How did I manage to panic when using the Select Widget - go

New to Go and Fyne, and stumbling trying to get what I need out of Fyne. Sorry, this will be long.
My problem is this. I’m writing a application that gets a list of commands from a server, telling it to create a series of widgets and display them. They are of various types – Label, Button, Entry, Select, etc.
But these aren’t standard widgets; I need to extend their behavior a bit. For one thing, when operated by the user, they each need access to some per-widget information. Button click, for example, has to reference some data specific to that button so it knows what to do. We’ll call this additional information the About struct.
Secondly, every widget needs to be able to take a right click and drop down a widget specific menu. Yes, even buttons and labels need to be able to provide drop down menus. In the case of a widget like Entry, I know this design is going to condemn me to having to write my own menu choices for Paste, Copy and the other operations Entry normally offers on a right click, but I’m ok with that.
I have all this working, but in the process I broke Select (and probably there will be breakage for other widgets.) and I can’t see how to fix it.
Problem: trying to send the Select widget causes a panic: interface conversion: fyne.Canvas is nil, not *glfw.glCanvas
Approach:
type GenericWidget struct {
fyne.Widget //I’m some kind of widget
about *About //here’s my personal “About” data
//function pointers
OnRightClickp func(gw *GenericWidget, pe *fyne.PointEvent)
OnLeftClickp func(gw *GenericWidget, pe *fyne.PointEvent)
…other “function pointers” for OnRunep and so on…
}
And now I have to catch all “events” so GenericWidget will see them:
func (gw *GenericWidget) TappedSecondary(pe *fyne.PointEvent) {
if (gw.OnRightClickp != nil) {gw.OnRightClickp(gw, pe)}
}
func (gw *GenericWidget) Tapped(pe *fyne.PointEvent) {
if (gw.OnLeftClickp != nil){gw.OnLeftClickp(gw, pe)}
}
//type Focusable interface
//etc….
This should represent any single widget, regardless of type. It’s not complicated: When Tapped is invoked by the driver, GenericWidget.Tapped gets called. If this widget has a function pointer for “OnLeftClickp” set, call it. Crucially, we pass a pointer to the widget itself when that happens, because all the event handlers I write will need access to the *About and maybe anything else I add to GenericWidget.
Creation is simple enough:
func NewGenericWidget(w fyne.Widget, about *About) *GenericWidget {
gw := GenericWidget{w, about, nil, nil, nil, nil, nil, nil, nil, nil}
return &gw
}
And when it’s time to create a Label, I do that and fold it into a GenericWidget
func NewExtendedLabelWithStyle( //Label with catachable left and right click
text string,
about *About,
alignment fyne.TextAlign,
style fyne.TextStyle,
tappedLeft func(*GenericWidget, *fyne.PointEvent),
tappedRight func(*GenericWidget, *fyne.PointEvent)) *GenericWidget {
e := NewGenericWidget(widget.NewLabelWithStyle(text, alignment, style), about)
e.OnLeftClickp = tappedLeft
e.OnRightClickp = tappedRight
return e
}
All these GenericWidgets work fine – I add them to the appropriate Box and the window paints as I’d expect. I can right click on a label and if OnRightClickp is set, which is generally is, code gets called and is given access to *GenericWidget, which leads to *About, which means the menu that gets put up can offer all the right stuff for what’s in this label.
Of course, Labels don’t normally care about clicking, so the fact that I’ve stolen all the calls in Tappable doesn’t matter.
But a Select widget does care about left clicks, so the fact that GenericWidget is intercepting the call to Tapped() means I’d never see the dropdown appear.
No problem, I thought. When I create the Select widget and the surrounding GenericWidget, I’ll just specify I want to call Select’s Tapped myself:
func NewExtendedSelect(about *About, sel func(*GenericWidget, string)) *GenericWidget {
//build the options. NewSelect demands a slice of strings, so...
st := make([]string, 64)
for e := about.theList.Front(); e != nil; e = e.Next() {
st = append(st, e.Value.(string))
}
s := widget.NewSelect(st, func(c string){})
//make sure it selects the text it should, initially
s.SetSelected(about.value)
//wrap it
e := NewGenericWidget(s, about)
//e.OnChangedp = sel //not set up yet (and don’t know how)
//HERE BE DRAGONS --------------
//But we don't want to break left click. So when we intercept it,
// pass it down to the actual Selection widget:
e.OnLeftClickp = func(me* GenericWidget, pe *fyne.PointEvent) {
fmt.Println("select tapped")
//call the Tapped that Select knows about:
s.Tapped(pe) //PANIC!
}
// -----------------------------
//Handle right click with our usual menu magic
e.OnRightClickp =func(me* GenericWidget, pe *fyne.PointEvent) {
//defer used because not sure what to do with the return value, so make it Go's problem
defer widget.NewPopUpMenuAtPosition(me.GetRightClickMenu(),
me.about.sheet.window.Canvas(), pe.AbsolutePosition)
}
return e //here's your GenericWidget, ready to drop into a Fyne container.
}
Compiles fine, Selects get displayed, but when I left click it prints the expected “select tapped” and then immediately panics:
select tapped
panic: interface conversion: fyne.Canvas is nil, not *glfw.glCanvas
I’m lost. My GenericWidget is just a widget; I thought that’s what composition did, and all the GenericWidgets I create are put in a Box which is in a Box which is SetContent into the window. But the error is suggesting to me that somehow this Select object wasn’t set up right and when it goes to draw the options, something is missing. What did I do wrong?
It’s possible my whole approach is wrong (I do a lot of C++ and Python and I take an OO view of things). In that case, how do I do all this?

