Intercept long clicks mac os x - macos

I'm very new to Mac OS X development. Would it be possible to create an app that performs an action when the user long-presses on a filename in Finder. I have no idea how one would intercept the long-press...

// ---------------------------------
- (BOOL)acceptsFirstResponder
{
return YES;
}
// ---------------------------------
- (BOOL)becomeFirstResponder
{
return YES;
}
// ---------------------------------
- (BOOL)resignFirstResponder
{
return YES;
}
// ---------------------------------
- (void)mouseDown:(NSEvent *)theEvent
{
NSPoint location = [self convertPoint:[theEvent locationInWindow] fromView:nil];
// Do some test to see if we should handle the mouse down and set an instance BOOL variable myMouseClick (that mouseUp can also see)
if(myMouseClick)
{
time = CFAbsoluteTimeGetCurrent () // time is also an instance variable mouseUp can see.
}
}
// ---------------------------------
- (void)mouseUp:(NSEvent *)theEvent
{
if (myMouseClick)
{
CFTimeInterval deltaTime = CFAbsoluteTimeGetCurrent () - time;
if(deltaTime > 2.0)
{
// Do your long click action
}
}
}

Related

Adding Quicklook to an existing NSTableView

I've been searching high and low for an example of an easy implementation of Quicklook to an existing NSTableView and while I've found example projects they're way beyond my skill set to disassemble and duct-tape into my project.
I can get the Quicklook window to appear when a button is pressed using
[[QLPreviewPanel sharedPreviewPanel] makeKeyAndOrderFront:nil];
But I haven't the slightest clue on how to set the data source so that the window is populated with the file.
Simply put, is there any stupid-simple tutorial on how to do this...?
Create a class that conforms to the QLPreviewItem protocol and implement:
- (NSURL *)previewItemURL {
// <Return File URL for file you want to preview>
}
Have your class that triggers the preview panel implement QLPreviewPanelDataSource, QLPreviewPanelDelegate and add the following to your implementation:
# pragma mark - QuartzPanel
- (IBAction)togglePreviewPanel:(id)previewPanel {
if ([QLPreviewPanel sharedPreviewPanelExists] && [[QLPreviewPanel sharedPreviewPanel] isVisible]) {
[[QLPreviewPanel sharedPreviewPanel] orderOut:nil];
} else {
[[QLPreviewPanel sharedPreviewPanel] makeKeyAndOrderFront:nil];
}
}
- (BOOL)acceptsFirstResponder {
return YES;
}
- (BOOL)acceptsPreviewPanelControl:(QLPreviewPanel *)panel {
return YES;
}
- (void)beginPreviewPanelControl:(QLPreviewPanel *)panel {
_previewPanel = panel; // create a property to hold a reference to your panel
panel.delegate = self;
panel.dataSource = self;
}
- (void)endPreviewPanelControl:(QLPreviewPanel *)panel {
_previewPanel = nil;
}
#pragma mark - QLPreviewPanelDataSource
- (NSInteger)numberOfPreviewItemsInPreviewPanel:(QLPreviewPanel *)panel {
return self.previewItems.count; // Items to preview of your custom subclass you created above
}
- (id <QLPreviewItem>)previewPanel:(QLPreviewPanel *)panel previewItemAtIndex:(NSInteger)index {
return (id<QLPreviewItem>)self.previewItems[index];
}
#pragma mark - QLPreviewPanelDelegate
- (BOOL)previewPanel:(QLPreviewPanel *)panel handleEvent:(NSEvent *)event {
// redirect all key down events to the table view
if ([event type] == NSKeyDown) {
NSString *key = [event charactersIgnoringModifiers];
if ([key isEqual:#" "]) {
[self togglePreviewPanel:self];
}
return YES;
}
return NO;
}

