NSSearchfield's content misaligned - macos

Since upgrading to 10.9 Mavericks, I noticed that the content of all NSSearchfield instances are misaligned: both the magnifying glass icon, the textfield itself and the clear button are moved down a little bit.
Any idea what could be the reason?

I temporarily could fix it by subclassing NSSearchField and choosing a custom class as cell class:
+ (void) load {
[super load];
[self setCellClass:[RMSearchFieldCell class]];
}
The RMSearchFieldCell moves the origin of the cells +1 by overwriting the searchTextRectForBounds:, searchButtonRectForBounds: and cancelButtonRectForBounds: methods:
- (NSRect) cancelButtonRectForBounds:(NSRect)rect {
NSRect superRect = [super cancelButtonRectForBounds:rect];
superRect.origin.y -=1;
return superRect;
}
However this is not the elegant way of doing it, and I'm still looking for the reason for the misalignment.

Related

NSTextField Drawing on Top of Sub View

I have created a secondary NSViewController to create a progress indicator "popup". The reason for this is that the software has to interact with some hardware and some of the functions take the device a few seconds to respond. So being thoughtful of the end user I have a NSViewController that has a NSView (that is black and semi-transparent) and then a message/progress bar on top. This is added to the window using addSubView.
Everything works great except when the screen has a NSTextField in it. The popup shows but the NSTextField is drawn on top. What is this?
The view code I used for drawing semi-transparent:
#implementation ConnectingView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
// Drawing code here.
CGContextRef context = (CGContextRef) [[NSGraphicsContext currentContext] graphicsPort];
CGContextSetRGBFillColor(context, 0.227,0.251,0.337,0.8);
CGContextFillRect(context, NSRectToCGRect(dirtyRect));
}
#end
The code I use to show the progress view
-(void) showProgressWithMessage:(NSString *) message andIsIndet:(BOOL) indet
{
connectingView = [[ConnectingViewController alloc] init];
[self.view.window.contentView addSubview:connectingView.view];
connectingView.view.frame = ((NSView*)self.view.window.contentView).bounds;
[connectingView changeProgressLabel:message];
if (indet)
[connectingView makeProgressBar:NO];
}
Is there a better way to add the subview or to tell the NSTextFields I don't want them to be drawn on top?
Thanks!
So Setting [self setWantsLayer] to my custom NSViews sort of worked however there are a lot of redraw issues (white borders, and backgrounds). A NSPopover may be better in some instances however I was going for "locked down" approach where the interface is unreachable until it finishes (or times out).
What worked for me was to go to the instance of my NSView, select the window in Interface Builder, then go to layers (far right on properties view) and select my view under "Core Animation Layer".

UITextField resize issue

I have found an issue with UITextField. I have created a subclass of uitexfield that allows the user to click on the text to start editing and then rotate and resize the text.
If you resize the textfield by making the height larger the centered text moves to the right even though the width of the textfield does not increase. I have investigated this and found that uitextfield has an internval view of the type UIFieldEditor which in turn has a _UIFieldEditorContentView view. UIFieldEditor seems to be a subclass of UIScrollView and the contentsize of this scrollview becomes much larger than the size of uitextview. When the textview increases it's height the scrollviews contentsize width increases. I guess this might be an internal autolayout issue.
I have added a demo project here that demonstrates the issue. CLick on the text to start edit, then drag the resize icon so that the height increases and you will see the issue.
https://github.com/permagnus/UITextField-Resize-Issue-Demo
Screenhots from revealapp:
Incorrect size of underlying view in scrollview: https://github.com/permagnus/UITextField-Resize-Issue-Demo/blob/master/Screenshots/screenshot-showing-incorrect-size.png
The actuall size of the uitextfield: https://github.com/permagnus/UITextField-Resize-Issue-Demo/blob/master/Screenshots/screenshot-showing-textfield-size.png
Any ideas on how to fix this issue?
I found two ways to fix the issue:
The problems lies within the underlying scrollview. One way is to find the scrollview and se how much offseted it is and compensate for the wrong offset:
- (CGRect)editingRectForBounds:(CGRect)bounds
{
CGRect editRect = [super editingRectForBounds:bounds];
UIScrollView *scrollView = [self findScrollViewFromView:self];
if(scrollView)
{
float diff = (self.bounds.size.width - scrollView.contentSize.width)/2;
return CGRectInset(editRect, diff, 0);
}
return editRect;
}
- (UIScrollView *)findScrollViewFromView:(UIView *)view
{
if([view isKindOfClass:[UIScrollView class]])
{
return (UIScrollView *) view;
}
for(UIView *v in view.subviews)
{
UIScrollView *scrollView = [self findScrollViewFromView:v];
if(scrollView)
{
return scrollView;
}
}
return nil;
}
I also contacted Apple Support to get their point of the problem. They confirmed that this probably is a bug and I have submitted it as one. Their solution is the following:
Field editor is only activated for current editing session, so you can
end the editing session of the text field (by calling
resignFirstResponder) before resizing it (in touchesBegan... ?). In
your scenario, I guess keeping the editing session might not be
necessary.
If you really need to keep the editing session, one solution (ugly) I
can see is to reset the text and make sure the cursor is at the
beginning of document:
self.text = [self.text copy];
UITextPosition *beginningOfDocument = [self positionFromPosition:self.beginningOfDocument offset:0];
self.selectedTextRange = [self textRangeFromPosition:self.beginningOfDocument toPosition:beginningOfDocument];
Both of these solutions are shitty hacks and are not recommended so you use these at your own risk :)

