To keep things simple, let's say I have a window containing a single view, which has auto layout constraints binding all 4 sides to the window container view with offset 0. And assume that this view also has a constraint setting its aspect ratio to a constant value. If I resize the window manually, then then window nicely maintains the desired aspect ratio. But if I click the little green zoom widget, then the window fills up the whole screen, regardless of the aspect ratio, with part of the view being above the top of the screen. Is there some way I can make zooming resize the window as big as it can be, without violating auto layout constraints?
I couldn't very well detect this problem in the delegate method windowWillResize:toSize:, because that doesn't tell me which screen it's thinking about putting the window on. I could try to fix the window size in the windowDidResize: delegate method, at which time I do know what screen it's on, but I'm not sure exactly how to do that without reinventing Auto Layout's wheel.
Apparently someone thinks I wasn't explicit enough, so I'll try again. Steps to reproduce:
In Xcode, create a new macOS App project using XIB interface.
Open MainMenu.xib and select the window.
Reshape the window to be approximately square.
Using the Attribute Inspector, set the Full Screen behavior for the window to Auxiliary Window.
Drag an Image View from the library and drop it in the window.
In the Attributes Inspector, set the image view to show the NSComputer image and scale axes independently.
Expand the image view to fill up the window content area.
With the image view selected, click the button to add new layout constraints.
Add 5 constraints, binding the 4 sides to the container, and setting the aspect ratio. (see screen shot)
Build and Run.
Observe that if you resize the window by dragging an edge or corner, the aspect ratio remains fixed.
Click the green zoom widget in the title bar of the window, and observe that the window expands without regard for the aspect ratio constraint, cutting off part of the image.
I just set up a test project exactly as you specified, and when I invoke the window zoom widget, the window expands and retains its aspect ratio i.e. it works as expected. The only thing I can think of that might be causing your issue: maybe your content hugging and content compression resistance priorities are at odds with your constraints? Mind you, I just left them at the default values and it worked fine. Unfortunately Mac/AppKit development (esp. when using IB) is rife with these kind of odd bugs and weird behaviour, probably because Apple has not given it any love in years, so bugs creep in/fester and they are clearly so DONE with developing UI the 'old fashioned way'. (Using SwiftUI to make a Mac app is just as frustrating, in different ways, so I'll stick with what I know). FYI, I used Xcode 13.4.1 to create this test project. Good luck!
Related
I have an OS X app originally built using Xcode 4, now using Xcode 7. When "springs-and-struts" was superseded by constraints, I reworked the UI to use constraints. Simple enough, and seemed to work well.
Fast forward two years after first release, and for the second release I needed to add controls and increase the height of the main app view. Unfortunately, my test team is using smaller screens and cannot see the whole view. They need to resize vertically.
Problem - even though the resize controls box is checked, the window cannot be resized. The controls do not show at run time. I tried
Setting lower minimum window content size height, but that did not change anything.
Changing content compression resistance did not change anything.
I am thinking this issue has something to do with constraints.... Any ideas on how to get resize to work?
Edit: After playing with a new test app some, I am more certain the problem is due to constraints. I have a control where I have constrained leading and trailing space to superview and width - there went horizontal resize.
I really need to have a view where the user can resize the window, but scroll the content. However, in this case, the content is other controls. I think on iOS, I would use a UIScrollView. On OS X, I have tried a scroll view control and have tried embedding in a scroll view, and neither have the desired effect.
I had the same issue and solved it by adding a view to be used as a "container" in the view controller.
Pin the top left corner of the "container view" to the view controller (leading space 0 and top space 0). Add equal width and height constraints on the "container view" to the view controller. Then move all your objects into the "container view" and add your object constraints on the "container view" not the view controller.
In my case, it happened in this way (Xcode 13.1).
I mistakenly added a view from IB outside of the window view hierarchy. The new view was added as a separated object (a top node in the interface builder file). I added the new view into the window by drag-n-drop.
I found the new view had different behaviours, for example, I couldn't set the top space constraint. With this view in the view hierarchy, I couldn't change the window size (content view size) at all.
I removed the view and added another in the view hierarchy, it worked as normal.
