Cocoa NSTextField NSNumberFormatter and delegate - xcode

I'm making a NSTextField that has the following characteristics:
1) allows integer values only (0-9)
2) is 1 or 2 digits long
3) min of 1, max of 99
4) if 0 is entered, the value should change back to 1
5) if delete is pressed and the cell is completely emptied, the value should change to 1 and be automatically selected (hi-lighted) so that the user can simply type a new value
I'm able to get this behavior by creating a custom formatter and a delegate, but I want to implement this solely in the custom formatter (to keep things "simple" I suppose).
Here's the code I have:
In the delegate file:
- (void)controlTextDidChange:(NSNotification *)aNotification
{
if ([[txtfldSaveDuration stringValue] length]==0) {
[txtfldSaveDuration setStringValue:#"1"];
}
if ([[txtfldSaveDuration stringValue] isEqualToString:#"0"]) {
[txtfldSaveDuration setStringValue:#"1"];
}
}
in the custom formatter file:
#implementation OnlyIntegerValueFormatter
- (BOOL)isPartialStringValid:(NSString*)partialString newEditingString: (NSString**)newString errorDescription:(NSString**)error
{
// necessary otherwise can't delete (to select) the first character
if([partialString length] == 0) {
return YES;
}
// two integer max length (99)
if([partialString length] > 2) {
return NO;
}
// integers only
NSScanner* scanner = [NSScanner scannerWithString:partialString];
if(!([scanner scanInt:0] && [scanner isAtEnd])) {
NSBeep();
return NO;
}
return YES;
}
#end
How can I simplify this?

If you implement -isPartialStringValid:proposedSelectedRange:originalString:originalSelectedRange:errorDescription: instead, you get much more control, including over the resultant selected range.
Probably something like:
- (BOOL)isPartialStringValid:(NSString **)partialStringPtr
proposedSelectedRange:(NSRangePointer)proposedSelRangePtr
originalString:(NSString *)origString
originalSelectedRange:(NSRange)origSelRange
errorDescription:(NSString **)error
{
if ([*partialStringPtr length] == 0)
{
*partialStringPtr = #"1";
*proposedSelRangePtr = NSMakeRange(0, [*partialStringPtr length]);
return NO;
}
// two integer max length (99)
if ([*partialStringPtr length] > 2)
{
NSRange changed = NSMakeRange(origSelRange.location, [*partialStringPtr length] - (origString.length - origSelRange.length));
NSRange excess;
excess.length = [*partialStringPtr length] - 2;
excess.location = changed.location + (changed.length - excess.length);
*partialStringPtr = [*partialStringPtr stringByReplacingCharactersInRange:excess withString:#""];
*proposedSelRangePtr = NSMakeRange(excess.location, 0);
return NO;
}
// integers only
NSScanner* scanner = [NSScanner scannerWithString:*partialStringPtr];
scanner.charactersToBeSkipped = nil;
if(!([scanner scanInt:0] && [scanner isAtEnd])) {
*partialStringPtr = origString;
*proposedSelRangePtr = origSelRange;
NSBeep();
return NO;
}
return YES;
}

Related

How to get an array of AXMenuItems from AXMenu?

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.

Why layoutSubviews called twice?

