I'm trying to build a menubar application in swift. I want to set an image and text for the status item. Evidently NSStatusItem has deprecated setting a custom view since 10.10, which is fine, since I am able to set an image and text on the status item's button. However, I'm unable to set the imagePosition property for some reason and so the text and the image overlap.
This is my code:
let statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1)
func applicationDidFinishLaunching(aNotification: NSNotification) {
let icon = NSImage(named: "statusIcon")
icon!.setTemplate(true) // best for dark mode
statusItem.button!.image = icon
statusItem.button!.imagePosition = ImageLeft
statusItem.button!.title = "Hello, world"
statusItem.menu = menu;
}
The problem is that Xcode gives me an error on this line:
statusItem.button!.imagePosition = ImageLeft
It says "Use of unresolved identifier 'ImageLeft'", but from what I can tell from the documentation (https://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSCell_Class/index.html#//apple_ref/c/tdef/NSCellImagePosition) that is the identifier I would want to use.
Can anyone help?
I figured it out. Evidently I have much to learn about Swift syntax.
This line allows it to work:
statusItem.button!.imagePosition = NSCellImagePosition.ImageLeft
Related
I have a macOS app that runs only in the macOS status bar. I changed the "Application is agent (UIElement)" property in the Info.plist to "YES":
<key>LSUIElement</key>
<true/>
I have a timer that prints out the appearance's name every 5 seconds like this:
Timer.scheduledTimer(withTimeInterval: 5, repeats: true) { _ in
let appearance = NSAppearance.currentDrawing()
print(appearance.name)
}
Problem
The name doesn't actually change when I toggle dark/light mode in system settings. It always prints the name of the appearance that was set when the application launched.
Is there a way to listen to system appearance changes?
Goal
My end goal is actually to draw an NSAttributedString to an NSImage, and use that NSImage as the NSStatusItem button's image.
let image: NSImage = // generate image
statusItem.button?.image = image
For the text in the attributed string I use UIColor.labelColor that is supposed to be based on the system appearance. However it seems to not respect the system appearance change.
When I start the application in Dark Mode and then switch to Light Mode:
When I start the application in Light Mode and then switch to Dark Mode:
Side note
The reason why I turn the NSAttributedString into an NSImage and don't use the NSAttributedString directly on the NSStatusItem button's attributedTitle is because it doesn't position correctly in the status bar.
The problem with drawing a NSAttributedString is, that NSAttributedString doesn't know how to render dynamic colors such as NSColor.labelColor. Thus, it doesn't react on appearance changes. You have to use a UI element.
Solution
I solved this problem by passing the NSAttributedString to a NSTextField and draw that into an NSImage. Works perfectly fine.
func updateStatusItemImage() {
// Use UI element: `NSTextField`
let attributedString: NSAttributedString = ...
let textField = NSTextField(labelWithAttributedString: attributedString)
textField.sizeToFit()
// Draw the `NSTextField` into an `NSImage`
let size = textField.frame.size
let image = NSImage(size: size)
image.lockFocus()
textField.draw(textField.bounds)
image.unlockFocus()
// Assign the drawn image to the button of the `NSStatusItem`
statusItem.button?.image = image
}
React on NSAppearance changes
In addition, since NSImage doesn't know about NSAppearance either I need to trigger a redraw on appearance changes by observing the effectiveAppearance property of the button of the NSStatusItem:
observation = statusItem.observe(\.button?.effectiveAppearance, options: []) { [weak self] _, _ in
// Redraw
self?.updateStatusItemImage()
}
In Xcode 7 with swift, I'm trying to use icons from my assets folder to display in the icon slot in a normal prototype tableview cell.
My code compiles and the app runs fine, displaying all the proper row text titles in the table, but all the cells use an icon that I (perhaps stupidly) entered into the attributes inspector for the prototype table cell.
