I'm making a statusbar app that displays an NSPopover when the NSStatusItem is clicked, like this:
I have added the ability to resize the popover by dragging on the edges, by subclassing the popover's view like this:
class CMView: NSView {
let tolerance : CGFloat = 10
var state = false
override func mouseDown(theEvent: NSEvent) {
let point = self.convertPoint(theEvent.locationInWindow, fromView: nil)
if (point.y <= tolerance) {
state = true
}
}
override func mouseDragged(theEvent: NSEvent) {
if (state) {
let point = self.convertPoint(theEvent.locationInWindow, fromView: nil)
self.frame = NSRect(
x: self.frame.origin.x,
y: self.frame.origin.y,
width: self.frame.size.width,
height: self.frame.size.height-point.y)
popover.contentSize = self.frame.size
}
}
override func mouseUp(theEvent: NSEvent) {
state = false
}
}
This only works if the desktop isn't in full screen. If I try to resize it in fullscreen, it simply doesn't work, and the popover arrow disappears mysteriously.
It seems like the popover isn't redrawing when invoked in a fullscreen environment. Is there any way around this problem?
Here at WWDC. Asking the same question. You have to have an app that's an UIElement app - meaning no dock icon, no main menu.
Related
I would like to change the background of an NSView depending on if the the window is focused.
I found this question: Change NSView background color when window has focus
And the first answer works fine except the redraw is not triggered when the windows loses or gains focus.
How can I trigger the redraw when the mainWindow changes?
In your NSWindow delegate:
func windowDidBecomeMain(notification: NSNotification) {
let theView = ...
theView.needsDisplay = true
}
func windowDidResignMain(notification: NSNotification) {
let theView = ...
theView.needsDisplay = true
}
In your NSView subclass:
func drawRect(rect: NSRect) {
if self.window.isMainWindow {
// draw active appearance
} else {
// draw inactive appearance
}
}
Use NSNotificationCenter's addObserver:selector:name:object: or addObserverForName:object:queue:usingBlock: to watch for NSWindowDidBecomeMainNotification and NSWindowDidResignMainNotification with the view's window as the object argument.
Trying to recognize a right click on a NSStatusItem I got a suggestion ( Thanks to Zoff Dino ) to use a NSClickGestureRecognizer for that. But for some bizarre reason it isn't working as it should be. I am able to recognize a left click (buttonMask = 0x1) but not a right-click (buttonMask = 0x2). This is how I would like it to work but it isn't:
func applicationDidFinishLaunching(aNotification: NSNotification) {
// Insert code here to initialize your application
if let button = statusItem.button {
// Add right click functionality
let gesture = NSClickGestureRecognizer()
gesture.buttonMask = 0x2 // right mouse
gesture.target = self
gesture.action = "rightClickAction:"
button.addGestureRecognizer(gesture)
}}
func rightClickAction(sender: NSGestureRecognizer) {
if let button = sender.view as? NSButton {
NSLog("rightClick")
}
}
UPDATE:
I still did not manage to gets to work. Somehow it doesn't react on a right click (but changing the code on a left click) does. I guess some really simple issues are occurring that seem to block it from working. Even stranger is the fact that gesture.buttonMask = 0x1 works on the left click.
An alternative solution rather than NSClickGestureRecognizer is to attach a custom view to the status bar and handle the event from there.
The small disadvantage is you have to take care of the drawing and menu delegate methods.
Here a simple example:
Create a file StatusItemView a subclass of NSView
import Cocoa
class StatusItemView: NSView, NSMenuDelegate {
//MARK: - Variables
weak var statusItem : NSStatusItem!
var menuVisible = false
var image : NSImage! {
didSet {
if image != nil {
statusItem.length = image.size.width
needsDisplay = true
}
}
}
//MARK: - Override functions
override func mouseDown(theEvent: NSEvent) {
if let hasMenu = menu {
hasMenu.delegate = self
statusItem.popUpStatusItemMenu(hasMenu)
needsDisplay = true
}
}
override func rightMouseDown(theEvent: NSEvent) {
Swift.print(theEvent)
}
//MARK: - NSMenuDelegate
func menuWillOpen(menu: NSMenu) {
menuVisible = true
needsDisplay = true
}
func menuDidClose(menu: NSMenu) {
menuVisible = false
menu.delegate = nil
needsDisplay = true
}
//MARK: - DrawRect
override func drawRect(dirtyRect: NSRect) {
statusItem.drawStatusBarBackgroundInRect(bounds, withHighlight:menuVisible)
let origin = NSMakePoint(2.0, 3.0) // adjust origin if necessary
image?.drawAtPoint(origin, fromRect: dirtyRect, operation: .CompositeSourceOver, fraction: 1.0)
}
}
In AppDelegate you need a reference to the custom menu and an instance variable for the NSStatusItem instance
#IBOutlet weak var menu : NSMenu!