This turns out to have been a Fyne bug, which has since been fixed.

It does not look like the select is being composed - your extended select is just creating a new one, tapping it later.
The crash is coming from it trying to display a pop up next to a select that has not been found on the canvas.
If you are extending builtin widgets you also need to call ExtendBaseWidget so that the driver can lookup your widget instead of the default one.
That said a single widget that can extend any other type of widget kind of goes against the strongly types design of Fyne APIs and you may run in to trouble.

Related

Scroll to selected row in GtkListBox

I'm a bit out of ideas here. I want a very simple thing: to be able to select a given GtkListBox row programmatically and then scroll the list box (which is wrapped in a ScrolledWindow and a Viewport).
Selecting a row is trivial (my code is Go & gotk3, but that's not so important):
listBox.SelectRow(row)
But scrolling to the row proved to be a real challenge. Whatever I tried, I failed:
I tried to focus the row, but it helped nothing
I tried to figure out the row's Y-coordinate using gtk_widget_translate_coordinates(), but it returns -1 for any row
Perhaps I can find out which row is at the top and the bottom of the list box and use that to scroll the ScrolledWindow but I can't figure out how to do that.
Update: I've tried what's proposed here: Manually scroll to a child in a Gtk.ScrolledWindow, but it didn't work as still no scrolling occurred:
listbox.SelectRow(rowToSelect)
listbox.SetFocusVAdjustment(listbox.GetAdjustment())
if rowToSelect != nil {
rowToSelect.GrabFocus()
}
I also tried the same with rowToSelect's child using the code below, to no avail:
if c, err := rowToSelect.GetChild(); err == nil {
c.GrabFocus()
}
I've finally nailed it thanks to the hint by Emmanuel Touzery. I didn't have to go as far as to use timers, but the problem was indeed that at the moment of filling of the list box the row hasn't been realised yet so no coordinate translation could possibly happen.
What I did is scheduled the scrolling using GLib's idle_add(), which makes it happen later downstream, and that seemed to have worked perfectly: see this commit for details.
In short, it all boils down to the following code:
func ListBoxScrollToSelected(listBox *gtk.ListBox) {
// If there's selection
if row := listBox.GetSelectedRow(); row != nil {
// Convert the row's Y coordinate into the list box's coordinate
if _, y, _ := row.TranslateCoordinates(listBox, 0, 0); y >= 0 {
// Scroll the vertical adjustment to center the row in the viewport
if adj := listBox.GetAdjustment(); adj != nil {
_, rowHeight := row.GetPreferredHeight()
adj.SetValue(float64(y) - (adj.GetPageSize()-float64(rowHeight))/2)
}
}
}
}
The above function has to be called using the glib.IdleAdd() and not in the code that fills the list box.
So, I had the same issue but managed to make it work in my case. I think there are good chances my solution will work for you too.
Since the grab_focus method didn't work, I started implementing a workaround solution using listbox_get_row_at_y. Highly unsatisfying, but hopefully it was going to work. And.. it didn't work, because get_row_at_y would always return null, for all the y values I'd feed it. And I knew the listbox wasn't empty. So that made me realize I was trying to focus a row that I had just been adding to the listbox.. The row wasn't realized yet, it couldn't be focused because it wasn't ready for that yet.
So I changed my code to fill the listbox, wait a 100ms timeout, and only then call grab_focus. And that worked!
I'm actually using a library which is wrapping the timeout call for me, but I think you could use g_timeout_add in 'raw' gtk for that purpose.
Note that this means that calling grab_focus on a listbox that was already filled beforehand and the items realized on screen should work directly. If that's your situation then this won't help you.

