Xcode4 "Build Finished" HUD - objective-c

I'm searching for a library which implements something like Xcode 4's HUD which displays when a build is finished and such things.
Can someone give me a link or some hints how to implement it?
To clarify it, I'm searching for something like MBProgressHUD
Please don't suggest Growl, it's not appropriate for my utilisation.
To clarify it: I'm searching for a Mac OS X (Cocoa/Quartz) library, not for iOS.

I don't know of any libraries, but it would be fairly straightforward to do it yourself. Create a borderless, non-opaque, floating window and set your own custom NSView subclass as its content view.
You can then use Cocoa's excellent drawing classes to draw the thing. For example [NSBezierPath bezierPathWithRoundedRect] will make a rounded rectangle very easily, then you can fill it with a transparent grey and composite some text and an image with shadows and so on, in a few lines of code.
It's a bit of work, but maybe not as much as you might think.

ATMHud may fit your needs (source).

Related

How to make a custom trackball / eyeball control with Cocoa?

I'm writing my first Cocoa app and I would like to make a "trackball / eyeball / arcball / whatever it's called" button to rotate a 3D OpenGL scene.
There's a perfect example of this custom Cocoa control in Pages (Apple iWork suite) when you select a 3D chart. After some hacks, this control seems to be referenced as SFC3DRotateWidget. Here's a screenshot of the control in Pages.
Maybe this widget is reusable, but I didn't find how or where. So I try to recreate it.
I'm inexperienced with Cocoa so I'm not sure how to do that nor exactly where (i.e. what to do with Interface Builder, what to do with code...).
I'm not sure if I need to override the drawing function. I thought to use a textured button (Interface Builder) with a NSTrackingArea (code) to handle mouse events (move, drag, ...) but the area is necessarily rectangular. The interactive zones of the custom control used by Apple seem to follow the shape of the arrows. I've read on S.O. I can use NSBezierPath to create a more specific area (only via code?).
Does it sound good for you?
Do I miss something?
Let met know if you have any tips, tricks or resources you can share!
Thanks!
It sounds like you want to build a custom control. You do this by subclassing NSControl, which there is a guide on how to do. You can control the circular clickable area, and the responses to the mouse events by implementing the various methods. For example you can track mouse events with mouseDown: and the related methods.
You probably do not need to use any custom drawing code, NSImageView subviews with the various arrows will probably suite your purposes fine, unless you'd rather draw them in code.

NSScrollView Background Texture

Is there any way that one can use the NSScrollView background texture that is used in Safari from within other applications? I know how to get the NSScrollView to display a pattern, I just need to know if there is a named image for the texture and what the name is? Or, if there isn't a named image, where I can find something similar?
This is a bit off-topic, I think, since it's not "how to use a background texture in NSScrollView" but "where can I find a similar graphic"? But you'd only know that if you knew it wasn't a system-supplied texture. :-)
This is a custom graphic and is not available via the system. You'll need to create your own, license someone else's or find one that is free for commercial use. Search the web for "linen background" or "linen texture" etc. If you have Photoshop, there are tutorials out there for creating your own Mac-like linen pattern.

Scaled preview: use NSTextView, NSTextField, CATextLayer, or drawInRect?

I'm programming a cocoa app that presents text (vertically and horizontally) centered on a projector screen.
I'd like to have a small preview of what I see on the "wall" in a cocoa window on the computer's screen (in a NSCollectionView). Just like "presenter mode" in Powerpoint where you see the current and the next slide as previews.
Which way do you recommend for implementing the presented text?
NSTextField turned out to be tricky for aligning and scaling the text. CATextLayer, on the other hand, feels a little bit overkill for such a simple task, even though the scaling works like a charm. Would using NSTextView or drawInRect be a good trade-off?
I appreciate your assistance in making sure that I didn't miss something out before I spend hours and days on this :) My goals are to keep it robust and simple. Thanks!
CATextLayer is definitely not overkill. In fact, a CATextLayer is considerably more lightweight than an NSView and would seem ideal for your situation.

How should I design displaying a dynamic map? (Coordinates + Lines)

So I want to have a view (NSView, NSOpenGLView, something CG related?) which basically displays a map. Such as:
http://dump.tanaris4.com/map.png
Obviously that looks horrible, but I did it using an NSView, and it draws SO slow. Clearly not designed for this.
I just need to allow users to click on the individual (x,y) coordinates to make changes, and zoom into a certain area (to see it better).
Should I go the OpenGL route? And if so - any suggestions as to how to get started? (I was able to follow the guide to draw a triangle, so that's good).
I did find this post on zooming in an NSView: How to implement zoom/scale in a Cocoa AppKit-application
My concern is if I'm drawing over 6000 coordinates and the lines connecting them, this isn't efficient at all.
I don't think using OpenGL would be of any good here. The problem does not seem to be the actual painting, but rather the rendering strategy. You would need a scene graph of some kind to dynamically handle level of detail and culling.
Qt has all this packaged in a nice class class QGraphicsScene (see http://doc.qt.nokia.com/latest/qgraphicsscene.html for reference, and http://doc.qt.nokia.com/main-snapshot/demos-chip.html for an example).
Some basic concepts you should consider using:
http://en.wikipedia.org/wiki/Scene_graph
http://en.wikipedia.org/wiki/Quadtree
http://en.wikipedia.org/wiki/Level_of_detail
Try using core graphics for this, really there is so much that could be done. Watch the video Practical Drawing for iOS Developers from WWDC 2011 and it should give an over view of what can be done with CG.
I believe even CoreGraphics will suffice for what you want to achieve, and that should work under a UIView if you draw the rectangle of your view completely under the DrawRect method of your UIView (you must overload this method). Please see the UIView Class Reference. I have a mobile application that logs points on the UIMapKit, kind of like Nike+, and it certainly works well for massive amounts of points/line segments. There is no reason why this simple approach cannot work for you as well.

How to draw a "speech bubble" above NSWindow?

Notice this app:
How can I draw that sort of triangle above an existing NSWindow? I know the app in question probably draws the whole thing as a custom window, but I want to keep the existing title bar. Is there any way to draw a triangle and attach it above a NSWindow? Please note that the solution has to be MAS-compatible (i.e. no private frameworks or classes).
The only way to do this would be to create a borderless child window with no shadow that overlays the edge of the existing window. You'd need to draw any shadow yourself.
A more comprehensive solution would involve subclassing NSThemeFrame and doing some custom drawing. Take a look at Matt Gallagher's Drawing a custom window on Mac OS X. It contains a wealth of helpful information, and Google will also be of great help here.
I've written an open source (BSD) framework that draws windows similar to this: https://github.com/sbooth/SFBPopovers
It won't directly do what you need but will illustrate the basics of drawing custom window frames.