I'm trying to pass the contents of an array to an NSView to display rectangles x positions.
I have set up a version using random numbers and a button and reduced the code to a minimum so hopefully it's more readable . I have tried creating the array as a Global Variable. I have also tried reversing the code from this answer.Pass data between view controllers.I have inserted a comment: "This is what I would like to achieve" which explain what i'm trying to achieve.
I'm hoping someone might help ? thanks
Swift 3 Xcode 8.1 OSX Mac OS not iOS
//
// MainWindowController.swift
import Cocoa
class MainWindowController: NSWindowController {
#IBOutlet weak var myView: NSView!
var myArray = [Int]()
override func windowDidLoad() {
super.windowDidLoad()
//just for testing
for i in 0..<6{
myArray.append(i*10)
}
}//EO Overide
//just for testing
#IBAction func myButton(_ sender: AnyObject) {
myFunc()
}
func myFunc(){
for i in 0..<6{
let diceRoll = Int(arc4random_uniform(6) + 1)
myArray[i]=diceRoll * 10
}
myView.needsDisplay = true
}//EO myFunc
}//EnD oF thE wORld
class myGUI: NSView {
override func draw(_ dirtyRect: NSRect) {
for i in..<6{
let fromArray = myArray[i]
let box1 = NSMakeRect(CGFloat(fromArray),0,4,60)//This is what i want to do
let box1Color = NSColor(red: 0.4, green: 0.4, blue: 0.4, alpha: 1.0)
let box1Path: NSBezierPath = NSBezierPath(rect: box1)
box1Color.set()
box1Path.fill()
}//EO For
}}
Since you have a strong reference to the subclass of NSView just add a property:
class myGUI: NSView {
var xPosArray = [Int]()
override func draw(_ dirtyRect: NSRect) {
for xPos in xPosArray { // please avoid ugly C-style index based loops
let box1 = NSMakeRect(CGFloat(xPos), 0, 4, 60)
...
and simply set it in the view controller
func myFunc(){
for i in 0..<6 {
let diceRoll = Int(arc4random_uniform(6) + 1)
myArray[i]=diceRoll * 10
}
myView.xPosArray = myArray
myView.needsDisplay = true
}
Consider that class names are supposed to start with an uppercase letter.
Related
I have been experimenting with mouse clicks. I am ok with left mouse clicks getting raw values etc etc. I now want to add right mouse clicks. I have setup a basic example. What i would like to achieve if there is one mouse right click it performs one function, and if there is two mouse right clicks it performs a different function. The problem is if you do two mouse clicks it obviously cannot differentiate between the two and so fire the one mouse click function before performing the second mouse function.
I was thinking of maybe using a timer of some sort to record the number of click. But i end up going round in circles as i just seem to start the timers over and over. I'm hoping some one might help. thanks for reading here is the code.
Xcode 8 Swift 3 Mac OSX Sierra NOT IOS.. NOT IOS
import Cocoa
class MainWindowController: NSWindowController {
#IBOutlet weak var MyView: NSView!
override func windowDidLoad() {
super.windowDidLoad()
//Initialize mouse for Right Click numberOfClicksRequired = 1
let recogRightClick1 = NSClickGestureRecognizer(target: self, action: #selector(oneMouseClick))
recogRightClick1.buttonMask = 0x2
recogRightClick1.numberOfClicksRequired = 1
MyView.addGestureRecognizer(recogRightClick1)
//Initialize mouse for Right ClicknumberOfClicksRequired = 2
let recogRightClick2 = NSClickGestureRecognizer(target: self, action: #selector(twoMouseClick(myrec:myRightClick:)))
recogRightClick2.buttonMask = 0x2
recogRightClick2.numberOfClicksRequired = 2
MyView.addGestureRecognizer(recogRightClick2)
}//EO Overide
func oneMouseClick(myrec: NSPanGestureRecognizer,myRightClick:NSClickGestureRecognizer){
let rightClick = myRightClick.state.rawValue
print("oneMouseClick",rightClick)
}
func twoMouseClick(myrec: NSPanGestureRecognizer,myRightClick:NSClickGestureRecognizer){
let rightClick = myRightClick.state.rawValue
print("twoMouseClick",rightClick)
}
}//EnD oF thE wORld
UPDATE
I have re generated the code following the advice given. Now the code reflects more of what i wanted to do. My only problem is that I would like all the mouse operations to be triggered only inside 'myView' rather than within the main window. I thought it might have something to do with first responder but that doesn't seem to work. Again any thought would be appreciated. Please excuse any bad code i'm self taught.
