{
// standard event processing
return QObject::eventFilter(obj, event);
}
}
Install it to a button in tree widget item. It creates and sends (imitates) mouse event to tree widget, however tree widget still does not send itemClicked(QTreeWidgetItem*, int) signal. What is the problem could be? Wrong mouse pos? Tried to send event to viewport() - no luck as well. Any way to solve this?
Do you have any idea how I can detect additional screens being plugged in / unplugged in a Cocoa application?
I want to detect the moment when the user plugs or unplugs another screen to his Mac. How could I do this?
Your answer lies in Quartz.
#include <ApplicationServices/ApplicationServices.h>
CGError CGDisplayRegisterReconfigurationCallback (
CGDisplayReconfigurationCallBack proc,
void *userInfo
);
And then your proc looks like:
MyCGDisplayReconfigurationCallBack(
CGDirectDisplayID display,
CGDisplayChangeSummaryFlags flags,
void *userInfo) {
if (flags & kCGDisplayAddFlag || flags & kCGDisplayRemoveFlag) {
DoStuff(display, flags, userInfo);
}
}
In Swift5:
extension ScreenDetector {
static let callback: CGDisplayReconfigurationCallBack = { (displayId, flags, userInfo) in
guard let opaque = userInfo else {
return
}
let mySelf = Unmanaged<ScreenDetector>.fromOpaque(opaque).takeUnretainedValue()
if flags.contains(.addFlag) {
//Add Display...
}else if flags.contains(.removeFlag) {
//Removed Display...
}
}
func addObervers() {
let userData = Unmanaged<ScreenDetector>.passUnretained(self).toOpaque()
CGDisplayRegisterReconfigurationCallback(ScreenDetector.callback, userData)
}
func removeObservers() {
let userData = Unmanaged<ScreenDetector>.passUnretained(self).toOpaque()
CGDisplayRemoveReconfigurationCallback(ScreenDetector.callback, userData)
}
}
If someone is interested in doing this in Swift 2.3, I scratched my head for a little while to translate #iluvcapra 's code:
let userData = UnsafeMutablePointer<ViewController>(Unmanaged.passUnretained(self).toOpaque()) //use the class name of your "self" for future reference inside the callback
CGDisplayRegisterReconfigurationCallback({ (display: UInt32, flags: CGDisplayChangeSummaryFlags, userInfo: UnsafeMutablePointer<Swift.Void>) in
let mySelf = Unmanaged<ViewController>.fromOpaque(COpaquePointer(userInfo)).takeUnretainedValue() //change here to your class name
if flags.rawValue & CGDisplayChangeSummaryFlags.AddFlag.rawValue > 0 {
//do stuff on connect
mySelf.someFunction()
} else if flags.rawValue & CGDisplayChangeSummaryFlags.RemoveFlag.rawValue > 0 {
//do stuff on disconnect
}
}, userData)
How would I make a checkbox hide the dock icon if it was checked?
I have made a checkbox toggle a menubar item but how would you do it with the dock icon?
Looking for some code to do this.
Thanks!
Update for Swift, use both ways has been presented above (they give the same result):
public class func toggleDockIcon_Way1(showIcon state: Bool) -> Bool {
// Get transform state.
var transformState: ProcessApplicationTransformState
if state {
transformState = ProcessApplicationTransformState(kProcessTransformToForegroundApplication)
}
else {
transformState = ProcessApplicationTransformState(kProcessTransformToUIElementApplication)
}
// Show / hide dock icon.
var psn = ProcessSerialNumber(highLongOfPSN: 0, lowLongOfPSN: UInt32(kCurrentProcess))
let transformStatus: OSStatus = TransformProcessType(&psn, transformState)
return transformStatus == 0
}
public class func toggleDockIcon_Way2(showIcon state: Bool) -> Bool {
var result: Bool
if state {
result = NSApp.setActivationPolicy(NSApplicationActivationPolicy.Regular)
}
else {
result = NSApp.setActivationPolicy(NSApplicationActivationPolicy.Accessory)
}
return result
}
i've use this code:
BOOL iconInDock = [[NSUserDefaults standardUserDefaults] boolForKey:smHideShowIcon];
if (iconInDock) {
ProcessSerialNumber psn = { 0, kCurrentProcess };
// display dock icon
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
}
ok, it's work for my application if I to set LSUIElement=1 in the Info.plist. That's code works only for show, but how I can hide icon?
(Posting this as an answer because comments don't have code formatting)
QSBApplicationDelegate.m:223-228
BOOL iconInDock = [[NSUserDefaults standardUserDefaults] boolForKey:kQSBIconInDockKey];
if (iconInDock) {
ProcessSerialNumber psn = { 0, kCurrentProcess };
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
}
You would want to set up your application as LSUIElement, and then use TransformProcessType to enable the Dock icon. The app will need to be relaunched for the change to take effect. See the Google Quick Search Box project for an example.
Setup your application as an LSUIElement and then call:
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
on launch.
This works for the MAS too.