The right way to make a continuously redrawn Metal NSView

I'm learning Metal and Cocoa and trying to make a boilerplate application as a platform for future experiments. As part of the process, I'm implementing a view which will redraw itself (or, more accurately, contents of its CAMetalLayer) on 60fps. Also for educational purposes Im avoiding MTKView (for "learning Cocoa part"). Here's an abbreviated code snippet of how I'm tackling the problem:
#implementation MyMetalView // which is a subclass of NSView
- (BOOL) isOpaque {
return YES;
}
- (NSViewLayerContentsRedrawPolicy) layerContentsRedrawPolicy {
return NSViewLayerContentsRedrawOnSetNeedsDisplay;
}
- (CALayer *) makeBackingLayer {
// create CAMetalLayer with default device
}
- (BOOL) wantsLayer {
return YES;
}
- (BOOL) wantsUpdateLayer {
return YES;
}
- (void) displayLayer:(CALayer *)layer {
id<MTLCommandBuffer> cmdBuffer = [_commandQueue commandBuffer];
id<CAMetalDrawable> drawable = [((CAMetalLayer *) layer) nextDrawable];
[cmdBuffer enqueue];
[cmdBuffer presentDrawable:drawable];
// rendering
[cmdBuffer commit];
}
#end
int main() {
// init app, window and MyMetalView instance
// invocation will call [myMetalViewInstance setNeedsDisplay:YES]
[NSTimer scheduledTimerWithTimeInterval:1./60. invocation:setNeedsDisplayInvokation repeats:YES];
[NSApp run];
return 0;
}
Is it the right way to do what I want? Or have I chosen a long and not recommended approach?
It is strongly preferred to use CVDisplayLink rather than a generic NSTimer to drive animations that need to match the refresh rate of the display.
You'll want to create an ivar or property to hold a CVDisplayLinkRef:
CVDisplayLinkRef displayLink;
Then, when your view is going onto the screen and you want to start animating, you'll create, configure, and start your display link:
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, self);
CVDisplayLinkStart(displayLink);
The display link callback should be a static function. It will be invoked at the beginning of the display's v-blank period (on modern displays where there is no physical v-blank, this still happens at a regular 60Hz cadence):
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
[(MyMetalView *)displayLinkContext setNeedsDisplay:YES];
return kCVReturnSuccess;
}
When your view leaves the display, or if you want to pause, you can release the display link and nil it out:
CVDisplayLinkRelease(displayLink);
following #warrenm solution adding dispatch_sync to refresh and other minor :
#import "imageDrawer.h"
#import "image/ImageBuffer.h"
#import "common.hpp"
#implementation imageDrawer {
CVDisplayLinkRef displayLink;
}
CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
dispatch_sync(dispatch_get_main_queue(), ^{
[(__bridge imageDrawer*)displayLinkContext setNeedsDisplay:YES];
});
return kCVReturnSuccess;
}
-(void)setContDisplay {
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, (__bridge void*)self);
CVDisplayLinkStart(displayLink);
}
-(void)awakeFromNib {
[self setContDisplay];
}
- (void)drawRect:(NSRect)rect {
[super drawRect:rect];
int w=rect.size.width, h=rect.size.height;
// do the drawing...
}
#end