Xcode 8 Swift 3 Mac OSX Sierra NOT IOS.. NOT IOS
import Cocoa
class MainWindowController: NSWindowController {
#IBOutlet weak var myView: NSView!
var mouseX:CGFloat = 0
var mouseY:CGFloat = 0
override func windowDidLoad() {
myView.window?.becomeFirstResponder()
myView.window?.acceptsMouseMovedEvents = true
super.windowDidLoad()
myView.wantsLayer = true
myView.layer?.backgroundColor = CGColor(red: 0.05, green: 0.57, blue: 0.80, alpha: 0.6)
NSEvent.addLocalMonitorForEvents(matching:.leftMouseDown){
self.mouseEventFunction(data: 1)
return $0
}
NSEvent.addLocalMonitorForEvents(matching:.leftMouseUp){
self.mouseEventFunction(data:2)
return $0
}
NSEvent.addLocalMonitorForEvents(matching:.rightMouseDown){
self.mouseEventFunction(data: 3)
return $0
}
NSEvent.addLocalMonitorForEvents(matching:.rightMouseUp){
self.mouseEventFunction(data: 4)
return $0
}
NSEvent.addLocalMonitorForEvents(matching:.mouseMoved) {
self.mouseX = NSEvent.mouseLocation().x
self.mouseY = NSEvent.mouseLocation().y
return $0 }
}//EO Overide
func mouseEventFunction (data: Int){
switch data{
case 1 :
print("LeftMouseDown")
case 2 :
print("LeftMouseUp")
case 3 :
print("RightMouseDown")
case 3 :
print("RightMouseUP")
default: break
}
if data == 1 {print("mouseX",mouseX,"mouseY",mouseY)}
}//eo mouseEvent
}//EnD oF thE wORld
UPDATE 2
I have now updated subClassing the view controller, so the mouse clicks are now only working in myView. I'm still having problems with 'func mouseDragged' What i need to achieve is the bottom left of my view is x = 0 and Y = 0. I had a try with converting but thats not working. hoping someone might guide me. thanks for reading here is the updated code.
Xcode 8 Swift 3 Mac OSX Sierra NOT IOS.. NOT IOS
import Cocoa
class MainWindowController: NSWindowController {
#IBOutlet weak var myView: NSView!
override func windowDidLoad() {
myView.window?.becomeFirstResponder()
myView.window?.acceptsMouseMovedEvents = true
window?.contentView?.addSubview(myView)
super.windowDidLoad()
}//EO Overide
}//EnD oF thE wORld
class testView: NSView {
override func draw(_ dirtyRect: NSRect) {
let backgroundColor = NSColor.lightGray
backgroundColor.set()
NSBezierPath.fill(bounds)
}
override func mouseDragged(with theEvent: NSEvent) {
let myLocationInWindow = theEvent.locationInWindow
let location = convert(myLocationInWindow, to: self)
Swift.print("myLocationInWindow",myLocationInWindow,"location",location)
}
override func mouseDown(with theEvent: NSEvent) {
Swift.print("mouseDown")
}
override func mouseUp(with theEvent: NSEvent) {
Swift.print("mouseUp clickCount: \(theEvent.clickCount)")
}
}//eo testView
To define mouse inside view you use
let myLocationInWindow = theEvent.locationInWindow
let location = convert(myLocationInWindow, from: nil)
where nil is the window
here is the final code
import Cocoa
class MainWindowController: NSWindowController {
#IBOutlet weak var myView: NSView!
