As NSGridView isn´t available in Interfacebuilder, I tried to create one programatically.
I tried like this:
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let lb1 = NSTextField(labelWithString: "Label1")
let lb2 = NSTextField(labelWithString: "Label2")
let lb3 = NSTextField(labelWithString: "Label3")
let lb4 = NSTextField(labelWithString: "Label4")
let lb5 = NSTextField(labelWithString: "Label 5 long text ...")
let bu = NSButton(title: "Button", target: nil, action: nil)
let empty = NSGridCell.emptyContentView
let gridView = NSGridView(views:
[
[empty, lb1],
[empty, lb2],
[lb3, lb4],
[lb5],
[bu],
])
self.view.addSubview(gridView)
}
But I only get a blanc Window - what´s going wrong?
You need to set translatesAutoresizingMaskIntoConstraints property of gridView to false and add constraints
gridView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
// Your constraints
])
Or you can set the frame manually
Related
I have three NSViews inside an NSTableCellView. Depending on the data for the row, I want to show a selected role with a border on the NSView like this:
The blue border NSView is a subclass that looks like this:
class RolePill: NSView{
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
layer?.cornerRadius = 9
layer?.borderWidth = 2
layer?.borderColor = NSColor.clear.cgColor
}
}
The role gets set initially when my table loads like this:
extension UsersVC: NSTableViewDelegate, NSTableViewDataSource{
func tableView(_ tableView: NSTableView, viewFor tableColumn: NSTableColumn?, row: Int) -> NSView? {
let cell = tableView.makeView(withIdentifier: NSUserInterfaceItemIdentifier(rawValue: "UserCell"), owner: nil) as! UserCell
let user = users[row]
//Role
cell.setRole(role: user.role)
}
}
And my table cell, where the role gets set on load and on a button click, is set up like this:
class UserCell: NSTableCellView{
#IBOutlet weak var wrapOwner: RolePill!
#IBOutlet weak var wrapAdmin: RolePill!
#IBOutlet weak var wrapUser: RolePill!
#IBAction func clickOwner(_ sender: NSButton) {
setRole(role: "owner")
}
#IBAction func clickAdmin(_ sender: NSButton) {
setRole(role: "admin")
}
#IBAction func clickUser(_ sender: NSButton) {
setRole(role: "user")
}
func setRole(role: String){
let selectedColor = getAccentColor()
let offColor = Color(named: "BravoDark")!
let offTextColor = Color(named: "BFC0C2")
switch role{
case "owner":
wrapOwner.layer?.borderColor = selectedColor.cgColor
wrapAdmin.layer?.borderColor = offColor.cgColor
wrapUser.layer?.borderColor = offColor.cgColor
labelOwner.textColor = Color.white
labelAdmin.textColor = offTextColor
labelUser.textColor = offTextColor
case "admin":
wrapOwner.layer?.borderColor = offColor.cgColor
wrapAdmin.layer?.borderColor = selectedColor.cgColor
wrapUser.layer?.borderColor = offColor.cgColor
labelOwner.textColor = offTextColor
labelAdmin.textColor = Color.white
labelUser.textColor = offTextColor
default:
wrapOwner.layer?.borderColor = offColor.cgColor
wrapAdmin.layer?.borderColor = offColor.cgColor
wrapUser.layer?.borderColor = selectedColor.cgColor
labelOwner.textColor = offTextColor
labelAdmin.textColor = offTextColor
labelUser.textColor = Color.white
}
}
}
When the table loads initially, and anytime it refreshes (tableView.reloadData()) I lose my border and it looks like this:
As you can see, the textColor is set correctly to white. But for some reason, the border isn't set until I actually click on one of the IBAction buttons and manually trigger a change.
I suspect this is some kind of layer drawing bug where the RolePill class is redrawing every time my NSTableView reloads, but I don't know how to get it to accept the initial role state sent in tableView viewForRow.
Any idea what I'm doing wrong here? Thanks!
