I want to restrict character input on NSTextField, i.e. so that disallowed characters aren't even appearing. Most of what I found about this topic were solutions that only validate after text input finished or using NSFormatter which still allows the character to appear.
So far I came up with this solution, sub-classing NSTextField:
class RestrictedTextField : NSTextField
{
static let VALID_CHARACTERS = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890'-.& ";
override func textDidChange(notification:NSNotification)
{
for c in stringValue
{
if (RestrictedTextField.VALID_CHARACTERS.rangeOfString("\(c)") == nil)
{
stringValue = stringValue.stringByReplacingOccurrencesOfString("\(c)", withString: "", options: .LiteralSearch, range: nil);
break;
}
}
}
}
It works but isn't really optimal because the textcursor still moves by one space if an invalid character is tried to be entered. I also think the loop shouldn't be necessary so I wonder does somebody know a more elegant solution for this?
You have complete control with a subclass of NSFormatter. I'm not sure why you think you don't.
Override isPartialStringValid(_:proposedSelectedRange:originalString:originalSelectedRange:errorDescription:) and implement the desired logic. From the docs (with some minor edits by me):
In a subclass implementation, evaluate [the string pointed to by *partialStringPtr] according to the context. Return YES if partialStringPtr is acceptable and NO if partialStringPtr is unacceptable. Assign a new string to partialStringPtr and a new range to proposedSelRangePtr and return NO if you want to replace the string and change the selection range.
So, if the user tries to insert disallowed characters, you can either reject their edit in its entirety or modify it to strip those disallowed characters. (Remember that user changes can include pasting, so it's not necessarily just a single typed character.) To reject the change entirely, assign origString to *partialStringPtr and origSelRange to *proposedSelRangePtr.
Related
I have a basic Mac app with a standard NSTextView. I'm trying to implement and use a subclass of NSTextStorage, but even a very basic implementation breaks list editing behavior:
I add a bulleted list with two items
I copy & paste that list further down into the document
Pressing Enter in the pasted list breaks formatting for the last list item.
Here's a quick video:
Two issues:
The bullet points of the pasted list use a smaller font size
Pressing Enter after the second list item breaks the third item
This works fine when I don't replace the text storage.
Here's my code:
ViewController.swift
#IBOutlet var textView:NSTextView!
override func viewDidLoad() {
[...]
textView.layoutManager?.replaceTextStorage(TestTextStorage())
}
TestTextStorage.swift
class TestTextStorage: NSTextStorage {
let backingStore = NSMutableAttributedString()
override var string: String {
return backingStore.string
}
override func attributes(at location: Int, effectiveRange range: NSRangePointer?) -> [NSAttributedString.Key:Any] {
return backingStore.attributes(at: location, effectiveRange: range)
}
override func replaceCharacters(in range: NSRange, with str: String) {
beginEditing()
backingStore.replaceCharacters(in: range, with:str)
edited(.editedCharacters, range: range,
changeInLength: (str as NSString).length - range.length)
endEditing()
}
override func setAttributes(_ attrs: [NSAttributedString.Key: Any]?, range: NSRange) {
beginEditing()
backingStore.setAttributes(attrs, range: range)
edited(.editedAttributes, range: range, changeInLength: 0)
endEditing()
}
}
You have found a bug in Swift (and maybe not just in the Swift libraries, maybe in something a bit more fundamental).
So what is going on?
You will be able to see this a bit better if you create a numbered list rather than a bulleted one. You don't need to do any copy and paste, just:
Type "aa", hit return, type "bb"
Do select all and format as a numbered list
Place cursor at the end of "aa" and hit return...
What you see is a mess, but you can see the two original numbers are still there and the new middle list item you started by hitting return is where all the mess is.
When you hit return the text system has to renumber the list items, as you've just inserted a new item. First, it turns out that it performs this "renumbering" even if it is a bulleted list, which is why you see the mess in your example. Second, it does this renumbering by starting at the beginning of the list and renumbering every list item and inserting a new number for the just created item.
