I use UIPopoverController to popover a window. I use preferredContentSize to set the size. Then, I use Push a new view controller with larger size. When the child view pop up, I like to recover the window to original size. But seems not work.
I already put the self.preferredContentSize = myWindowSize; But it seems can not recover.
In iOS6 or before, I set the contentSizeForViewInPopover to CGSizeZero, then set the proper size. But on iOS7, it will make the popup disappear.
This solved it for me:
override func viewDidAppear(animated: Bool)
{
navigationController?.preferredContentSize = preferredContentSize
super.viewDidAppear(animated)
}
The only solution I can think of is to dismiss your popover window and automatically present it again with the new size you want. I'm also having trouble for iOS 8 where the content size won't shrink in height. The width shrinks, but the height can only increase for me.
Have a look at
https://developer.apple.com/library/ios/documentation/uikit/reference/UIPopoverControllerDelegate_protocol/Reference/Reference.html#//apple_ref/occ/intfm/UIPopoverControllerDelegate/popoverController:willRepositionPopoverToRect:inView:
It might help you reposition the rect with the delegate protocol
Solution:
Ok, here's my solution. From the view controller where you present the popover controller, you can set up a delegate called something like "resetContentSize:(CGSize)size". e.g. in your presenting view controller's header file:
#protocol PopoverDelegate <NSObject>
- (void)resetContentSize:(CGSize)size
#end
in the implementation file where you present the popover controller, you can set the delegate
self.popoverController.delegate = self;
From your popover controller, you can add the PopoverDelegate in the header file
#property (nonatomic, weak) id<PopoverDelegate> popoverDelegate;
and call the delegate method in your implementation file:
[popoverDelegate resetContentSize:CGSizeMake(320.0f,205.0f)];
Had the same issue. The solution for me was to set preferredContentSize on the navigationController, instead of self.
override func viewWillAppear(_ animated: Bool) {
self.navigationController?.preferredContentSize = myControllerSize
}
Related
So I am presenting an NSViewController as a sheet of a window that has resize disabled.
The view controller that is presented as a sheet can still be resized.
How do I disable resizing of a NSViewController?
Swift 4:
override func viewDidAppear() {
// any additional code
view.window!.styleMask.remove(.resizable)
}
By the way you can do this without writing code, here is how:
Drag a Window Controller element to the Storyboard from the Object
Library.
Connect the Window Controller to the specific View Controller which you want to disable resize.
On the Window Controller's Attributes uncheck Resize option.
After some more trying I found out this did the trick in viewDidLoad:
self.preferredContentSize = NSMakeSize(self.view.frame.size.width, self.view.frame.size.height);
If you add these methods, the issue will be fixed.
- (void)updateViewConstraints NS_AVAILABLE_MAC(10_10) {
[super updateViewConstraints];
}
- (void)viewWillLayout NS_AVAILABLE_MAC(10_10) {
self.preferredContentSize = NSMakeSize(self.view.frame.size.width, self.view.frame.size.height);
}
I am trying to add an outlet into my viewcontroller for a toolbar item in my window controller. I have tried playing around with first responder and bindings but have not been able to find any solutions.
A similar question that was answered provided some insight but no one has mentioned anything about IBOutlets other than still asking how to add them in the comments. The answer has been accepted so i am assuming no one will add to it.
How to use NSToolBar in Xcode 6 and Storyboard?
Incase my question is unclear at all, i would like to be able to add this to my storyboard program
#IBOutlet weak var Mytoolbar: NSToolbarItem!
func enabletoolbar()
{
Mytoolbar.action = "FunctionIn.ViewController.swift"
Mytoolbar.enabled = true
}
I found a decent workaround by adding IBOutlets to my custom NSWindow class and using the storyboard to connect my views to the IBOutlets. Then, I accessed these views from my NSViewController class by getting them from the custom NSWindow.
