I'm using a custom view for NSMenu items so I can control the background colour via isHighlighted.
The issue is, if you use a combination of mouse and keyboard to navigate the menu, it's possible to have two items selected at once. This is because drawRect isn't being called on some items to dehighlight them
Has anyone else run into this?
NSMenuItems should be created using:
NSMenuItem *menuItem = [[NSMenuItem alloc] initWithTitle:#"" action:#selector(menuItemSelected:) keyEquivalent:#""];
where the selector menuItemSelected: is a valid method. isHighlighted won't be toggled if a valid action selector is not provided
Conform NSMenuDelegate and implement following function like this:
func menu(_ menu: NSMenu, willHighlight item: NSMenuItem?) {
for item in menu.items.compactMap({ return $0.isHighlighted ? $0 : nil }) {
item.view?.needsDisplay = true
}
}
Related
I have a view-based NSTableView. Each view in the table has a custom text field.
I'd like to fire an action when the user clicks on the text field (label) inside the table's view (imagine having a hyperlink with a custom action in each table cell).
I've created a basic NSTextField subclass to catch mouse events. However, they only fire on the second click, not the first click.
I tried using an NSButton and that fires right away.
Here's the code for the custom label:
#implementation HyperlinkTextField
- (void)mouseDown:(NSEvent *)theEvent {
NSLog(#"link mouse down");
}
- (void)mouseUp:(NSEvent *)theEvent {
NSLog(#"link mouse up");
}
- (BOOL)acceptsFirstResponder {
return YES;
}
- (BOOL)acceptsFirstMouse:(NSEvent *)theEvent {
return YES;
}
#end
Had the same problem. The accepted answer here didn't work for me. After much struggle, it magically worked when I selected "None" as against the default "Regular" with the other option being "Source List" for the "Highlight" option of the table view in IB!
Edit: The accepted answer turns out to be misleading as the method is to be overloaded for the table view and not for the text field as the answer suggests. It is given more clearly at https://stackoverflow.com/a/13579469/804616 but in any case, being more specific feels a bit hacky.
It turned out that NSTableView and NSOultineView handle the first responder status for NSTextField instances differently than for an NSButton.
The key to get the label to respond to the first click like a button is to overwrite [NSResponder validateProposedFirstResponder:forEvent:] to return YES in case of my custom text field class.
Documentation:
http://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSResponder_Class/Reference/Reference.html#//apple_ref/occ/instm/NSResponder/validateProposedFirstResponder:forEvent:
The behavior that you're seeing is because the table view is the first responder, which it should be or the row won't change when you click on the label -- this is the behavior that a user expects when clicking on a table row. Instead of subclassing the label, I think it would be better to subclass the table view and override mouseDown: there. After calling the super's implementation of mouseDown:, you can do a hit test to check that the user clicked over the label.
#implementation CustomTable
- (void)mouseDown:(NSEvent *)theEvent
{
[super mouseDown:theEvent];
NSPoint point = [self convertPoint:theEvent.locationInWindow fromView:nil];
NSView *theView = [self hitTest:point];
if ([theView isKindOfClass:[NSTextField class]])
{
NSLog(#"%#",[(NSTextField *)theView stringValue]);
}
}
#end
In the exact same situation, embedding an NSButton with transparent set to true/YES worked for me.
class LinkButton: NSTextField {
var clickableButton:NSButton?
override func viewDidMoveToSuperview() {
let button = NSButton()
self.addSubview(button)
//setting constraints to cover the whole textfield area (I'm making use of SnapKit here, you should add the constraints your way or use frames
button.snp_makeConstraints { (make) -> Void in
make.edges.equalTo(NSEdgeInsetsZero)
}
button.target = self
button.action = Selector("pressed:")
button.transparent = true
}
func pressed(sender:AnyObject) {
print("pressed")
}
You use window.makeFirstResponser(myTextfield) to begin editing the text field. You send this message from the override mouseDown(withEvent TheEvent:NSEvent) method
i have an NSCollectionView in my application's main window that manages a collection of custom NSView items. Each custom view has a context menu assigned to it. I want to add shortcut keys to some of the items, for example to associate a "delete" key with "remove item from collection" action. I've added key equivalents to context menu items through IB but the question is how do i make the collection items respond to the pressed keys?
I know that i can achieve this by adding this menu to the NSApp's main menu and keep track of the selected item. Is there any other way besides that?