UICollectionView Auto Scroll Paging

my project have a UIcollectionView. This Horizontal paging and have four object. I want my collectionView Auto Scroll Paging. which use methods?
As for theory, I just explain the key point. For example, if you want to auto-cycle display 5 images in somewhere, just as ads bar. You can create a UICollectionView with 100 sections, and there're 5 items in every section. After creating UICollectionView, set its original position is equal to the 50th section 0th item(middle of MaxSections
) so that you can scroll to left or right. Don't worry it will ends, because I have reset the position equal to middle of MaxSections when the Timer runs. Never argue with me :" it also will ends when the user keep scrolling by himself" If one find there're only 5 images, will he keep scrolling!? I believe there is few such silly user in this world!
Note: In the following codes,the headerView is UICollectionView,headerNews is data. And I suggest set MaxSections = 100.
Add a NSTimer after custom collectionView(Ensure the UICollectionViewFlowLayout is properly set at first):
- (void)addTimer
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:3.0f target:self selector:#selector(nextPage) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop] addTimer:timer forMode:NSRunLoopCommonModes];
self.timer = timer;
}
then implement #selector(nextPage):
- (void)nextPage
{
// 1.back to the middle of sections
NSIndexPath *currentIndexPathReset = [self resetIndexPath];
// 2.next position
NSInteger nextItem = currentIndexPathReset.item + 1;
NSInteger nextSection = currentIndexPathReset.section;
if (nextItem == self.headerNews.count) {
nextItem = 0;
nextSection++;
}
NSIndexPath *nextIndexPath = [NSIndexPath indexPathForItem:nextItem inSection:nextSection];
// 3.scroll to next position
[self.headerView scrollToItemAtIndexPath:nextIndexPath atScrollPosition:UICollectionViewScrollPositionLeft animated:YES];
}
last implement resetIndexPath method:
- (NSIndexPath *)resetIndexPath
{
// currentIndexPath
NSIndexPath *currentIndexPath = [[self.headerView indexPathsForVisibleItems] lastObject];
// back to the middle of sections
NSIndexPath *currentIndexPathReset = [NSIndexPath indexPathForItem:currentIndexPath.item inSection:MaxSections / 2];
[self.headerView scrollToItemAtIndexPath:currentIndexPathReset atScrollPosition:UICollectionViewScrollPositionLeft animated:NO];
return currentIndexPathReset;
}
In order to control NSTimer , you have to implement some other methods and UIScrollView's delegate methods:
- (void)removeTimer
{
// stop NSTimer
[self.timer invalidate];
// clear NSTimer
self.timer = nil;
}
// UIScrollView' delegate method
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
[self removeTimer];
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
{
[self addTimer];
}
Swift 2.0 version for #Elijah_Lam 's answer:
func addTimer()
{
timer = NSTimer.scheduledTimerWithTimeInterval(5.0, target: self, selector: "nextPage", userInfo: nil, repeats: true)
NSRunLoop.currentRunLoop().addTimer(timer, forMode: NSRunLoopCommonModes)
}
func nextPage()
{
var ar = cvImg.indexPathsForVisibleItems()
///indexPathsForVisibleItems()'s result is not sorted. Sort it by myself...
ar = ar.sort{if($0.section < $1.section)
{
return true
}
else if($0.section > $1.section)
{
return false
}
///in same section, compare the item
else if($0.item < $1.item)
{
return true
}
return false
}
var currentIndexPathReset = ar[1]
if(currentIndexPathReset.section > MaxSections)
{
currentIndexPathReset = NSIndexPath(forItem:0, inSection:0)
}
cvImg.scrollToItemAtIndexPath(currentIndexPathReset, atScrollPosition: UICollectionViewScrollPosition.Left, animated: true)
}
func removeTimer()
{
// stop NSTimer
timer.invalidate()
}
// UIScrollView' delegate method
func scrollViewWillBeginDragging(scrollView: UIScrollView)
{
removeTimer()
}
func scrollViewDidEndDragging(scrollView: UIScrollView,
willDecelerate decelerate: Bool)
{
addTimer()
}