var statusItem : NSStatusItem!
In applicationDidFinishLaunching create the view and attach it to the status item. Be aware to set the image of the view after attaching it to make sure the width is considered.
func applicationDidFinishLaunching(aNotification: NSNotification) {
statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1) // NSVariableStatusItemLength)
let statusItemView = StatusItemView(frame: NSRect(x: 0.0, y: 0.0, width: statusItem.length, height: 22.0))
statusItemView.statusItem = statusItem;
statusItemView.menu = menu
statusItem.view = statusItemView
statusItemView.image = NSImage(named: NSImageNameStatusAvailable)
}
The special case control-click to trigger the right-click function is not implemented.
I have a simple view that displays an NSBezierpath. On mouseDown inside the path, the path's fill color sets to yellow and the view redraws. On mouseDown outside the path, the path's fill color sets to blue and the view redraws.
In my storyboard, I have a single window controller with a window content segue to a view controller. The view, customview class HeartView (below) fills the entire view controller.
Everything works fine until the user resizes the window vertically. After that, the view exhibits bizarre behavior: mouseDown no longer works everywhere inside the path, the recolor sometimes happens on mouseDown outside the path, and the path sometimes (but not always) doesn't completely fill. I think something is going on in the superview, but I don't know what.
import Cocoa
class HeartView: NSView {
var mouseLocation : NSPoint = NSZeroPoint
func drawObject(){
//Create an empty Bezier path
let aBezier : NSBezierPath = NSBezierPath()
aBezier.moveToPoint(CGPoint(x: 176.95,y: 44.90))
aBezier.curveToPoint(CGPoint(x: 166.71,y: 145.89),
controlPoint1: CGPoint(x: 76.63,y: 76.78),
controlPoint2: CGPoint(x: 82.59,y: 206.70))
aBezier.curveToPoint(CGPoint(x: 176.95,y: 44.90),
controlPoint1: CGPoint(x: 237.55,y: 224.76),
controlPoint2: CGPoint(x: 276.83,y: 95.98))
aBezier.closePath()
if (aBezier.containsPoint(NSMakePoint(mouseLocation.x, mouseLocation.y))){
NSColor.yellowColor().setFill()
NSColor.greenColor().setStroke()
} else {
NSColor.blueColor().setFill()
NSColor.orangeColor().setStroke()
}
aBezier.fill()
aBezier.lineWidth = 2.0
aBezier.stroke()
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
drawObject()
}
override func mouseDown(theEvent: NSEvent) {
mouseLocation.x = theEvent.locationInWindow.x
mouseLocation.y = theEvent.locationInWindow.y
self.setNeedsDisplayInRect(self.frame)
}
}
I found the answer in Lucas Derraugh's video on Mouse Events (Cocoa Programming L27). Turns out, I was capturing the mouseDown event in the superview's coordinate system. In the mouseDown event, I used "locationInWindow," which is what caused the strange behavior. I changed the method to:
override func mouseDown(theEvent: NSEvent) {
var viewPoint:NSPoint = self.convertPoint(theEvent.locationInWindow, fromView: nil)
mouseLocation.x = viewPoint.x
mouseLocation.y = viewPoint.y
self.needsDisplay = true
}
to convert from the window's coordinate system to the view's. Things now work well after any window resize event.
I want to implement a feature that when an user hovers over the specific area, the new view appears with drawer-like animation. And also, when the user leaves the specific area, the drawer should go away with animation. This is exactly what you see when you hover over the bottom of the screen in OS X, where the Dock appears and disappears with animation.
