How to stop NSScrollView's animation when removing a cell - animation

I'm currently making an OS X app with an NSScrollView. The scroll view's cells have a small "X" in them that allows me to remove them one at a time. However, whenever a cell is removed, the lower cells get pushed up to fill the space via a short animation. I'm wondering how to disable this animation so that the lower cells are instantly pushed up as soon as the cell is removed. Any help is appreciated!
Edit: The contents of the scroll view are maintained via an NSArrayController, so removing clicking the "x" sends a notification to an observing delegate which in turn calls:
-(void)alertRemoved:(NSNotification*)notification{
// Random code
...
[eventArrayController removeObject:alert];
}

Related

A control in NSTableCellView is being moved to right automatically after resizing or scrolling

I'm trying to implement a counter view that shows items count in NSTableCellView.
The weird thing is it gets moved to right automatically after resizing window or scrolling the NSOutlineView which has the NSTableCellView.
Here is some screenshots of it. You will be able to see the counter view which shows "42" being moved to right after resize the window.
Following is the init state of the counter view.
Following is the state after resize window.
Following is difference between init position and the position after resize window.
Cell Autoresize Property
Count Button Autoresize Property
I'm guessing this is related to scrollview but I was not able to find more clues about this issue. BTW, official Mail App on Mac works as same with this but the difference is the counter of the Mail app is being changed right after launch so it does not being moved after resize window.
Anybody knows about this? Any thoughts would be appreciated.
Here is a link that allows you to download the sample project that apple provides and you can reproduce what I'm facing.
Sidebar Demo App that providing by Apple.
You just need to change Deployment target before you run it from Project -> Targets -> Deployment Info section.
If I interpret the autoresizing screenshots correctly, the '42' control is behaving as specified. You've pinned the right side of the '42' counter to right side of the cell. And that is where it stays, glued to the right side of the cell.
The cell is pinned to the left side of the tableview and that is where it stays, glued to the left side of the tableview. You have not pinned the right side of the cell to anything and so when you resize, the right side goes where it pleases, only maintaining the specified width of the cell. If you want to glue the right side of the cell to the width of the tableView or column (not sure which it is), pin it. Do specify a minimum width for the cell. If you don't specify a maximum width, or fixed width, the cell will stretch and shrink with resizing. If you fix the width, only the right view or column will stretch.

Auto layout NSWindow respects minimum size in IB simulator, but not when running for real

I have a window I'm setting up with auto layout. There is a view in the middle of the window that contains three controls, and I would like the window to refuse to resize horizontally smaller than the intrinsic size of those three controls.
The outer buttons both have horizontal space constraints to "stick" them to the outside of their superview, and the checkbox in the middle has a horizontal space constraint sticking it to the left side of the "Sync text" button. There is also a >= constraint between the "Sync outline" button and the checkbox, to make sure they don't overlap, but the checkbox prefers to hang to the right. All these constraints have a priority of 1000. The window itself has no minimum size specified.
When I use the "Simulate Document" command in Xcode, everything works as I'd expect, and the window won't let you size it smaller than in the screenshot above. However, when I run my application, the window does allow resizing smaller than that width, so that the buttons start to shrink and eventually the controls overlap each other. I'm not implementing any of the size related window delegate methods, so I don't see any place in the app's code where it might be influencing the resizing.
Any ideas on what could be causing this difference in behavior?
OK, I finally figured out what the heck was going on here. It turns out the problem was that I was implementing the -splitView:constraintMinCoordinate:ofSubviewAt: delegate method (as well as the maxCoordinate one) to restrict the size of the split subviews in the vertical direction. Yes, restricting the vertical resizing of the split view affected the horizontal layout of the buttons.
It appears that what happens is that, if you implement those delegate methods, NSSplitView reverts back to using autoresizing masks to layout the subviews rather than auto layout constraints. Since the view containing those buttons is no longer participating in auto layout, the buttons smush together when you resize the window small. In the simulator, the split view doesn't have a delegate set, so all the auto layout stuff works fine in that environment. Note that merely having the methods implemented is enough to trigger this, even if they just return the proposed coordinates unchanged.
The solution ended up being quite easy, which was to delete the delegate methods and replace it with a vertical constraint on the subview to restrict its size instead.

