How to get an array of AXMenuItems from AXMenu? - macos

For my code I am attempting to get an array of AXMenuItems from an AXMenu (AXUIElementRef). The menu logs successfully, and here is my code:
NSArray *anArray = [NSRunningApplication runningApplicationsWithBundleIdentifier:#"com.apple.dock"];
AXUIElementRef anAXDockApp = AXUIElementCreateApplication([[anArray objectAtIndex:0] processIdentifier]);
CFTypeRef aChildren;
AXUIElementCopyAttributeValue(anAXDockApp, kAXChildrenAttribute, &aChildren);
SafeCFRelease(anAXDockApp);
CFTypeRef aMenu = CFArrayGetValueAtIndex(aChildren, 0);
NSLog(#"aMenu: %#", aMenu);
// Get menu items
CFTypeRef aMenuChildren;
AXUIElementCopyAttributeValue(aMenu, kAXVisibleChildrenAttribute, &aMenuChildren);
for (NSInteger i = 0; i < CFArrayGetCount(aMenuChildren); i++) {
AXUIElementRef aMenuItem = [self copyAXUIElementFrom:aMenu role:kAXMenuItemRole atIndex:i];
NSLog(#"aMenuItem: %#", aMenuItem); // logs (null)
CFTypeRef aTitle;
AXUIElementCopyAttributeValue(aMenuItem, kAXTitleAttribute, &aTitle);
if ([(__bridge NSString *)aTitle isEqualToString:#"New Window"] || [(__bridge NSString *)aTitle isEqualToString:#"New Finder Window"]) /* Crashes here (i can see why)*/{
AXUIElementPerformAction(aMenuItem, kAXPressAction);
[NSThread sleepForTimeInterval:1];
break;
}
}
What is the correct way to get the list of AXMenuItems?
Screenshot of the Accessibility Inspector:

I have figured out an answer, using #Willeke answer of using AXUIElementCopyElementAtPosition() to get the menu. Since there were multiple dock orientations and hiding, I had to create enums in the .h file as it would be easier to read than 0, 1, or 2.
// .h
typedef enum {
kDockPositionBottom,
kDockPositionLeft,
kDockPositionRight,
kDockPositionUnknown
} DockPosition;
typedef enum {
kDockAutohideOn,
kDockAutohideOff
} DockAutoHideState;
Then, I added the methods to get these states in the .m
// .m
- (DockPosition)dockPosition
{
NSRect screenRect = [[NSScreen mainScreen] frame];
NSRect visibleRect = [[NSScreen mainScreen] visibleFrame];
// Dont need to remove menubar height
visibleRect.origin.y = 0;
if (visibleRect.origin.x > screenRect.origin.x) {
return kDockPositionLeft;
} else if (visibleRect.size.width < screenRect.size.width) {
return kDockPositionRight;
} else if (visibleRect.size.height < screenRect.size.height) {
return kDockPositionBottom;
}
return kDockPositionUnknown;
}
- (DockAutoHideState)dockHidden
{
NSString *plistPath = [NSHomeDirectory() stringByAppendingPathComponent:#"Library/Preferences/com.apple.dock.plist"];
NSDictionary *dockDict = [NSDictionary dictionaryWithContentsOfFile:plistPath];
CFBooleanRef autohide = CFDictionaryGetValue((__bridge CFDictionaryRef)dockDict, #"autohide");
if (CFBooleanGetValue(autohide) == true) {
return kDockAutohideOn;
}
return kDockAutohideOff;
}
For the dock position unknown, I added in case it was not able to calculate it from the screen positions.
Then, I used a method to get the dock item from the menubar:
- (AXUIElementRef)getDockItemWithName:(NSString *)name
{
NSArray *anArray = [NSRunningApplication runningApplicationsWithBundleIdentifier:#"com.apple.dock"];
AXUIElementRef anAXDockApp = AXUIElementCreateApplication([[anArray objectAtIndex:0] processIdentifier]);
AXUIElementRef aList = [self copyAXUIElementFrom:anAXDockApp role:kAXListRole atIndex:0];
CFTypeRef aChildren;
AXUIElementCopyAttributeValue(aList, kAXChildrenAttribute, &aChildren);
NSInteger itemIndex = -1;
for (NSInteger i = 0; i < CFArrayGetCount(aChildren); i++) {
AXUIElementRef anElement = CFArrayGetValueAtIndex(aChildren, i);
CFTypeRef aResult;
AXUIElementCopyAttributeValue(anElement, kAXTitleAttribute, &aResult);
if ([(__bridge NSString *)aResult isEqualToString:name]) {
itemIndex = i;
}
}
SafeCFRelease(aChildren);
if (itemIndex == -1) return nil;
// We have index now do something with it
AXUIElementRef aReturnItem = [self copyAXUIElementFrom:aList role:kAXDockItemRole atIndex:itemIndex];
SafeCFRelease(aList);
return aReturnItem;
}
This SafeCFRelease() method is a very simple method that checks if the passed value is not nil, then releases (had some issues earlier).
void SafeCFRelease( CFTypeRef cf )
{
if (cf) CFRelease(cf);