The Process in Objective-C
If you translate your Swift code into the equivalent Objective-C and trace through you can watch the process. Starting with:
1) aa
2) bb
the internal buffer is something like:
\t1)\taa\n\t2)\tbb
first the return is inserted:
\t1)\taa\n\n\t2)\tbb
and then an internal routine _reformListAtIndex: is called and it starts "renumbering". First it replaces \t1)\t with \t1) - the number hasn't changed. Then it inserts \t2)\t between the two new lines, as at this point we have:
\t1)\taa\n\t2)\t\n\t2)\tbb
and then it replaces the original \t2)\t with \t3)\t giving:
\t1)\taa\n\t2)\t\n\t3)\tbb
and it's job is done. All these replacements are based on specifying the range of characters to replace, the insertion uses a range of length 0, and go through:
- (void)replaceCharactersInRange:(NSRange)range withString:(NSString * _Nonnull)str
which in Swift is replaced by:
override func replaceCharacters(in range: NSRange, with str: String)
The Process in Swift
In Objective-C strings have reference semantics, change a string and all parts of the code with a reference to the string see the change. In Swift strings have value semantics and strings are copied (notionally at least) on being passed to functions etc.; if the copy is changed in called function the caller won't see that change in its copy.
The text system was written in (or for) Objective-C and it is reasonable to assume it may take advantage of the reference semantics. When you replace part of its code with Swift the Swift code has to do a little dance, during the list renumbering stage when replaceCharacters() gets called the stack will look something like:
#0 0x0000000100003470 in SwiftTextStorage.replaceCharacters(in:with:)
#1 0x0000000100003a00 in #objc SwiftTextStorage.replaceCharacters(in:with:) ()
#2 0x00007fff2cdc30c7 in -[NSMutableAttributedString replaceCharactersInRange:withAttributedString:] ()
#3 0x00007fff28998c41 in -[NSTextView(NSKeyBindingCommands) _reformListAtIndex:] ()
#4 0x00007fff284fd555 in -[NSTextView(NSKeyBindingCommands) insertNewline:] ()
Frame #4 is the Objective-C code called when return was hit, after inserting the newline it calls the internal routine _reformListAtIndex:, frame #3, to do the renumbering. This calls another Objective-C routine in frame #2, which in turn calls, frame #1, what it thinks is the Objective-C method replaceCharactersInRange:withString:, but is in fact a Swift replacement. This replacement does a little dance converting Objective-C reference semantic strings to Swift value semantics strings and then calls, frame #0, the Swift replaceCharacters().
Dancing is Hard
If you trace through your Swift code just as you did the Objective-C translation when the renumbering gets to the stage of changing the original \t2)\t to \t3)\t you will see a misstep, the range given for the original \t2)\t is what is was before the new \t2)\t was inserted in the previous step (i.e. it is off by 4 positions)... and you end up with a mess and a few more dance steps later the code crashes with a string referring error as the indices are all wrong.
This suggests that the Objective-C code is relying on reference semantics, and the choreographer of the Swift dance converting reference to value and back to reference semantics has failed to meet the Objective-C code's expectations: so either when the Objective-C code, or some Swift code which has replaced it, calculates the range of the original \t2)\t it is doing so on string which hasn't been altered by the previous insertion of the new \t2)\t.
Confused? Well dancing can make you dizzy at times ;-)
Fix?
Code your subclass of NSTextStorage in Objective-C and go to bugreport.apple.com and report the bug.
HTH (more than it makes you dizzy)
Since I am fairly new to Swift programming on OSX, this question may contain several points that needs clarification.
I have a method which iterates over all subviews of a given NSView instance. For this, I get the array of subviews which is of type [AnyObject] and process one element at a time.
At some point I would like to access the identifier property of each instance. This property is implemented from a protocol in NSView named NSUserInterfaceItemIdentification, which type is given in the documentation as (optional) String?. In order to get that identifier I would have written
var view : NSView = subview as NSView;
var viewIdent : String = view.identifier!;
The second line is marked by the compiler with an error stating that identifier is not of an optional type, but instead of type String, and hence the post-fix operator ! cannot be applied.