override func windowDidLoad() {
super.windowDidLoad()
}//EO Overide
}//EnD oF thE wORld
class testView: NSView {
override func draw(_ dirtyRect: NSRect) {
let backgroundColor = NSColor.lightGray
backgroundColor.set()
NSBezierPath.fill(bounds)
}
override func mouseDragged(with theEvent: NSEvent) {
let myLocationInWindow = theEvent.locationInWindow
let location = convert(myLocationInWindow, from: nil)
Swift.print("location",location)
}
override func mouseDown(with theEvent: NSEvent) {
Swift.print("mouseDown")
}
override func mouseUp(with theEvent: NSEvent) {
Swift.print("mouseUp clickCount: \(theEvent.clickCount)")
}
}//eo testView
Have looked a lot for this but nothing found to match.
Real simple I want to draw a line buy a push of a button.
I have a class which is from NSView to do the drawing, this monitors a var and if it changes to redraw the view.
I can get the mouse click to call the view by changing the value and it draws just fine. But I cant get the button to work. It calls the drawing method but the view is not updated ???
I know its got to be something simple, but I just cannot find it.
Thanks in advance.
Below is my View class and View Controller.
//
// LineDrawer.swift
// TestDraw3
//
// Created by Colin Wood on 21/04/17.
// Copyright © 2017 Colin Wood. All rights reserved.
//
import Cocoa
class LineDrawer : NSView {
// Vars
var newLinear = NSBezierPath()
public var QQ: Int = 0 { // every time QQ changes redraw information in QQ
didSet{
boom() // drawing method
}
}
// Methods
override func draw(_ dirtyRect: NSRect) {
NSColor.red.set()
newLinear.lineWidth = 5
newLinear.lineCapStyle = NSLineCapStyle.roundLineCapStyle
newLinear.stroke()
}
func boom(){ // draw a simple line
Swift.print("In BooM")
Swift.print(QQ)
let lastPt = NSPoint(x: QQ, y: 1)
newLinear.move(to: lastPt)
let newPt = NSPoint(x: QQ, y: 50)
newLinear.line(to: newPt)
needsDisplay = true
}
override func mouseDown(with theEvent: NSEvent) {
QQ = QQ + 7 // just add 7 so you can see it being drawn after didSet
}
}
//
// ViewController.swift
// TestDraw3
//
// Created by Colin Wood on 15/04/17.
// Copyright © 2017 Colin Wood. All rights reserved.
//
import Cocoa
class ViewController: NSViewController {
// Vars
#IBOutlet weak var textField: NSTextField!
// Methods
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
#IBAction func button(_ sender: Any) {
let v = LineDrawer()
v.QQ = 300 // change QQ to call didSet
}
}
You need to add your LineDrawer as a subview. A good place, to add it, is in the viewDidLoad method:
private var line: LinerDrawer!
override func viewDidLoad() {
super.viewDidLoad()
line = LinerDrawer()
line.frame = NSMakeRect(0, 0, 200, 200)
line.QQ = 300
line.isHidden = true
view.addSubview(line)
}
And then finally show it when you hit the button:
#IBAction func button(_ sender: Any) {
line.isHidden = false
}
You still need to work out the correct frame for your LineDrawer view.
I am currently developing an iOS application with login and sign up forms. To make sure that the keyboard does not cover any UITextFields I've implemented the following solution provided by Apple and discussed in this issue.
To briefly sum it up, this solution uses a UIScrollView in which the different UI elements are placed and UIKeyboardDidShowNotification and UIKeyboardDidHideNotification to move the elements up and down when the keyboard appears/disappears so that the UITextFields aren't hidden.
This works like a charm except for one thing: for all my UIViewControllers I have to repeat the same code. To tackle my problem I have tried:
to create a base UIViewController, providing an implementation for the different functions, that can be subclasses by the other UIViewControllers;
to use a protocol and a protocol extension to provide a default implementation for the different functions and make my UIViewControllers conform to it.
