I have an interface that has an NSTextField, NSButton, and an NSView. When I type something in the NSTextfield and press the button, I want the text to be drawn in the NSView. So far I have everything connected and working, except for the view.
How can I connect the text and the view so that every time I press the button, the text is drawn to the view?
How can I connect the text and the view so that every time I press the button, the text is drawn to the view?
Views do their own drawing.
You need to give the view the string to draw, and then set the view as needing display. You'll do these in the action method that you wire the button up to.
First, your custom view class needs to have a property for the value (string, in this case) that it's going to display. From your action method, which should generally be on a controller object, send the view object a setFoo: message (assuming you named the property foo). That takes care of job one: The view now has the value to display.
Job two is even easier: Send the view a setNeedsDisplay: message, with the value YES.
That's it. The action method is two lines.
Of course, since views draw themselves, you also need your custom view to actually draw, so you need to implement the drawRect: method in that class. It, too, will be short; all you need to do is tell the string to draw itself.
Bindings
http://developer.apple.com/mac/library/documentation/cocoa/Conceptual/CocoaBindings/Concepts/WhatAreBindings.html#//apple_ref/doc/uid/20002372-CJBEJBHH
For simplicity's sake I didn't mention this before, but the app also has a speech element to speak the string. This aspect of the program works fine, so just ignore any messages involving the SpeakAndDraw class (it's actually misnamed and only includes a speech method, nothing about drawing).
View.m
#import "View.h"
#implementation View
#synthesize stringToDraw;
- (id)initWithFrame:(NSRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setAttributes];
stringToDraw = #"Hola";
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect {
NSRect bounds = [self bounds];
[self drawStringInRect:bounds];
}
- (void)setAttributes
{
attributes = [[NSMutableDictionary alloc] init];
[attributes setObject:[NSFont fontWithName:#"Helvetica"
size:75]
forKey:NSFontAttributeName];
[attributes setObject:[NSColor blackColor]
forKey:NSForegroundColorAttributeName];
}
- (void)drawStringInRect:(NSRect)rect
{
NSSize strSize = [stringToDraw sizeWithAttributes:attributes];
NSPoint strOrigin;
strOrigin.x = rect.origin.x + (rect.size.width - strSize.width)/2;
strOrigin.y = rect.origin.y + (rect.size.height - strSize.height)/2;
[stringToDraw drawAtPoint:strOrigin withAttributes:attributes];
}
#end
SpeakerController.m
#import "SpeakerController.h"
#implementation SpeakerController
- (id)init
{
speakAndDraw = [[SpeakAndDraw alloc] init];
view = [[View alloc] init];
[mainWindow setContentView:mainContentView];
[mainContentView addSubview:view];
return self;
}
- (IBAction)speakText:(id)sender
{
[speakAndDraw setStringToSay:[text stringValue]];
[speakAndDraw speak];
[view setStringToDraw:[text stringValue]];
[view setNeedsDisplay:YES];
NSLog(#"%#", view.stringToDraw);
NSLog(#"%#", [view window]);
}
#end
Related
I've got a QuickLook view that I view some of my app's documents in. It works fine, but I'm having my share of trouble closing the view again. How do I create a touch event / gesture recognizer for which I can detect when the user wants to close the view?
I tried the following, but no events seem to trigger when I test it.
/------------------------ [ TouchPreviewController.h ]---------------------------
#import <Quicklook/Quicklook.h>
#interface TouchPreviewController : QLPreviewController
#end
//------------------------ [ TouchPreviewController.m ]---------------------------
#import "TouchPreviewController.h"
#implementation TouchPreviewController
- (id)init:(CGRect)aRect {
if (self = [super init]) {
// We set it here directly for convenience
// As by default for a UIImageView it is set to NO
UITapGestureRecognizer *singleFingerDTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleSingleDoubleTap:)];
singleFingerDTap.numberOfTapsRequired = 2;
[self.view addGestureRecognizer:singleFingerDTap];
[self.view setUserInteractionEnabled:YES];
[self.view setMultipleTouchEnabled:YES];
//[singleFingerDTap release];
}
return self;
}
- (IBAction)handleSingleDoubleTap:(UIGestureRecognizer *) sender {
CGPoint tapPoint = [sender locationInView:sender.view.superview];
[UIView beginAnimations:nil context:NULL];
sender.view.center = tapPoint;
[UIView commitAnimations];
NSLog(#"TouchPreviewController tap!" ) ;
}
// I also tried adding this
- (BOOL)gestureRecognizer:(UIGestureRecognizer *) gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer*) otherGestureRecognizer {
return YES;
}
#end
Edit: For clarification, this is how I instantiate the controller:
documents = [[NSArray alloc] initWithObjects: filename , nil ] ;
preview = [[TouchPreviewController alloc] init];
preview.dataSource = self;
preview.delegate = self;
//set the frame from the parent view
CGFloat w= backgroundViewHolder.frame.size.width;
CGFloat h= backgroundViewHolder.frame.size.height;
preview.view.frame = CGRectMake(0, 0,w, h);
//refresh the preview controller
[preview reloadData];
[[preview view] setNeedsLayout];
[[preview view] setNeedsDisplay];
[preview refreshCurrentPreviewItem];
//add it
[quickLookView addSubview:preview.view];
Also, I've defined the callback methods as this:
- (NSInteger) numberOfPreviewItemsInPreviewController: (QLPreviewController *) controller
{
return [documents count];
}
- (id <QLPreviewItem>) previewController: (QLPreviewController *) controller previewItemAtIndex: (NSInteger) index
{
return [NSURL fileURLWithPath:[documents objectAtIndex:index]];
}
Edit2: One thing i noticed. If I try making swiping gestures, I get the following message. This could shed some light on what is wrong/missing?