}
And this method [copyAXUIElementFrom: role: atIndex:] is a method from #Willeke answer from another one of my questions:
- (AXUIElementRef)copyAXUIElementFrom:(AXUIElementRef)theContainer role:(CFStringRef)theRole atIndex:(NSInteger)theIndex {
AXUIElementRef aResultElement = NULL;
CFTypeRef aChildren;
AXError anAXError = AXUIElementCopyAttributeValue(theContainer, kAXChildrenAttribute, &aChildren);
if (anAXError == kAXErrorSuccess) {
NSUInteger anIndex = -1;
for (id anElement in (__bridge NSArray *)aChildren) {
if (theRole) {
CFTypeRef aRole;
anAXError = AXUIElementCopyAttributeValue((__bridge AXUIElementRef)anElement, kAXRoleAttribute, &aRole);
if (anAXError == kAXErrorSuccess) {
if (CFStringCompare(aRole, theRole, 0) == kCFCompareEqualTo)
anIndex++;
SafeCFRelease(aRole);
}
}
else
anIndex++;
if (anIndex == theIndex) {
aResultElement = (AXUIElementRef)CFRetain((__bridge CFTypeRef)(anElement));
break;
}
}
SafeCFRelease(aChildren);
}
return aResultElement;
}
Taking all this code, I put it into one of my methods:
// Check if in dock (otherwise cant do it)
if ([self isAppOfNameInDock:[appDict objectForKey:#"AppName"]]) {
// Get dock item
AXUIElementRef aDockItem = [self getDockItemWithName:[appDict objectForKey:#"AppName"]];
AXUIElementPerformAction(aDockItem, kAXShowMenuAction);
[NSThread sleepForTimeInterval:0.5];
CGRect aRect;
CFTypeRef aPosition;
AXUIElementCopyAttributeValue(aDockItem, kAXPositionAttribute, &aPosition);
AXValueGetValue(aPosition, kAXValueCGPointType, &aRect.origin);
SafeCFRelease(aPosition);
CFTypeRef aSize;
AXUIElementCopyAttributeValue(aDockItem, kAXSizeAttribute, &aSize);
AXValueGetValue(aSize, kAXValueCGSizeType, &aRect.size);
SafeCFRelease(aSize);
SafeCFRelease(aDockItem);
CGPoint aMenuPoint;
if ([self dockHidden] == kDockAutohideOff) {
switch ([self dockPosition]) {
case kDockPositionRight:
aMenuPoint = CGPointMake(aRect.origin.x - 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionLeft:
aMenuPoint = CGPointMake(aRect.origin.x + aRect.size.width + 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionBottom:
aMenuPoint = CGPointMake(aRect.origin.x + (aRect.size.width / 2), aRect.origin.y - 18);
break;
case kDockPositionUnknown:
aMenuPoint = CGPointMake(0, 0);
break;
}
} else {
NSRect screenFrame = [[NSScreen mainScreen] frame];
switch ([self dockPosition]) {
case kDockPositionRight:
aMenuPoint = CGPointMake(screenFrame.size.width - 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionLeft:
aMenuPoint = CGPointMake(screenFrame.origin.x + 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionBottom:
aMenuPoint = CGPointMake(aRect.origin.x + (aRect.size.width / 2), screenFrame.size.height - 18);
break;
case kDockPositionUnknown:
aMenuPoint = CGPointMake(0, 0);
break;
}
}
if ((aMenuPoint.x != 0) && (aMenuPoint.y != 0)) {
AXUIElementRef _systemWideElement = AXUIElementCreateSystemWide();
AXUIElementRef aMenu;
AXUIElementCopyElementAtPosition(_systemWideElement, aMenuPoint.x, aMenuPoint.y, &aMenu);
SafeCFRelease(_systemWideElement);
// Get menu items
CFTypeRef aMenuChildren;
AXUIElementCopyAttributeValue(aMenu, kAXVisibleChildrenAttribute, &aMenuChildren);
NSRunningApplication *app = [[NSRunningApplication runningApplicationsWithBundleIdentifier:[appDict objectForKey:#"BundleID"]] objectAtIndex:0];
for (NSInteger i = 0; i < CFArrayGetCount(aMenuChildren); i++) {
AXUIElementRef aMenuItem = [self copyAXUIElementFrom:aMenu role:kAXMenuItemRole atIndex:i];
CFTypeRef aTitle;
AXUIElementCopyAttributeValue(aMenuItem, kAXTitleAttribute, &aTitle);
// Supports chrome, safari, and finder
if ([(__bridge NSString *)aTitle isEqualToString:#"New Window"] || [(__bridge NSString *)aTitle isEqualToString:#"New Finder Window"]) {
AXUIElementPerformAction(aMenuItem, kAXPressAction);
NSInteger numberOfWindows = [self numberOfWindowsOpenFromApplicationWithPID:[app processIdentifier]];
// Wait until open
while ([self numberOfWindowsOpenFromApplicationWithPID:[app processIdentifier]] <= numberOfWindows) {
}
break;
}
}
SafeCFRelease(aMenu);
SafeCFRelease(aMenuChildren);
}
}
This is pretty complicated, but it works. I probably can't explain it, but I have stress tested this code and it works quite well.

