Center window in screen - macos

Is there any way to center a window in the center of the screen in OSX?
I am using the code below but it changes just the size but not the position on screen.
override func viewDidLoad() {
super.viewDidLoad()
let ScreenStart = NSSize(width: (NSScreen.mainScreen()?.frame.width)! / 1.5, height: (NSScreen.mainScreen()?.frame.height)! / 1.5)
self.view.frame.size = ScreenStart
self.view.frame.origin = NSPoint(x: (NSScreen.mainScreen()?.frame.origin.x)!/2, y: (NSScreen.mainScreen()?.frame.height)! / 2)
}

For future references this is done inside NSWindowController class using self.window?.center()

I had the same question, when using a Modal presentation of a NSTabViewController.
I like this answer: How to constrain second NSViewController minimum size in OS X app?
I used NSWindowDelegate to access the NSWindow properties and functions. This included self.view.window?.center() as #SNos said.
class YDtabvc: NSTabViewController, NSWindowDelegate {
public let size = NSSize(width: 500, height: 800)
override func viewWillAppear() {
super.viewWillAppear()
self.view.window?.delegate = self
self.view.window?.minSize = size
self.view.window?.center()
}
override func viewDidAppear() {
super.viewDidAppear()
var frame = self.view.window!.frame
frame.size = size
self.view.window?.setFrame(frame, display: true)
}
}

Related

Reset offset, onTapGesture works, but onRotated does not work, why?

I want the view containing 2 rectangles floating in the bottom of the screen, whatever the orientation is portrait or landscape.
code is a test, when orientationDidChangeNotification happened, I Found UIDevice.current.orientation.isPortrait and UIScreen.main.bounds.height often have wrong value, why?
Anyway, test code is just reset offset = 0 in onRotated(). but it doesn't work; otherwise onTapGesture works fine.
Q1: Is it a wrong way for SwiftUI? SceneDelegate.orientationDidChangeNotification -> contentView.onRotated()?
Q2: why do UIDevice.current.orientation.isPortrait and UIScreen.main.bounds.height often have wrong value?
Q3: How to let a view float at the bottom of screen in both portrait and landscape?
let height: CGFloat = 100
struct TestView: View {
#State var offset = (UIScreen.main.bounds.height - height) / 2
var body: some View {
ZStack {
Text("+")
VStack(spacing: 0) {
Rectangle().fill(Color.blue)
Rectangle().fill(Color.red)
}
.frame(width: 100, height: height)
.offset(y: offset)
.onTapGesture {
self.offset = 0
}
}
}
func onRotated() {
// let isPortrait = UIDevice.current.orientation.isPortrait
offset = 0//(UIScreen.main.bounds.height - height) / 2
// print("\(isPortrait), screen height = \(UIScreen.main.bounds.height)")
}
}
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
let contentView = TestView()
if let windowScene = scene as? UIWindowScene {
NotificationCenter.default.addObserver(forName: UIDevice.orientationDidChangeNotification, object: nil, queue: nil) { notification in
contentView.onRotated()
}
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
...
}
contentView is not a reference, it is a value, so you call .onRotated on own copy of contentView value that lives only within callback
let contentView = TestView()
if let windowScene = scene as? UIWindowScene {
NotificationCenter.default.addObserver(forName: UIDevice.orientationDidChangeNotification, object: nil, queue: nil) { notification in
contentView.onRotated() // local copy!!!
}
instead create listener for notification publisher inside TestView, so it can change self internally.
Moreover, it is not clear the intention but SwiftUI gives possibility to track size classes via EnvironmentValues.horizontalSizeClass and EnvironmentValues.verticalSizeClass which are automatically changed on device orientation, so it is possible to make your view layout depending on those environment values even w/o notification.
See here good example on how to use size classes

Programmatically Set Up UISlider Not Reacting to Input

I am attempting to set up a UISlider programmatically but cannot get it to work. On the one hand slider.addTarget() works perfectly. When I move the slider the function rotateSlider(_:) gets called perfectly.
On the other hand when I try to set the start value programmatically it does not move the handle. Also if I try to hide the slider with slider.isHidden = true, nothing happens and it is not removed from the view.
var slider1: UISlider {
let frame = CGRect(x: 0, y: 0, width: 300, height: 40)
let slider1 = UISlider(frame: frame)
slider1.center = CGPoint(x: Int(self.view.frame.width) / 2, y: Int(self.view.frame.height) / 2)
slider1.minimumValue = -3
slider1.maximumValue = 3
slider1.addTarget(self, action: #selector(self.rotateSlider(_:)), for: .allTouchEvents)
return slider1
}
#objc func rotateSlider(_ sender: UISlider) {
print("rotated")
}
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(slider1)
slider1.setValue(1.0, animated: true) // This does not work
slider1.isHidden = true // This does not work
}
I know it is something trivial that I am missing?!
Thanks.