I was able to get this to work by setting all the NSView properties inside setRole() like this:
view.wantsLayer = true
view.layer?.cornerRadius = 11
view.layer?.borderWidth = 2
view.layer?.borderColor = getAccentColor().cgColor
label.textColor = Color.white
It seemed that the draw() method on my RolePill subclass was getting called frequently, so I couldn't set a border color in there since it doesn't know what the user's data state is.
I'm trying to find out how can i put an info bubble inside the annotation view when i click a pin on a map.
In the view did load I load this code that shows me the map
let latDelta:CLLocationDegrees = 0.01
let longDelta:CLLocationDegrees = 0.01
let evntLat : NSString = venueLat
let evntLng : NSString = venueLng
let latitute1:CLLocationDegrees = evntLat.doubleValue
let longitute2:CLLocationDegrees = evntLng.doubleValue
let theSpan:MKCoordinateSpan = MKCoordinateSpanMake(latDelta, longDelta)
let pointLocation:CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitute1, longitute2)
let region:MKCoordinateRegion = MKCoordinateRegionMake(pointLocation, theSpan)
mappy.setRegion(region, animated: true)
let pinLocation : CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitute1, longitute2)
let objectAnnotation = MKPointAnnotation()
objectAnnotation.coordinate = pinLocation
objectAnnotation.title = "\(self.venumeNam)"
self.mappy.addAnnotation(objectAnnotation)
Is there any way to put inside this annotation view a button?
I've tried this
let annotationView = MKAnnotationView()
let detailButton: UIButton = UIButton(type:UIButtonType.DetailDisclosure) as UIButton
annotationView.rightCalloutAccessoryView = detailButton
But i cant figure out how to implement it on my code so it can show it.
Any idea of how can i put this bubble and configure a function when someone clicks it?
FYI it's only one pin that i'm displaying here!
Updated from this answer
class detailsViewController: UIViewController, MKMapViewDelegate {
#IBOutlet weak var mappy: MKMapView!
// Here we add disclosure button inside annotation window
func mapView(mapView: MKMapView, annotationView view: MKAnnotationView, calloutAccessoryControlTapped control: UIControl) {
if control == view.rightCalloutAccessoryView{
print(view.annotation!.title) // annotation's title
print(view.annotation!.subtitle) // annotation's subttitle
//Perform a segue here to navigate to another viewcontroller
// On tapping the disclosure button you will get here
}
}
// Here we add disclosure button inside annotation window
func mapView(mapView: MKMapView, viewForAnnotation annotation: MKAnnotation) -> MKAnnotationView? {
print("viewForannotation")
if annotation is MKUserLocation {
//return nil
return nil
}
let reuseId = "pin"
var pinView = mapView.dequeueReusableAnnotationViewWithIdentifier(reuseId) as? MKPinAnnotationView
if pinView == nil {
//println("Pinview was nil")
pinView = MKPinAnnotationView(annotation: annotation, reuseIdentifier: reuseId)
pinView!.canShowCallout = true
pinView!.animatesDrop = true
}
let button = UIButton(type: .DetailDisclosure) as UIButton // button with info sign in it
pinView?.rightCalloutAccessoryView = button
return pinView
}
func displayMarkers() -> Void
{
let latDelta:CLLocationDegrees = 0.01
let longDelta:CLLocationDegrees = 0.01
let evntLat : NSString = venueLat
let evntLng : NSString = venueLng
let latitute1:CLLocationDegrees = evntLat.doubleValue
let longitute2:CLLocationDegrees = evntLng.doubleValue
let theSpan:MKCoordinateSpan = MKCoordinateSpanMake(latDelta, longDelta)
let pointLocation:CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitute1, longitute2)
let annotationView = MKAnnotationView()
let region:MKCoordinateRegion = MKCoordinateRegionMake(pointLocation, theSpan)
mappy.setRegion(region, animated: true)
let pinLocation : CLLocationCoordinate2D = CLLocationCoordinate2DMake(latitute1, longitute2)
let objectAnnotation = MKPointAnnotation()
objectAnnotation.coordinate = pinLocation
objectAnnotation.title = "\(self.venumeNam)"
self.mappy.addAnnotation(objectAnnotation)
}
}
How should I add a tab view and switch tab view in tabViewController ?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let newItem: NSTabViewItem = NSTabViewItem(identifier: "abc")
let tv: NSTextView = NSTextView(frame: NSZeroRect)
newItem.view?.autoresizesSubviews = true
newItem.view?.addSubview(tv)
newItem.label = "Untitled"
//tabView.addTabViewItem(newItem)
//tabView.selectTabViewItem(newItem)
//tabView.insertTabViewItem(newItem, atIndex: 3)
//tabView.selectFirstTabViewItem(IspViewController)
}
We should set NSViewController to created NSTabViewItem.