Answer to the question "How to get an array of AXMenuItems from AXMenu?": aMenuChildren is the list of menu items. To be sure you could filter by role kAXMenuItemRole.
Answer to the question "Why does it not work?": The menu isn't a menu. When you inspect the menu in Axccessibility Inspector, it displays a warning "Parent does not report element as one of its children". The Dock app has one child, a list of dock items.

Related

NSCollectionViewAttributes not getting applied correctly with custom NSFlowLayout subclass

I'm currently working on an NSCollectionView with a custom layout. For that purpose, I subclassed NSCollectionViewFlowLayout to top-align my items (which all have a fixed width what made the algorithm pretty easy). The problem I have now is that only the first nine items in my collection view get displayed correctly, that is top-aligned.
These top nine items are at least partially visible when the collection view is initially displayed. The other items that appear when scrolling down the collection view will be drawn without any top-alignment, just vertically-centered-per-row as the default behaviour of NSCollectionViewFlowLayout. By extensive logging I could verify that my Layout only provides NSCollectionViewLayoutAttributes correctly modified for top-alignment.
When I resize the window containing the NSCollectionView, thus resizing the collection view itself, all items in the visible part of it will suddenly be displayed correctly.
What am I missing?
Here comes my custom subclass:
#import "MyCollectionViewLayout.h"
#interface MyCollectionViewLayout ()
#property (nonatomic, strong) NSMutableDictionary<NSIndexPath *, NSCollectionViewLayoutAttributes *> *attributesCache;
#property NSInteger numberOfItemsPerRow;
#property NSInteger numberOfItemsTotal;
#end
#implementation MyCollectionViewLayout
- (void)prepareLayout {
NSLog(#"Preparing layout");
[super prepareLayout];
self.itemSize = CGSizeMake(100, 138);
self.minimumInteritemSpacing = 5;
self.minimumLineSpacing = 5;
self.sectionInset = NSEdgeInsetsMake(10, 10, 10, 10);
self.attributesCache = #{}.mutableCopy;
self.numberOfItemsTotal = [self.collectionView.dataSource collectionView:self.collectionView numberOfItemsInSection:0];
NSInteger numberOfItemsPerRow = 1;
CGFloat computedSize = self.itemSize.width;
CGFloat usableWidth = self.collectionView.frame.size.width - (self.sectionInset.right + self.sectionInset.left);
repeat: {
computedSize += self.minimumInteritemSpacing + self.itemSize.width;
if (computedSize < usableWidth) {
numberOfItemsPerRow++;
goto repeat;
}
}
self.numberOfItemsPerRow = numberOfItemsPerRow;
}
#pragma mark NSCollectionViewFlowLayout override
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect {
NSLog(#"Getting layout attributes for rect: %f, %f, %f, %f", rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);
NSArray *attributesArray = [super layoutAttributesForElementsInRect:rect].mutableCopy;
for (int i = 0; i < attributesArray.count; i++) {
NSCollectionViewLayoutAttributes *attributes = attributesArray[i];
NSLog(#"Forwarding attribute request for %#", attributes.indexPath);
attributes = [self layoutAttributesForItemAtIndexPath:attributes.indexPath];
}
return attributesArray;
}
- (NSCollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath {
if (!self.attributesCache[indexPath]) NSLog(#"");
NSLog(#"Getting layout attributes for %#", indexPath);
if (!self.attributesCache[indexPath]) {
NSLog(# "Not cached yet, caching full row");
[self computeAndCacheAttributesForRowContaining:indexPath];
}
return self.attributesCache[indexPath];
}
#pragma mark Private instance methods
- (void)computeAndCacheAttributesForRowContaining:(NSIndexPath *)indexPath {
NSDictionary<NSIndexPath *, NSCollectionViewLayoutAttributes *> *allAttributesInRowByPath = [self getAllAttributesInRowContaining:indexPath];
CGFloat minY = CGFLOAT_MAX;
for (NSIndexPath *path in allAttributesInRowByPath) {
if (allAttributesInRowByPath[path].frame.origin.y < minY) {
minY = allAttributesInRowByPath[path].frame.origin.y;
}
}
for (NSIndexPath *path in allAttributesInRowByPath) {
if (indexPath.item == 9) {
}
NSLog(#"Changing frame for indexPath %#", path);
NSRect frame = allAttributesInRowByPath[path].frame;
NSLog(#"Previous y Position: %f", frame.origin.y);
NSLog(#"New y Position: %f", minY);
frame.origin.y = minY;
allAttributesInRowByPath[path].frame = frame;
}
[self.attributesCache addEntriesFromDictionary:allAttributesInRowByPath];
}
- (NSDictionary<NSIndexPath *, NSCollectionViewLayoutAttributes *> *)getAllAttributesInRowContaining:(NSIndexPath *)indexPath {