How do you use the dc.redrawAll() function onclick?

I would like to be able to use the dc.js select menu (dc.selectMenu) in such a way that when I click on an element it gets the value of said element and that becomes the value of the select, once selected it should refresh the data as it normally would if you had just selected in the first place.
The problem I'm having is that I can set the value, but dc.redrawAll() seems to do nothing for me so I think I must be filtering wrongly, but I can't find much information online regarding how to do it other than simply using the filter method (not onclick).
I have tried to set the destination to whatever data-destination is which appears to be working, the value of the select does update when I check with console.log to check the value of the select menu, I then use the dc.redrawAll() function expecting it would filter based on the select option but it does nothing (not even an error in the console)
My function so far is looking like:
function select_destination(ndx) {
var destination_dim = ndx.dimension(dc.pluck('destination'));
var destination_group = destination_dim.group();
var destination = null;
document.addEventListener('click', function(e) {
if (!e.target.matches('.open-popup-link')) return;
e.preventDefault();
var destination = e.target.getAttribute('data-destination').toString();
document.getElementById('select-destination').value = destination;
dc.redrawAll();
});
dc.selectMenu('#select-destination')
.dimension(destination_dim)
.group(destination_group)
.filter(destination);
}
I would expect the graphs to update based on the select option but nothing happens, and I get no error message to go off either.
I suspect I'm using dc.redrawAll() wrongly as if I go to the console and type dc.redrawAll(); I get undefined but I'm really at a loss now and the documentation isn't really helping me at this point so I don't know what else to do.
they are bits of your code that I don't quite understand, for instance why do you have have filter(destination /*=null */)
anyway, So you want to filter the select menu? you can call directly the replaceFilter function with the value, as done in the source code:
menu.replaceFilter(destination);
dc.events.trigger(function () {
menu.redrawGroup();
});
See the source code for the full example of how it's done
https://dc-js.github.io/dc.js/docs/html/select-menu.js.html#sunlight-1-line-129
as for why it doesn't work, I have had some surprising results mixing d3 with pure dom js. Try to rewrite your even handler in d3, eg
d3.select('#select-destination').property('value', destination);
it's possibly that changing the value on the dom directly isn't triggering the change event.
My experience with d3 is that it works better to change the underlying data (call directly filter functions or whatever you want to do) and let dc redraw the needed rather than manipulating the dom directly