Removing this operator compiles fine, but leads to a runtime error EXC_BAD_ACCESS (code=1, address=0x0) because identifier seems to be nil for some NSButton instance.
I cannot even test for this property, because the compiler gives me a String is not convertible to UInt8 while I try
if (view.identifier != nil) {viewIdent = view.identifier;}
My questions are
Is the documentation wrong? I.g. the property identifier is not optional?
How can I ship around this problem and get code that runs robust?
If the documentation states that view.identifier is an Optional, it means it can be nil. So it's not a surprise that for some button instances it is indeed nil for you.
Force unwrapping this element that can be nil will lead your app to crash, you can use safe unwrapping instead:
if let viewIdent = view.identifier {
// do something with viewIdent
} else {
// view.identifier was nil
}
You can easily check the type of an element in Xcode: click on the element while holding the ALT key. It will reveal a popup with informations, including the type. You can verify there that your element is an Optional or not.
Tip: you can safe unwrap several items on one line, it's rather convenient:
if let view = subview as? NSView, viewIdent = view.identifier {
// you can do something here with `viewIdent` because `view` and `view.identifier` were both not nil
} else {
// `view` or `view.identifier` was nil, handle the error here
}
EDIT:
You have to remove this line of yours before using my example:
var viewIdent : String = view.identifier!
Because if you keep this line before my examples, it won't work because you transform what was an Optional in a non-Optional by adding this exclamation mark.
Also it forces casting to a String, but maybe your identifier is an Int instead, so you shouldn't use this kind of declaration but prefer if let ... to safe unwrap and cast the value.
EDIT2:
You say my example doesn't compile... I test every answer I make on SO. I tested this one in a Playground before answering, here's a screenshot:
Also, after checking it, I confirm that the identifier is an Optional String, that's the type given by Xcode when using ALT+CLICK on the property. The documentation is right.
So if it's different for you, it means you have a different problem unrelated to this one; but my answer for this precise question remains the same.
I'm working on iOS 8 custom keyboard extension right now, and there are some issues in using UITextInputDelegate Methods.
Does this right: selectionWillChange: and selectionDidChange: methods should be called when user long-presses typing area? And textWillChange: and textDidChange: methods should be called whenever the text is literally changing?
Actually, what I observed is that, when I changed selection in text input area, textWillChange: and textDidChange: are called, and I cannot get a clue that the other two methods are called in what condition. If anyone knows about the usage of these delegate methods, please let me know.
It's not working for me either... what I am currently doing is just using textWillChange and textDidChange which does get called, as you mentioned, when you change your selection... (they get called BEFORE and AFTER) And then comparing the: self.textDocumentProxy.documentContextBeforeInputself.textDocumentProxy.documentContextAfterInput From BEFORE (textWillChange) to the AFTER (textDidChange) to see if selection range or length changed at all.
Something like this (set the 4 NSStrings below in your .h file of course... haven't tested this exact snippet because I wrote it from scratch just now on SO.com but I'm sure the principle works if I made any errors)
- (void)textWillChange:(id<UITextInput>)textInput {
beforeStringOfTextBehindCursor = self.textDocumentProxy.documentContextBeforeInput;
beforeStringOfTextAfterCursor = self.textDocumentProxy.documentContextAfterInput;
}
- (void)textDidChange:(id<UITextInput>)textInput {
afterStringOfTextBehindCursor = self.textDocumentProxy.documentContextBeforeInput;
afterStringOfTextAfterCursor = self.textDocumentProxy.documentContextAfterInput;
BOOL didSelectionChange = NO;
if (![beforeStringOfTextBehindCursor isEqualToString:afterStringOfTextBehindCursor]) {
didSelectionChange = YES;
}
if (![beforeStringOfTextAfterCursor isEqualToString:afterStringOfTextAfterCursor]) {
didSelectionChange = YES;
}
if (didSelectionChange) {
NSLog(#"Selection Changed!");
}
}
I had the same problem with the functions specified in the UITextInput protocol not being called. The reason as far as I can discern is due to the fact that the inputDelegate is set at runtime. According to the ios docs:
The UIKit provides a private text input delegate, which it assigns at runtime to the inputDelegate property of the object whose class adopts the UITextInput protocol. link
The fix which works in my case is to reset the inputDelegate in the function:
textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range
replacementString:(NSString *)string
by the following line:
[myUITextField setInputDelegate:self];
where self implements the UITextInputDelegate protocol.