Ignoring call to [UIPanGestureRecognizer setTranslation:inView:] since
gesture recognizer is not active.
I think your example code is incomplete. It isn't clear how you are instantiating the TouchPreviewController (storyboard, nib file or loadView.)
I have never used the class so I could be way out in left field.
If you've already instantiated a UITapGestureRecognizer in the parent viewController, it is absorbing the tap events and they aren't passed on to your TouchPreviewController.
I would implement the view hierarchy differently by attaching the UITapGestureRecognizer to the parent viewController and handle presentation and unloading of the QLPreviewController there.
I think you might not have to subclass QLPreviewController by instantiating the viewController from a nib file.
When your parent viewController's UITapGestureRecognizer got an event you would either push the QLPreviewController on the navigation stack or pop it off the navigation stack when done.
Hope this is of some help.
I have the following code where after a bool is true I want to add a drawing to my rect. here is the code I have but for some reason it is either not setting the bool or calling the setNeedsDisplay. Am I referencing to the other class properly? thanks
//in AppController.m
-(IBAction)colorToggle:(id)sender
{
if ([colorFilter state] == NSOnState)
{
CutoutView *theView = [[CutoutView alloc] init];
[theView setFilterEnabled:YES];
}
}
//in cutoutView.m
- (void)drawRect:(NSRect)dirtyRect
{
[[[NSColor blackColor]colorWithAlphaComponent:0.9]set];
NSRectFill(dirtyRect);
//this is what i want to be drawn when my bool is true and update the drawRect
if (filterEnabled == YES) {
NSRectFillUsingOperation(NSMakeRect(100, 100, 300, 300), NSCompositeClear);
[self update];
}
}
-(void)update
{
[self setNeedsDisplay:YES];
}
OK, you know how not every UILabel is the same? Like, you can remove one UILabel from a view without all the others disappearing too? Well, your CutoutView is the same way. When you write CutoutView *theView = [[CutoutView alloc] init]; there, that creates a new CutoutView that isn't displayed anywhere. You need to talk to your existing CutoutView (probably by hooking up an outlet, but there are any number of perfectly valid designs that will accomplish this goal).
You are forgetting to call the drawRect: method, it should looks like this:
CutoutView *theView = [[CutoutView alloc] init];
[theView setFilterEnabled:YES];
[theView setNeedsDisplay];
From the docs:
When the actual content of your view changes, it is your
responsibility to notify the system that your view needs to be
redrawn. You do this by calling your view’s setNeedsDisplay or
setNeedsDisplayInRect: method of the view.
I have overloaded NSWindow and have created a custom window of my own (Borderless and transparency of 0.3 alphaValue). I am going to be drawing images in this window. Is there any way I can get the images that will be drawn in the window opaque? I want the window to remain transparent but want the images to be opaque. How would I do this?
Mac OS X Snow Leopard
Xcode 3.2.6
#ughoavgfhw is on the right track, but it's actually much easier. You just need to set opaque to NO and set backgroundColor to semi-transparent.
#implementation MYWindow
- (void)setup
{
[self setStyleMask:NSBorderlessWindowMask];
[self setOpaque:NO];
[self setBackgroundColor:[NSColor colorWithCalibratedWhite:1.0 alpha:0.3]];
}
// We override init and awakeFromNib so this works with or without a nib file
- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)aStyle backing:(NSBackingStoreType)bufferingType defer:(BOOL)flag
{
self = [super initWithContentRect:contentRect styleMask:aStyle backing:bufferingType defer:flag];
if (self)
{
[self setup];
}
return self;
}
- (void)awakeFromNib
{
[super awakeFromNib];
[self setup];
}
#end
There's a potential problem with this approach.