NSOutlineView scroll animation is not working

I want to remove the NSOutlineView's show/hide button.So,I override the NSOutlineView and get the mouseDown event.The follow is the code.
-(void)mouseDown:(NSEvent *)theEvent
{
NSLog(#"LeftFolderListOutlineView mouseDown");
[super mouseDown:theEvent];
NSPoint localPoint = [self convertPoint:theEvent.locationInWindow
fromView:nil];
NSInteger row = [self rowAtPoint:localPoint];
id clickedItem = [self itemAtRow:row];
if (![clickedItem isKindOfClass:[NSDictionary class]]) {
return;
}
if ([self isItemExpanded:clickedItem]) {
[[self animator] collapseItem:clickedItem];
}else{
[[self animator] expandItem:clickedItem];
}
}
It should be a scroll animation when the NSOutlineView collapse or expand.But in this case it's not working.Anyone tell me why and how can I improve this?
To remove 'show/hide button' (outline cell) you could implement - (NSRect)frameOfOutlineCellAtRow:(NSInteger)row method in the NSOutliveView subclass and return NSZeroRect.
NSOutlineView collapse/expand animation is not animatable via animator.
Only OS 10.7 or above provide collapse/expand animation effects. So it you planed to support older OS versions you need to provide separate implementation.
If you want to provide collapse/expand animation on OS 10.6 or below, you definitely needed to override 'drawRect' of NSOutlineView.
-- Update --
Sorry, I think I neglected the main point. 10.7 expand/collapse animation is automatically kick in only when users clicked the outline cell. If we want to show the animation without default outline cells, there is no other way but manually implementing animation effects, I think.
I made a sample project that implement expand/collapse animation effects with image drawing.
Check the source codes in here: https://github.com/roh0sun/ovanimation