Im trying to implement a keyboard class in my game that has two modes. The game mode takes input that uses lowercase, unmodified keys (unmodified meaning if I type a '0' with the shift it still returns '0' instead of ')'). I have tracked it down as far as using the charactersIgnoringModifiers method of the NSEvent class but this method excludes all the modifier keys except for the shift key.
You can use -[NSEvent keyCode] and then translate the key code to a character without using any modifiers. Doing the latter is easier said than done. Here's a long mailing list thread on the techniques and gotchas.
The best option I could find so far for ignoring the <Shift> modifier is by using NSEvent.characters(byApplyingModifiers:) with a modifier that doesn't change the key glyph, i.e. .numericPad:
func onKeyDown(event: NSEvent) {
let characters = event.characters(byApplyingModifiers: .numericPad)
print("Key pressed: \(characters)")
}
Ideally you'd be able to pass in a mask that represents no modifiers at all, but the API doesn't seem to support it.
For completeness, here's how you could start writing a function that takes a UInt16 (CGKeyCode) and returns a string representation according to the user's keyboard:
func keyCodeToString(code: UInt16) -> String {
switch code {
// Keys that are the same across keyboards
// TODO: Fill in the rest
case 0x7A: return "<F1>"
case 0x24: return "<Enter>"
case 0x35: return "<Escape>"
// Keys that change between keyboards
default:
let cgEvent = CGEvent(keyboardEventSource: nil, virtualKey: code, keyDown: true)!
let nsEvent = NSEvent(cgEvent: cgEvent)!
let characters = nsEvent.characters(byApplyingModifiers: .numericPad)
return String(characters?.uppercased() ?? "<KeyCode: \(code)>")
}
}
The goal being for the F1 key to display <F1>, but the ";" key to display ; on US keyboards but Ñ on Spanish keyboards.
I find myself wasting so much time dealing with Xcodes auto indentation that I have to ask if there is something I just have wrong in my settings. Basically if I spend time indenting code within a method, and then copy that entire method and paste it, the newly pasted method does not retain any of the white space that I applied to the original.
For example, here is a screenshot where the top method I indented all the objects of an array so they are lined up properly. Then I selected the entire method, copied and pasted, and you can see the method below has the indentation all messed up.
I am using Xcode 4.4.1, here are my settings:
Works as intended.
…Objects: and forKeys: should be aligned as they form part of the same method signature.
It might be easier to format your code if you use the new object literal syntax:
- (int)minBrokenPieces {
NSDictionary *mapping = [NSDictionary dictionaryWithObjects:#[#"3", #"4", #"4", #"5", #"6", #"7", #"8"]
forKeys:[Note types]];
[(NSString *)mapping[self.note.type] integerValue];
}
As for the code itself, it seems a bit dangerous to define these constants in one place and the note types elsewhere. Also, why use strings, when NSNumbers would suffice?
(This code assumes this function is only called from one thread).
- (int)minBrokenPieces {
static NSDictionary *mappings;
if (!mappings) {
mappings = #{
noteType1 : #3,
noteType2 : #4,
noteType3 : #4,
noteType4 : #5,
noteType5 : #6,
noteType6 : #7,
noteType7 : #8,
};
}
NSAssert(mappings[self.note.type] != nil, #"Used a note type for which there is no minBrokenPieces defined");
return [mappings[self.note.type] intValue];
}