I have subClass an UIView and override the layoutSubviews method.
When I called this subClass in my viewController,and add it to the controller's view,I found that "layoutSubviews" function have been called twice.
coverFlowView = CoverFlowView(frame: CGRectMake(0, 40, UIScreen.mainScreen().bounds.size.width, 480))
coverFlowView.delegate = self
coverFlowView.dataSource = self
self.view.addSubview(coverFlowView)
CoverFlowView is a view subclass UIView
I encountered the same problem.I tried different OS and got different result for same code flag:
one device only call layoutSubViews once, but another one called twice which caused one bug for my code...
My Code:
CGFloat step = 0.0;
if (self.array_rateOfEachColor) {
CGFloat sumRate = 0.0;
for (NSString *rate in self.array_rateOfEachColor) {
sumRate +=[rate floatValue];
}
NSAssert(sumRate != 1.0 , #" sum of all elemetns for array array_rateOfEachColor must be 1.0 ");
for (int i = 0 ; i < [self.mutableArray_layers count]; i ++) {
CGFloat step = [[_array_rateOfEachColor objectAtIndex:i] floatValue];
CAShapeLayer *tmp = [self.mutableArray_layers objectAtIndex:i];
[tmp setStrokeStart:self.strokeEndValue];
if (i == (self.mutableArray_layers.count -1)) { //the last layer
self.strokeEndValue = 1.0 - self.space ;
[tmp setStrokeEnd:self.strokeEndValue];
}else {
[tmp setStrokeEnd:self.strokeEndValue + step ];
}
self.strokeEndValue += (step + self.space); // record last strokeEndValue
}
}else{
step = 1.0 / self.mutableArray_layers.count; //average step
for (int i = 0 ; i < [self.mutableArray_layers count]; i ++) {
CAShapeLayer *tmp = [self.mutableArray_layers objectAtIndex:i];
[tmp setStrokeStart:self.strokeEndValue];
if (i == (self.mutableArray_layers.count -1)) { //the last layer
self.strokeEndValue = 1.0 - self.space ;
[tmp setStrokeEnd:self.strokeEndValue];
}else {
[tmp setStrokeEnd:self.strokeEndValue + step ];
}
self.strokeEndValue += (step + self.space); // record last strokeEndValue
}
}
self.strokeEndValue = 0.0; // different os , the layoutSubViews was called different times,so,this line is resolve this problem so that figure can be shown correctly
}