Xcode UITest scrolling to the bottom of an UITableView

I am writing an UI test case, in which I need to perform an action, and then on the current page, scroll the only UITableView to the bottom to check if specific text shows up inside the last cell in the UITableView.
Right now the only way I can think of is to scroll it using app.tables.cells.element(boundBy: 0).swipeUp(), but if there are too many cells, it doesn't scroll all the way to the bottom. And the number of cells in the UITableView is not always the same, I cannot swipe up more than once because there might be only one cell in the table.
One way you could go about this is by getting the last cell from the tableView. Then, run a while loop that scrolls and checks to see if the cell isHittable between each scroll. Once it's determined that isHittable == true, the element can then be asserted against.
https://developer.apple.com/documentation/xctest/xcuielement/1500561-ishittable
It would look something like this (Swift answer):
In your XCTestCase file, write a query to identify the table. Then, a subsequent query to identify the last cell.
let tableView = app.descendants(matching: .table).firstMatch
guard let lastCell = tableView.cells.allElementsBoundByIndex.last else { return }
Use a while loop to determine whether or not the cell isHittable/is on screen. Note: isHittable relies on the cell's userInteractionEnabled property being set to true
//Add in a count, so that the loop can escape if it's scrolled too many times
let MAX_SCROLLS = 10
var count = 0
while lastCell.isHittable == false && count < MAX_SCROLLS {
apps.swipeUp()
count += 1
}
Check the cell's text using the label property, and compare it against the expected text.
//If there is only one label within the cell
let textInLastCell = lastCell.descendants(matching: .staticText).firstMatch
XCTAssertTrue(textInLastCell.label == "Expected Text" && textInLastCell.isHittable)
Blaines answer lead me to dig a little bit more into this topic and I found a different solution that worked for me:
func testTheTest() {
let app = XCUIApplication()
app.launch()
// Opens a menu in my app which contains the table view
app.buttons["openMenu"].tap()
// Get a handle for the tableView
let listpagetableviewTable = app.tables["myTableView"]
// Get a handle for the not yet existing cell by its content text
let cell = listpagetableviewTable.staticTexts["This text is from the cell"]
// Swipe down until it is visible
while !cell.exists {
app.swipeUp()
}
// Interact with it when visible
cell.tap()
}
One thing I had to do for this in order to work is set isAccessibilityElement to true and also assign accessibilityLabel as a String to the table view so it can be queried by it within the test code.
This might not be best practice but for what I could see in my test it works very well. I don't know how it would work when the cell has no text, one might be able to reference the cell(which is not really directly referenced here) by an image view or something else. It's obviously missing the counter from Blaines answer but I left it out for simplicity reasons.

Is there are non-deprecated way to access font collections for OS X 10.11?

I was looking at adding an option for sorting available fonts by user-defined font collections (I wish Pages and Keynote did this!), but it looks like the old ways of accessing these collections are being deprecated in 10.11:
https://developer.apple.com/library/prerelease/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSFontManager_Class/index.html#//apple_ref/occ/clm/NSFontManager/
Is there a new way of accessing and using those font collections?
I've recently been working with font collections, so I may have some info for you.
The NSFontCollection API is kind of strange. It offers access to "Named Font Collections," but the names associated with said collections aren't attached to them. If that makes no sense, it's because it doesn't. However, let me try to break it down:
To add a system-wide font collection:
// Create a font descriptor (or descriptors) with whatever attributes you want
let descriptor = NSFontDescriptor(fontAttributes: nil)
// Create a font collection with the above descriptor(s)
let collection = NSFontCollection(descriptors: [descriptor])
// In Objective-C, the `+ showFontCollection:withName:visibility:error:`
// method returns `YES` if the collection was shown or `NO` if an error occurred.
// The error is passed via pointer supplied to the `error:` parameter.
//
// In Swift, the method returns `()` (aka nil literal), and instead of passing
// the error in a pointer, it `throws`, so you have to wrap the call in a `do`
// statement and catch the error (or suppress error propagation via `try!`):
do {
try NSFontCollection.showFontCollection(collection: NSFontCollection,
withName: "Visible to All Users", visibility: .Computer)
}
catch {
print("There was an error showing font collection. Info: \(error)")
}
To add a user-visible font collection:
Repeat above steps, substituting .Computer with .User:
do {
try NSFontCollection.showFontCollection(collection: NSFontCollection,
withName: "Visible to the Current User", visibility: .User)
}
catch {
print("There was an error showing font collection. Info: \(error)")
}
To add a non-persistent font collection:
Repeat above steps, substituting .Computer with .Process:
do {
try NSFontCollection.showFontCollection(collection: NSFontCollection,
withName: "Visible for Current Process", visibility: .Process)
}
catch {
print("There was an error showing font collection. Info: \(error)")
}
Next steps…
Once you have a collection, you can change it all you want using the NSMutableFontCollection class. Continuing with the example above, you would do something like this:
let mutableCollection = collection.mutableCopy() as! NSMutableFontCollection
let boldTrait = [NSFontWeightTrait: NSFontWeightBold]
let boldAttributes = [NSFontTraitsAttribute: boldTrait]
let boldDescriptor = NSFontDescriptor(fontAttributes: newAttributes)
mutableCollection.addQueryForDescriptors([boldDescriptor])
At this point, the API gets weird again. We've added descriptors to our "named collection," but nothing in the UI is going to show up until you "show" the font collection again. In other words, after making any changes, you have to call showFontCollection(_:withName:visibility:) again.
Likewise, if you want to remove/delete a collection, you have to call hideFontCollectionWithName(_:visibility:). Despite its innocuous name, this method completely removes a persistent collection from disk, so be careful.
Next next steps…
In subsequent launches of your app, you can retrieve any persistent collection using the NSFontCollection(name:visibility:) method, like so:
// Retrieve collection created at an earlier time
let collectionOnDisk = NSFontCollection(name: "Visible to All Users", visibility: .Computer)
I think I've covered most of it, but if I've missed something, or if you have questions, just let me know. Good luck!
There are classes NSFontCollection and NSFontDescriptor.
Look into the NSFontManager header file of Xcode 7 (via ⇧⌘O) to get more information about the deprecated methods and their replacement.