NSMutableDictionary<NSIndexPath *, NSCollectionViewLayoutAttributes *> *attributesToReturn = #{}.mutableCopy;
NSInteger index = indexPath.item;
NSInteger firstIndex = index - (index % self.numberOfItemsPerRow);
NSIndexPath *path;
for (index = firstIndex; (index < firstIndex + self.numberOfItemsPerRow) && (index < self.numberOfItemsTotal); index++) {
path = [NSIndexPath indexPathForItem:index inSection:indexPath.section];
[attributesToReturn setObject:[super layoutAttributesForItemAtIndexPath:path].copy forKey:path];
}
return attributesToReturn.copy;
}
#end
You're missing attributesArray[i] = attributes; in layoutAttributesForElementsInRect : and are returning the unmodified attributes.
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect {
NSLog(#"Getting layout attributes for rect: %f, %f, %f, %f", rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);
NSMutableArray *attributesArray = [super layoutAttributesForElementsInRect:rect].mutableCopy;
for (int i = 0; i < attributesArray.count; i++) {
NSCollectionViewLayoutAttributes *attributes = attributesArray[i];
NSLog(#"Forwarding attribute request for %#", attributes.indexPath);
attributes = [self layoutAttributesForItemAtIndexPath:attributes.indexPath];
attributesArray[i] = attributes; // <---
}
return attributesArray;
}

Detect if SKStoreReviewController has displayed app rating window on macOS

The way to ask for review
SKStoreReviewController.requestReview()
On iOS folks found pretty easy way how to find if rating window has been presented link (just by counting number of windows within the app)
How to reliably detect this on macOS? (Counting windows alternatives?)
Found that CGWindowListCopyWindowInfo + NSRunningApplication are the right things to inspect:
dispatch_time_t twoSecondsFromNow = DISPATCH_TIME_NOW + 2.0;
dispatch_after(twoSecondsFromNow, dispatch_get_main_queue(), ^{
//HERE REQUEST REVIEW
[SKStoreReviewController requestReview];
dispatch_time_t secondFromNow = DISPATCH_TIME_NOW + 1.0;
dispatch_after(secondFromNow, dispatch_get_main_queue(), ^{
CFArrayRef windowList = CGWindowListCopyWindowInfo(kCGWindowListOptionOnScreenOnly, kCGNullWindowID);
NSArray <NSString*>*windowNames = [(__bridge NSArray *)windowList valueForKey:#"kCGWindowOwnerName"];
CFRelease(windowList);
if ([windowNames containsObject:#"storeuid"]) {
//REPORT TO PREFERENCES THAT WE SUCCESSFULLY ASKED FOR REVIEW
NSLog(#"Rating Window was presented");
}
});
});
Possible alternative (as of 10.14.2 with significant delays for deactivations) :
- (void)findRunningApplication
{
NSArray<NSRunningApplication *> *runningApplications = [[NSWorkspace sharedWorkspace] runningApplications];
for (NSRunningApplication *app in runningApplications) {
if ([[app bundleIdentifier] isEqualToString:#"com.apple.storeuid"]) {
[self setRunningApplication:app];
}
}
}
- (void)setRunningApplication:(NSRunningApplication *)runningApplication
{
if (runningApplication != _runningApplication) {
if (runningApplication == nil) {
[_runningApplication removeObserver:self forKeyPath:#"active"];
} else {
[runningApplication addObserver:self forKeyPath:#"active" options:NSKeyValueObservingOptionNew context:StoreInspectorKVOContext];
}
_runningApplication = runningApplication;
}
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary<NSKeyValueChangeKey,id> *)change context:(void *)context
{
if (context == StoreInspectorKVOContext) {
if (object == [self runningApplication] && [keyPath isEqualToString:#"active"]) {
[self runningApplicationActiveHasChanged];
}
} else {
[super observeValueForKeyPath:keyPath ofObject:object change:change context:context];
}
}
One can even get what rating has user clicked with global monitor event + position from cgwindow
NSEvent *monitor = [NSEvent addGlobalMonitorForEventsMatchingMask:(NSEventMaskLeftMouseDown)
handler:^(NSEvent *event) {
NSLog(#"%#",event);
}];
2019-01-13 23:58:12.727979+0100 testWindows2[11466:620853] NSEvent: type=LMouseDown loc=(994.746,172.551) time=103867.3 flags=0 win=0x0 winNum=4852 ctxt=0x0 evNum=9320 click=1 buttonNumber=0 pressure=1 deviceID:0x300000014400000 subtype=NSEventSubtypeTouch
2019-01-13 23:58:12.729521+0100 testWindows2[11466:620853] {
kCGWindowAlpha = 1;
kCGWindowBounds = {
Height = 157;
Width = 420;
X = 786;
Y = 23;
};
kCGWindowIsOnscreen = 1;
kCGWindowLayer = 0;
kCGWindowMemoryUsage = 1248;
kCGWindowNumber = 4590;
kCGWindowOwnerName = storeuid;
kCGWindowOwnerPID = 7017;
kCGWindowSharingState = 1;
kCGWindowStoreType = 1;
}

