Handle NSButton click programmatically - macos

I'm attempting to make a subclassed NSButton handle a click event with no luck.
To this point I have been customizing the drawRect functions in my views to get custom looks and drawing these views programmatically. To this end, I have essentially orphaned my usage of the Interface builder (simply to avoid its sheer complexity).
Is there a way for me to assign a click (or mouseDown in this scenario) handler programmatically, this doesn't seem to be working
class MainButton: NSButton {
override func mouseDown(theEvent: NSEvent!) {
let alert = NSAlert()
alert.messageText = "Title"
alert.runModal()
}
override func drawRect(rect: NSRect) {
super.drawRect(rect)
let circle : NSBezierPath = NSBezierPath(
roundedRect: rect, xRadius: rect.size.width / 2,
yRadius: rect.size.height / 2
)
circle.lineWidth = 2
NSColor(calibratedWhite: 0.2, alpha: 1).setStroke()
circle.stroke()
}
}
Here is a full gist of the app for context if needed.

Related

Additional view in NSCollectionViewItem pauses dragEvent in CollectionViewController

I am trying to implement drop delegates on a NSCollectionViewController and having issues using a custom NSCollectionViewItem with an additional View Layer I've added onto the CollectionView Item. FWIW, The additional view is used draw a dashed border to indicate a drop area.
The drag event works fine on this collectionItem, and all other collectionItems without this view when it is hidden, but as soon as the drag event occurs on top of this view, the drag event pauses.
The drag event resumes as soon as the mouse is dragged outside of the view, but nothing happens if I release the drag while the mouse is over the view.
I would love to know what is happening here and how to prevent the custom view from "stealing" the mouse event from the CollectionViewContoller.
Delegate Method on DropViewController
func collectionView(_ collectionView: NSCollectionView, validateDrop draggingInfo: NSDraggingInfo, proposedIndexPath proposedDropIndexPath: AutoreleasingUnsafeMutablePointer<NSIndexPath>, dropOperation proposedDropOperation: UnsafeMutablePointer<NSCollectionView.DropOperation>) -> NSDragOperation {
print("1")
if proposedDropIndexPath.pointee.item <= self.destinationDirectoryArray.count {
if proposedDropOperation.pointee == NSCollectionView.DropOperation.on {
return .move
}
} else if proposedDropIndexPath.pointee.item == self.destinationDirectoryArray.count {
//There's some stuff here validating the URL removed for brevity. It works okay when the focus is outside the view, but happy to add back in if helpful
if proposedDropOperation.pointee == NSCollectionView.DropOperation.on {
return .move
}
}
return[]
}
Configuring Collection View
func configureCollectionView() {
let flowLayout = NSCollectionViewFlowLayout()
flowLayout.minimumInteritemSpacing = 8.0
flowLayout.minimumLineSpacing = 8.0
destinationCollectionView.delegate = self
destinationCollectionView.dataSource = self
destinationCollectionView.register(NSNib(nibNamed: "DestinationCollectionItem", bundle: nil), forItemWithIdentifier: directoryItemIdentifier)
destinationCollectionView.collectionViewLayout = flowLayout
destinationCollectionView.registerForDraggedTypes([.fileURL])
destinationCollectionView.setDraggingSourceOperationMask(NSDragOperation.move, forLocal: true)
}
Collection View Item Setup
class DestinationCollectionItem: NSCollectionViewItem {
#IBOutlet weak var backgroundLayer: NSView!
override func viewDidLoad() {
super.viewDidLoad()
self.highlightState = .none
view.wantsLayer = true
view.layer?.cornerRadius = 8.0
backgroundLayer.isHidden = true
}
}
Custom Border View - Applied custom class in Xib and linked to File's Owner
class BorderedView: NSView {
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
let path : NSBezierPath = NSBezierPath(roundedRect: self.bounds, xRadius: 10.0, yRadius: 10.0)
path.addClip()
let dashHeight: CGFloat = 2
let dashLength: CGFloat = 7
let dashColor: NSColor = .lightGray
// setup the context
let currentContext = NSGraphicsContext.current!.cgContext
currentContext.setLineWidth(dashHeight)
currentContext.setLineDash(phase: 0, lengths: [dashLength])
currentContext.setStrokeColor(dashColor.cgColor)
// draw the dashed path
let cgPath : CGPath = CGPath(roundedRect: NSRectToCGRect(self.bounds), cornerWidth: 10.0, cornerHeight: 10.0, transform: nil)
currentContext.addPath(cgPath)
currentContext.strokePath()
}
}
Well - I solved this one pretty quick.
While I previously tried adding unregisterDraggedTypes() to the backgroundLayer, the issue turned out to also be occurring on the image layer. I applied it to both the Image and backgroundLayer and it works now.
Collection View Item Setup
class DestinationCollectionItem: NSCollectionViewItem {
#IBOutlet weak var backgroundLayer: NSView!
override func viewDidLoad() {
super.viewDidLoad()
self.highlightState = .none
view.wantsLayer = true
view.layer?.cornerRadius = 8.0
backgroundLayer.isHidden = true
backgroundLayer.unregisterDraggedTypes()
self.imageView?.unregisterDraggedTypes()
self.textField?.unregisterDraggedTypes()
}
}

NSClickGestureRecognizer not working on NSStatusItem

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.

OSX CustomView Doesn't Work After Window Resize

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.

NSStatusItem fullscreen issues

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.

NSImageView image aspect fill?

