Rotate NSImageView at its Center to Make it Spin - cocoa

Swift 4, macOS 10.13
I have read a variety of answers on SO and still can't get an NSImageView to spin at its center instead of one of its corners.
Right now, the image looks like this (video): http://d.pr/v/kwiuwS
Here is my code:
//`loader` is an NSImageView on my storyboard positioned with auto layout
loader.wantsLayer = true
let oldFrame = loader.layer?.frame
loader.layer?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
loader.layer?.position = CGPoint(x: 0.5, y: 0.5)
loader.layer?.frame = oldFrame!
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(-1 * .pi * 2.0)
rotateAnimation.duration = 2
rotateAnimation.repeatCount = .infinity
loader.layer?.add(rotateAnimation, forKey: nil)
Any ideas what I am still missing?

I just created a simple demo which contains the handy setAnchorPoint extension for all views.
The main reason you see your rotation from a corner is that your anchor point is somehow reset to 0,0.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
var imageView: NSImageView!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
// Create red NSImageView
imageView = NSImageView(frame: NSRect(x: 100, y: 100, width: 100, height: 100))
imageView.wantsLayer = true
imageView.layer?.backgroundColor = NSColor.red.cgColor
window.contentView?.addSubview(imageView)
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
func applicationDidBecomeActive(_ notification: Notification) {
// Before animate, reset the anchor point
imageView.setAnchorPoint(anchorPoint: CGPoint(x: 0.5, y: 0.5))
// Start animation
if imageView.layer?.animationKeys()?.count == 0 || imageView.layer?.animationKeys() == nil {
let rotate = CABasicAnimation(keyPath: "transform.rotation")
rotate.fromValue = 0
rotate.toValue = CGFloat(-1 * .pi * 2.0)
rotate.duration = 2
rotate.repeatCount = Float.infinity
imageView.layer?.add(rotate, forKey: "rotation")
}
}
}
extension NSView {
func setAnchorPoint(anchorPoint:CGPoint) {
if let layer = self.layer {
var newPoint = NSPoint(x: self.bounds.size.width * anchorPoint.x, y: self.bounds.size.height * anchorPoint.y)
var oldPoint = NSPoint(x: self.bounds.size.width * layer.anchorPoint.x, y: self.bounds.size.height * layer.anchorPoint.y)
newPoint = newPoint.applying(layer.affineTransform())
oldPoint = oldPoint.applying(layer.affineTransform())
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.anchorPoint = anchorPoint
layer.position = position
}
}
}

As I wondered many times myself on this question, here is my own simple method to rotate any NSView. I post it also as a self reminder. It can be defined in a category if needed.
This is a simple rotation, not a continuous animation. Should be applied to an NSView instance with wantsLayer = YES.
- (void)rotateByNumber:(NSNumber*)angle {
self.layer.position = CGPointMake(NSMidX(self.frame), NSMidY(self.frame));
self.layer.anchorPoint = CGPointMake(.5, .5);
self.layer.affineTransform = CGAffineTransformMakeRotation(angle.floatValue);
}

This is the result of a layout pass resetting your view's layer to default properties. If you check your layer's anchorPoint for example, you'll find it's probably reset to 0, 0.
A simple solution is to continually set the desired layer properties in viewDidLayout() if you're in a view controller. Basically doing the frame, anchorPoint, and position dance that you do in your initial setup on every layout pass. If you subclassed NSImageView you could likely contain that logic within that view, which would be much better than putting that logic in a containing view controller.
There is likely a better solution with overriding the backing layer or rolling your own NSView subclass that uses updateLayer but I'd have to experiment there to give a definitive answer.