UIButton Randomize Title With Single Characters

The code below takes a string, adds each letter to an array and shuffles that array and shows the end result in a label. That works well. But I'd like for each character to contain a single character of the shuffled string. Right now it almost works, but it always repeats the characters. Like instead of having a series of 6 buttons with their titles: L e a g u e, the code generates repeated characters like: Leaauu.
My code is this:
- (IBAction)shuffleButttonTitles:(id)sender {
// The mutable array must be created here to create a new instance each time the button is tapped
letters = [[NSMutableArray alloc] init];
str = #"League";
length = str.length;
NSString *letter;
UIButton *button;
// First loop through the string and add each letter to an array
for (int i = 0; i < length; i++) {
letter = [NSString stringWithFormat:#"%c", [str characterAtIndex:i]];
[letters addObject:letter];
}
// Shuffle the string for the label/buttons
for (int i = 0; i < length; i++) {
int value = arc4random() % (length - 1);
[letters exchangeObjectAtIndex:i withObjectAtIndex:value];
//Create the button and shuffle the letters for their titles
button = [[UIButton alloc] initWithFrame:CGRectMake(50 * i, 350, 44, 44)];
// HERE THE CODE REPEATS THE CHARACTERS
[button setTitle:[letters objectAtIndex:i] forState:UIControlStateNormal];
//Store the button in our array
[myButtons addObject:button];
NSLog(#"Letters in Array: %lu", letters.count);
}
for (UIButton *button in myButtons){
[button setBackgroundColor:[UIColor redColor]];
[self.view addSubview:button];
}
// Now we set the randomized title to the label
NSString *results = [letters componentsJoinedByString:#""];
string.text = results;
}
After some searching on the web I've figured it out. I post the complete code for others. This code takes a random string from the Characters.txt file and shuffles that string. Then it rotates the tiles slighty. You can enter the correct word when you have figured out the anagram, which then shows an alert view if you got it or didn't get it.
#define kTileSpacing 20
#define randomf(minX,maxX) ((float)(arc4random() % (maxX - minX + 1)) + (float)minX)
#interface ViewController ()
#end
#implementation ViewController
{
}
#synthesize progressView;
- (void)viewDidLoad {
[super viewDidLoad];
NSString *path = [[NSBundle mainBundle] pathForResource:#"Anagrams" ofType:#"plist"];
dictionary = [[NSMutableArray alloc] initWithContentsOfFile:path];
NSString *quotesFile = [[NSBundle mainBundle] pathForResource:#"Characters" ofType:#"txt"];
fileContents = [NSString stringWithContentsOfFile:quotesFile encoding:NSUTF8StringEncoding error:NULL];
// [txtField becomeFirstResponder];
//[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(checkWord:) name:nil object:nil];
}
- (IBAction)clear:(id)sender {
quoteArray = [fileContents componentsSeparatedByString:#"\n"];
NSString *quoteToDisplay;
currentQuestion = arc4random() % quoteArray.count;
quoteToDisplay = [quoteArray objectAtIndex: currentQuestion];
welldone.text = quoteToDisplay;
txtField.text = nil;
[txtField becomeFirstResponder];
for (UILabel *lbl in myButtons) {
[lbl removeFromSuperview];
}
}
- (IBAction)ShuffleString:(id)sender {
[self clear:nil];
// The mutable array must be created here to create a new instance each time the button is tapped
charactersArray = [[NSMutableArray alloc] init];
indexArray = [[NSMutableArray alloc] init];
myButtons = [[NSMutableArray alloc] init];
// 1. Shuffle the plist with the words to form anagrams from
currentQuestion = arc4random() % quoteArray.count;
