How to organize XIB files with many overlapping elements? - objective-c

I have some XIB files which are very difficult to edit because many of the subviews overlap each other completely. For example, if I position a popup volume slider where it will pop up, it covers some UILabels which become impossible to click. My only chance to be able to edit them is to double-click on them in the Document window tree, move them aside, edit, then move them back. Sometimes there are 3 or more widgets that occupy the same location in the XIB, even though only a few are visible at a time while the application is running.
How are conditionally-visible screen elements actually supposed to be organized?
I would like to be able to hide groups of views to reveal what's beneath them, but I don't see a way to do that in IB.
If I create UIViewControllers for every group, I can edit them in separate windows, but I can't see them in context, and I need a lot of view controllers...

Tip: Hold down shift while right clicking the location of the object you wish to select.
I don't think IB is able to hide groups of views during design-time, but there's no reason you couldn't add that behavior yourself using an IB plugin.

Related

How to stop overlapping panels to become children of each other?

Scenario
I have 3 panels which are to be shown depending upon the choice from combobox.
Each panel is designed in exact location, and all three are exactly overlapping each other and even may be partially. But their Top and Left properties are same.
Problem
As soon as I drag to position the panel, it becomes child of one of other two.
I have checked it through .parent.name
If I hide one panel say pnlRSB1 then the child of it the pnlRSB2 also vanishes.
Though I have solved the problem using recursive loop, but I want to know the other available options.
Is there a way that I may tell IDE, "hey don't make it child of underlying panel, its independent"?
B.T.W if someone wants the loop thing solution, I will provide that as well, but I hate recursion though I am living with it right now.
The solution is to not drag them. Just add all three Panels to the form somewhere. Drag one of them so that it's Location and Size are what you want and then set the other two to have he same values via the Properties window.
By the way, one Panel will only become a child of another if you drop it within the other's bounds. The parent will be whatever control is under the mouse pointer when you drop.
Also note that you can still easily access each Panel in the designer, even if they are in the same Location and have the same Size. You just have to change the z-order so that the one you want to access is at the front. There are a number of ways to do that.
Right-click on the Panel you can see and select Send to Back. Repeat until the Panel you want to access is in front.
Open the Properties window and select the Panel you want to access in the drop-down list at the top. This will draw a selection rectangle around the Panel even if the Panel itself is obscured. Right-click the selection rectangle and select Bring to Front.
Open the Document Outline window and either drag the Panel you want to access up above the others in the tree or select it and use the tool bar to move it up. The order of the child controls in the tree matches the z-order.

First segment of my segment controller doesn't respond

I have a settings screen with a couple of segmented controls on it. All was well until I added a third. Now the new one works, and the top one works, but the one in the middle doesn't...
It used to work fine, but now the first segment doesn't respond. If I click on segments 2 through 4 my controller's method is called as expected. If I click on the first segment... nothing.
I suspect there is another flag somewhere that I hit by mistake, but I can't find it. Yes, all of the segments are Enabled. Any ideas?
I would suggest looking through the hierarchy in detail: the tap is possibly trapped by a partially overlapping view.
If a tap does not respond because the size of an element changes, it may because it is hidden by one of these:
an unconventionally long navigation item
a view with no visible content
a title view
This amazing tool has saved me time and again: Spark Inspector. It shows you the intricate overlapping layers of all your UIViews.

NSPopUpButton in NSToolbar such annoying

Problem solved!:
Just check the "Unified Title And Toolbar" option of the NSWindow and the 1pixel-down problem goes away!
To change the toolbar height just select the Toolbar Item - Custom View and change size in the Size inspector.
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If you know Xcode 5s layout than you should recognise this:
I want to build it for my own. So I dragged a Toolbar in the Window and added a NSPopUpButton. Then I changed the PopUp Button Cell Style to Radio and turned off the Arrows. So far so good.
The first thing I noticed is that the Toolbars has different heights. Does anybody know how to change this behaviour (without subclassing NSToolbar)?
The second and more annoying thing I noticed is that if I choose an Item from the PopUp Button the Image for the NSMenuItem move 1 pixel down.
EDIT: Xcode NSMenuItems don't move 1pixel down
Any suggestions about that thing?
NSToolbar, sadly, can’t really be subclassed. It’s a poorly-written class that tries to be very “magic,” so it’s not even a subclass of NSView—you can’t control how it draws at all, it creates a private view.
You can set its “sizeMode” but I assume you’ve already done that and found that the number of pixels high isn’t what you want.
The easiest thing to do is just leave space for your widgets at the top of your window (above the document content) and have autolayout position your buttons for you. (I haven’t been able to use a real NSToolbar in years because of its limitations.)
As for the popUp menu being mis-aligned with the button: where the menu draws is basically hard-coded, so if you use a button style that NSPopUpButton doesn't expect then the menu will be offset some.
If you’ve already tried just unchecking the “draws border” flag on a default-style NSPopUpButton (one fresh off the palette), There are two solutions for to try: One is to keep trying different buttonStyles that look correct to your eye until you find one that’s not offset. Two is to leave the buttonStyle do the default for NSPopUpButtons but subclass the buttonCell and have it not draw the border (but still leave room for it).