However, if I implement the feature with animation, it does not work properly when you re-enter the specific area before the animation in the mouseExited: is completed. Here's my code:
let trackingArea = NSTrackingArea(rect: CGRectMake(0, 0, 120, 300), options: NSTrackingAreaOptions.ActiveAlways | NSTrackingAreaOptions.MouseEnteredAndExited, owner: self, userInfo: nil)
underView.addTrackingArea(trackingArea) // underView is the dummy view just to respond to the mouse tracking, since the drawerView's frame is changed during the animation; not sure if this is the clean way...
override func mouseEntered(theEvent: NSEvent) {
let frameAfterVisible = CGRectMake(0, 0, 120, 300)
NSAnimationContext.runAnimationGroup({
(context: NSAnimationContext!) in
context.duration = 0.6
self.drawerView.animator().frame = frameAfterVisible
}, completionHandler: { () -> Void in
})
}
override func mouseExited(theEvent: NSEvent) {
let frameAfterInvisible = CGRectMake(-120, 0, 120, 300)
NSAnimationContext.runAnimationGroup({
(context: NSAnimationContext!) in
context.duration = 0.6
self.drawerView.animator().frame = frameAfterInvisible
}, completionHandler: { () -> Void in
})
}
// drawerView's frame upon launch is (-120, 0, 120, 300), since it is not visible at first
In this code, I animate the drawerView by altering its x position. However, as I stated, when you enter the tracking area and then leave the tracking area, the drawer works correctly. But that is not the case if you re-enter the tracking area before the leave-off animation is fully completed.
Of course if I set the animation duration shorter, such as 0.1, this would rarely occur. But I want to move the view with animation.
What I want to do is make the drawerView start to appear again even if the view has not completed disappearing. Is there any practice to do it?
I have a solution that is very similar to your code. What I do different is is that I install the NSTrackingArea not on the view that contains the drawer view, but on the drawer view itself.
This obviously means that the drawer needs to 'stick out' a little bit. In my case the drawer is a small bit visible when it is down because I put an image view in it. If you don't want that then I suggest you just leave the visible area of the drawer empty and translucent.
Here is my implementation:
private enum DrawerPosition {
case Up, Down
}
private let DrawerHeightWhenDown: CGFloat = 16
private let DrawerAnimationDuration: NSTimeInterval = 0.75
class ViewController: NSViewController {
#IBOutlet weak var drawerView: NSImageView!
override func viewDidLoad() {
super.viewDidLoad()
// Remove the auto-constraints for the image view otherwise we are not able to change its position
view.removeConstraints(view.constraints)
drawerView.frame = frameForDrawerAtPosition(.Down)
let trackingArea = NSTrackingArea(rect: drawerView.bounds,
options: NSTrackingAreaOptions.ActiveInKeyWindow|NSTrackingAreaOptions.MouseEnteredAndExited,
owner: self, userInfo: nil)
drawerView.addTrackingArea(trackingArea)
}
private func frameForDrawerAtPosition(position: DrawerPosition) -> NSRect {
var frame = drawerView.frame
switch position {
case .Up:
frame.origin.y = 0
break
case .Down:
frame.origin.y = (-frame.size.height) + DrawerHeightWhenDown
break
}
return frame
}
override func mouseEntered(event: NSEvent) {
NSAnimationContext.runAnimationGroup({ (context: NSAnimationContext!) in
context.duration = DrawerAnimationDuration
self.drawerView.animator().frame = self.frameForDrawerAtPosition(.Up)
}, completionHandler: nil)
}
override func mouseExited(theEvent: NSEvent) {
NSAnimationContext.runAnimationGroup({ (context: NSAnimationContext!) in
context.duration = DrawerAnimationDuration
self.drawerView.animator().frame = self.frameForDrawerAtPosition(.Down)
}, completionHandler: nil)
}
}
Full project at https://github.com/st3fan/StackOverflow-28777670-TrackingArea
Let me know if this was useful. Happy to make changes.
Starting Swift 3. You need to do it like this:
let trackingArea = NSTrackingArea(rect: CGRectMake(0, 0, 120, 300), options: [NSTrackingAreaOptions.ActiveAlways ,NSTrackingAreaOptions.MouseEnteredAndExited], owner: self, userInfo: nil)
view.addTrackingArea(trackingArea)
Credits #marc above!