Vfr-Reader UIScrollView from left to right

I'm using the Vfr-Reader source code and here I'm not able to scroll the scrollview from left to right, and by default it is from right to left. How can I achieve this I tried many just setting the offset and also tried putting the condition with the origin.
- (void)showDocumentPage:(NSInteger)page
{
if (page != currentPage) // Only if different
{
NSInteger minValue; NSInteger maxValue;
NSInteger maxPage = [document.pageCount integerValue];
NSInteger minPage = 1;
if ((page < minPage) || (page > maxPage)) return;
if (maxPage <= PAGING_VIEWS) // Few pages
{
minValue = minPage;
maxValue = maxPage;
}
else // Handle more pages
{
minValue = (page - 1);
maxValue = (page + 1);
if (minValue < minPage)
{minValue++; maxValue++;}
else
if (maxValue > maxPage)
{minValue--; maxValue--;}
}
NSMutableIndexSet *newPageSet = [NSMutableIndexSet new];
NSMutableDictionary *unusedViews = [contentViews mutableCopy];
CGRect viewRect = CGRectZero; viewRect.size = theScrollView.bounds.size;
for (NSInteger number = minValue; number <= maxValue; number++)
{
NSNumber *key = [NSNumber numberWithInteger:number]; // # key
ReaderContentView *contentView = [contentViews objectForKey:key];
if (contentView == nil) // Create a brand new document content view
{
NSURL *fileURL = document.fileURL; NSString *phrase = document.password; // Document properties
contentView = [[ReaderContentView alloc] initWithFrame:viewRect fileURL:fileURL page:number password:phrase];
[theScrollView addSubview:contentView]; [contentViews setObject:contentView forKey:key];
contentView.message = self; [newPageSet addIndex:number];
}
else // Reposition the existing content view
{
contentView.frame = viewRect; [contentView zoomReset];
[unusedViews removeObjectForKey:key];
}
viewRect.origin.x += viewRect.size.width;
}
[unusedViews enumerateKeysAndObjectsUsingBlock: // Remove unused views
^(id key, id object, BOOL *stop)
{
[contentViews removeObjectForKey:key];
ReaderContentView *contentView = object;
[contentView removeFromSuperview];
}
];
unusedViews = nil; // Release unused views
CGFloat viewWidthX1 = viewRect.size.width;
CGFloat viewWidthX2 = (viewWidthX1 * 2.0f);
CGPoint contentOffset = CGPointZero;
if (maxPage >= PAGING_VIEWS)
{
if (page == maxPage)
contentOffset.x = viewWidthX2;
else
if (page != minPage)
contentOffset.x = viewWidthX1;
}
else
if (page == (PAGING_VIEWS - 1))
contentOffset.x = viewWidthX1;
if (CGPointEqualToPoint(theScrollView.contentOffset, contentOffset) == false)
{
theScrollView.contentOffset = contentOffset; // Update content offset
}
if ([document.pageNumber integerValue] != page) // Only if different
{
document.pageNumber = [NSNumber numberWithInteger:page]; // Update page number
}
NSURL *fileURL = document.fileURL; NSString *phrase = document.password; NSString *guid = document.guid;
if ([newPageSet containsIndex:page] == YES) // Preview visible page first
{
NSNumber *key = [NSNumber numberWithInteger:page]; // # key
ReaderContentView *targetView = [contentViews objectForKey:key];
[targetView showPageThumb:fileURL page:page password:phrase guid:guid];
[newPageSet removeIndex:page]; // Remove visible page from set
}
[newPageSet enumerateIndexesWithOptions:NSEnumerationReverse usingBlock: // Show previews
^(NSUInteger number, BOOL *stop)
{
NSNumber *key = [NSNumber numberWithInteger:number]; // # key
ReaderContentView *targetView = [contentViews objectForKey:key];
[targetView showPageThumb:fileURL page:number password:phrase guid:guid];
}
];
newPageSet = nil; // Release new page set
[mainPagebar updatePagebar]; // Update the pagebar display
[self updateToolbarBookmarkIcon]; // Update bookmark
currentPage = page; // Track current page number
}
}
I changed this
if (maxPage <= PAGING_VIEWS) // Few pages
{
minValue = minPage;
maxValue = maxPage;
}
else // Handle more pages
{
minValue = (page - 1);
maxValue = (page + 1);
if (minValue < minPage)
{minValue++; maxValue++;}
else
if (maxValue > maxPage)
{minValue--; maxValue--;}
}
</pre>
I got the correct minValue and max value to load the left page and right page once you are on the current page, for example if I'm on the 3 page, then on the left side it should be 4 and right side should be 2 but it's not loading these instead it loads left side 2 and right side 5. Something that I'm missing can anyone help me out.