By default, the style=Basic table cell does not have an icon to the left of the Title in the storyboard. BUT... if you add the name of an icon image from the assets folder in the image=MyAssetsIconName, the UI builder automatically adds a UIImageView to the left end of the table row cell. And of course all rows display the image that you selected. Which is what my app currently does.
But I would like to change the icon image for each row, so that the image on any row matches the text rows that I display. So I tried to assign a new image (from the assets folder) to each row cell as it was created. I did the assignment right after I assigned the text title to the cell.
Here is my code, which runs fine (but doesn't display the images that I want).
class TsbReportsCell: UITableViewCell {
#IBOutlet weak var Title: UILabel!
#IBOutlet weak var Detail: UILabel!
#IBOutlet weak var Icon: UIImageView!
...
}
In the table view controller:
In the table view controller class:
// define datasources
var reportnames = [String]()
var reportimages = [String]()
override func viewDidLoad() {
super.viewDidLoad()
reportnames = ["Balance Report",
"Routine Report",
"Low Quality Report"]
reportimages = ["enter.png",
"exterior.png",
"export.png"]
}
override func tableView(tableView:.... {
// all this code works fine
let cell = tableView.dequeueReusableCellWithIdentifier...
let row = indexPath.row
cell.Title.text = reportnames[row]
// here are the lines that seem to have no effect at all
let rowimage = UIImage(named: reportimages[row])
cell.Icon = UIImageView(image: rowimage)
return cell
}
Any ideas what I'm doing wrong? I named an image in the attributes for the table cell row just to get the UI builder to add the imageview placeholder for me. But maybe I'm not allowed to ever override that image, even though I can create an outlet for it.
This seems so simple a problem, but I searched at least 20 posts, the net, the doc, and I still couldn't find anything. Thanks
It's very simple. You are saying:
cell.Icon = UIImageView(image: rowimage)
But that does not put this image view into the interface! It merely assigns it to the cell's property.
Instead, you need to have an image view in the cell and hook an outlet from the cell's Icon property to that image view. As a result, cell.Icon is the image view in the interface. Now you say
cell.Icon.image = rowimage
Man, are you ever fast at answering questions, Matt. I'm sure I'm not the only one who appreciates that.
It's funny how taking a half hour to write up a decent question for this site makes you start thinking about other things to try. I took a seg fault on one of my tries, and was poking around in the error messages. From them, I got the idea that an ImageView was a structure that had an "image" field in it (or something like that), so I tried some UIImageView x UIImage crosses to see what would happen.
Sure enough, I was trying to assign an ImageView to an Image (I think; I could still be wrong). Here's the code line that worked for me.
cell.Icon.image = UIImage(named: reportimages[row])
So you can see I'm assigning an image to an image here, which works properly. AND... it must be right, because it's the same code as Matt's!! :-)
I'm completely new to coding and I'm trying to learn Swift. I'm trying to cycle through background images for an app. The images I have are named 1.jpg, 2.jpg, 3.jpg, 4.jpg. When I try run the simulator, the "super.viewDidLoad()" line is highlighted green with the comment, "Thread 1, Breakpoint 3.1." Here's my code:
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
var imageList = [UIImage]()
for i in 1...4 {
let imageName = "\(i).jpg"
var image = UIImage(named:imageName)
imageList.append(image)
}
self.myImageView.animationImages = imageList
self.myImageView.animationDuration = 4.0
self.myImageView.startAnimating()
It sounds like you've set a breakpoint there. If there's a blue pointer to the left of the line, click it to disable it. Or, use the keyboard shortcut command-Y to disable all breakpoints.