Both solutions didn't solve my problem. For the first solution, I wasn't able to connect the UIScrollView of my base class through the Interface Builder although it was declared.
#IBOutlet weak var scrollView: UIScrollView!
When trying to implement the second solution, the UIViewController implementing my protocol somehow did not recognise the declared methods and their implementations.
The protocol declaration:
protocol ScrollViewProtocol {
var scrollView: UIScrollView! { get set }
var activeTextField: UITextField? { get set }
func addTapGestureRecognizer()
func singleTapGestureCaptured()
func registerForKeyboardNotifications()
func deregisterForKeyboardNotifications()
func keyboardWasShown(notification: NSNotification)
func keyboardWillBeHidden(notification: NSNotification)
func setActiveTextField(textField: UITextField)
func unsetActiveTextField()
}
The protocol extension implements all functions expect for the addTapGestureRecognizer() as I would like to avoid using #objc:
extension ScrollViewProtocol where Self: UIViewController {
// The implementation for the different functions
// as described in the provided links expect for the following method
func registerFromKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardDidShowNotification, object: nil, queue: nil, usingBlock: { notification in
self.keyboardWasShown(notification)
})
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardDidHideNotification, object: nil, queue: nil, usingBlock: { notification in
self.keyboardWillBeHidden(notification)
})
}
}
Does anyone have a good solution to my problem, knowingly how could I avoid repeating the code related to moving the UITextFields up and down when the keyboard appears/disappears? Or does anyone know why my solutions did not work?
I found a solution. I'll post it in case someone once to do the same thing.
So, I ended up deleting the UIScrollView outlet in my base class and replacing it with a simple property that I set in my inheriting classes. The code for my base class look as follow:
import UIKit
class ScrollViewController: UIViewController, UITextFieldDelegate {
// MARK: Properties
var scrollView: UIScrollView!
var activeTextField: UITextField?
// MARK: View cycle
override func viewDidLoad() {
super.viewDidLoad()
let singleTap = UITapGestureRecognizer(target: self, action: #selector(singleTapGestureCaptured))
scrollView.addGestureRecognizer(singleTap)
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
registerForKeyboardNotifications()
}
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
deregisterFromKeyboardNotifications()
}
// MARK: Gesture recognizer
func singleTapGestureCaptured(sender: AnyObject) {
view.endEditing(true)
}
// MARK: Keyboard management
func registerForKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(keyboardWasShown), name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(keyboardWillBeHidden), name: UIKeyboardWillHideNotification, object: nil)
}
func deregisterFromKeyboardNotifications() {
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
func keyboardWasShown(notification: NSNotification) {
scrollView.scrollEnabled = true
let info : NSDictionary = notification.userInfo!
let keyboardSize = (info[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().size
let contentInsets : UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, keyboardSize!.height, 0.0)
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
var aRect : CGRect = self.view.frame
aRect.size.height -= keyboardSize!.height
if let activeFieldPresent = activeTextField {
if (!CGRectContainsPoint(aRect, activeFieldPresent.frame.origin)) {
scrollView.scrollRectToVisible(activeFieldPresent.frame, animated: true)
}
}
}
func keyboardWillBeHidden(notification: NSNotification) {
let info : NSDictionary = notification.userInfo!
let keyboardSize = (info[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().size
let contentInsets : UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, -keyboardSize!.height, 0.0)
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
view.endEditing(true)
scrollView.scrollEnabled = false
}
// MARK: Text field management
func textFieldDidBeginEditing(textField: UITextField) {
activeTextField = textField
}
func textFieldDidEndEditing(textField: UITextField) {
activeTextField = nil
}
}
And here is the inheriting class code:
class ViewController: ScrollViewController {
#IBOutlet weak var scrollViewOutlet: UIScrollView! {
didSet {
self.scrollView = self.scrollViewOutlet
}
}
// Your view controller functions
}
I hope this will help!
I have a "sheet" as NSWindowController in Swift, for OS X. I placed an NSView on the sheet, with a custom controller in a class called CustomView. Everything I do on the sheet and in the custom view controller works fine.
class MySheet: NSWindowController {
//...