GL_STACK_OVERFLOW (0x503) error Cocos2d

So I have it set up so when the characters health is < 100 (for testing purposes) it stop the scene and goes to the game over scene.
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
}
However when the players health drops below 100, it goes to the new scene, but the FPS drops dramatically from 60 to 5.
I get a list of OpenGL error 0x0503 in -[EAGLView swapBuffers] then it stays frozen like that for about 40 seconds, then the FPS unfreeze and goes back out to 60 and I get a list of 2012-07-13 10:37:50.234 Tilegame[93513:10a03] cocos2d: removeChildByTag: child not found!
Then I can continue with the app like normal, going back to the main menu, starting a new game, then recreate the error.
#import "HelloWorldLayer.h"
#import "Menu.h"
#import "SimpleAudioEngine.h"
#import "LogCabinMap.h"
#import "LogShedMap.h"
#import "SaveData.h"
#import "pauseM.h"
#import "Player.h"
#import "GameLogic.h"
CCSprite *player;
CGPoint newPos;
int joyDegrees;
// HelloWorldLayer implementation
#implementation HelloWorldLayer
#synthesize tileMap = _tileMap;
#synthesize background = _background;
#synthesize buildings = _buildings;
#synthesize meta = _meta;
#synthesize player = _player;
#synthesize foreground = _foreground;
#synthesize numCollected = _numCollected;
#synthesize hud = _hud;
-(void) animateEnemy:(CCSprite*)enemy {
//speed of the enemy
ccTime actualDuration = .2;
id actionMove;
int distanceFromPlayer = ccpDistance(player.position, enemy.position);
if (distanceFromPlayer < 200) { //Check whether enemy can "see" Ninja before moving towards him.
//rotate to face the player
CGPoint diff = ccpSub(player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
if (diff.x < 0) {
cocosAngle += 180;
}
enemy.rotation = cocosAngle;
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),10)];
} else {
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),0)];
}
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(enemyMoveFinished:)];
[enemy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// callback. starts another iteration of enemy movement.
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:#"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
[self animateEnemy:enemy];
}
-(void)setViewpointCenter:(CGPoint) position {
CGSize winSize = [[CCDirector sharedDirector] winSize];
int x = MAX(position.x, winSize.width / 2);
int y = MAX(position.y, winSize.height / 2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width)
- winSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.height)
- winSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint centerOfView = ccp(winSize.width/2, winSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;
}
-(id) init
{
if( (self=[super init] )) {
[[SimpleAudioEngine sharedEngine] preloadEffect:#"pickup.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"hit.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"move.caf"];
//[[SimpleAudioEngine sharedEngine] playBackgroundMusic:#"TileMap.caf"];
self.isTouchEnabled = YES;
self.tileMap = [CCTMXTiledMap tiledMapWithTMXFile:#"TileMap.tmx"];
self.background = [_tileMap layerNamed:#"Background"];
self.foreground = [_tileMap layerNamed:#"Foreground"];
self.buildings = [_tileMap layerNamed:#"Buildings"];
self.meta = [_tileMap layerNamed:#"Meta"];
_meta.visible = NO;
CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:#"Objects"];
NSAssert(objects != nil, #"'Objects' object group not found");
//NSMutableDictionary * padPoints = [objects objectNamed:#"pad"];
NSMutableDictionary * padPoints;
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
for (int i = 0; i < 20; i ++) {
for (padPoints in [objects objects]) {
if ([[SaveDataManager.padArray objectAtIndex: i] intValue] == 1 ){
if ([[padPoints valueForKey:#"pad"] intValue] == i){
int x = [[padPoints valueForKey:#"x"] intValue];
int y = [[padPoints valueForKey:#"y"] intValue];
self.player = [CCSprite spriteWithFile:#"man.png"];
_player.position = ccp(x+16,y+16);
//[self addChild:_player];
}
}
}
}
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoints;
for (spawnPoints in [objects objects]) {
if ([[spawnPoints valueForKey:#"Enemy"] intValue] == 2){
int x = [[spawnPoints valueForKey:#"x"] intValue];
int y = [[spawnPoints valueForKey:#"y"] intValue];
[self addEnemyAtX:x+=16 y:y+=64];
}
}
player = [CCSprite spriteWithFile:#"man.png"];
player.position= _player.position;
[_tileMap addChild:player z: 0];
// [self addChild:player z:10];
[self setViewpointCenter:player.position];
[self addChild:_tileMap z:-1];
[self scheduleUpdate];
}
return self;
}
- (CGPoint)tileCoordForPosition:(CGPoint)position {
int x = position.x / _tileMap.tileSize.width;
int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
return ccp(x, y);
}
-(void)setPlayerPosition:(CGPoint)position {
Player * playerDataManager = [Player playerSaveDataManager];
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [_meta tileGIDAt:tileCoord];
int x = player.position.x;
int y = player.position.y;
if (tileGid) {
NSDictionary *properties = [_tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collision = [properties valueForKey:#"Collidable"];
if (collision && [collision compare:#"True"] == NSOrderedSame) {
//[[SimpleAudioEngine sharedEngine] playEffect:#"hit.caf"];
if (joyDegrees > 45 && joyDegrees < 135){
player.position = ccp(x,y-1);
}
if (joyDegrees > 135 && joyDegrees < 225){
player.position = ccp(x+1,y);
}
if (joyDegrees > 225 && joyDegrees < 315){
player.position = ccp(x,y+1);
}
if ((joyDegrees > 315 && joyDegrees < 360) || (joyDegrees > -1 && joyDegrees < 45)){
player.position = ccp(x-1,y);
}
return;
}
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[[SimpleAudioEngine sharedEngine] playEffect:#"pickup.caf"];
[_meta removeTileAt:tileCoord];
[_foreground removeTileAt:tileCoord];
self.numCollected += 1;
[_hud numCollectedChanged:_numCollected];
playerDataManager.playerHealth -= 10;
}
NSString *Gate = [properties valueForKey:#"Gate"];
if (Gate && [Gate compare:#"1"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogCabinMap scene]];
[[CCDirector sharedDirector] pushScene:[LogCabinMap scene]];
}
if (Gate && [Gate compare:#"2"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogShedMap scene]];
[[CCDirector sharedDirector] pushScene:[LogShedMap scene]];
}
}
}
//[[SimpleAudioEngine sharedEngine] playEffect:#"move.caf"];
player.position = position;
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)deltaTime {
[self setPlayerPosition:newPos];
[self setViewpointCenter:player.position];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
self.tileMap = nil;
self.background = nil;
self.foreground = nil;
self.buildings = nil;
self.meta =nil;
self.player = nil;
player = nil;
self.hud = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
#implementation HelloWorldHud
#synthesize background;
#synthesize background2;
#synthesize health;
#synthesize baseScaleFactor;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldHud *layer = [HelloWorldHud node];
// add layer as a child to scene
[scene addChild: layer z:2];
HelloWorldLayer *hud = [HelloWorldLayer node];
[scene addChild: hud z:1];
//layer.hud = hud;
// return the scene
return scene;
}
-(void)initJoystick {
SneakyJoystickSkinnedBase *joystickBase = [[[SneakyJoystickSkinnedBase alloc] init] autorelease];
joystickBase.backgroundSprite = [CCSprite spriteWithFile:#"JoyB.png"];
joystickBase.thumbSprite = [CCSprite spriteWithFile:#"JoyS.png"];
joystickBase.joystick = [[SneakyJoystick alloc] initWithRect: CGRectMake(0, 0, 128, 128)];
joystickBase.position = ccp(55, 55);