Requesting "[self setStyleMask:NSBorderlessWindowMask];" (with any of the possible StyleMask values) will cause the loss of keystroke events to that window on subsequent presentations of the window as a sheet. I reported a bug to Apple today on this point.
Leave the alphaValue property to 1, and set the opaque property to NO. Then, replace the default contentView with one which fills itself with a color whose alpha component is 0.3 in its drawRect: method. When you change the alphaValue property, it changes how everything drawn in the window is displayed. When you make it non-opaque, it simply doesn't draw a black background beneath the content view, so if the content view is transparent, the window will be too, but anything drawn on top of that will not be affected.
Here's an example which uses a white background with a 0.3 alpha component. Note that I overrode the setContentView: method. This is so that I can copy any views from the passed view into the transparent content view, and is especially necessary if you load the window from a nib, since the nib loading will change the content view when it is loaded. (You could change the content view's class in IB instead.)
#interface MyWindow_ContentView : NSView
#end
#implementation MyWindow
- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)aStyle backing:(NSBackingStoreType)bufferingType defer:(BOOL)flag {
if(self = [super initWithContentRect:contentRect styleMask:aStyle backing:bufferingType defer:flag]) {
[super setOpaque:NO];
[super setContentView:[[[MyWindow_ContentView alloc] init] autorelease]];
}
return self;
}
- (void)setOpaque:(BOOL)ignored {}
- (void)setContentView:(NSView *)newView {
NSArray *views = [[self.contentView subviews] copy];
[views makeObjectsPerformSelector:#selector(removeFromSuperview)];
views = [[newView subviews] copy];
[views makeObjectsPerformSelector:#selector(removeFromSuperview)];
for(NSView *view in views) [self.contentView addSubview:view];
[views release];
}
#end
#implementation MyWindow_ContentView
- (void)drawRect:(NSRect)rect {
[[NSColor colorWithCalibratedWhite:1 alpha:0.3] set];
NSRectFill(rect);
}
#end
You know Visual Studio, that awesome element called "ListBox"? Just a box that would list a bunch of strings.
I am now working with XCode, and I found this class in the interface builder "NSScrollView". It seems to be able to list me a couple strings. It says it got a NSTextView inside, but, how do I access it?
I am not even sure if NSScrollView is the correct solution I need, but if I could simply access the NSTextView inside it, I think it would be enough.
See NSTableView.
As for getting to a text view inside a scroll view, create an Interface Builder outlet (IBOutlet) and connect it to the text view itself, rather than the scroll view.
To get to a text view inside a scroll view; you need to select the controller with your outlet defined; click and hold control and then drag the blue connection line from your controller to the top line of the scroll view; then just wait for a blue line to appear; this will then prompt to let you link your outlet to the text view.
Josh's answer above to use NSTableView is correct. For those not that familiar with it, it can seem like a much bigger task than it actually turns out to be. Hopefully this saves people some time.
Rather than fight with NSTableCellView assumptions, you can create any type of simple view you want and use auto layout (or even return a simple NSTextView. This is what I did to get more control over layout of my text strings:
#interface PreferenceTableViewCell : NSView
#property (nonnull, strong, readonly) NSTextField *tf;
#end
#implementation PreferenceTableViewCell
-(id)init
{
self = [super init];
if(self) {
self.translatesAutoresizingMaskIntoConstraints = NO;
self.autoresizesSubviews = YES;
_tf = [NSTextField labelWithString:#""];
_ tf.translatesAutoresizingMaskIntoConstraints = NO;
_tf.autoresizesSubviews = YES;
[self addSubview:_tf];
[self addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"H:|-(10)-[_tf]|" options:0 metrics:nil views:NSDictionaryOfVariableBindings(_tf)]];
[self addConstraint:[NSLayoutConstraint constraintWithItem:_tf attribute:NSLayoutAttributeCenterY relatedBy:NSLayoutRelationEqual toItem:self attribute:NSLayoutAttributeCenterY multiplier:1 constant:0]];
}
return self;
}
#end
Then put this whereever you need the list of strings (or controls, or whatever):
_tv = [NSTableView new];
_tv.translatesAutoresizingMaskIntoConstraints = NO;
_tv.autoresizesSubviews = YES;
_tv.focusRingType = NSFocusRingTypeNone;
_tv.delegate = self;
_tv.dataSource = self;
_tv.rowHeight = 40; // Use this to adjust the height of your cell or do it in cell.