Basically you need to set the action and other properties to the toolbaritem but not in the toolbar. So try the same.
i ended up doing this in my view controller which seems to work
override func viewDidLayout() {
var x = self.view.window?.toolbar?.items[1].label
println(x)
if(self.view.window?.toolbar?.items[0].label! != "Check")
{
toobarediting()
}
println("didlay")
}
func toobarediting() {
self.view.window?.toolbar?.insertItemWithItemIdentifier("Check", atIndex: 0)
}
func toolbarcheck(functiontoset: Selector) {
var y = self.view.window?.toolbar?.items[0] as NSToolbarItem
y.action = functiontoset
if(functiontoset != nil)
{
y.enabled = true
}
}
It seems to allow me to make the tool bar button clickable/unclickable when ever i require it to change it just seems so much more bulky and error prone than
myitem.enable = fale
myitem.action = nil
is this really the best way for a storyboard based application in osx?
While connectiong IBActions works by using either the First Responder or by adding an "Object" to the scene, then changing its class to the window's view controller class, this doesn't help with IBOutlets and delegates that you'd like to point to the view controller.
Here's a work-around for that:
Add the Toolbar to the View Controller, not to its Window. That way, you can make all the IBOutlet connections in the View Controller Scene easily. I've done that for years and found no issues with it, even when using Tabs.
You'll have to assign the window's toolbar in code, then. E.g. like this:
#interface ViewController ()
#property (weak) IBOutlet NSToolbar *toolbar; // connect this in your storyboard to the Toolbar that you moved to the View Controller Scene
#end
- (void)viewWillAppear {
[super viewWillAppear];
self.view.window.toolbar = self.toolbar;
}
I have an NSPopover who's content in an NSView. I create the popover and add the view like this:
NSPopover *thePopover = [[NSPopover alloc] init];
[thePopover setContentViewController:myViewController];
I then show the popover and set the size:
[thePopover setContentSize:NSMakeSize(300.0f, 160.0f)];
At this point the popover is visible and its content view is correct. Is there a way that I can resize the popover at this point without closing and re-showing it?
I was able to achieve this by calling back to the controller that launched the popover via a delegate protocol and resetting the size using the setContentSize:
From the documentation:
The popover's content size is set to match the size of the content view when the content view controller is set.
So, set the frame of the popover's content view.
NSWindow has private property _popover that store a reference to NSPopover.
You can use it to access to NSPopover instance from any NSViewController (and then call setContentSize: on it) like this:
- (NSPopover *)popover
{
NSWindow *window = self.view.window;
NSPopover *popover = [window valueForKey:#"_popover"];
return popover;
}
I'm using an NSCollectionView to display various objects. The whole things works rather well, except for one annoying thing. I cannot figure out how to access the various controls on the view used to represent each object in the collection.
Here's the setup:
I have dragged an NSCollectionView into my view in IB.
I made a custom subclass of NSCollectionViewItem. Mapped my class in IB.
I made a custom subclass of NSBox to act as the view for each object in the collection. Also mapped this class in IB and connected it to the view property of my NSCollectionViewItem subclass.
I made all the bindings in IB to display the correct information for each object.
The view:
The resulting collection view:
Reasoning that that my subclass of NSCollectionViewItem is basically a controller for each view in the collection, I made referencing outlets of the various controls in the view in my controller subclass:
#interface SourceCollectionViewItem : NSCollectionViewItem
#property (weak) IBOutlet NSTextField *nameTextField;
#property (weak) IBOutlet NSTextField *typeTextField;
#property (weak) IBOutlet RSLabelView *labelView;
#property (weak) IBOutlet NSButton *viewButton;
#end
When I inspect any instance of SourceCollectionViewItem in the debugger, all the properties show up as nil despite the fact that I can actually see them on my screen and that everything is displayed as it should be.
My setup was inspired by Apple's sample app IconCollection.
I am obviously missing something. What?
EDIT: I found various posts hinting at a similar issue:
CocoaBuilder.com and this question on SO.
EDIT: Just to be complete: this post deals with the subject as well and delivers a solution based on a combination of the options mentioned in the accepted answer.
Outlets are set during nib loading, and only the prototype item is loaded from nib and has its outlets assigned. All other ViewItems and their Views are cloned from the prototype, in that case outlets are just instance variables that are never initialized.
Here are the options I could come up with:
Override newItemForRepresentedObject: of collection view and reload nib instead of cloning the prototype. But this will probably hurt the performance greatly.
Override copyWithZone of collection view item and assign outlets manually using viewWithTag: to find them.