[self addChild:joystickBase];
leftJoystick = [[joystickBase.joystick retain] autorelease];
}
-(void) update:(ccTime)deltaTime {
Player *playerDataManager = [Player playerSaveDataManager];
CGPoint scaledVelocity = ccpMult(leftJoystick.velocity, 100);
CGPoint newPosition = ccp(player.position.x + scaledVelocity.x * deltaTime, player.position.y + scaledVelocity.y * deltaTime);
if (leftJoystick.velocity.x == 0 && leftJoystick.velocity.y == 0 ){
if (!playerDataManager.standStill) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = TRUE;
[player runAction:playerDataManager.standAction];
}
}
if (leftJoystick.degrees > 45 && leftJoystick.degrees < 135){
if (!playerDataManager.walkUp) {
[player stopAllActions];
playerDataManager.walkUp = TRUE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkUpAction];
}
}
if (leftJoystick.degrees > 135 && leftJoystick.degrees < 225){
if (!playerDataManager.walkLeft) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = TRUE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkLeftAction];
}
}
if (leftJoystick.degrees > 225 && leftJoystick.degrees < 315){
if (!playerDataManager.walkDown) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = TRUE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkDownAction];
}
}
if (((leftJoystick.degrees > 315 && leftJoystick.degrees < 360) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 )) || ((leftJoystick.degrees > -1 && leftJoystick.degrees < 45) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 ))){
if (!playerDataManager.walkRight) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = TRUE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkRightAction];
}
}
float scaleFactor = playerDataManager.playerHealth/baseScaleFactor;
health.scaleX = playerDataManager.playerHealth/1;
newPos = newPosition;
joyDegrees = leftJoystick.degrees;
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
[[CCDirector sharedDirector] replaceScene: [GameLogic scene]];
}
}
-(void) scroll:(ccTime)dt
{
//move 30*dt px vertically
if (background.position.y<background2.position.y){
background.position = ccp(background.contentSize.width/2, background.position.y - 225*dt);
background2.position = ccp(background2.contentSize.width/2, background.position.y+background.contentSize.height);
}else{
background2.position = ccp(background2.contentSize.width/2, background2.position.y- 225*dt);
background.position = ccp(background.contentSize.width/2, background2.position.y+background2.contentSize.height);
}
//reset offscreen position
if (background.position.y <-background.contentSize.height/2)
{
background.position = ccp(background.contentSize.height/2,background2.position.y+background2.contentSize.height);
}else if (background2.position.y < -background2.contentSize.height/2)
{
background2.position = ccp(background2.contentSize.height/2, background.position.y+background.contentSize.height);
}
}
-(id) init
{
if ((self = [super init])) {
CGSize size = [CCDirector sharedDirector].winSize;
background = [CCSprite spriteWithFile:#"rain.png"];
background2 = [CCSprite spriteWithFile:#"rain.png"];
[background.texture setAliasTexParameters];
[background2.texture setAliasTexParameters];
//position background sprites
background.position = ccp(background.contentSize.height/2,background.contentSize.width/2);
background2.position = ccp(size.width,0);
//schedule to move background sprites
//[self schedule:#selector(scroll:)];
//adding them to the main layer
//[self addChild:background z:-1];
//[self addChild:background2 z:-1];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"GUI.plist"];
CCSpriteBatchNode *GUISpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"GUI.png"];
[self addChild:GUISpriteSheet];
CCSprite * healthBar = [CCSprite spriteWithSpriteFrameName:#"bar.png"];
CCSprite * cap = [CCSprite spriteWithSpriteFrameName:#"cap.png"];
CCSprite * endCap = [CCSprite spriteWithSpriteFrameName:#"endcap.png"];
health = [CCSprite spriteWithSpriteFrameName:#"red.png"];
healthBar.anchorPoint = ccp(0,1);
health.anchorPoint = ccp(0,1);
cap.anchorPoint = ccp(0,1);
endCap.anchorPoint = ccp(0,1);
healthBar.position = ccp(1 , size.height);
healthBar.scaleX = 25;
cap.position = ccp(0 , size.height);
int width = [healthBar boundingBox].size.width;
endCap.position = ccp(width , size.height);
health.position = ccp(1, size.height-2);
baseScaleFactor = width;
health.scaleX = baseScaleFactor;
[self addChild:healthBar];
[self addChild:cap];
[self addChild:endCap];
[self addChild:health];
CGSize winSize = [[CCDirector sharedDirector] winSize];
label = [CCLabelTTF labelWithString:#"0" dimensions:CGSizeMake(50, 20)
alignment:UITextAlignmentRight fontName:#"Verdana-Bold"
fontSize:18.0];
label.color = ccc3(0,0,0);
int margin = 10;
label.position = ccp(winSize.width - (label.contentSize.width/2)
- margin, label.contentSize.height/2 + margin);
[self addChild:label];
CCMenuItemFont * pause = [CCMenuItemFont itemFromString:#"Pause" target:self selector:#selector(pause:)];
CCMenu *menu = [CCMenu menuWithItems: pause, nil];
pause.position = ccp(206,142);
[self addChild:menu];
CCSprite *pix = [CCSprite spriteWithFile:#"pix.png"];
pix.position = ccp(size.width/2, size.height/2);
//pix.scale = 50000;
[self addChild:pix z:1];
//[pix runAction:[CCTintTo actionWithDuration:10 red:255 green:0 blue:0]];
//[pix runAction:[CCScaleTo actionWithDuration:15 scale:500]];
pix.color = ccc3(255, 255, 255);
[self scheduleUpdate];
[self initJoystick];
}
return self;
}
- (void)numCollectedChanged:(int)numCollected {
[label setString:[NSString stringWithFormat:#"%d", numCollected]];
// [label setString:[NSString stringWithFormat:#"%d", score]];
}
- (void) pause: (id) sender
{
[[CCDirector sharedDirector] pushScene:[pauseM scene]];
}
- (void) dealloc
{
self.background = nil;
self.background2 = nil;
self.health = nil;
self.meta =nil;
player = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
Above is the .m scene that is running when the problem occurs and below is the GameLogic.m
#import "GameLogic.h"
#import "Player.h"
#import "Menu.h"
#implementation GameLogic
+(id) scene
{
CCScene *scene = [CCScene node];
GameLogic *layer = [GameLogic node];
[scene addChild: layer];
return scene;
}
+(id) gameLogicSaveDataManager {
static id gameLogicSaveDataManager = nil;
if (gameLogicSaveDataManager == nil) {
gameLogicSaveDataManager = [[self alloc] init];
}
return gameLogicSaveDataManager;
}
-(id) init
{
if( (self=[super init] )) {
CCSprite *bg = [CCSprite spriteWithFile:#"bg.jpg"];
bg.anchorPoint = ccp(0,0);
id fadeIn = [CCFadeIn actionWithDuration:3];
[self addChild:bg];
[bg runAction: fadeIn];
CCLayer *menuLayer = [[[CCLayer alloc] init] autorelease];
[self addChild:menuLayer];
CCMenuItemImage *home = [CCMenuItemImage
itemFromNormalImage:#"bg.jpg"
selectedImage:#"bg.jpg"
target:self
selector:#selector(home:)];
CCMenu *menu = [CCMenu menuWithItems: home, nil];
home.position = ccp(0,0);
[menuLayer addChild: menu];
}
return self;
}
- (void) home: (id) sender
{
[[CCDirector sharedDirector] replaceScene:[Menu scene]];
}
- (void) dealloc
{
[super dealloc];
}
#end
OpenGL error 0x503 means GL_STACK_OVERFLOW, it means you are pushing too many things onto the opengl stack.
I see several instances of pushScene in your code, but no instances of pop anything anywhere. You cannot just keep pushing things indefinitely without popping them, or you will get this error.
We need to what is currently running in your scene, how it has been allocated and how it is released. We also need to know the same information for the new loaded scene GameLogic. Edit your question and add these data.