_tv.headerView = nil;
_tv.selectionHighlightStyle = NSTableViewSelectionHighlightStyleRegular;
_tv.allowsColumnReordering = NO;
_tv.allowsColumnResizing = NO;
_tv.allowsEmptySelection = NO;
_tv.allowsTypeSelect = NO;
_tv.gridStyleMask = NSTableViewGridNone;
[panel addSubview:_tv];
// TableView Column
NSTableColumn *col1 = [[NSTableColumn alloc] initWithIdentifier:#"c1"];
col1.resizingMask = NSTableColumnAutoresizingMask;
[_tv addTableColumn:col1];
Then in whatever is set as the delegate and datasource for the NSTableView add these methods:
-(NSInteger)numberOfRowsInTableView:(NSTableView *)tv
{
return stringArray.count;
}
-(NSView *)tableView:(NSTableView *)tv viewForTableColumn:(NSTableColumn *)tc row:(NSInteger)row
{
// This can be ANY NSView based control built as shown above.
PreferenceTableViewCell *cell = [PreferenceTableViewCell new];
cell.tf.stringValue = stringArray[row];
return cell;
}
-(void)tableViewSelectionDidChange:(NSNotification *)notification
{
// Code to do whatever when a list item is selected.
}
That is basically it for a simple list. See the Apple Docs on NSTableView for more details on how to bind the table to a data sources and more complicated problems.
I'm working on a custom implementation of UISegmentedControl.
I'd like to create a component that able to receive config data and from which obtain a custom View similar to UISegmentedControl.
I started subclassing a UIView and i can create a custom UISegmentedControl with this code:
CustomSegment *segment = [[CustomSegment alloc]
initWithTitles:[NSArray arrayWithObjects:#"one",#"two",nil]];
[self.window addSubview:segment];
But now i'd like to improve my class and add some more customizable parameters to it.
For example i'd like add a custom separators, define the button fonts and so on... here my doubt:
Is it better to work on a UIView subClass or you suggest me to subclass a UIViewController, where i can manage View hierarchy in method like -(void)loadView and -(void)viewDidLoad ?
In a simple UIView subclass, when i launch the custom init method, i setup immediately subviews... while using a UIViewController i can call custom init and define how my subview is builded into -(void)loadView.
Don't use an UIViewController, just extend the UIView class like you did and keep extending its functionality.
Remember to save a pointer to each subview you add (i.e. buttons) in order to be able to access them later.
Define custom setters, for example, a custom setter for changing a button label title would be:
- (void) setButton1Title:(NSString*)str forState:(UIControlState)state{
//You can add some control here
if ([str length] > 20) return;
[_button1 setTitle:str forState:state]; //_button1 is my reference to the button
}
And so on. Don't provide direct access to your subviews, use methods instead.
Also, you can use "layoutSubviews" method to define how your views are going to be displayed in your custom view.
Hope it helps you.
Edit: In your case, I don't see why using lauoutSubviews method but I want to show you what I was trying to say.
Lets say that for example I need to create an UIView class to represent a "Contact" object in my application.
This is what I would do:
#interface ContactView : UIView{
UILabel* _nameLabel;
UILabel* _ageLabel;
Contact* _contact;
}
#property (retain) Contact* contact;
#end
#implementation ContactView
#synthetize contact = _contact;
-(id)initWithContact:(Contact*)c{
self = [super init];
if (self) {
_nameLabel = [[UILabel alloc] init];
_nameLabel.frame = CGRectZero;
[self addSubview:_nameLabel];
[_nameLabel release];
_ageLabel = [[UILabel alloc] init];
_ageLabel.frame = CGRectZero;
[self addSubview:_ageLabel];
[_ageLabel release];
self.contact = c;
}
}
- (void) layoutSubviews{
[super layoutSubviews];
_nameLabel.frame = CGRectMake(0.0f, 0.0f, 200.0f, 25.0f);
_ageLabel.frame = CGRectMake(0.0f, 25.0f, 200.0f, 25.0f);
if (self.contact){
_nameLabel.text = self.contact.name;
_ageLabel.text = self.contact.age;
}else{
_nameLabel.text = #"Unavailable";
_ageLabel.text = #"Unavailable";
}
}
- (void) setContact:(Contact*)c{
self.contact = c;
[self layoutSubviews];
}
#end
Check out how the "layoutSubiews" is used to set the correct frame and data to the labels.
Usually, I use it a lot when creating custom UITableViewCells where you have to reuse the view.
Let me know if I'm being confusing.