Show current frame rate of a MTKView - xcode

I know that in SceneKit, you can enable a banner on the side of the SKView to look at real time frame rates and other useful debugging information. But what about MTKView? I don't seem to find such a property to enable, or how I can query the current frame rate. (Because I am rendering something that have a frame rate of 0.5fps or so)

I don't think there is simple flag for you. Because you control the complete rendering pipeline when creating a command buffer, Metal can't know where to inject a rendering pass with some custom text.
You could inject your own rendering pass (based on a flag like var showDebugInformation = true) in your pipeline, but that sounds like a bit of work.
I would probably monitor frame times manually in the draw method and update a label every draw. A rough outline could look like this:
var previousFrameAtTime: Date
let lastFrameTime = CurrentValueSubject<TimeInterval, Never>(.infinity)
func draw(in view: MTKView) {
lastFrameTime.send(Date().timeIntervalSince(previousFrameAtTime))
previousFrameAtTime = Date()
// ...
}
Then you can observe this value in your view, something like this:
import Combine
class MyViewController: UIViewController {
let label = UILabel()
var cancellables: [AnyCancellable] = []
func subscribeToFrameTime() {
renderer.lastFrameTime
.sink { label.text = "\($0 * 1000) ms." }
.store(in: &cancellables)
}
}

Related

SwiftUI animation - toggled Boolean always ends up as true

I'm trying to create an animation in my app when a particular action happens which will essentially make the background of a given element change colour and back x number of times to create a kind of 'pulse' effect. The application itself is quite large, but I've managed to re-create the issue in a very basic app.
So the ContentView is as follows:
struct ContentView: View {
struct Constants {
static let animationDuration = 1.0
static let backgroundAlpha: CGFloat = 0.6
}
#State var isAnimating = false
#ObservedObject var viewModel = ContentViewViewModel()
private let animation = Animation.easeInOut(duration: Constants.animationDuration).repeatCount(6, autoreverses: false)
var body: some View {
VStack {
Text("Hello, world!")
.padding()
Button(action: {
animate()
}) {
Text("Button")
.foregroundColor(Color.white)
}
}
.background(isAnimating ? Color.red : Color.blue)
.onReceive(viewModel.$shouldAnimate, perform: { _ in
if viewModel.shouldAnimate {
withAnimation(self.animation, {
self.isAnimating.toggle()
})
}
})
}
func animate() {
self.viewModel.isNew = true
}
}
And then my viewModel is:
import Combine
import SwiftUI
class ContentViewViewModel: ObservableObject {
#Published var shouldAnimate = false
#Published var isNew = false
var cancellables = Set<AnyCancellable>()
init() {
$isNew
.sink { result in
if result {
self.shouldAnimate = true
}
}
.store(in: &cancellables)
}
}
So the logic I am following is that when the button is tapped, we set 'isNew' to true. This in turn is a publisher which, when set to true, sets 'shouldAnimate' to true. In the ContentView, when shouldAnimate is received and is true, we toggle the background colour of the VStack x number of times.
The reason I am using this 'shouldAnimate' published property is because in the actual app, there are several different actions which may need to trigger the animation, and so it feels simpler to have this tied to one variable which we can listen for in the ContentView.
So in the code above, we should be toggling the isAnimating bool 6 times. So, we start with false then toggle as follows:
1: true, 2: false, 3: true, 4: false, 5: true, 6: false
So I would expect to end up on false and therefore have the background white. However, this is what I am getting:
I tried changing the repeatCount (in case I was misunderstanding how the count works):
private let animation = Animation.easeInOut(duration: Constants.animationDuration).repeatCount(7, autoreverses: false)
And I get the following:
No matter the count, I always end on true.
Update:
I have now managed to get the effect I am looking for by using the following loop:
for i in 0...5 {
DispatchQueue.main.asyncAfter(deadline: .now() + Double(i), execute: {
withAnimation(self.animation, {
self.isAnimating.toggle()
})
})
}
Not sure this is the best way to go though....
To understand what is going on, it would help to understand CALayer property animations.
When you define an animation the system captures the state of a Layer and watches for changes in the animatable properties of that layer. It records property changes for playback during the animation. To present the animation, it create a copy of the layer in its initial state (the presentationLayer). It then substitutes the copy in place of the actual layers on screen and runs the animation by manipulating the animatable properties of the presentation layer.
I this case, when you begin the animation, the system watches what happens to the CALayer that backs your view and captures the changes to any animatable properties (in this case the background color). It then creates a presentationLayer and replays those property changes repeatedly. It's not running your code repeatedly - it's changing the properties of the presentation Layer.
In other words the animation the system knows the layer's background color property should toggle back and forth because of the example you set in your animation block, but the animation toggles the background color back and forth without running your code again.