How can i convert NSBezierPath to CGPath

How can i convert between NSBezierPath to CGPath.
Thanks.
Right from Apple documentation: Creating a CGPathRef From an NSBezierPath Object
Here is the relevant code.
#implementation NSBezierPath (BezierPathQuartzUtilities)
// This method works only in OS X v10.2 and later.
- (CGPathRef)quartzPath
{
int i, numElements;
// Need to begin a path here.
CGPathRef immutablePath = NULL;
// Then draw the path elements.
numElements = [self elementCount];
if (numElements > 0)
{
CGMutablePathRef path = CGPathCreateMutable();
NSPoint points[3];
BOOL didClosePath = YES;
for (i = 0; i < numElements; i++)
{
switch ([self elementAtIndex:i associatedPoints:points])
{
case NSMoveToBezierPathElement:
CGPathMoveToPoint(path, NULL, points[0].x, points[0].y);
break;
case NSLineToBezierPathElement:
CGPathAddLineToPoint(path, NULL, points[0].x, points[0].y);
didClosePath = NO;
break;
case NSCurveToBezierPathElement:
CGPathAddCurveToPoint(path, NULL, points[0].x, points[0].y,
points[1].x, points[1].y,
points[2].x, points[2].y);
didClosePath = NO;
break;
case NSClosePathBezierPathElement:
CGPathCloseSubpath(path);
didClosePath = YES;
break;
}
}
// Be sure the path is closed or Quartz may not do valid hit detection.
if (!didClosePath)
CGPathCloseSubpath(path);
immutablePath = CGPathCreateCopy(path);
CGPathRelease(path);
}
return immutablePath;
}
#end
Bug Reporter
rdar://15758302: NSBezierPath to CGPath.
The syntax in Xcode 8 GM has been further simplified, code modified from rob-mayoff's answer above. Using this and a helper for addLine(to point: CGPoint) I am sharing drawing code cross platform.
extension NSBezierPath {
public var cgPath: CGPath {
let path = CGMutablePath()
var points = [CGPoint](repeating: .zero, count: 3)
for i in 0 ..< elementCount {
let type = element(at: i, associatedPoints: &points)
switch type {
case .moveTo:
path.move(to: points[0])
case .lineTo:
path.addLine(to: points[0])
case .curveTo:
path.addCurve(to: points[2], control1: points[0], control2: points[1])
case .closePath:
path.closeSubpath()
#unknown default:
continue
}
}
return path
}
}
This works in Swift 3.1 and later:
import AppKit
public extension NSBezierPath {
public var cgPath: CGPath {
let path = CGMutablePath()
var points = [CGPoint](repeating: .zero, count: 3)
for i in 0 ..< self.elementCount {
let type = self.element(at: i, associatedPoints: &points)
switch type {
case .moveToBezierPathElement: path.move(to: points[0])
case .lineToBezierPathElement: path.addLine(to: points[0])
case .curveToBezierPathElement: path.addCurve(to: points[2], control1: points[0], control2: points[1])
case .closePathBezierPathElement: path.closeSubpath()
}
}
return path
}
}
For macOS better use - CGMutablePath
But, if you want cgPath for NSBezierPath:
Swift 5.0
extension NSBezierPath {
var cgPath: CGPath {
let path = CGMutablePath()
var points = [CGPoint](repeating: .zero, count: 3)
for i in 0 ..< self.elementCount {
let type = self.element(at: i, associatedPoints: &points)
switch type {
case .moveTo:
path.move(to: points[0])
case .lineTo:
path.addLine(to: points[0])
case .curveTo:
path.addCurve(to: points[2], control1: points[0], control2: points[1])
case .closePath:
path.closeSubpath()
#unknown default:
break
}
}
return path
}
}
Here is a Swift version if anyone else finds a need for it:
extension IXBezierPath {
// Adapted from : https://developer.apple.com/library/mac/documentation/Cocoa/Conceptual/CocoaDrawingGuide/Paths/Paths.html#//apple_ref/doc/uid/TP40003290-CH206-SW2
// See also: http://www.dreamincode.net/forums/topic/370959-nsbezierpath-to-cgpathref-in-swift/
func CGPath(forceClose forceClose:Bool) -> CGPathRef? {
var cgPath:CGPathRef? = nil
let numElements = self.elementCount
if numElements > 0 {
let newPath = CGPathCreateMutable()
let points = NSPointArray.alloc(3)
var bDidClosePath:Bool = true
for i in 0 ..< numElements {
switch elementAtIndex(i, associatedPoints:points) {
case NSBezierPathElement.MoveToBezierPathElement:
CGPathMoveToPoint(newPath, nil, points[0].x, points[0].y )
case NSBezierPathElement.LineToBezierPathElement:
CGPathAddLineToPoint(newPath, nil, points[0].x, points[0].y )
bDidClosePath = false
case NSBezierPathElement.CurveToBezierPathElement:
CGPathAddCurveToPoint(newPath, nil, points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y )
bDidClosePath = false
case NSBezierPathElement.ClosePathBezierPathElement:
CGPathCloseSubpath(newPath)
bDidClosePath = true
}
if forceClose && !bDidClosePath {
CGPathCloseSubpath(newPath)
}
}
cgPath = CGPathCreateCopy(newPath)
}
return cgPath
}
I can't figure out why the accepted answer adds some sophisticated close-path logic (maybe it is needed under some circumstances), but for those who just need a pristine conversion of the path, here is cleaned version of that code, implemented as a regular method:
- (CGMutablePathRef)CGPathFromPath:(NSBezierPath *)path
{
CGMutablePathRef cgPath = CGPathCreateMutable();
NSInteger n = [path elementCount];
for (NSInteger i = 0; i < n; i++) {
NSPoint ps[3];
switch ([path elementAtIndex:i associatedPoints:ps]) {
case NSMoveToBezierPathElement: {
CGPathMoveToPoint(cgPath, NULL, ps[0].x, ps[0].y);
break;
}
case NSLineToBezierPathElement: {
CGPathAddLineToPoint(cgPath, NULL, ps[0].x, ps[0].y);
break;
}
case NSCurveToBezierPathElement: {
CGPathAddCurveToPoint(cgPath, NULL, ps[0].x, ps[0].y, ps[1].x, ps[1].y, ps[2].x, ps[2].y);
break;
}
case NSClosePathBezierPathElement: {
CGPathCloseSubpath(cgPath);
break;
}
default: NSAssert(0, #"Invalid NSBezierPathElement");
}
}
return cgPath;
}
Btw, I needed this to implement "NSBezierPath stroke contains point" method.
I've looked for this conversion to call CGPathCreateCopyByStrokingPath(), that converts NSBezierPath stroke outline to regular path, so you can test hits on strokes too, and here is the solution:
// stroke (0,0) to (10,0) width 5 --> rect (0, -2.5) (10 x 5)
NSBezierPath *path = [[NSBezierPath alloc] init];
[path moveToPoint:NSMakePoint(0.0, 0.0)];
[path lineToPoint:NSMakePoint(10.0, 0.0)];
[path setLineWidth:5.0];
CGMutablePathRef cgPath = [self CGPathFromPath:path];
CGPathRef strokePath = CGPathCreateCopyByStrokingPath(cgPath, NULL, [path lineWidth], [path lineCapStyle],
[path lineJoinStyle], [path miterLimit]);
CGPathRelease(cgPath);
NSLog(#"%#", NSStringFromRect(NSRectFromCGRect(CGPathGetBoundingBox(strokePath))));
// {{0, -2.5}, {10, 5}}
CGPoint point = CGPointMake(1.0, 1.0);
BOOL hit = CGPathContainsPoint(strokePath, NULL, point, (bool)[path windingRule]);
NSLog(#"%#: %#", NSStringFromPoint(NSPointFromCGPoint(point)), (hit ? #"yes" : #"no"));
// {1, 1}: yes
CGPathRelease(strokePath);
This is similar to QPainterPathStroker from Qt, but for NSBezierPath.
c# Xamarin
private CGPath convertNSBezierPathToCGPath(NSBezierPath sourcePath)
{
CGPath destinationPath = new CGPath();
int i, numElements;
// Then draw the path elements.
numElements = (int)Convert.ToInt64(sourcePath.ElementCount);
if (numElements > 0)
{
CGPath path = new CGPath();
CGPoint[] points;
bool didClosePath = true;
for (i = 0; i < numElements; i++)
{
switch (sourcePath.ElementAt(i, out points))
{
case NSBezierPathElement.MoveTo:
path.MoveToPoint(points[0]);
break;
case NSBezierPathElement.LineTo:
path.MoveToPoint(points[0]);
didClosePath = false;
break;
case NSBezierPathElement.CurveTo:
path.AddCurveToPoint(cp1: points[0], cp2: points[1], points[2]);
didClosePath = false;
break;
case NSBezierPathElement.ClosePath:
path.CloseSubpath();
didClosePath = true;
break;
}
}
if (!didClosePath)
path.CloseSubpath();
destinationPath = new CGPath(path);
}
return destinationPath;
}

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