Related

macOS Swift CALayer.contents does not load image

The code below creates a red rectangle that is animated to move across the view from left to right. I would like to have an arbitrary shape loaded from an image to either superimpose or replace the rectangle. However, the circleLayer.contents = NSImage statement in the initializeCircleLayer function doesn't produce any effect. The diagnostic print statement seems to verify that the image exists and has been found, but no image appears in the view. How do I get an image into the layer to replace the animated red rectangle? Thanks!
CODE BELOW:
import Cocoa
class ViewController: NSViewController {
var circleLayer = CALayer()
override func viewDidLoad() {
super.viewDidLoad()
self.view.wantsLayer = true
initializeCircleLayer()
simpleCAAnimationDemo()
}
func initializeCircleLayer(){
circleLayer.bounds = CGRect(x: 0, y: 0, width: 150, height: 150)
circleLayer.position = CGPoint(x: 50, y: 150)
circleLayer.backgroundColor = NSColor.red.cgColor
circleLayer.cornerRadius = 10.0
let testIm = NSImage(named: NSImage.Name(rawValue: "testImage"))
print("testIm = \(String(describing: testIm))")
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage
circleLayer.contentsGravity = kCAGravityCenter
self.view.layer?.addSublayer(circleLayer)
}
func simpleCAAnimationDemo(){
circleLayer.removeAllAnimations()
let animation = CABasicAnimation(keyPath: "position")
let startingPoint = NSValue(point: NSPoint(x: 50, y: 150))
let endingPoint = NSValue(point: NSPoint(x: 600, y: 150))
animation.fromValue = startingPoint
animation.toValue = endingPoint
animation.repeatCount = Float.greatestFiniteMagnitude
animation.duration = 10.0
circleLayer.add(animation, forKey: "linearMovement")
}
}
Why it doesn't work
The reason why
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage
doesn't work is because it's a reference to the cgImage(forProposedRect:context:hints:) method, meaning that its type is
((UnsafeMutablePointer<NSRect>?, NSGraphicsContext?, [NSImageRep.HintKey : Any]?) -> CGImage?)?
You can see this by assigning NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage to a local variable and ⌥-clicking it to see its type.
The compiler allows this assignment because circleLayer.contents is an Any? property, so literally anything can be assigned to it.
How to fix it
As of macOS 10.6, you can assign NSImage objects to a layers contents directly:
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))

Changed Anchor Point of CALayer in Layer-backed NSView

I am trying to have a zoom animation run on a layer-backed NSView by animating the transform of the backing layer. The issue I am having with this, is that the animation zooms into the bottom left corner instead of the center of the view. I figured out that this is because NSView sets its backing layer's anchor point to (0, 0), even after I change it to some other value. This post talks about a similar issue.
I know that to get around this, I could make the view a layer-hosting view. However, I would like to use auto layout, which is why that is not really an option.
Does anyone know another way to get around this behavior and keep the anchor point of the view's backing layer at (0.5, 0.5)? The excerpt from apple's documentation in the post I linked above talks about NSView cover methods. What could such cover method be for the anchor point?
Thanks a lot!
The trick is to override the backing layer and pass an anchor point of choice (to be able to zoom from top left, for instance). Here's what I use:
extension CGPoint {
static let topLeftAnchor: Self = .init(x: 0.0, y: 1.0)
static let bottomLeftAnchor: Self = .init(x: 0.0, y: 0.0)
static let topRightAnchor: Self = .init(x: 1.0, y: 1.0)
static let bottomRightAnchor: Self = .init(x: 1.0, y: 0.0)
static let centerAnchor: Self = .init(x: 0.5, y: 0.5)
}
class AnchoredLayer: CALayer {
public var customAnchorPoint = CGPoint.topLeftAnchor
override var anchorPoint: CGPoint {
get { customAnchorPoint }
set { super.anchorPoint = customAnchorPoint }
}
}
class AnchoredView: NSView {
required convenience init(anchoredTo point: CGPoint) {
self.init(frame: .zero)
self.wantsLayer = true
self.anchorPoint = point
}
public override func makeBackingLayer() -> CALayer {
let roundedLayer = AnchoredLayer()
return roundedLayer
}
public var anchorPoint: CGPoint {
get { (layer as! AnchoredLayer).customAnchorPoint }
set { (layer as! AnchoredLayer).customAnchorPoint = newValue }
}
}
Then use AnchoredView as normal:
let myView = AnchoredView(anchoredTo: .topLeftAnchor)
// Create the scale animation
let transformScaleXyAnimation = CASpringAnimation()
transformScaleXyAnimation.fillMode = .forwards
transformScaleXyAnimation.keyPath = "transform.scale.xy"
transformScaleXyAnimation.toValue = 1
transformScaleXyAnimation.fromValue = 0.8
transformScaleXyAnimation.stiffness = 300
transformScaleXyAnimation.damping = 55
transformScaleXyAnimation.mass = 0.8
transformScaleXyAnimation.initialVelocity = 4
transformScaleXyAnimation.duration = transformScaleXyAnimation.settlingDuration
myView.layer?.add(transformScaleXyAnimation, forKey: "transformScaleXyAnimation")
...