I come from a background in Java, and I'm trying out using swift for creating OSX and iOS applications. My current project is essentially a flashcard application, and it needs to be able to create a popup window for text-based user prompts (ie, to ask what the question is for the card, or to add String tags for sorting the flashcards by type). Here is the code that I put together so far:
//Pulls up a prompt box to add tags
#IBAction func AddTagButton(sender: AnyObject) {
//Declare new subwindow
var win = NSWindow(contentRect: NSMakeRect(100, 100, 400, 150),
styleMask: 1 | 2 | 4 | 8,
backing: NSBackingStoreType.Buffered, defer: true);
win.title = "Tag Adder";
win.center();
//Add the window to the main viewer
window.addChildWindow(win, ordered:NSWindowOrderingMode.Above);
var controller = NSWindowController(window: win);
controller.showWindow(self);
}
This pulls up a new window with the ability to close, resize, minimize, and so on. I need to add a WrappedTextField to this window programmatically, but I couldn't find any resources on how to do so. In Java, the closest analogy would be something along the lines of
JFrame frame = new Jframe();
JLabel label = new JLabel("Sample text");
frame.add(label); //How is this done in Swift?
frame.setVisible(true);
I wrote the main NSWindow by modifying the .xib in XCode (Xcode 6, Beta version 6), but I can't figure out for the life of me how to use the WYSIWYG editor to make a window appear at the push of a button. The best I could do was to make another NSWindow that was minimized/hidden by default, but would show itself when you pushed the button (which isn't exactly a very good solution). The other feature I found was an NSAlert, but that doesn't have a text field for users to input data. My question is how do you add content to an NSWindow that pops up at the push of a button, either by modifying the above method, or by using the .xib GUI editor that XCode provides?
You should add content to the contentView of NSWindow.
let textField =. NSTextView()
textView.stringvalue = "Some string"
textView.frame = CGRectMake(10,20,50,400)
mywindow.contentView.addSubview(textView)
I'm needing to do something full-screen app, which would usually not be the problem. The problem now is that I need to have the user's desktop, but without icons, as the background of my full screen window, much like Launchpad in 10.7. I've gotten a reference to the desktop background in AppleScript:
tell application "Finder"
set a to desktop picture
end tell
This gives me something like this: document file "100930-F-7910D-001.jpg" of folder "Pictures" of folder "Fighter Jet Stuff" of folder "Desktop" of folder "tristan" of folder "Users" of startup disk of application "Finder" which I just could not figure out to get into a regular path.
I tried doing set a to desktop picture as POSIX path but that throws up on me. Any idea of how I could do this in Cocoa, using the above Applescript to get the path, or even better, without an Applescript? I'd like to not rely on the specific format of any plist that might store this info, as it has the potential to break later on. I'm thinking there might be a framework that I just don't know about...
The methods you are looking for are available in NSWorkspace.
– desktopImageURLForScreen:
– setDesktopImageURL:forScreen:options:error:
– desktopImageOptionsForScreen:
Please take a look at the documentation here: NSWorkspace Class Reference
If you needs just the current wallpaper, you can take a screenshot of it:
extension NSImage {
static func desktopPicture() -> NSImage {
let windows = CGWindowListCopyWindowInfo(
CGWindowListOption.OptionOnScreenOnly,
CGWindowID(0))! as NSArray
var index = 0
for var i = 0; i < windows.count; i++ {
let window = windows[i]
// we need windows owned by Dock
let owner = window["kCGWindowOwnerName"] as! String
if owner != "Dock" {
continue
}
// we need windows named like "Desktop Picture %"
let name = window["kCGWindowName"] as! String
if !name.hasPrefix("Desktop Picture") {
continue
}
// wee need the one which belongs to the current screen
let bounds = window["kCGWindowBounds"] as! NSDictionary
let x = bounds["X"] as! CGFloat
if x == NSScreen.mainScreen()!.frame.origin.x {
index = window["kCGWindowNumber"] as! Int
break
}
}
let cgImage = CGWindowListCreateImage(
CGRectZero,
CGWindowListOption(arrayLiteral: CGWindowListOption.OptionIncludingWindow),
CGWindowID(index),
CGWindowImageOption.Default)!
let image = NSImage(CGImage: cgImage, size: NSScreen.mainScreen()!.frame.size)
return image
}
}