I'm trying to take a screenshot of a view.
I'm using the code at the following link, which is working fine with one exception:
cocoa: how to render view to image?
The problem I have is that if I drag the application window to my second monitor the screen capture grabs the wrong rect. Essentially the rect has been displaced vertically, or is possibly using an origin in the top left rather than bottom left.
The odd thing is that the app works fine on the launch monitor, but when I drag it to the second monitor (without closing and restarting the app) the rect capture goes wrong. If I drag the app back to the launch monitor everything starts working again.
The primary monitor and secondary monitor have different resolutions.
The code that converts the rect is as follows:
NSRect originRect = [aView convertRect:[aView bounds] toView:[[aView window] contentView]];
NSRect rect = originRect;
rect.origin.y = 0;
rect.origin.x += [aView window].frame.origin.x;
rect.origin.y += [[aView window] screen].frame.size.height - [aView window].frame.origin.y - [aView window].frame.size.height;
rect.origin.y += [aView window].frame.size.height - originRect.origin.y - originRect.size.height;
Does anyone know why this is calculating correctly on the launch monitor, but miscalculating on secondary monitors?
The problem must be related to the different resolutions, but I can't see why the call to convertRect:toView (or subsequent calculations) isn't working.
BTW, I'm developing this on 10.8.4 and targeting 10.7.
Thanks
Darren.
The issue was that the screen size was always being taken from the current monitor, when in should have been taken from the primary monitor.
rect.origin.y += [[aView window] screen].frame.size.height - [aView window].frame.origin.y - [aView window].frame.size.height;
rect.origin.y += [aView window].frame.size.height - originRect.origin.y - originRect.size.height;
replaced with:
NSArray *screens = [NSScreen screens];
NSScreen *primaryScreen = [screens objectAtIndex:0];
rect.origin.y = primaryScreen.frame.size.height - [aView window].frame.origin.y - originRect.origin.y - originRect.size.height;
I have added a full answer to the original post I referenced at the top of this one:
cocoa: how to render view to image?
Related
I have a Mac app that uses a NSAnimationContext animation grouping to animate one NSView offscreen and another NSView onscreen. Prior to beginning the animation grouping I position the offscreen NSView in the position that I want it to originate from when it animates onscreen.
Under Yosemite and earlier versions this worked perfectly but under El Capitan it is as if the NSView never gets positioned in the start position that I specify so it animates onscreen from the wrong direction.
//Position offscreen view at correct starting point.
offscreenView.frame = STARTING_OFFSCREEN_RECT;
//Create animation grouping
[NSAnimationContext beginGrouping];
[[NSAnimationContext currentContext] setDuration:animationDuration];
[[NSAnimationContext currentContext] setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[NSAnimationContext currentContext] setCompletionHandler:^{
/*
Do cleanup stuff here
*/
}];
//Move the views
onscreenView.frame = ENDING_OFFSCREEN_RECT:
offscreenView.frame = ENDING_ONSCREEN_RECT;
//End Grouping
[NSAnimationContext endGrouping];
I've debugged this to the best of my ability and it appears to me that the setting of offscreenView's frame at the very beginning is not actually occurring.
Does anybody know what I'm doing wrong?
I had very similar problem - offscreenView sometimes starts from the wrong position.
The offscreenView.layer appears to be messed up.
I fixed it by adding the following to my clean-up code:
onscreenView.layer = nil;
so that the next time the offscreenView is animated it will start with clean layer.
Or maybe in your case reset the layer before starting the animation:
offscreenView.layer = nil;
//Position offscreen view at correct starting point.
offscreenView.frame = STARTING_OFFSCREEN_RECT;
//Create animation grouping
...
NOTE:
In my animation I add the offscreenView every time to the superView:
//Position offscreen view at correct starting point.
offscreenView.frame = STARTING_OFFSCREEN_RECT;
[superView addSubview:offscreenView];
//Create animation grouping
...
And in the clean-up code I remove the onscreenView as well:
[onscreenView removeFromSuperview];
onscreenView.layer = nil;
I have the code below for a subclassed NSWindow, there is an animated view which can be scaled and I want to accept click when it is clicked at the right spot and reject (click through) if it is outside.
The code below works nice except the window does not let clicks through.
- (void)mouseDragged:(NSEvent *)theEvent {
if (allowDrag) {
NSRect screenVisibleFrame = [[NSScreen mainScreen] visibleFrame];
NSRect windowFrame = [self frame];
NSPoint newOrigin = windowFrame.origin;
// Get the mouse location in window coordinates.