str = [quoteArray objectAtIndex: currentQuestion]; //[[dictionary objectAtIndex:currentQuestion] objectForKey:#"Anagram"];
length = str.length;
NSString *letter;
// 2. Loop throught the chosen word and break it down into its letters and add them to an array
for (int i = 0; i < str.length; i++) {
// [charactersArray removeObjectAtIndex:i];
letter = [NSString stringWithFormat:#"%c", [str characterAtIndex:i]];
[charactersArray addObject:letter];
// NSLog(#"Number of letters: %#", charactersArray);
}
while ([charactersArray count]) {
int randomizing = arc4random() % [charactersArray count];
[indexArray addObject:[charactersArray objectAtIndex:randomizing]];
[charactersArray removeObjectAtIndex:randomizing];
// NSLog(#"NO REPEAT SHUFFLE: %lu", (unsigned long)indexArray.count);
}
/***************/
CGFloat staticY = self.view.bounds.size.height / 9 * 1; // Static X for all buttons.
CGFloat staticWidth = 46; // Static Width for all Buttons.
CGFloat staticHeight = 46; // Static Height for all buttons.
CGFloat staticPadding = 10; // Padding to add between each button.
float tileSize = ceilf( self.view.bounds.size.width / str.length );
NSLog(#"size %f", tileSize);
CGFloat xOffset = (self.view.bounds.size.width - str.length * (44+staticPadding));
NSLog(#"xOffset %f", tileSize);
xOffset = tileSize/ 2;
for (int i = 0; i < str.length; i++) {
singleCharacterLabel = [[UILabel alloc] init];
singleCharacterLabel.textAlignment = NSTextAlignmentCenter;
singleCharacterLabel.font = [UIFont fontWithName:#"Verdana-Bold" size:21];
singleCharacterLabel.frame = CGRectMake((staticPadding + (i * (staticHeight + staticPadding))), staticY, staticWidth, staticHeight);
// NSLog(#"X: %f", (staticPadding + (i * (staticHeight + staticPadding))));
//singleCharacterLabel.center = CGPointMake(i * 50 + self.view.bounds.origin.x + self.view.bounds.size.width /3, 80); // i * int +self... int = space between labels. Here it is '50'
// singleCharacterLabel.center = CGPointMake(self.view.bounds.size.width * i, self.view.bounds.size.height / 5 * 1); // 1/4th down from the top
singleCharacterLabel.layer.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Tile.png"]].CGColor;
NSString *anagramString = [indexArray objectAtIndex:i];
singleCharacterLabel.text = anagramString;
[myButtons addObject:singleCharacterLabel];
//1
//set random rotation of the tile
//anywhere between -0.2 and 0.3 radians
float rotation = randomf(0,50) / (float)100 - 0.2;
singleCharacterLabel.transform = CGAffineTransformMakeRotation( rotation );
//2
//move randomly upwards
int yOffset = (arc4random() % 10) - 10;
singleCharacterLabel.center = CGPointMake(singleCharacterLabel.center.x, singleCharacterLabel.center.y + yOffset);
[self.view addSubview:singleCharacterLabel];
//NSLog(#"LOOP: %#", anagramString);
}
}
- (IBAction)checkWord:(id)sender {
if (([txtField.text isEqual:str])) {
alertCorrect = [[UIAlertView alloc] initWithTitle:#"" message:#"Well done!" delegate:self cancelButtonTitle:nil otherButtonTitles:#"Next", nil];
[alertCorrect show];
} else {
alertWrong = [[UIAlertView alloc] initWithTitle:#"" message:#"Sorry, try again." delegate:self cancelButtonTitle:nil otherButtonTitles:#"OK", nil];
[alertWrong show];
}
// NSLog(#"String is: %lu", str.length);
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex {
if (alertView == alertCorrect) {
if (buttonIndex == 0) {
[self ShuffleString:nil];
NSLog(#"next");
}
}
if (alertView == alertWrong) {
if (buttonIndex == 1) {
// Wrong answer. Close view and let user try again
}
}
}
- (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
if (txtField.text.length == length) {
[self checkWord:nil];
NSLog(#"You entered %lu characters", length);
}
return YES;
}