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let newItem: NSTabViewItem = NSTabViewItem(identifier: "abc")
newItem.label = "Untitled"
// "tvcontroller" is in storyboard
newItem.viewController = storyboard?.instantiateControllerWithIdentifier("tvcontroller") as? NSViewController
addTabViewItem(newItem)
}
I have a problem with UITextKit using exclusionPaths: when I place an image inside a TextView, that I’m editing, first everything looks fine:
But when the „Done“-Button is tapped, it will look like this, the ident is wrong:
This is the class to store the informations for the image
class ImageClass {
var image: UIImage!
var imageView: UIImageView
var imageName: String!
var active:Bool
var exclusivePath: UIBezierPath!
init(image: UIImage!, imageName: String!) {
self.image = image
imageView = UIImageView(image: image!)
self.imageName = imageName
self.active = false
self.exclusivePath = nil
}
}
The user chooses the image in a UICollectionView that fires a delegate, when the image was selected. (imageViewObjects is an array, where I can put objects of ImageClass, so I can use mutiple images)
// MARK: - SelectImageDelegate
func selectedImage(name:String) {
let image = UIImage(named: name)
let imageViewObject = ImageClass(image: image, imageName: name)
self.imageViewObjects.append(imageViewObject)
imageViewObject.imageView.frame = CGRectMake(4, 7, width!, height!)
// define the exlusionPaths
let bezierPath = self.exclusionPathForImageView(imageViewObject.imageView)
imageViewObject.exclusivePath = bezierPath
self.updateExclusionPaths()
self.textView.addSubview(imageViewObject.imageView)
}
// set UIBezierPath for the UIImageView
func exclusionPathForImageView(imageView: UIImageView) -> UIBezierPath {
let bezierPath = UIBezierPath(rect:
CGRectMake(imageView.frame.origin.x, imageView.frame.origin.y,
imageView.frame.width, imageView.frame.height))
return bezierPath
}
func updateExclusionPaths() {
textView.textContainer.exclusionPaths = []
for imageViewObject in self.imageViewObjects {
textView.textContainer.exclusionPaths.append(imageViewObject.exclusivePath)
}
}
The context of bezierPath is ok.
When „Done“ is tapped, I stop the editing
let doneBarButton = UIBarButtonItem(title: "Done", style: .Done, target: view, action: Selector("endEditing:"))
In textViewDidEndEditing() now I do nothing.
I also tried it with a UIButton for the image. Similar result.
Any tip for a solution? plz help me!!!!
found a workaround:
func textViewShouldEndEditing(textView: UITextView) -> Bool {
textView.editable = false
}
and I had to add to set textView.editable = true, i.e. in viewDidLoad()
let tapGesture = UITapGestureRecognizer(target: self, action: "resetEditable")
tapGesture.numberOfTapsRequired = 1
self.textView.addGestureRecognizer(tapGesture)
func resetEditable() {
textView.editable = true
textView.becomeFirstResponder()
}
I have made a statusBar application with a drop down. I would like to open a settingsWindow from that dropdown. I have made the settings window with its own ViewController.
The issue is that i can't figure out how to instantiate and show the settingsWindow that i have made. I have tried to follow every thread on the internet without any success.