NSDocument printOperationWithSettings not showing all pages

In NSDocument subclass, have this function:
override func printOperationWithSettings(printSettings: [String : AnyObject]) throws -> NSPrintOperation {
let printInfo: NSPrintInfo = self.printInfo
var pageSize = printInfo.paperSize
pageSize.width -= printInfo.leftMargin + printInfo.rightMargin
pageSize.height -= printInfo.topMargin + printInfo.bottomMargin
pageSize.width = pageSize.width * 2
pageSize.height = pageSize.height * 2
let myPage = MyPage(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: pageSize))
let printOperation = NSPrintOperation(view: myPage, printInfo: printInfo)
return printOperation
}
MyPage is, for this test, an NSView subclass that just draws an oval.
class MyPage: NSView {
override var flipped: Bool {
return true
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
NSColor.greenColor().set() // choose color
let figure = NSBezierPath() // container for line(s)
figure.appendBezierPathWithOvalInRect(self.frame)
figure.stroke() // draw line(s)
}
}
I'd expect this to show four pages in the print panel, but it only shows two, equating to the top left and bottom left of the oval. No matter how wide I make myPage's frame, only the leftmost pages are shown. Any ideas why? Thank you!

How can I make SKSpriteNode positions the same for any simulator/device?

In my game, the position of my SKNodes slightly change when I run the App on a virtual simulator vs on a real device(my iPad).
Here are pictures of what I am talking about.
This is the virtual simulator
This is my Ipad
It is hard to see, but the two red boxes are slightly higher on my iPad than in the simulator
Here is how i declare the size and position of the red boxes and green net:
The following code is located in my GameScene.swift file
func loadAppearance_Rim1() {
Rim1 = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake((frame.size.width) / 40, (frame.size.width) / 40))
Rim1.position = CGPointMake(((frame.size.width) / 2.23), ((frame.size.height) / 1.33))
Rim1.zPosition = 1
addChild(Rim1)
}
func loadAppearance_Rim2(){
Rim2 = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake((frame.size.width) / 40, (frame.size.width) / 40))
Rim2.position = CGPoint(x: ((frame.size.width) / 1.8), y: ((frame.size.height) / 1.33))
Rim2.zPosition = 1
addChild(Rim2)
}
func loadAppearance_RimNet(){
RimNet = SKSpriteNode(color: UIColor.greenColor(), size: CGSizeMake((frame.size.width) / 7.5, (frame.size.width) / 150))
RimNet.position = CGPointMake(frame.size.width / 1.99, frame.size.height / 1.33)
RimNet.zPosition = 1
addChild(RimNet)
}
func addBackground(){
//background
background = SKSpriteNode(imageNamed: "Background")
background.zPosition = 0
background.size = self.frame.size
background.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
self.addChild(background)
}
Additionally my GameViewController.swift looks like this
import UIKit
import SpriteKit
class GameViewController: UIViewController {
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
//Configure the view
let skView = view as! SKView
//If finger is on iphone, you cant tap again
skView.multipleTouchEnabled = false
//Create and configure the scene
//create scene within size of skview
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
//scene.anchorPoint = CGPointZero
//present the scene
skView.presentScene(scene)
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .Landscape
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
How can I make the positions of my nodes be the same for each simulator/physical device?
You should round those floating point values to integers via a call to (int)round(float) so that the values snap to whole pixels. Any place where you use CGPoint or CGSize should use whole pixels as opposed to floating point values.
If you are making a Universal application you need to declare the size of the scene using integer values. Here is an example:
scene = GameScene(size:CGSize(width: 2048, height: 1536))
Then when you initialize the positions and sizes of your nodes using CGPoint and CGSize, make them dependant on SKScene size. Here is an example:
node.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2)
If you declare the size of the scene for a Universal App like this:
scene.size = skView.bounds.size
then your SKSpriteNode positions will be all messed up. You may also need to change the scaleMode to .ResizeFill. This worked for me.