Drag and drop function swift OSX

This is a bit complex but I hope that someone can help me.
I am trying to build a drag and drop function for my OSX application.
This is how it is looking at the moment.
So there is just a single textfield which the user can drag and drop around the view. It is simple enough with just one textfield but if there are several textfields it is getting complicated and I don't know how to approach.
This is what I currently have:
#IBOutlet weak var test: NSTextField!
#IBAction override func mouseDragged(theEvent: NSEvent) {
NSCursor.closedHandCursor().set()
var event_location = theEvent.locationInWindow
test.frame.origin.x = event_location.x - 192
test.frame.origin.y = event_location.y
}
Test is the name of my NSTextField. I know the name of it so it is simple to move it arround. But if the user adds more textfields (see on the left pane) then I don't know how to address this textfield because I have no name of it (like "test" for the first input).
I am adding the textfields via this code:
let input = NSTextField(frame: CGRectMake(width, height, 100, 22))
self.MainView.addSubview(input)
How can I determine which textfield (if there are multiple on the view) was selected and then move the appropriate via drag and drop?
The drag and drop is working for that single static textfield
I have prepared a sample app, so consider this:
https://github.com/melifaro-/DraggableNSTextFieldSample
The idea is to introduce SelectableTextField which inherits NSTextField. SelectableTextField provides facility for subscription of interested listener on text field selection event. It has didSelectCallback block variable, where you need to set you handling code. Something like this:
textField.didSelectCallback = { (textField) in
//this peace of code will be performed once mouse down event
//was detected on the text field
self.currentTextField = textField
}
By using mentioned callback mechanism, once text field selected, we can store it in currentTextField variable. So that when mouseDragged function of ViewController is called we are aware of currentTextField and we can handle it appropriatelly. In case of sample app we need adjust currentTextField origin according drag event shift. Hope it became better now.
P.S. NSTextField is opened for inheriting from it, so you can freely use our SelectableTextField everywhere where you use NSTextField, including Interface Builder.
EDIT
I have checked out your sample. Unfortuantly I am not able to commit /create pull request into you repository, so find my suggestion here:
override func viewDidLoad() {
super.viewDidLoad()
didButtonSelectCallback = { (button) in
if let currentButton = self.currentButton {
currentButton.highlighted = !currentButton.highlighted
if currentButton == button {
self.currentButton = nil
} else {
self.currentButton = button
}
} else {
self.currentButton = button
}
button.highlighted = !button.highlighted
}
addButtonAtRandomePlace()
addButtonAtRandomePlace()
didButtonSelectCallback(button: addButtonAtRandomePlace())
}
override func mouseDragged(theEvent: NSEvent) {
guard let button = currentButton else {
return
}
NSCursor.closedHandCursor().set()
button.frame.origin.x += theEvent.deltaX
button.frame.origin.y -= theEvent.deltaY
}
private func addButtonAtRandomePlace() -> SelectableButton {
let viewWidth = self.view.bounds.size.width
let viewHeight = self.view.bounds.size.height
let x = CGFloat(rand() % Int32((viewWidth - ButtonWidth)))
let y = CGFloat(rand() % Int32((viewHeight - ButtonHeight)))
let button = SelectableButton(frame: CGRectMake(x, y, ButtonWidth, ButtonHeight))
button.setButtonType(NSButtonType.ToggleButton)
button.alignment = NSCenterTextAlignment
button.bezelStyle = NSBezelStyle.RoundedBezelStyle
button.didSelectCallback = didButtonSelectCallback
self.view.addSubview(button)
return button
}

Animation doesn't start after reopening the app?