I think IB initialises the view differently if it is a separated object (top node of the interface builder file).
Good morning,
I am new to Xcode and am learning to create iOS applications.
When I open a single view application and click on main.storyboard, my size is w Any h Any. When I decide to add a label and run the iOS simulator (iPhone 6 or iPhone 5S), the label appears somewhere else.
This is really frustrating and I have tried many approaches such as disabling use size classes, changing the storyboard size by clicking the w Any h Any button, and even messing with the constraints as mentioned here: Xcode 6 Storyboard the wrong size?
I am really trying to continue with this but I have seem to hit a wall for a couple of hours now, if someone could shed some light to why I am messing this up, that would be amazing.
EDIT: How can I get it to be a "normal" sized iPhone, such as the iPhone 5s?
You can click on the w Any h Any to change it to a normal iphone size by mousing over the squares and reading which devices they encompass.
You are going to have to use constraints though in order to make anything go where you want it to, I really didn't want to learn them but I couldn't do without them now: they are very useful.
EDIT
Constraints are simple in concept but can be tricky in certain situations:
For any view to have valid constraints that work correctly, it needs to know what the size of the view is and its position in it's "parent container" which is just whatever view or viewController it is inside of.
The little |-O-| shaped button and its neighboring buttons next to "w Any h Any" give you options for positioning and sizing the view. So if you click on a view and then click on that square button in the middle, check the width, height boxes and click the left and top lines in that top positioning thing with sizes in it like so:
Then click on add 4 constraints. You will notice blue lines appear around your view saying that it can properly put it where it needs to go when running the app. If there is any orange or red that means there are conflicting constraints on the view.
Sometimes that can mean you put to many constraints (more than you need) and you just need to delete them in size inspector tab. But more often than not, if that doesn't fix it, I've noticed that I usually have a neighboring view that isn't properly "constrained" and is actually the cause for the other views problems.
How can I get it to be a "normal" sized iPhone, such as the iPhone 5s
You don't. The view controller's main view will be resized correctly when the app runs (on a device or in the simulator), as appropriate for the device type and other aspects of its surroundings.
Your job is to use auto layout so that no matter how the view is resized, its subviews (labels and buttons and so forth) will look good. That is what auto layout is for - it's to help you compensate for the fact that you have no idea what the real size of this view will be at runtime.
I have a window I'm setting up with auto layout. There is a view in the middle of the window that contains three controls, and I would like the window to refuse to resize horizontally smaller than the intrinsic size of those three controls.
The outer buttons both have horizontal space constraints to "stick" them to the outside of their superview, and the checkbox in the middle has a horizontal space constraint sticking it to the left side of the "Sync text" button. There is also a >= constraint between the "Sync outline" button and the checkbox, to make sure they don't overlap, but the checkbox prefers to hang to the right. All these constraints have a priority of 1000. The window itself has no minimum size specified.
When I use the "Simulate Document" command in Xcode, everything works as I'd expect, and the window won't let you size it smaller than in the screenshot above. However, when I run my application, the window does allow resizing smaller than that width, so that the buttons start to shrink and eventually the controls overlap each other. I'm not implementing any of the size related window delegate methods, so I don't see any place in the app's code where it might be influencing the resizing.
Any ideas on what could be causing this difference in behavior?
OK, I finally figured out what the heck was going on here. It turns out the problem was that I was implementing the -splitView:constraintMinCoordinate:ofSubviewAt: delegate method (as well as the maxCoordinate one) to restrict the size of the split subviews in the vertical direction. Yes, restricting the vertical resizing of the split view affected the horizontal layout of the buttons.
It appears that what happens is that, if you implement those delegate methods, NSSplitView reverts back to using autoresizing masks to layout the subviews rather than auto layout constraints. Since the view containing those buttons is no longer participating in auto layout, the buttons smush together when you resize the window small. In the simulator, the split view doesn't have a delegate set, so all the auto layout stuff works fine in that environment. Note that merely having the methods implemented is enough to trigger this, even if they just return the proposed coordinates unchanged.
The solution ended up being quite easy, which was to delete the delegate methods and replace it with a vertical constraint on the subview to restrict its size instead.