In OSX accessing (optional?) property "identifier" of NSView subclass leads to bad access

Since I am fairly new to Swift programming on OSX, this question may contain several points that needs clarification.
I have a method which iterates over all subviews of a given NSView instance. For this, I get the array of subviews which is of type [AnyObject] and process one element at a time.
At some point I would like to access the identifier property of each instance. This property is implemented from a protocol in NSView named NSUserInterfaceItemIdentification, which type is given in the documentation as (optional) String?. In order to get that identifier I would have written
var view : NSView = subview as NSView;
var viewIdent : String = view.identifier!;
The second line is marked by the compiler with an error stating that identifier is not of an optional type, but instead of type String, and hence the post-fix operator ! cannot be applied.
Removing this operator compiles fine, but leads to a runtime error EXC_BAD_ACCESS (code=1, address=0x0) because identifier seems to be nil for some NSButton instance.
I cannot even test for this property, because the compiler gives me a String is not convertible to UInt8 while I try
if (view.identifier != nil) {viewIdent = view.identifier;}
My questions are
Is the documentation wrong? I.g. the property identifier is not optional?
How can I ship around this problem and get code that runs robust?
If the documentation states that view.identifier is an Optional, it means it can be nil. So it's not a surprise that for some button instances it is indeed nil for you.
Force unwrapping this element that can be nil will lead your app to crash, you can use safe unwrapping instead:
if let viewIdent = view.identifier {
// do something with viewIdent
} else {
// view.identifier was nil
}
You can easily check the type of an element in Xcode: click on the element while holding the ALT key. It will reveal a popup with informations, including the type. You can verify there that your element is an Optional or not.
Tip: you can safe unwrap several items on one line, it's rather convenient:
if let view = subview as? NSView, viewIdent = view.identifier {
// you can do something here with `viewIdent` because `view` and `view.identifier` were both not nil
} else {
// `view` or `view.identifier` was nil, handle the error here
}
EDIT:
You have to remove this line of yours before using my example:
var viewIdent : String = view.identifier!
Because if you keep this line before my examples, it won't work because you transform what was an Optional in a non-Optional by adding this exclamation mark.
Also it forces casting to a String, but maybe your identifier is an Int instead, so you shouldn't use this kind of declaration but prefer if let ... to safe unwrap and cast the value.
EDIT2:
You say my example doesn't compile... I test every answer I make on SO. I tested this one in a Playground before answering, here's a screenshot:
Also, after checking it, I confirm that the identifier is an Optional String, that's the type given by Xcode when using ALT+CLICK on the property. The documentation is right.
So if it's different for you, it means you have a different problem unrelated to this one; but my answer for this precise question remains the same.

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