Objective
I need my app to scale a UIImage.
Code
To do so, I use this method:
func animateStuff() {
println("Animate stuff called!")
let optionsAnimateStuff = UIViewAnimationOptions.Repeat | UIViewAnimationOptions.Autoreverse | UIViewAnimationOptions.AllowUserInteraction
let value : CGFloat = 1.045
UIView.animateWithDuration(0.9, delay: 0.0, options:
optionsAnimateStuff, animations: {
println("Let's scale this image!")
self.image.transform = CGAffineTransformMakeScale(value, value)
}, completion: { finished in })
}
When I close the app and open it again the method gets called again (due to the code inside applicationDidBecomeActivebut the UIImage does not animate anymore.
Question
Why doesn't the object animate?
The problem might be that the image still has the previous transform applied. You likely want to return it to its original when the animation completes (when the view goes away).
Try using this code in your completion:
{ finished in
self.image.transform = CGAffineTransformIdentity
}

Get Animation states from an Animator in Unity3d

I've used Animator to create two animation states, I want to change the speed of these animations at run type. How can I get these animations at run time and change their speed? Do I have to attach Animation component or Animator is enough?
Use GetCurrentAnimatorStateInfo() to get current state info.
"Base Layer" is your base layer's name
var currentState : AnimatorStateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (currentState.nameHash == Animator.StringToHash("Base Layer.Player_standing"))
{
Debug.Log("I'm standing");
}
//get animation:
animator = GetComponent<Animator>();
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
//get animation speed, add animation speed
Debug.Log("StateInfo length: "+stateInfo.length);
if(Input.GetKeyDown(KeyCode.A))
{
animator.speed += 1f;
}

Making an NSTableView behave like a WPF StackPanel

I'm trying to implement a vertical StackPanel equivalent in my MonoMac project and am having trouble figuring it out. I am not using interface builder but creating the controls programmatically (this is a restriction). I tried using a CollectionView but all items in that control are sizing to the same height.
Looking around the internet, it seems NSTableView is the way to go, but I'm not sure how to do it, especially with C# while using a MonoMac target. CollectionView was somewhat more straightforward with the CollectionViewItem.ItemPrototype allowing me to create the views I want to render. But with an NSTableView, it seems like I can only specify a data source that returns the NSObjects I want to display. How do I grab this data and then bind them to the view I want to stick in there?
I would prefer C# code but I'm at a stage where I'll accept any and all help!
I was finally able to get it working. Here is some code for anyone who wants to try it out. Basically, we need to write NSTableViewDelegates for the required functions. This implementation also doesn't cache the controls or anything. The Cocoa API documentation mentioned using an identifier to reuse the control, or something, but the identifier field is get-only in MonoMac.
I also ended up implementing my NSTableViewDelegate functions in my data-source itself which I am sure is not kosher at all, but I'm not sure what the best practice is.
Here's the data source class:
class MyTableViewDataSource : NSTableViewDataSource
{
private NSObject[] _data;
// I'm coming from an NSCollectionView, so my data is already in this format
public MyTableViewDataSource(NSObject[] data)
{
_data = data;
}
public override int GetRowCount(NSTableView tableView)
{
return _data.Length;
}
#region NSTableViewDelegate Methods
public NSView GetViewForItem(NSTableView tableView, NSTableColumn tableColumn, int row)
{
// MyViewClass extends NSView
MyViewClass result = tableView.MakeView("MyView", this) as MyViewClass;
if (result == null)
{
result = new MyViewClass(_data[row]);
result.Frame = new RectangleF(0, 0, tableView.Frame.Width, 100); // height doesn't matter since that is managed by GetRowHeight
result.NeedsDisplay = true;
// result.Identifier = "MyView"; // this line doesn't work because Identifier only has a getter
}
return result;
}
public float GetRowHeight(NSTableView tableView, int row)
{
float height = FigureOutHeightFromData(_data[row]); // run whatever algorithm you need to get the row's height
return height;
}
#endregion
}
And here's the snippet that programmatically creates the table:
var tableView = new NSTableView();
var dataSource = new MyTableViewDataSource();
tableView.DataSource = dataSource;
tableView.HeaderView = null; // get rid of header row
tableView.GetViewForItem = dataSource.GetViewForItem;
tableView.GetRowHeight = dataSource.GetRowHeight;
AddSubView(tableView);
So, it is not a perfect StackPanel because one needs to manually calculate row heights, but it's better than nothing.

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