My Viewcontroller:
class SettingsViewController: NSViewController {
#IBOutlet var ipAddress: NSTextField!
#IBOutlet var port: NSTextField!
#IBAction func connect(sender: AnyObject) {}
override func viewDidLoad() {
super.viewDidLoad()
}
}
My AppDelegate:
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet var statusMenu: NSMenu!
var statusItem: NSStatusItem?
var tcpService: TcpService = TcpService()
func applicationDidFinishLaunching(aNotification: NSNotification?) {
let bar = NSStatusBar.systemStatusBar()
statusItem = bar.statusItemWithLength(20)
statusItem!.menu = statusMenu
statusItem!.image = NSImage(byReferencingFile: NSBundle.mainBundle().pathForResource("16*16", ofType: "png"))
statusItem!.highlightMode = true
tcpService.initOutputStream("192.168.1.1", Port: 8888)
}
func applicationWillTerminate(aNotification: NSNotification?) {
// Insert code here to tear down your application
}
#IBAction func openSettings(sender: AnyObject) {
// open settings for ip and port optional port
}
}
in swift 3:
var myWindow: NSWindow? = nil
let storyboard = NSStoryboard(name: "Main",bundle: nil)
let controller: EditorViewController = storyboard.instantiateController(withIdentifier: "editorViewController") as! ViewController
myWindow = NSWindow(contentViewController: controller)
myWindow?.makeKeyAndOrderFront(self)
let vc = NSWindowController(window: myWindow)
vc.showWindow(self)
For 2022
in your normal Main storyboard, tap to add a new window controller.
tap precisely on the red "X", then the blue circle, and then enter "ExampleID" at the green entry.
in your app's ordinary main view controller, add this
variable:
var otherWindow: NSWindowController?
function:
private func otherWindow() {
let sb = NSStoryboard(name: "Main", bundle: nil)
otherWindow = sb.instantiateController(
withIdentifier: "ExampleID") as! NSWindowController
otherWindow?.showWindow(self)
}
That's it.
Call otherWindow when you want to.
Problem:
Inevitably you will want to set up the otherWindow in a certain way, example, transparent, whatever. Unfortunately this is a whole topic in itself, but you do it like this:
private func otherWindow() {
... as above ...
otherWindow?.window?.ExampleSetup()
}
and then
extension NSWindow {
func ExampleSetup() {
self.styleMask = .borderless
self.collectionBehavior = [.fullScreenPrimary]
self.level = .floating
self.isMovable = false
self.titleVisibility = .hidden
// etc etc etc ..
guard let screen = self.screen ?? NSScreen.main else {
print("what the???")
return
}
self.setFrame(screen.frame, display: true)
// consider also .visibleFrame
}
}
enum Storyboards: String {
case main = "Main"
func instantiateVC<T>(_ identifier: T.Type) -> T? {
let storyboard = NSStoryboard(name: rawValue, bundle: nil)
guard let viewcontroller = storyboard.instantiateController(withIdentifier: String(describing: identifier)) as? T else { return nil}
return viewcontroller
}
}
var ssoLoginController: IDSSOLoginViewController?
var myWindow: NSWindow? = nil
ssoLoginController = Storyboards.main.instantiateVC(IDSSOLoginViewController.self)
myWindow = NSWindow(contentViewController: ssoLoginController!)
myWindow?.makeKeyAndOrderFront(self)
let vc = NSWindowController(window: myWindow)
vc.showWindow(self)
I am not 100% that I fully understand your problem, but assuming that you are using a storyboard (you should if you are starting fresh), adding few lines to your applicationDidFinishLaunching method will help:
var myWindow: NSWindow? = nil
let storyboard = NSStoryboard(name: "Main",bundle: nil)
let controller: SettingsViewController = storyboard?.instantiateControllerWithIdentifier("SettingsViewController") as SettingsViewController
myWindow = controller.window
myWindow?.makeKeyAndOrderFront(self)
Do not forget to set the Storyboard ID in IB (in the example above to SettingsViewController)!