After much reading and experimenting, I still cannot get a simple TextView to resize fully in the horizontal direction using Xcode 5.0.2 in Mavericks. It resizes partially as the window is resized, then stops with long lines wrapped around even though my containing NSScrollView continues to resize as expected (it has four default constraints and no horizontal scroller).
Can anyone point me to a simple code/IB+AutoLayout example, preferably just a window containing just an NSTextView dragged in from the IB template library --- one that works? The Apple TextEdit sample code is almost irrelevant for this purpose although it does resize horizontally quite well. Also, there is the clip view for which I can find little information.
Any other tips appreciated.
Thanks.
Answering my own question:
Turns out that my problem had nothing to do with AutoLayout and little to do with NSTextView. It was the textfile I was using to test my code! This file was composed of records with tab-delimited fields.
Turns out that NSTextView comes with a default NSParagraphStyle with predefined tab stops that end at character 56 whereas my test file had tabs beyond that. Therefore, my lines wrapped around at the last defined tab no matter how much I stretched the window.
After changing my search terms, I found what I needed at the following links:
Premature line wrapping in NSTextView when tabs are used
How to have unlimited tab stops in a NSTextView with disabled text wrap
Apologies for wasting bandwidth.
Not sure why such a simple thing does not work in your case, but nevertheless here's what I did in Xcode to get an NSTextView follow window resize:
Create a new project (not document based in my case but it doesn't really make a difference)
Drag a NSTextView from the palette to your window. Align all four edges with the window edges.
Open the "Add constraints" pop-up (second button from the segmented control on the bottom-right part of your IB view.
Each of the four spacing constraints should show a number equal to the distance of your text view from the container window. If you aligned them, this number should be either 0 or -1. Click the down arrow for each of them and select "Use Current Canvas Value". Do it for all four. Make sure no other constraints are selected.
Click on "Add constraints" on the bottom of the panel.
Run your project. Your textview should resize with the window.
Also, as Jay's comment mentions, make sure you do not have any "leftover" constraints in your view. You can check this either by observing Xcode's warnings, or manually by inspecting your view's constraints by going to the Size Inspector tab (4th tab on the Utilities bar).
If you need to have your textview arranged in a more complex layout, it might be worth taking a look at the AutoLayout Guide.
I'm trying to learn auto layout so I can set up a moderately complicated display the way I want. I'm starting with a simple version. At least I thought it was simple.
I have a content view containing a NSScrollView, and a zoom slider. The scroll view is, of course, just a window into a larger 'canvas' on which the user can do things.
I'd like the scroll view to be as big as the window allows, with the slider underneath.
I've tried many things none of which work, in some cases when I resize the window smaller, the scroll view goes on up over the window's top bar, obscuring the title and the red yellow, green, dots.. this is just a grumble, I won't attempt to describe how I got it.
I'm working with Visual Format Language.
The immediate problem: I can only get the thing to work at all if I put in a hard size constraint on the scroll view.
I've got constraints like #"V:|[ScrollView]-[ZoomSlider(==35)]-| and
#"|-20#1000-[ScrollView]-|"
With these, nothing shows at all, until I put a hard size on the scroll view:
For example, #"V:[ScrollView(>=70#20)]" and #"[ScrollView(>=140#20)]" results in a little tiny scroll view (as expected) just above the slider.
Window is resizable, all right.
Is there a simple way to make the scroll view resize to occupy the most space possible when I resize the window? The only way I can think of off hand is to produce metrics for the scroll view based on window size, and use a notification to change the constraints when the window size changes. There should be something simpler!
THanks.ee
OOps. Thought I knew the answer until I started to write it.
AT least here is a partial explanation of things that were causing me problems.
You can't add constraints that position or size the Window's content view. But apparently you can mess them up by deleting them programatically. Some of my problems were solved by getting rid of
[self.myContentView setTranslatesAutoresizingMaskIntoConstraints:NO];
and
[self.myContentView removeConstraints:self.myContentView.constraints];
This left me with a lot of conflicting constraints. I fixed this be eliminating all content window constraints that I could in IB, then by marking the rest as placeholders.
I've got a ways to go before I understand how to use auto layout, but doing it in code is easier (for me) than doing it with IB