Inherited control does not draw

I'm trying to create an own progress bar by subclassing NSProgressIndicator. I wrote the code using a Playground in Xcode 6 and it works fine (the content is being drawn correctly).
As soon as I put the class onto the GUI (either as type for a "Custom View" or for an "Indeterminate Progress Indicator") the control does not draw though the drawRect(dirtyRect: NSRect) method has been overridden and is being called by the framework.
Here's my code:
class AbProgressBar : NSProgressIndicator
{
let drawStep = 10
var rounded: Bool = true
var margin: CGFloat = 4.0
var barColor: NSColor = NSColor.blueColor()
var barBorderColor: NSColor = NSColor.whiteColor()
var borderColor: NSColor = NSColor.grayColor()
var backgroundColor: NSColor = NSColor.blackColor()
init(coder: NSCoder!)
{
println(__FUNCTION__)
super.init(coder: coder)
}
init(frame frameRect: NSRect)
{
println("\(__FUNCTION__) with frame \(frameRect)")
super.init(frame: frameRect)
}
override func drawRect(dirtyRect: NSRect)
{
println(__FUNCTION__)
// Here we calculate the total value area from minValue to maxValue in order to find out the percental width of the inner bar
let area = minValue < 0 && maxValue < 0 ? abs(minValue) + maxValue : abs(maxValue) + abs(minValue)
let currentPercentageFilled: Double = doubleValue >= maxValue ? maxValue : 100 / area * doubleValue
let innerWidth = (frame.width - (margin * 2)) / 100 * currentPercentageFilled
let radOuterX = rounded ? frame.height / 2 : 0
let radOuterY = rounded ? frame.width / 2 : 0
let radInnerX = rounded ? (frame.height - margin) / 2 : 0
let radInnerY = rounded ? innerWidth / 2 : 0
// The inner frame depends on the width filled by the current value
let innerFrame = NSRect(x: frame.origin.x + margin, y: frame.origin.y + margin, width: innerWidth, height: frame.height - (margin * 2))
let pathOuter: NSBezierPath = NSBezierPath(roundedRect: frame, xRadius: radOuterX, yRadius: radOuterY)
let pathInner: NSBezierPath = NSBezierPath(roundedRect: innerFrame, xRadius: radInnerX, yRadius: radInnerY)
let gradientOuter: NSGradient = NSGradient(startingColor: NSColor.whiteColor(), endingColor: backgroundColor)
let gradientInner: NSGradient = NSGradient(startingColor: NSColor.grayColor(), endingColor: barColor)
gradientOuter.drawInBezierPath(pathOuter, angle: 270.0)
if(pathInner.elementCount > 0)
{
gradientInner.drawInBezierPath(pathInner, angle: 270.0)
}
borderColor.set()
pathOuter.stroke()
barBorderColor.set()
pathInner.stroke()
}
}
Using it within a playground works fine. Setting it as type for a control placed on a UI does NOT work.
Does anybody have any clue what might be wrong?
Edit: Just to add that information: I checked the view using the new "Debug View Hierarchy" feature included in Xcode 6. Result: The control is definitely there.
I figured it out...
The problem was that I used the frame property of the super class instead of the dirtyRect parameter passed into the drawRect(...) method.
I just exchanged every access to frame with dirtyRect and now it works.
Looks a bit strange to me because (as far as I understand it) dirtyRect should refer to the same rectangle as frame.

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