Change size of window in Cocoa?

I have a window whose size I need to change when the user clicks on it. I am using [self setFrame:windowFrame display:YES animate:YES] to accomplish this.
Even though the window successfully changes size (I increase its height), it moves the contents of the window up with it. How do I prevent this from happening? I want the contents to remain in place.
I am on OSX Mountain Lion developing an app for OSX using Objective-C and Cocoa.
EDIT: Constraints and/or Springs and Struts will not work as I need to move the contents around after the window is resized.
Constraints and/or Springs and Struts will not work as I need to move the contents around after the window is resized.
In that case, you should use NSViewAnimation.
A single view animation can actually perform multiple animations to multiple views, and you can even do one to a window, despite the class's name and the fact that windows aren't views in Cocoa.
You create a view animation with initWithViewAnimations:, which takes an array of dictionaries. Each dictionary identifies the target (NSViewAnimationTargetKey) and what to do to it: Either change the target's frame (NSViewAnimationStartFrameKey and NSViewAnimationEndFrameKey) or fade the target in or out (NSViewAnimationEffectKey). For your case, you'll be changing the targets' frames.
When the user does the thing that causes the resize of the window, you'll need to compute the desired overall size of the window (taking care to adjust its frame's position so it doesn't grow off the screen), as well as the new frames—both positions and sizes—of your views. Everything that will move and/or change size, create a dictionary for it and throw it into the array. Then create the view animation.
An NSViewAnimation is a kind of NSAnimation, which provides all the methods for starting and stopping the animation, monitoring its progress, hooking into it, and chaining multiple NSAnimations together. If nothing else, you'll need to start the animation.
If you are using the Interface Builder to build these views, then I believe one approach is to set the "struts and springs." These are available under the "size inspector" and are the red arrows and bars above the "autosizing" label. Play around with these to get the effect that you want, but the general idea is that the arrows control how the size of the view adjusts to changes in the size of the parent view, and the bars control the relationship of the edges of the view to the edges of the parent view as the size changes.
In constraint-based layout, set the views around the edge of your window to be a fixed distance from their superview's edge.
Xcode will infer a lot of resizability from that; if anything still isn't resizing properly, adjust its constraints so that its width and/or height is no longer constant.
The easiest way is to move your views until blue lines show up in the editor. Each blue line corresponds to a rule in the HIG about how things should be lain out, and if you drop the view there, Xcode will create constraints matching those guidelines. For example, if you set a view 20 points from the right edge of its superview, you'll get a blue line for that, and if you drop the view there, you'll create a constraint that the view must remain that distance from that edge.
The superview isn't the only view with which you can create HIG-based constraints. You can also create guideline constraints between sibling views. For example, if you put a button next to another button at the appropriate distance, you'll get a blue line across that distance, and if you drop it, you'll create a constraint that those two buttons must remain that distance from each other.
If you want to do something really custom, the three buttons in the lower-right corner of the nib editor will let you create any constraint you want. What you have selected determines what constraints you can create; the nib editor's outline view will help you make sure you have the selection you want.
You are going to have to iterate through all of your subviews and change their frame positions based on the delta of your window frame.
so if you expand your window frame by 20 in all directions, all your subviews are going to have to increase their frame positions by (20,20) to offset the windows movement.

editing views in IB that start off the screen

I have some views that start off the screen and then slide in and out at various times. In IB, the x,y positions are off the screen, because that is where I want them to start.
Now, I could just put them anywhere in the x,y space in IB and have the viewController's viewDidLoad method move them off the screen initially.
My question is, since they are currently off the screen in IB, is there an easy way to access and edit them in IB without changing the x,y position of a view first so that it appears on the screen in IB? Because I am editing these views fairly often.
If there isn't, then I'll probably just position them anywhere in the visible space in IB and add some stuff to viewDidLoad to get them out of the way. Or any other suggestions I'd love to hear.
If it's a separate view, just drag it to where you want it, and double click it's name in the objects list as seen in edo42's answer. You could also figure out the final x/y coordinates and set those with your code, and just move the view wherever is convinient.
You click there
and then select your view here