In iOS development it's possible to overlay UIcontrols on top of a EAGLView, which basically makes you have interface controls on top of openGL.
I tried to achieve something similar with OSX development but it seems like the OpenGLView object is being drawn on top of everything regardless of its position in InterfaceBuilder.
In essence Im trying to show some OSX controls (buttons, sliders, etc..) on top of an OpenGLview. How can this be done?
I believe you may need to turn on layer-backed views (setWantsLayer:YES in code; a switch in the Core Animation properties in IB) for the controls you wish to layer and possibly the view containing the whole thing (the superview of the OpenGL view).
Also keep in mind controls that draw backgrounds, bezels, etc. You may need to configure each control to make sure it draws no backgrounds; buttons shouldn't use "momentary light" mode, etc.
Related
The recent release of iOS 7 includes a change to UIPopoverController where the popovers are now flat, with no shading underneath (none of the betas for iOS 7 included this change - the change only appeared with the GM release). Unfortunately this change is really not working with our iPad application; without the shading effect and the dark border, our popover is blending in with the underlying screen.
Do I have any options at all as far as customizing this effect or (even better) making popover look the way it used to look?
Take a look at popoverBackgroundViewClass. Not sure this will give you the result you are looking for, however. When a popover is displayed, the system dims the background view hierarchy, but there are no shadows underneath the popover. If this is not enough, you should look at implementing a custom popover controller or using an open source.
I have two different UIImageViews. I'd like to make the top UIImageView blend in using the Screen blend mode with the bottom UIImageView.
I know of the property of CALayer: compositingFilter and I know that it doesn't work in iOS. I've searched a lot for solutions, and I've found how one should subclass UIView and override drawRect.
I've tried to set the context in drawRect to the screen blend mode, although it still draws every one of the images normally. Perhaps I am doing something wrong, or the approach should be different. Maybe I need OpenGL or CALayer to achieve this. Could someone assist?
Unfortunately there is no way to do a non-composite blend between UIViews on iOS. UIKit doesn't provide the functionality, and you've already noted, CALayer can't do it either.
In general, implementing -drawRect in a UIView won't help you. You're drawing into an empty bitmap -- it doesn't contain the bits of the views behind it, since those might change at any time (any view or layer might be animated). CA fundamentally assumes that layers' contents should be independent of each other.
You could try, in your -drawRect:
create an image context
capture the views under your view using -[CALayer renderInContext:] for each
create an image from the image context
draw that image into your view
set the blend mode and draw on top of that
But that will be slow and fragile, and won't work if you animate any of the views. I wouldn't recommend it.
If you really need to do this, you're going to have to switch your whole scene to render with OpenGL, where you've got more freedom.
Forgive me if there is already an answer out there for this problem but I looked at them and wasn't sure about any of them. Here is my problem:
I have a xib file, which has its own view (the superview). On the superview, I have placed a Segmented Control at the top and a smaller UIView centered under the Segmented Control. Using the Autosizing Control in the story board, I was able to make the view show up where I expected. Now that I'm using a xib file in Xcode 4.3, I discovered that the Autosizing Control was not showing. I fixed that and am able to now use the Autosizing Control. However, I still cannot make the view show up where I expect.
Using Autolayout, at least my view was kind of where I want it. Unchecking Autolayout and using the Autosizing Control, it looks like the superview (or whitespace) is now getting shoved to the upper left corner next to my Segmented Control.
I'm new to XCode and the new changes are really throwing a wrench in the mix for me. Does anybody know how I can get my subview to display in the superview under my Segmented Control?
Thank you.
OK. I've learned! You really do NOT want to uncheck Autolayout. Instead keep Autolayout and learn how to deal with the new constraints. MUCH easier; MUCH better. Just become a constraints guru and the new Autolayout (default) handles everything for you (including auto rotate). SLICK BEYOND BELIEF!!!!
I'm currently working on an app which needs to draw s.th. like a network graph. Unfortunately this graph can become very big with thousands of movable objects.
I tried to put a giant UIView inside a UIScrollView but soon noticed this won't work because of memory limitations.
So I tried another approach: currently I have a UIView which has exactly the size of the visible part of the UIScrollView. The scrollview is set to not handle the scrolling (only the pinching). Instead I handle the scrolling in the UIView. Everytime a user scrolls, all graphic objects (those graphic objects are currently just subclasses of NSObject, which contain custom drawing code) are moved, so it seems like the view is scrolling. In the drawRect I only draw the graphics that are currently visible.
Also I constantly add and remove sublayers if they are moved out/in the visible frame
This works very smooth even with thousands of objects.
Unfortunately this approach has some drawbacks:
I can't zoom out to see all the objects in the graph, instead the user can only see a part of it
I don't get the inertial scrolling the UIScrollView offers
Other approaches I tried, like the CATiledLayer, don't work either because all the objects in the graph are draggable by the user and it looks really ugly if I use a CATiledLayer...
Swapping out the UIView with other UIViews while the user scrolls may help with the inertial scrolling, but it makes everything more complicated and zooming out completely still won't work :-(
Do you know of any best practices to draw graphs that can be very big?
//edit: I ended up with a uiscrollview which has a subview which has a cascrolllayer which has many sublayers. While zooming in and out the frame of the uiscrollviews subview is constantly changed to the uiscrollviews bounds by view.frame = scrollview.bounds. While dragging the scrollview the cascrolllayer is always forced to scroll to the current offset of the scrollview.
I needed to subclass the uiscrollview and hack around in order to make the zooming work nicely, but it's working well now. This approach works very well and allows very big graphs with lots of draggable elements.
//edit: see my other answer below, the approach above didn't work out as well as I initially thought, especially the zooming part
CATiledLayer is definitely what you should use here—there’s not really another solution that’ll let you use Quartz/UIKit drawing on a huge zoomable canvas. For anything that needs to be interactive (dragged or animated or whatever), you can disable its display in the main tiled layer and overlay another view or layer on top of it that just contains the object being interacted with.
I've added an NSSegmentedControl to a pane on an horizontal split view on a normal window. I thought that adjusting the springs would make the segmented control centre itself automatically, but it doesn't. How can keep it centred?
I was told to add an observer for when the parent view's frame changes, and manually adjust the position of the centered view, but I've no idea how to go about that.
Any ideas are very welcome.
The layout you describe sounds totally plausible in IB.
Just testing it out, I dropped a segmented control in one of the views in a split view, and it stays centered, so I'm sure there's just a configuration issue.
Be sure that:
Your split view is set to stay centered and resize appropriately with the window as appropriate (just to make sure the behaviour you're seeing is not related to the segmented control's container not resizing properly).
You position your segmented control dead centre, and then leave all 3 horizontal "springs" unclicked (ie: no left anchoring, no right anchoring, no horizontal growing).
I don't know if it's been "fixed" in recent OS versions, but if I recall correctly, NSSegmentedControl does a -sizeToFit each time segments change. If the control isn't changing at all, Jarrett's instructions should work.