You could add something like this to your NSCollectionView subclass:
- (BOOL)performKeyEquivalent:(NSEvent *)theEvent
{
BOOL rv = NO;
id firstResponder = self.window.firstResponder;
if ([firstResponder isKindOfClass:[NSView class]] && [firstResponder isDescendantOf:self]) {
// Note: performKeyEquivalent: messages come DOWN the view hierarchy, not UP the responder chain.
// Perform the key equivalent
}
if (!rv) {
rv = [super performKeyEquivalent:theEvent];
}
return rv;
}
I have a Document based core data app. The main document window has a number of views, each controlled by its own custom NSViewController which are switched in as necessary. I want each of these view controllers to be able to drop down a custom modal sheet from the document window. However because the views are separate and not in the MyDocument nib I cannot link the view to the document window in IB. This means that when I call
[NSApp beginSheet: sheetWindow modalForWindow: mainWindow modalDelegate: self didEndSelector: #selector(didEndSheet:returnCode:contextInfo:) contextInfo: nil];
I’m supplying nil for mainWindow and the sheet therefore appears detached.
Any suggestions?
Many Thanks
You can use [[self view] window]
Indeed, it's self.view.window (Swift).
This may be nil in viewDidLoad() and viewWillAppear(), but is set properly by the time you get to viewDidAppear().
One issue with the other answers (i.e., just looking at self.view.window) is that they don't take into account the case that when a view is hidden, its window property will be nil. A view might be hidden for a lot of reasons (for example, it might be in one of the unselected views in a tab view).
The following (swift) extension will provide the windowController for a NSViewController by ascending the view controller hierarchy, from which the window property may then be examined:
public extension NSViewController {
/// Returns the window controller associated with this view controller
var windowController: NSWindowController? {
return ((self.isViewLoaded == false ? nil : self.view)?.window?.windowController)
?? self.parent?.windowController // fallback to the parent; hidden views like those in NSTabView don't have a window
}
}
If your controller can get access to the NSDocument subclass, you can use -windowForSheet
more about Tim Closs answer :
-(void)viewDidAppear
{
self.view.window.title = #"title-viewDidAppear"; //this only works when and after viewDidAppeer is called
}
-(void)viewWillDisappear
{
self.view.window.title = #"title-viewWillDisappear"; //this only works before and when viewWillDisappear is called
}
I am trying to recreate the nice textured buttons like Finder, Safari and Transmission have in their toolbar. First I started by just dragging in a "Texture button" in the IB and such. All works well except for when a user sets the toolbar to "Text only" mode. When he then clicks the button the toolbar will enable "Icon and Label" on it's own. I have remove alles code and delegates from the toolbar to make sure it is not a code issue.
Then, just to make sure, I created a new project (no code at all) and I can reproduce the issue with a clean NSWindow with a NSToolbar with one NSToolbarItem with a NSButton in it.
Adding the NSButtons via code like:
- (NSArray*)toolbarAllowedItemIdentifiers:(NSToolbar*)toolbar {
return [NSArray arrayWithObject:#"myToolbarMenu"];
}
- (NSArray*)toolbarDefaultItemIdentifiers:(NSToolbar*)toolbar {
return [self toolbarAllowedItemIdentifiers:toolbar];
}
- (NSToolbarItem*)toolbar:(NSToolbar*)toolbar
itemForItemIdentifier:(NSString*)str
willBeInsertedIntoToolbar:(BOOL)flag
{
if ([str isEqualToString:#"myToolbarItem"] == YES) {
NSToolbarItem* item = [[NSToolbarItem alloc] initWithItemIdentifier:str];
[item setView:[[NSButton alloc] init]];
[item setMinSize:NSMakeSize(50,50)];
[item setMaxSize:NSMakeSize(50,50)];
[item setLabel:#"Text"];
return [item autorelease];
}
return nil;
}
But this also has the same effect: when I press a NSToolbarItem with a NSButton in it in "Text only mode" the toolbar itself forces it's mode to "Icon and Text".
Do you have any idea how I can make it work correctly or perhaps have an alternative to creating the nice looking toolbaritems like Safari etc have?
You need to add a menu representation to each NSToolbarItem that has a custom view. Below the line where you allocate the NSToolbarItem add this:
NSMenuItem *menuRep = [[NSMenuItem alloc] initWithTitle:#"Text" action:#selector(targetMethod:) keyEquivalent:#""];
[menuRep setTarget:<target>];
[item setMenuFormRepresentation:menuRep];
As long as the target is valid your items should stay as text-only buttons; otherwise they will be disabled. See Setting a Toolbar Item's Representation.