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.

Display hidden characters in NSTextView

I am writing a text editor for Mac OS X. I need to display hidden characters in an NSTextView (such as spaces, tabs, and special characters). I have spent a lot of time searching for how to do this but so far I have not found an answer. If anyone could point me in the right direction I would be grateful.
Here's a fully working and clean implementation
#interface GILayoutManager : NSLayoutManager
#end
#implementation GILayoutManager
- (void)drawGlyphsForGlyphRange:(NSRange)range atPoint:(NSPoint)point {
NSTextStorage* storage = self.textStorage;
NSString* string = storage.string;
for (NSUInteger glyphIndex = range.location; glyphIndex < range.location + range.length; glyphIndex++) {
NSUInteger characterIndex = [self characterIndexForGlyphAtIndex: glyphIndex];
switch ([string characterAtIndex:characterIndex]) {
case ' ': {
NSFont* font = [storage attribute:NSFontAttributeName atIndex:characterIndex effectiveRange:NULL];
[self replaceGlyphAtIndex:glyphIndex withGlyph:[font glyphWithName:#"periodcentered"]];
break;
}
case '\n': {
NSFont* font = [storage attribute:NSFontAttributeName atIndex:characterIndex effectiveRange:NULL];
[self replaceGlyphAtIndex:glyphIndex withGlyph:[font glyphWithName:#"carriagereturn"]];
break;
}
}
}
[super drawGlyphsForGlyphRange:range atPoint:point];
}
#end
To install, use:
[myTextView.textContainer replaceLayoutManager:[[GILayoutManager alloc] init]];
To find font glyph names, you have to go to CoreGraphics:
CGFontRef font = CGFontCreateWithFontName(CFSTR("Menlo-Regular"));
for (size_t i = 0; i < CGFontGetNumberOfGlyphs(font); ++i) {
printf("%s\n", [CFBridgingRelease(CGFontCopyGlyphNameForGlyph(font, i)) UTF8String]);
}
Have a look at the NSLayoutManager class. Your NSTextView will have a layout manager associated with it, and the layout manager is responsible for associating a character (space, tab, etc.) with a glyph (the image of that character drawn on the screen).
In your case, you would probably be most interested in the replaceGlyphAtIndex:withGlyph: method, which would allow you to replace individual glyphs.
I wrote a text editor a few years back - here's some meaningless code that should get you looking in (hopefully) the right direction (this is an NSLayoutManager subclass btw - and yes I know it's leaking like the proverbial kitchen sink):
- (void)drawGlyphsForGlyphRange:(NSRange)glyphRange atPoint:(NSPoint)containerOrigin
{
if ([[[[MJDocumentController sharedDocumentController] currentDocument] editor] showInvisibles])
{
//init glyphs
unichar crlf = 0x00B6;
NSString *CRLF = [[NSString alloc] initWithCharacters:&crlf length:1];
unichar space = 0x00B7;
NSString *SPACE = [[NSString alloc] initWithCharacters:&space length:1];
unichar tab = 0x2192;
NSString *TAB = [[NSString alloc] initWithCharacters:&tab length:1];
NSString *docContents = [[self textStorage] string];
NSString *glyph;
NSPoint glyphPoint;
NSRect glyphRect;
NSDictionary *attr = [[NSDictionary alloc] initWithObjectsAndKeys:[NSUnarchiver unarchiveObjectWithData:[[NSUserDefaults standardUserDefaults] objectForKey:#"invisiblesColor"]], NSForegroundColorAttributeName, nil];
//loop thru current range, drawing glyphs
int i;
for (i = glyphRange.location; i < NSMaxRange(glyphRange); i++)
{
glyph = #"";
//look for special chars
switch ([docContents characterAtIndex:i])
{
//space
case ' ':
glyph = SPACE;
break;
//tab
case '\t':
glyph = TAB;
break;
//eol
case 0x2028:
case 0x2029:
case '\n':
case '\r':
glyph = CRLF;
break;
//do nothing
default:
glyph = #"";
break;
}
//should we draw?
if ([glyph length])
{
glyphPoint = [self locationForGlyphAtIndex:i];
glyphRect = [self lineFragmentRectForGlyphAtIndex:i effectiveRange:NULL];
glyphPoint.x += glyphRect.origin.x;
glyphPoint.y = glyphRect.origin.y;
[glyph drawAtPoint:glyphPoint withAttributes:attr];
}
}
}
[super drawGlyphsForGlyphRange:glyphRange atPoint:containerOrigin];
}
I solved the problem of converting between NSGlyphs and the corresponding unichar in the NSTextView. The code below works beautifully and replaces spaces with bullets for visible text:
- (void)drawGlyphsForGlyphRange:(NSRange)range atPoint:(NSPoint)origin
{
NSFont *font = [[CURRENT_TEXT_VIEW typingAttributes]
objectForKey:NSFontAttributeName];
NSGlyph bullet = [font glyphWithName:#"bullet"];
for (int i = range.location; i != range.location + range.length; i++)
{
unsigned charIndex = [self characterIndexForGlyphAtIndex:i];
unichar c =[[[self textStorage] string] characterAtIndex:charIndex];
if (c == ' ')
[self replaceGlyphAtIndex:charIndex withGlyph:bullet];
}
[super drawGlyphsForGlyphRange:range atPoint:origin];
}
Perhaps -[NSLayoutManager setShowsControlCharacters:] and/or -[NSLayoutManager setShowsInvisibleCharacters:] will do what you want.
Here is Pol's solution in Swift:
class MyLayoutManager: NSLayoutManager {
override func drawGlyphsForGlyphRange(glyphsToShow: NSRange, atPoint origin: NSPoint) {
if let storage = self.textStorage {
let s = storage.string
let startIndex = s.startIndex
for var glyphIndex = glyphsToShow.location; glyphIndex < glyphsToShow.location + glyphsToShow.length; glyphIndex++ {
let characterIndex = self.characterIndexForGlyphAtIndex(glyphIndex)
let ch = s[startIndex.advancedBy(characterIndex)]
switch ch {
case " ":
let attrs = storage.attributesAtIndex(characterIndex, effectiveRange: nil)
if let font = attrs[NSFontAttributeName] {
let g = font.glyphWithName("periodcentered")
self.replaceGlyphAtIndex(glyphIndex, withGlyph: g)
}
case "\n":
let attrs = storage.attributesAtIndex(characterIndex, effectiveRange: nil)
if let font = attrs[NSFontAttributeName] {
// let g = font.glyphWithName("carriagereturn")
let g = font.glyphWithName("paragraph")
self.replaceGlyphAtIndex(glyphIndex, withGlyph: g)
}
case "\t":
let attrs = storage.attributesAtIndex(characterIndex, effectiveRange: nil)
if let font = attrs[NSFontAttributeName] {
let g = font.glyphWithName("arrowdblright")
self.replaceGlyphAtIndex(glyphIndex, withGlyph: g)
}
default:
break
}
}
}
super.drawGlyphsForGlyphRange(glyphsToShow, atPoint: origin)
}
}
And to list the glyph names:
func listFonts() {
let font = CGFontCreateWithFontName("Menlo-Regular")
for var i:UInt16 = 0; i < UInt16(CGFontGetNumberOfGlyphs(font)); i++ {
if let name = CGFontCopyGlyphNameForGlyph(font, i) {
print("name: \(name) at index \(i)")
}
}
}

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