So I am used to UIImageView, and being able to set different ways of how its image is displayed in it. Like for example AspectFill mode etc...
I would like to accomplish the same thing using NSImageView on a mac app. Does NSImageView work similarly to UIImageView in that regard or how would I go about showing an image in an NSImageView and picking different ways of displaying that image?
You may find it much easier to subclass NSView and provide a CALayer that does the aspect fill for you. Here is what the init might look like for this NSView subclass.
- (id)initWithFrame:(NSRect)frame andImage:(NSImage*)image
{
self = [super initWithFrame:frame];
if (self) {
self.layer = [[CALayer alloc] init];
self.layer.contentsGravity = kCAGravityResizeAspectFill;
self.layer.contents = image;
self.wantsLayer = YES;
}
return self;
}
Note that the order of setting the layer, then settings wantsLayer is very important (if you set wantsLayer first, you'll get a default backing layer instead).
You could have a setImage method that simply updates the contents of the layer.
Here is what I'm using, written with Swift. This approach works well with storyboards - just use a normal NSImageView, then replace the name NSImageView in the Class box, with MyAspectFillImageNSImageView ...
open class MyAspectFillImageNSImageView : NSImageView {
open override var image: NSImage? {
set {
self.layer = CALayer()
self.layer?.contentsGravity = kCAGravityResizeAspectFill
self.layer?.contents = newValue
self.wantsLayer = true
super.image = newValue
}
get {
return super.image
}
}
public override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
}
//the image setter isn't called when loading from a storyboard
//manually set the image if it is already set
required public init?(coder: NSCoder) {
super.init(coder: coder)
if let theImage = image {
self.image = theImage
}
}
}
I had the same problem. I wanted to have the image to be scaled to fill but keeping the aspect ratio of the original image. Strangely, this is not as simple as it seems, and does not come out of the box with NSImageView. I wanted the NSImageView scale nicely while it resize with superview(s). I made a drop-in NSImageView subclass you can find on github: KPCScaleToFillNSImageView
You can use this: image will be force to fill the view size
( Aspect Fill )
imageView.imageScaling = .scaleAxesIndependently
( Aspect Fit )
imageView.imageScaling = .scaleProportionallyUpOrDown
( Center Top )
imageView.imageScaling = .scaleProportionallyDown
It works for me.
I was having an hard time trying to figure out how you can make an Aspect Fill Clip to Bounds :
Picture credit: https://osxentwicklerforum.de/index.php/Thread/28812-NSImageView-Scaling-Seitenverh%C3%A4ltnis/
Finally I made my own Subclass of NSImageView, hope this can help someone :
import Cocoa
#IBDesignable
class NSImageView_ScaleAspectFill: NSImageView {
#IBInspectable
var scaleAspectFill : Bool = false
override func awakeFromNib() {
// Scaling : .scaleNone mandatory
if scaleAspectFill { self.imageScaling = .scaleNone }
}
override func draw(_ dirtyRect: NSRect) {
if scaleAspectFill, let _ = self.image {
// Compute new Size
let imageViewRatio = self.image!.size.height / self.image!.size.width
let nestedImageRatio = self.bounds.size.height / self.bounds.size.width
var newWidth = self.image!.size.width
var newHeight = self.image!.size.height
if imageViewRatio > nestedImageRatio {
newWidth = self.bounds.size.width
newHeight = self.bounds.size.width * imageViewRatio
} else {
newWidth = self.bounds.size.height / imageViewRatio
newHeight = self.bounds.size.height
}
self.image!.size.width = newWidth
self.image!.size.height = newHeight
}
// Draw AFTER resizing
super.draw(dirtyRect)
}
}
Plus this is #IBDesignable so you can set it on in the StoryBoard
WARNINGS
I'm new to MacOS Swift development, I come from iOS development that's why I was surprised I couldn't find a clipToBound property, maybe it exists and I wasn't able to find it !
Regarding the code, I suspect this is consuming a lot, and also this has the side effect to modify the original image ratio over the time. This side effect seemed negligible to me.
Once again if their is a setting that allow a NSImageView to clip to bounds, please remove this answer :]
Image scalling can be updated with below function of NSImageView.
[imageView setImageScaling:NSScaleProportionally];
Here are more options to change image display property.
enum {
NSScaleProportionally = 0, // Deprecated. Use NSImageScaleProportionallyDown
NSScaleToFit, // Deprecated. Use NSImageScaleAxesIndependently
NSScaleNone // Deprecated. Use NSImageScaleNone
};
Here is another approach which uses SwiftUI under the hood
The major advantage here is that if your image has dark & light modes, then they are respected when the system appearance changes
(I couldn't get that to work with the other approaches)
This relies on an image existing in your assets with imageName
import Foundation
import AppKit
import SwiftUI
open class AspectFillImageView : NSView {
#IBInspectable
open var imageName: String?
{
didSet {
if imageName != oldValue {
insertSwiftUIImage(imageName)
}
}
}
open override func prepareForInterfaceBuilder() {
self.needsLayout = true
}
func insertSwiftUIImage(_ name:String?){
self.removeSubviews()
guard let name = name else {
return
}
let iv = Image(name).resizable().scaledToFill()
let hostView = NSHostingView(rootView:iv)
self.addSubview(hostView)
//I'm using PureLayout to pin the subview. You will have to rewrite this in your own way...
hostView.autoPinEdgesToSuperviewEdges()
}
func commonInit() {
insertSwiftUIImage(imageName)
}
public override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
commonInit()
}
required public init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
}
Answers already given here are very good, but most of them involve subclassing NSView or NSImageView.
You could also achieve the result just by using a CALayer. But in that case you wouldn't have auto layout capabilities.
The simplest solution is to have a NSView, without subclassing it, and setting manually it's layer property. It could also be a NSImageView and achieve the same result.
Example
Using Swift
let view = NSView()
view.layer = .init() // CALayer()
view.layer?.contentsGravity = .resizeAspectFill
view.layer?.contents = image // image is a NSImage, could also be a CGImage
view.wantsLayer = true

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