Push segue to scrollview display error

maybe this is a rather simple question. I don't know. I searched the forums for an answer but couldn't find one. I have two views. From a tablecell I push to a second view which contains a scrollview (960 x 455). This scrollview is centered when loaded.
Whenever I push into this view, the left part of the scroll which shouldn't be visible right away shows up for a few seconds. The same happens when I push back. Is there a way to push into the second view and only show the center of the scrollview?
I would have thought that this is occurring because the view is being loaded and then afterwards the position is being set which can take a while when the view is first being loaded as their other things being processed before setting the position.
I am presuming you are using interface builder if so I recommend setting the UIScrollViews visible/hidden property to true in there then in the viewDidLoad method setting it's position to centre after which you can set it to be visible again.

Resize animations on a scrollview

I am trying to create a resize toggle animation on this simple custom TUIScrollView class (from TwUI open source project and very similar to UIScrollView) that I have built. It is called TUILayout and supports horizontal layout as well as vertical, animated insertions and removals and has a more declarative way of supplying data to it's cells that I prefer over delegation. It recycles views similar to TUITableView or UITableView. Anyway if you want to follow along, it's just one class and is here.
https://github.com/mrjjwright/TUILayout.
In the example code, the user clicks the blue button in the lower left and all the rows shrink smoothly to a size where the user can reorder and delete some rows (right click on a row in the example to see this in action), etc... and then the user toggle the rows back out to their original size by clicking the blue button again.
While doing this resize in setObjectHeight:animated I first resize my model objects that represent the rows, recalculate and set the contentSize on the TUIScrollView, cycle in all the new views (say 10 more views will fit in the shrunk view so dequeueReusableView and addSubview gets called 10 times) and finally I animate the frames of all the views to their size and location in layoutSubviews.
The result is that the scrollview correctly shrinks to a size where the scrollbar no longer displays, the views that are on screen animate smoothly down to their reduced size, but the newly added subviews that can now fit in the visibleRect animate in much later as one block of subviews.
So all the newly added subviews lag behind the views that were on the screen and I can't figure out why the animation isn't all happening together. I have tried lots of different combos of things with no luck including CATransactions. I am wondering if it has to with how a CAScrollLayer works or if somebody can help me think through this.
The more general issue is how to smoothly handle resizing animations on scrollviews that recycles their views and I have looked at several other grids out there in the iOS world and have got some inspiration but am looking for more.
Thanks!
I think I might have solved my own issue here (as I was making my bed this morning it hit me). I forced the current runloop to run after cycling in all the necessary subviews and very importantly not setting the contentSize of the scrollview until after the run loop completes and adds the needed subviews for the animation. In order to get the run loop to fire I used the trick from this SO question:
skipLayout = YES;
[[NSRunLoop currentRunLoop] runMode: NSDefaultRunLoopMode beforeDate: [NSDate date]];
skipLayout = NO;
If skipLayout is set TUILayout just returns from layoutSubviews so that the views just added are not immediately removed by the recycling layout code. Forcing the run loop to run made sure that all subviews were on the screen for the animation. After this I performed the resize animated layout. I updated the code on github if anybody is interested. I will leave this question open for a while to gain some further insight.

NSOutlineView badges in NSSplitView

I have an NSOutlineView which I draw badge numbers to the right side of cells using drawAtPoint:, NSAttributedString, and of course NSBezierPath. My problem exists when resizing of the outline view occurs when within a subview of an NSSplitView. The badges move along with the resize to the left or right. When they get to the text of the cells themselves they do not stop or truncate the text under them. It just flies right over.
Is there a way to have the cell recognize the custom drawn view next to it and truncate text accordingly? I have tried the solution PXSourceList already, but that did not help either.
"PXSourceList solution" working good. You subclass NSOutlineView and overload frameOfCellAtColumn for this particular task. At this function you need to decrease width of cellFrame, returned from super call, by the width of your badge plus padding.

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