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

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

iOS 8 Swift Xcode 6 - Set top nav bar bg color and height

I have looked everywhere and tested all the code snippets posted on Stack, but nothing works for me as I need it to work.
I simply want to set:
Nav bar height
Nav bar bg color in RGB
Nav bar centered logo
I'm working with iOS8, Xcode 6 and Swift.
Many thanks for a clear answer!
This is my code in ViewController.swift
// Set nav bar height
navigationController?.navigationBar.frame.origin.y = -10
// Set nav bar bg color
var navBarColor = UIColor(red: 4 / 255, green: 47 / 255, blue: 66 / 255, alpha: 1)
navigationController?.navigationBar.barTintColor = navBarColor
// Set nav bar logo
let navBarImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 30, height: 30))
navBarImageView.contentMode = .ScaleAspectFit
let navBarImage = UIImage(named: "navBarLogo.png")
navBarImageView.image = navBarImage
navigationItem.titleView = navBarImageView
After applying the code in the accepted answer, the height doesn't seem to change at all..
It's not an easy job...and I've surveyed several articles online (most of them in Objective-C).
The most useful one is this: http://www.emdentec.com/blog/2014/2/25/hacking-uinavigationbar
But its final solution does not put items in the middle, and it's not in Swift.
So I come up with a workable version in Swift. Hope it helps some people as I was saved so many precious time on SO.
Solution in Swift:
The following code will solve some issues you may have encountered:
The title & items are not placed in the middle of the navigation bar
The title & items would flick when the user navigates between view controllers
You need to subclass the UINavigationBar first, and in your storyboard, select the navigation bar element, and in the "Identity Inspector" tab, set the new class as the Custom Class
import UIKit
class UINavigationBarTaller: UINavigationBar {
///The height you want your navigation bar to be of
static let navigationBarHeight: CGFloat = 64
///The difference between new height and default height
static let heightIncrease:CGFloat = navigationBarHeight - 44
override init(frame: CGRect) {
super.init(frame: frame)
initialize()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initialize()
}
private func initialize() {
let shift = UINavigationBarTaller.heightIncrease/2
///Transform all view to shift upward for [shift] point
self.transform =
CGAffineTransformMakeTranslation(0, -shift)
}
override func layoutSubviews() {
super.layoutSubviews()
let shift = UINavigationBarTaller.heightIncrease/2
///Move the background down for [shift] point
let classNamesToReposition: [String] = ["_UINavigationBarBackground"]
for view: UIView in self.subviews {
if classNamesToReposition.contains(NSStringFromClass(view.dynamicType)) {
let bounds: CGRect = self.bounds
var frame: CGRect = view.frame
frame.origin.y = bounds.origin.y + shift - 20.0
frame.size.height = bounds.size.height + 20.0
view.frame = frame
}
}
}
override func sizeThatFits(size: CGSize) -> CGSize {
let amendedSize:CGSize = super.sizeThatFits(size)
let newSize:CGSize = CGSizeMake(amendedSize.width, UINavigationBarTaller.navigationBarHeight);
return newSize;
}
}
Also on my gist: https://gist.github.com/pai911/8fa123d4068b61ad0ff7
iOS 10 Update:
Unfortunately, this code breaks in iOS 10, there is someone who helps fix it, here you go:
iOS 10 custom navigation bar height
And to be clear, this code is kind of hacky since it depends on the navigation bar's internal structure...so if you decide to use it anyway, be prepared for any upcoming changes that may break this code...
Nav bar height:
In a custom navigation controller subclass...
The trick with this one is to NOT change the actual height of the navigation bar and instead adjust its origin.
func viewDidLoad() {
super.viewDidLoad()
navigationBar.frame.origin.y = -10
}
Nav bar bg color in RGB:
In a custom navigation controller subclass...
func viewDidLoad() {
super.viewDidLoad()
navigationBar.barTintColor = // YOUR COLOR
}
or use the appearance proxy
UINavigationBar.appearance().barTintColor = // YOUR COLOR
Nav bar centered logo
In a custom view controller...
func viewDidLoad() {
super.viewDidLoad()
navigationItem.titleView = UIImageView(image: // YOUR LOGO)
}
Great answer from Bon Bon!
In Swift 3 however make sure you replace
let classNamesToReposition: [String] = ["_UINavigationBarBackground"]
with
let classNamesToReposition: [ String ] = [ "_UIBarBackground" ]
Otherwise, it wont work.

How to create a Vertical progressbar in Cocoa?

I'm trying to create a vertical progress bar in my Cocoa app, i.e, the progress bar should grow from bottom to top. I'm using NSProgressIndicator, and I can't find a way to specify vertical or horizontal. Can anybody please tell me is it possible to do it?
Thanks,
Lee
You can set the transform of the control to rotate it pi/2 radians (90 degrees). That seems to be a common solution most people take.
import UIKit
class ViewController: UIViewController {
// THis is custom Progress view
var progessView:VerticalProgressView!
// We can also use default progress view given by UIKIT
var defaultProgressView:UIProgressView!
override func viewDidLoad() {
super.viewDidLoad()
// Custom Progress view
progessView = VerticalProgressView(frame: CGRect(x: 0, y: 160, width: 15, height: 200))
progessView.center.x = self.view.center.x - 80
self.view.addSubview(progessView)
//Default Progress view
defaultProgressView = UIProgressView(progressViewStyle: .bar)
self.view.addSubview(defaultProgressView)
}
override func viewDidLayoutSubviews() {
defaultProgressView.frame = CGRect(x: self.view.center.x + 30, y: 300, width: 100, height: 300)
defaultProgressView.progressTintColor = UIColor.green
defaultProgressView.backgroundColor = UIColor.clear
defaultProgressView.layer.borderWidth = 0.3
//defaultProgressView.layer.borderColor = [UIColor.redColor]
// Change the width of default Progress view
let customWidth = CGAffineTransform(scaleX: 5.0, y: 3.0)
// Transform from default horizontal to vertical
let rotate = CGAffineTransform(rotationAngle: (CGFloat.pi/2 + CGFloat.pi))
//Two transforms should be concated and applied
defaultProgressView.transform = rotate.concatenating(customWidth)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.progessView.setProgress(progress: 0.50, animated: true)
UIView.animate(withDuration: 0.95) {
self.defaultProgressView.setProgress(0.50, animated: true)
}
}
}

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