I am working on Xcode 6.1.1 on OSX 10.10. I am trying out storyboards for Mac apps. I have a NSTabViewController using the new NSTabViewControllerTabStyleToolbar tabStyle and it is set as the default view controller for the window controller. How do I make my window resize according to the current selected view controller?
Is it possible to do entirely in Interface Builder?
Here is what my storyboard looks like:
The auto layout answer is half of it. You need to set the preferredContentSize in your ViewController for each tab to the fitting size (if you wanted the tab to size to the smallest size satisfying all constraints).
override func viewWillAppear() {
super.viewWillAppear()
preferredContentSize = view.fittingSize
}
If your constraints are causing an issue below try first with a fixed size, the example below sets this in the tab item's view controller's viewWillAppear function (Swift used here, but the Objective-C version works just as well).
override func viewWillAppear() {
super.viewWillAppear()
preferredContentSize = NSSize(width: 400, height: 280)
}
If that works, fiddle with your constraints to figure out what's going on
This solution for 'toolbar style' tab view controllers does animate and supports the nice crossfade effect. In the storyboard designer, add 'TabViewController' in the custom class name field of the NSTabViewController. Don't forget to assign a title to each viewController, this is used as a key value.
import Cocoa
class TabViewController: NSTabViewController {
private lazy var tabViewSizes: [String : NSSize] = [:]
override func viewDidLoad() {
// Add size of first tab to tabViewSizes
if let viewController = self.tabViewItems.first?.viewController, let title = viewController.title {
tabViewSizes[title] = viewController.view.frame.size
}
super.viewDidLoad()
}
override func transition(from fromViewController: NSViewController, to toViewController: NSViewController, options: NSViewController.TransitionOptions, completionHandler completion: (() -> Void)?) {
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.5
self.updateWindowFrameAnimated(viewController: toViewController)
super.transition(from: fromViewController, to: toViewController, options: [.crossfade, .allowUserInteraction], completionHandler: completion)
}, completionHandler: nil)
}
func updateWindowFrameAnimated(viewController: NSViewController) {
guard let title = viewController.title, let window = view.window else {
return
}
let contentSize: NSSize
if tabViewSizes.keys.contains(title) {
contentSize = tabViewSizes[title]!
}
else {
contentSize = viewController.view.frame.size
tabViewSizes[title] = contentSize
}
let newWindowSize = window.frameRect(forContentRect: NSRect(origin: NSPoint.zero, size: contentSize)).size
var frame = window.frame
frame.origin.y += frame.height
frame.origin.y -= newWindowSize.height
frame.size = newWindowSize
window.animator().setFrame(frame, display: false)
}
}
The window containing a toolbar style tab view controller does resize without any code if you have auto layout constraints in your storyboard tab views (macOS 11.1, Xcode 12.3). I haven't tried other style tab view controllers.
If you want to resize with animation as in Finder, it is sufficient to add one override in your tab view controller. It will resize the window with system-calculated resize animation time and will hide the tab view during resize animation:
class PreferencesTabViewController: NSTabViewController {
override func transition(from fromViewController: NSViewController, to toViewController: NSViewController, options: NSViewController.TransitionOptions = [], completionHandler completion: (() -> Void)? = nil) {
guard let window = view.window else {
super.transition(from: fromViewController, to: toViewController, options: options, completionHandler: completion)
return
}
let fromSize = window.frame.size
let toSize = window.frameRect(forContentRect: toViewController.view.frame).size
let widthDelta = toSize.width - fromSize.width
let heightDelta = toSize.height - fromSize.height
var toOrigin = window.frame.origin
toOrigin.x += widthDelta / 2
toOrigin.y -= heightDelta
let toFrame = NSRect(origin: toOrigin, size: toSize)
NSAnimationContext.runAnimationGroup { context in
context.duration = window.animationResizeTime(toFrame)
view.isHidden = true
window.animator().setFrame(toFrame, display: false)
super.transition(from: fromViewController, to: toViewController, options: options, completionHandler: completion)
} completionHandler: { [weak self] in
self?.view.isHidden = false
}
}
}
Please adjust closure syntax if you are using Swift versions older than 5.3.
Use autolayout. Set explicit size constraints on you views. Or once you have entered the UI into each tab view item's view set up the internal constraints such that they force view to be the size you want.