Scrolling NSTextView to bottom

I'm making a little server app for OS X and I'm using an NSTextView to log some info about connected clients.
Whenever I need to log something I'm appending the new message to the text of the NSTextView this way:
- (void)logMessage:(NSString *)message
{
if (message) {
self.textView.string = [self.textView.string stringByAppendingFormat:#"%#\n",message];
}
}
After this I'd like the NSTextField (or maybe I should say the NSClipView that contains it) to scroll down to show the last line of its text (obviously it should scroll only if the last line is not visible yet, in fact if then new line is the first line I log it is already on the screen so there is no need to scroll down).
How can I do that programmatically?
Found solution:
- (void)logMessage:(NSString *)message
{
if (message) {
[self appendMessage:message];
}
}
- (void)appendMessage:(NSString *)message
{
NSString *messageWithNewLine = [message stringByAppendingString:#"\n"];
// Smart Scrolling
BOOL scroll = (NSMaxY(self.textView.visibleRect) == NSMaxY(self.textView.bounds));
// Append string to textview
[self.textView.textStorage appendAttributedString:[[NSAttributedString alloc]initWithString:messageWithNewLine]];
if (scroll) // Scroll to end of the textview contents
[self.textView scrollRangeToVisible: NSMakeRange(self.textView.string.length, 0)];
}
As of OS 10.6 it's as simple as nsTextView.scrollToEndOfDocument(self).
Swift 4 + 5
let smartScroll = self.textView.visibleRect.maxY == self.textView.bounds.maxY
self.textView.textStorage?.append("new text")
if smartScroll{
self.textView.scrollToEndOfDocument(self)
}
I've been messing with this for a while, because I couldn't get it to work reliably. I've finally gotten my code working, so I'd like to post it as a reply.
My solution allows you to scroll manually, while output is being added to the view. As soon as you scroll to the absolute bottom of the NSTextView, the automatic scrolling will resume (if enabled, that is).
First a category to #import this only when needed...
FSScrollToBottomExtensions.h:
#interface NSView (FSScrollToBottomExtensions)
- (float)distanceToBottom;
- (BOOL)isAtBottom;
- (void)scrollToBottom;
#end
FSScrollToBottomExtensions.m:
#implementation NSView (FSScrollToBottomExtensions)
- (float)distanceToBottom
{
NSRect visRect;
NSRect boundsRect;
visRect = [self visibleRect];
boundsRect = [self bounds];
return(NSMaxY(visRect) - NSMaxY(boundsRect));
}
// Apple's suggestion did not work for me.
- (BOOL)isAtBottom
{
return([self distanceToBottom] == 0.0);
}
// The scrollToBottom method provided by Apple seems unreliable, so I wrote this one
- (void)scrollToBottom
{
NSPoint pt;
id scrollView;
id clipView;
pt.x = 0;
pt.y = 100000000000.0;
scrollView = [self enclosingScrollView];
clipView = [scrollView contentView];
pt = [clipView constrainScrollPoint:pt];
[clipView scrollToPoint:pt];
[scrollView reflectScrolledClipView:clipView];
}
#end
... create yourself an "OutputView", which is a subclass of NSTextView:
FSOutputView.h:
#interface FSOutputView : NSTextView
{
BOOL scrollToBottomPending;
}
FSOutputView.m:
#implementation FSOutputView
- (id)setup
{
...
return(self);
}
- (id)initWithCoder:(NSCoder *)aCoder
{
return([[super initWithCoder:aCoder] setup]);
}
- (id)initWithFrame:(NSRect)aFrame textContainer:(NSTextContainer *)aTextContainer
{
return([[super initWithFrame:aFrame textContainer:aTextContainer] setup]);
}
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
[super dealloc];
}
- (void)awakeFromNib
{
NSNotificationCenter *notificationCenter;
NSView *view;
// viewBoundsDidChange catches scrolling that happens when the caret
// moves, and scrolling caused by pressing the scrollbar arrows.
view = [self superview];
[notificationCenter addObserver:self
selector:#selector(viewBoundsDidChangeNotification:)
name:NSViewBoundsDidChangeNotification object:view];
[view setPostsBoundsChangedNotifications:YES];
// viewFrameDidChange catches scrolling that happens because text
// is inserted or deleted.
// it also catches situations, where window resizing causes changes.
[notificationCenter addObserver:self
selector:#selector(viewFrameDidChangeNotification:)
name:NSViewFrameDidChangeNotification object:self];
[self setPostsFrameChangedNotifications:YES];
}
- (void)handleScrollToBottom
{
if(scrollToBottomPending)
{
scrollToBottomPending = NO;
[self scrollToBottom];
}
}
- (void)viewBoundsDidChangeNotification:(NSNotification *)aNotification
{
[self handleScrollToBottom];
}
- (void)viewFrameDidChangeNotification:(NSNotification *)aNotification
{
[self handleScrollToBottom];
}
- (void)outputAttributedString:(NSAttributedString *)aAttributedString
flags:(int)aFlags
{
NSRange range;
BOOL wasAtBottom;
if(aAttributedString)
{
wasAtBottom = [self isAtBottom];
range = [self selectedRange];
if(aFlags & FSAppendString)
{
range = NSMakeRange([[self textStorage] length], 0);
}
if([self shouldChangeTextInRange:range
replacementString:[aAttributedString string]])
{
[[self textStorage] beginEditing];
[[self textStorage] replaceCharactersInRange:range
withAttributedString:aAttributedString];
[[self textStorage] endEditing];
}
range.location += [aAttributedString length];
range.length = 0;
if(!(aFlags & FSAppendString))
{
[self setSelectedRange:range];
}
if(wasAtBottom || (aFlags & FSForceScroll))
{
scrollToBottomPending = YES;
}
}
}
#end
... You can add a few more convenience methods to this class (I've stripped it down), so that you can output a formatted string.
- (void)outputString:(NSString *)aFormatString arguments:(va_list)aArguments attributeKey:(NSString *)aKey flags:(int)aFlags
{
NSMutableAttributedString *str;
str = [... generate attributed string from parameters ...];
[self outputAttributedString:str flags:aFlags];
}
- (void)outputLineWithFormat:(NSString *)aFormatString, ...
{
va_list args;
va_start(args, aFormatString);
[self outputString:aFormatString arguments:args attributeKey:NULL flags:FSAddNewLine];
va_end(args);
}
I have some customised NSTextView and custom input method so my option was to use:
self.scrollView.contentView.scroll(NSPoint(x: 1, y: self.textView.frame.size.height))