Two Finger Drag with IKImageView and NSScrollView in Mountain Lion

I have a Mac App that's been in the app store for a year or so now. It was first published with target SDK 10.7, Lion. Upon the update to Mountain Lion it no longer works.
The application displays large images in an IKImageView which is embedded in an NSScrollView. The purpose of putting it into a scrollview was to get two finger dragging working, rather than the user having to click to drag. Using ScrollViewWorkaround by Nicholas Riley, I was able to use two finger scrolling to show the clipped content after the user had zoomed in. Just like you see in the Preview app.
Nicholas Riley's Solution:
IKImageView and scroll bars
Now in Mountain Lion this doesn't work. After zooming in, pinch or zoom button, the image is locked in the lower left portion of the image. It won't scroll.
So the question is, what's the appropriate way to display a large image in IKImageView and have two finger dragging of the zoomed image?
Thank you,
Stateful
Well, Nicholas Riley's Solution is an ugly hack in that it addresses the wrong class; the issue isn't with NSClipView (which he subclassed, but which works just fine as is), but with IKImageView.
The issue with IKImageView is actually quite simple (God knows why Apple hasn't fixed this in what? … 7 years ...): Its size does not adjust to the size of the image it displays. Now, when you embed an IKImageView in an NSScrollView, the scroll view obviously can only adjust its scroll bars relative to the size of the embedded IKImageView, not to the image it contains. And since the size of the IKImageView always stays the same, the scroll bars won't work as expected.
The following code subclasses IKImageView and fixes this behavior. Alas, it won't fix the fact that IKImageView is crash-prone in Mountain Lion as soon as you zoom …
///////////////////// HEADER FILE - FixedIKImageView.h
#import <Quartz/Quartz.h>
#interface FixedIKImageView : IKImageView
#end
///////////////////// IMPLEMENTATION FILE - FixedIKImageView.m
#import "FixedIKImageView.h"
#implementation FixedIKImageView
- (void)awakeFromNib
{
[self setTranslatesAutoresizingMaskIntoConstraints:NO]; // compatibility with Auto Layout; without this, there could be Auto Layout error messages when we are resized (delete this line if your app does not use Auto Layout)
}
// FixedIKImageView must *only* be used embedded within an NSScrollView. This means that setFrame: should never be called explicitly from outside the scroll view. Instead, this method is overwritten here to provide the correct behavior within a scroll view. The new implementation ignores the frameRect parameter.
- (void)setFrame:(NSRect)frameRect
{
NSSize imageSize = [self imageSize];
CGFloat zoomFactor = [self zoomFactor];
NSSize clipViewSize = [[self superview] frame].size;
// The content of our scroll view (which is ourselves) should stay at least as large as the scroll clip view, so we make ourselves as large as the clip view in case our (zoomed) image is smaller. However, if our image is larger than the clip view, we make ourselves as large as the image, to make the scrollbars appear and scale appropriately.
CGFloat newWidth = (imageSize.width * zoomFactor < clipViewSize.width)? clipViewSize.width : imageSize.width * zoomFactor;
CGFloat newHeight = (imageSize.height * zoomFactor < clipViewSize.height)? clipViewSize.height : imageSize.height * zoomFactor;
[super setFrame:NSMakeRect(0, 0, newWidth - 2, newHeight - 2)]; // actually, the clip view is 1 pixel larger than the content view on each side, so we must take that into account
}
//// We forward size affecting messages to our superclass, but add [self setFrame:NSZeroRect] to update the scroll bars. We also add [self setAutoresizes:NO]. Since IKImageView, instead of using [self setAutoresizes:NO], seems to set the autoresizes instance variable to NO directly, the scrollers would not be activated again without invoking [self setAutoresizes:NO] ourselves when these methods are invoked.
- (void)setZoomFactor:(CGFloat)zoomFactor
{
[super setZoomFactor:zoomFactor];
[self setFrame:NSZeroRect];
[self setAutoresizes:NO];
}
- (void)zoomImageToRect:(NSRect)rect
{
[super zoomImageToRect:rect];
[self setFrame:NSZeroRect];
[self setAutoresizes:NO];
}
- (void)zoomIn:(id)sender
{
[super zoomIn:self];
[self setFrame:NSZeroRect];
[self setAutoresizes:NO];
}
- (void)zoomOut:(id)sender
{
[super zoomOut:self];
[self setFrame:NSZeroRect];
[self setAutoresizes:NO];
}
- (void)zoomImageToActualSize:(id)sender
{
[super zoomImageToActualSize:sender];
[self setFrame:NSZeroRect];
[self setAutoresizes:NO];
}
- (void)zoomImageToFit:(id)sender
{
[self setAutoresizes:YES]; // instead of invoking super's zoomImageToFit: method, which has problems of its own, we invoke setAutoresizes:YES, which does the same thing, but also makes sure the image stays zoomed to fit even if the scroll view is resized, which is the most intuitive behavior, anyway. Since there are no scroll bars in autoresize mode, we need not add [self setFrame:NSZeroRect].
}
- (void)setAutoresizes:(BOOL)autoresizes // As long as we autoresize, make sure that no scrollers flicker up occasionally during live update.
{
[self setHasHorizontalScroller:!autoresizes];
[self setHasVerticalScroller:!autoresizes];
[super setAutoresizes:autoresizes];
}
#end

How to implement HUD-style window like Address Book's "Show in Large Type"

Several apps, including the built-in Address Book use a HUD window that is semi-transparent, with large shadowed text. I'd like to implement a similar window in my Cocoa Mac app.
Is there a free implementation of this kind of window somewhere?
If not, what is the best way to implement it?
Here's a sample project that shows how to do it:
http://github.com/NSGod/BlackBorderlessWindow
Basically, you need to create a borderless NSWindow subclass. The easiest way to do this is to set your window size and arrangement in the nib file, and then set its class to be your custom subclass. So while it will still look like a normal window in Interface Builder, at runtime it will appear as you need it to.
#implementation MDBorderlessWindow
- (id)initWithContentRect:(NSRect)contentRect
styleMask:(NSUInteger)windowStyle
backing:(NSBackingStoreType)bufferingType
defer:(BOOL)deferCreation {
if (self = [super initWithContentRect:contentRect
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered defer:deferCreation]) {
[self setAlphaValue:0.75];
[self setOpaque:NO];
[self setExcludedFromWindowsMenu:NO];
}
return self;
}
The alpha value will make the window semi-transparent.
Also, you can create a custom NSView subclass that will draw a round rectangle:
#implementation MDBlackTransparentView
- (id)initWithFrame:(NSRect)frame {
if (self = [super initWithFrame:frame]) {
}
return self;
}
- (void)drawRect:(NSRect)frame {
NSBezierPath *path = [NSBezierPath bezierPathWithRoundedRect:frame
xRadius:6.0 yRadius:6.0];
[[NSColor blackColor] set];
[path fill];
}
#end
Like with the window, you simply set the class of the window's contentView to be your custom NSView subclass. (Use outline view mode and click the disclosure triangle to show the nested NSView inside the icon of the window in the nib file). Again, while the view will look ordinary in Interface Builder, it will look okay at runtime.
Then just place an NSTextField on top of view and set the text accordingly.
Note that, in general, borderless windows aren't easy to work with (for example, if you want to be able to drag the window around, you'll need to add that functionality back yourself). Apple has some sample code on how to allow dragging, for instance.
Thank you for sharing this code. Helped me a lot!
You may add the following line...
[self setBackgroundColor:[NSColor clearColor]];
to the init function of the window. This removes the white corners.

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