}
class CustomView: NSView {
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect) {
// Draw some things...
}
}
override func mouseDown(theEvent: NSEvent) {
// Change text on a label (or whatever) in MySheet()
}
}
Now I need to respond to user input in the CustomView, specifically, a mouse click on the view, and modify a label (or other control) back in MySheet(). This has to be very simple, but I don't know how to do it. The biggest stumbling block I have is that I don't have an instance of MySheet(); it is hidden in the way the system works. I can call back to a static func in MySheet(), but that won't let me change a label or other control through an #IBOutlet.
I know the above is a most likely a naive question, but would appreciate any help toward a solution.
Of course (!), this problem is supposed to be solved using a delegate, and when it is set up correctly it works fine. So I have like this:
protocol ClickableCurves {
func clickedOnCurve(index: Int)
}
class MySheet: NSWindowController, ClickableCurves {
private let lineColorCount = 16
func clickedOnCurve(index: Int) {
Swift.print("came back as \(index)")
}
override func windowDidLoad() {
super.windowDidLoad()
(curveView as! DefaultCurveAttrView).delegate = self
}
#IBOutlet weak var curveView: NSView!
}
class DefaultCurveAttrView: NSView {
var delegate: ClickableCurves? = nil
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
}
override func mouseDown(theEvent: NSEvent) {
let frameRelWindow = self.convertRect(bounds, toView: nil)
let x = theEvent.locationInWindow.x - frameRelWindow.origin.x
let y = theEvent.locationInWindow.y - frameRelWindow.origin.y
let xm = bounds.width / 10
let dy = bounds.height / CGFloat(lineColorCount + 1)
var yc: CGFloat = dy / 2
if x >= xm && x <= 9 * xm {
for i in 1 ... lineColorCount {
yc += dy
if yc > y || i == lineColorCount {
if delegate != nil {
delegate!.clickedOnCurve(i - 1)
}
break
}
}
}
}
}
I'm working to implement a banner ad in the scene, but it always reports "Thread 1: EXC_BREAKPOINT(code=EXC_ARM_BREAKPOINT, subcode=Oxdefe) and the program stops running.
I referenced Mr. T's answer in another question about iAd("Swift - ADBannerView") but still couldn't make it.
The code looks like this:
import UIKit
import SpriteKit
import iAd
class GameViewController: UIViewController, ADBannerViewDelegate {
#IBOutlet var adBannerView: ADBannerView
override func viewDidLoad() {
super.viewDidLoad()
println("view loaded")
//iAd
self.canDisplayBannerAds = true
self.adBannerView.delegate = self
self.adBannerView.alpha = 0.0
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
//iAd
func bannerViewWillLoadAd(banner: ADBannerView!) {
println("sort of working1")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
self.adBannerView.alpha = 1.0
println("sort of working2")
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
println("sort of working3")
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
println("sort of working4")
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
}
}
And I created an ADBannerView in the Main.storyboard and linked it with the #IBOutlet adBannerView.
Anyone helps me figure out?
This is how I did it, possibly not all of it is necessary.
I did not use the banner in the Storyboard, so the IBOutlet is not necessary.
Also, if you manually create a banner, you do not need to set self.canDisplayBannerAds
This function (ported from ObjC) is how I display the ads.
func loadAds(){
adBannerView = ADBannerView(frame: CGRect.zeroRect)
adBannerView.center = CGPoint(x: adBannerView.center.x, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
adBannerView.delegate = self
adBannerView.hidden = true
view.addSubview(adBannerView)
}
This is called in viewDidLoad. Then, in the didLoadAd delegate method, I set adBannerView.hidden = false and in didFailToReceiveAdWithError, adBannerView.hidden = true
I think hidden is better than alpha in this situation, as it feels more natural. I believe (but am not sure) that when hidden, the view is not drawn at all by the GPU, while with an alpha of 0, it is still drawn, but made invisible (correct me if I am wrong).
This is my setup, and it worked for me, so hopefully it will work in your case too!