Moving borderless NSWindow fully covered with Web View

In my COCOA application I have implemented a custom borderless window. The content area of the Window is fully covered by a WebView. I want this borderless window to move when user clicks and drag mouse anywhere in the content area. I tried by overriding isMovableByWindowBackground but no use. How can I fix this problem?
Calling -setMovableByWindowBackround:YES on the WebView and making the window textured might work.
This is how I did it.
#import "BorderlessWindow.h"
#implementation BorderlessWindow
#synthesize initialLocation;
- (id)initWithContentRect:(NSRect)contentRect
styleMask:(NSUInteger)windowStyle
backing:(NSBackingStoreType)bufferingType
defer:(BOOL)deferCreation
{
if((self = [super initWithContentRect:contentRect
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO]))
{
return self;
}
return nil;
}
- (BOOL) canBecomeKeyWindow
{
return YES;
}
- (BOOL) acceptsFirstResponder
{
return YES;
}
- (NSTimeInterval)animationResizeTime:(NSRect)newWindowFrame
{
return 0.1;
}
- (void)sendEvent:(NSEvent *)theEvent
{
if([theEvent type] == NSKeyDown)
{
if([theEvent keyCode] == 36)
return;
}
if([theEvent type] == NSLeftMouseDown)
[self mouseDown:theEvent];
else if([theEvent type] == NSLeftMouseDragged)
[self mouseDragged:theEvent];
[super sendEvent:theEvent];
}
- (void)mouseDown:(NSEvent *)theEvent
{
self.initialLocation = [theEvent locationInWindow];
}
- (void)mouseDragged:(NSEvent *)theEvent
{
NSRect screenVisibleFrame = [[NSScreen mainScreen] visibleFrame];
NSRect windowFrame = [self frame];
NSPoint newOrigin = windowFrame.origin;
NSPoint currentLocation = [theEvent locationInWindow];
if(initialLocation.y > windowFrame.size.height - 40)
{
newOrigin.x += (currentLocation.x - initialLocation.x);
newOrigin.y += (currentLocation.y - initialLocation.y);
if ((newOrigin.y + windowFrame.size.height) > (screenVisibleFrame.origin.y + screenVisibleFrame.size.height))
{
newOrigin.y = screenVisibleFrame.origin.y + (screenVisibleFrame.size.height - windowFrame.size.height);
}
[self setFrameOrigin:newOrigin];
}
}
#end
And .h file:
#import <Cocoa/Cocoa.h>
#interface BorderlessWindow : NSWindow {
NSPoint initialLocation;
}
- (id)initWithContentRect:(NSRect)contentRect
styleMask:(NSUInteger)windowStyle
backing:(NSBackingStoreType)bufferingType
defer:(BOOL)deferCreation;
#property (assign) NSPoint initialLocation;
#end
Since this is the top hit on Google...the provided approach didn't work for me as WKWebView intercepts the mouse events before they reach the window. I had to instead create a subclass of WKWebView and do the work there (h/t to Apple's Photo Editor/WindowDraggableButton.swift example).
I use Xamarin, but the code is pretty simple...here are the important bits:
// How far from the top of the window you are allowed to grab the window
// to begin the drag...the title bar height, basically
public Int32 DraggableAreaHeight { get; set; } = 28;
public override void MouseDown(NSEvent theEvent)
{
base.MouseDown(theEvent);
var clickLocation = theEvent.LocationInWindow;
var windowHeight = Window.Frame.Height;
if (clickLocation.Y > (windowHeight - DraggableAreaHeight))
_dragShouldRepositionWindow = true;
}
public override void MouseUp(NSEvent theEvent)
{
base.MouseUp(theEvent);
_dragShouldRepositionWindow = false;
}
public override void MouseDragged(NSEvent theEvent)
{
base.MouseDragged(theEvent);
if (_dragShouldRepositionWindow)
{
this.Window.PerformWindowDrag(theEvent);
}
}
#starkos porvided the correct answer at https://stackoverflow.com/a/54987061/140927 The following is just the ObjC implementation in a subclass of WKWebView:
BOOL _dragShouldRepositionWindow = NO;
- (void)mouseDown:(NSEvent *)event {
[super mouseDown:event];
NSPoint loc = event.locationInWindow;
CGFloat height = self.window.frame.size.height;
if (loc.y > height - 28) {
_dragShouldRepositionWindow = YES;
}
}
- (void)mouseUp:(NSEvent *)event {
[super mouseUp:event];
_dragShouldRepositionWindow = NO;
}
- (void)mouseDragged:(NSEvent *)event {
[super mouseDragged:event];
if (_dragShouldRepositionWindow) {
[self.window performWindowDragWithEvent:event];
}
}
For further info about how to manipulate the title bar, see https://github.com/lukakerr/NSWindowStyles

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