Normally you would also need to implement validateToolbarItem: in your target, but for custom view items you instead need to override validate: to do something appropriate. See Validating Toolbar Items.
I have an NSMenu popping out of an NSStatusItem using popUpStatusItemMenu. These NSMenuItems show a bunch of different links, and each one is connected with setAction: to the openLink: method of a target. This arrangement has been working fine for a long time. The user chooses a link from the menu and the openLink: method then deals with it.
Unfortunately, I recently decided to experiment with using NSMenuItem's setView: method to provide a nicer/slicker interface. Basically, I just stopped setting the title, created the NSMenuItem, and then used setView: to display a custom view. This works perfectly, the menu items look great and my custom view is displayed.
However, when the user chooses a menu item and releases the mouse, the action no longer works (i.e., openLink: isn't called). If I just simply comment out the setView: call, then the actions work again (of course, the menu items are blank, but the action is executed properly). My first question, then, is why setting a view breaks the NSMenuItem's action.
No problem, I thought, I'll fix it by detecting the mouseUp event in my custom view and calling my action method from there. I added this method to my custom view:
- (void)mouseUp:(NSEvent *)theEvent {
NSLog(#"in mouseUp");
}
No dice! This method is never called.
I can set tracking rects and receive mouseEntered: events, though. I put a few tests in my mouseEntered routine, as follows:
if ([[self window] ignoresMouseEvents]) { NSLog(#"ignoring mouse events"); }
else { NSLog(#"not ignoring mouse events"); }
if ([[self window] canBecomeKeyWindow]) { dNSLog((#"canBecomeKeyWindow")); }
else { NSLog(#"not canBecomeKeyWindow"); }
if ([[self window] isKeyWindow]) { dNSLog((#"isKeyWindow")); }
else { NSLog(#"not isKeyWindow"); }
And got the following responses:
not ignoring mouse events
canBecomeKeyWindow
not isKeyWindow
Is this the problem? "not isKeyWindow"? Presumably this isn't good because Apple's docs say "If the user clicks a view that isn’t in the key window, by default the window is brought forward and made key, but the mouse event is not dispatched." But there must be a way do detect these events. HOW?
Adding:
[[self window] makeKeyWindow];
has no effect, despite the fact that canBecomeKeyWindow is YES.
Add this method to your custom NSView and it will work fine with mouse events
- (void)mouseUp:(NSEvent*) event {
NSMenuItem* mitem = [self enclosingMenuItem];
NSMenu* m = [mitem menu];
[m cancelTracking];
[m performActionForItemAtIndex: [m indexOfItem: mitem]];
}
But i'm having problems with keyhandling, if you solved this problem maybe you can go to my question and help me a little bit.
Add this to your custom view and you should be fine:
- (BOOL)acceptsFirstMouse:(NSEvent *)theEvent
{
return YES;
}
I added this method to my custom view, and now everything works beautifully:
- (void)viewDidMoveToWindow {
[[self window] becomeKeyWindow];
}
Hope this helps!
I've updated this version for SwiftUI Swift 5.3:
final class HostingView<Content: View>: NSHostingView<Content> {
override func viewDidMoveToWindow() {
window?.becomeKey()
}
}
And then use like so:
let item = NSMenuItem()
let contentView = ContentView()
item.view = HostingView(rootView: contentView)
let menu = NSMenu()
menu.items = [item]
So far, the only way to achieve the goal, is to register a tracking area manually in updateTrackingAreas - that is thankfully called, like this:
override func updateTrackingAreas() {
let trackingArea = NSTrackingArea(rect: bounds, options: [.enabledDuringMouseDrag, .mouseEnteredAndExited, .activeInActiveApp], owner: self, userInfo: nil)
addTrackingArea(trackingArea)
}
Recently I needed to show a Custom view for a NSStatusItem, show a regular NSMenu when clicking on it and supporting drag and drop operations on the Status icon.
I solved my problem using, mainly, three different sources that can be found in this question.
Hope it helps other people.
See the sample code from Apple named CustomMenus
In there you'll find a good example in the ImagePickerMenuItemView class.
It's not simple or trivial to make a view in a menu act like a normal NSMenuItem.
There are some real decisions and coding to do.