Give up and try to provide data via bindings only.
I found that overriding NSCollectionViewItem's -setRepresentedObject: could also be a good choice, as it is called on the new Item when all IBOutlet seem to be ready. After the call to super you can do whatever is needed:
- (void)setRepresentedObject:(id)representedObject
{
if (representedObject) {
[super setRepresentedObject:representedObject];
[self.anOutlet bind:#"property" toObject:self.representedObject withKeyPath:#"representeProperty" options:nil];
}
}
I used this method to bind a custom property of an interface object. The check is there to avoid useless calls, when the representedObject is not yet ready. The project uses a separate xib for the ViewItem, as explained in the links in the original edits.
Great question. Like #hamstergene suggests, you can use copyWithZone, it will be much more efficient compared to newItemForRepresentedObject. However viewWithTag is not always an option, first, because not everything can be tagged (easily), and, second, using tag for this purpose is a little wrong. Here's a cool approach with performance in mind, in Swift.
import AppKit
class MyViewController: NSCollectionItemView
{
// Here you are cloning the original item loaded from the storyboard, which has
// outlets available, but as you've seen the default implementation doesn't take
// care of them. Each view has a unique identifiers, which you can use to find it
// in sublayers. What's really cool about this, is that you don't need to assign
// any tags or do anything else while having advantage of better performance using
// cached nib object.
override func copyWithZone(zone: NSZone) -> AnyObject {
let copy: NSCollectionItemView = super.copyWithZone(zone) as! NSCollectionItemView
let oldView: RecordingView = self.view as! MyView
let newView: RecordingView = copy.view as! MyView
newView.foo = newView.viewWithIdentifier(oldView.foo.identifier!) as! NSTextfield
newView.bar = newView.viewWithIdentifier(oldView.bar.identifier!) as! NSImageView
return copy
}
}
#IBDesignable class MyView: View
{
// Custom collection view item view. Lets assume inside of it you have two subviews which you want
// to access in your code.
#IBOutlet weak var foo: NSTextfield!
#IBOutlet weak var bar: NSImageView!
}
extension NSView
{
// Similar to viewWithTag, finds views with the given identifier.
func viewWithIdentifier(identifier: String) -> NSView? {
for subview in self.subviews {
if subview.identifier == identifier {
return subview
} else if subview.subviews.count > 0, let subview: NSView = subview.viewWithIdentifier(identifier) {
return subview
}
}
return nil
}
}
I have a Document based core data app. The main document window has a number of views, each controlled by its own custom NSViewController which are switched in as necessary. I want each of these view controllers to be able to drop down a custom modal sheet from the document window. However because the views are separate and not in the MyDocument nib I cannot link the view to the document window in IB. This means that when I call
[NSApp beginSheet: sheetWindow modalForWindow: mainWindow modalDelegate: self didEndSelector: #selector(didEndSheet:returnCode:contextInfo:) contextInfo: nil];
I’m supplying nil for mainWindow and the sheet therefore appears detached.
Any suggestions?
Many Thanks
You can use [[self view] window]
Indeed, it's self.view.window (Swift).
This may be nil in viewDidLoad() and viewWillAppear(), but is set properly by the time you get to viewDidAppear().
One issue with the other answers (i.e., just looking at self.view.window) is that they don't take into account the case that when a view is hidden, its window property will be nil. A view might be hidden for a lot of reasons (for example, it might be in one of the unselected views in a tab view).
The following (swift) extension will provide the windowController for a NSViewController by ascending the view controller hierarchy, from which the window property may then be examined:
public extension NSViewController {
/// Returns the window controller associated with this view controller
var windowController: NSWindowController? {
return ((self.isViewLoaded == false ? nil : self.view)?.window?.windowController)
?? self.parent?.windowController // fallback to the parent; hidden views like those in NSTabView don't have a window
}
}
If your controller can get access to the NSDocument subclass, you can use -windowForSheet
more about Tim Closs answer :
-(void)viewDidAppear
{
self.view.window.title = #"title-viewDidAppear"; //this only works when and after viewDidAppeer is called
}
-(void)viewWillDisappear
{
self.view.window.title = #"title-viewWillDisappear"; //this only works before and when viewWillDisappear is called
}