NSPoint currentLocation = [theEvent locationInWindow];
// Update the origin with the difference between the new mouse location and the old mouse location.
newOrigin.x += (currentLocation.x - initialMouseLocation.x);
newOrigin.y += (currentLocation.y - initialMouseLocation.y);
if ((newOrigin.y + windowFrame.size.height) > (screenVisibleFrame.origin.y + screenVisibleFrame.size.height)) {
newOrigin.y = screenVisibleFrame.origin.y + (screenVisibleFrame.size.height - windowFrame.size.height);
}
// Move the window to the new location
[self setFrameOrigin:newOrigin];
}
}
- (void)mouseDown:(NSEvent *)theEvent
{
screenResolution = [[NSScreen mainScreen] frame];
initialMouseLocation = [theEvent locationInWindow];
float scale = [[NSUserDefaults standardUserDefaults] floatForKey:#"widgetScale"]/100;
float pX = initialMouseLocation.x;
float pY = initialMouseLocation.y;
float fX = self.frame.size.width;
float fY = self.frame.size.height;
if (pX>(fX-fX*scale)/2 && pX<(fX+fX*scale)/2 && pY>(fY+fY*scale)/2) {
allowDrag = YES;
} else {
allowDrag = NO;
}
}
In Cocoa, you have two basic choices: 1) you can make a whole window pass clicks through with [window setIgnoresMouseEvents:YES], or 2) you can make parts of your window transparent and clicks will pass through by default.
The limitation is that the window server makes the decision about which app to deliver the event to once. After it has delivered the event to your app, there is no way to make it take the event back and deliver it to another app.
One possible solution might be to use Quartz Event Taps. The idea is that you make your window ignore mouse events, but set up an event tap that will see all events for the login session. If you want to make an event that's going through your window actually stop at your window, you process it manually and then discard it. You don't let the event continue on to the app it would otherwise reach. I expect that this would be very tricky to do right. For example, you don't want to intercept events for another app's window that is in front of yours.
If at all possible, I recommend that you use the Cocoa-supported techniques. I would think you would only want clicks to go through your window where it's transparent anyway, since otherwise how would the user know what they are clicking on?
Please invoke an transparent overlay CHILD WINDOW for accepting control and make the main window -setIgnoresMouseEvents:YES as Ken directed.
I used this tricky on my app named "Overlay".
I need to animate a view frame size adding 100px of height, but I need the window grow up simultaneously with the view.
I tried with this code :
//resize Window
NSRect winsize = [window frame];
winsize.size.height += 100;
[self.window setFrame:winsize display:YES animate:YES];
//resize View
NSRect viewsize = [myview frame];
viewsize.size.height += 100;
[[myview animator] setFrame:viewsize];
It works but I obtain an ugly effect, Window and View had some delay in resize. Thus, I get the Window frame resizing before than the View frame.
How can I modify my code to make them resizing simultaneously ?
add:
I found this answer but it tdoesn't seems to work for me:
Simultaneously modify window frame and view frame
I found a good solution: using autoresizingMask to mantain min and max Y Margin and allow height resize.
[myview setAutoresizingMask:NSViewHeightSizable];
I'm writing a Mac OS X application on Snow Leopard. I have a step method which is fired at a regular interval by a NSTimer. In this method I would like to move the mouse to the center of the screen, with no buttons being pressed or released. Here's what I have:
-(void) step: (NSTimer *) timer
{
NSRect bounds = [self bounds];
CGPoint point = CGPointMake(bounds.origin.x + bounds.size.width / 2.0f, bounds.origin.y + bounds.size.height / 2.0f);
CGEventCreateMouseEvent(NULL, kCGEventLeftMouseDragged, point, 0);
}
This doesn't do anything. Can somebody tell me what's wrong?
It sounds like CGWarpMouseCursorPosition is precisely what you're after (it moves the pointer without generating events - see the Quartz Display Services Reference for more info).
I the issue I'm having has to do with the coordinate system in Cocoa but I really don't know. This is all happening in the top pane of a horizontal NSSplitView.
Very simply, I'm trying to position one NSBox right below a second one (I load custom views into the boxes - that all works fine). The top box's top-left corner is at the top-left corner of the pane and never changes. If the height of the top NSBox shrinks I want the top of the second NSBox to slide right up below it. Conversely, if the top NSBox's height increases I want the bottom NSBox to slide down.
This code gets called twice. Box is correct (first time top box, second time bottom box) and v is correct (this is the view I'm loading into the box - this works fine and it is what is causing the height to change in the top box).
NSSize destBoxSize = [[box contentView] frame].size; //the size of the box in the view to load the view into
NSSize newViewSize = [v frame].size; // the size of the view to be loaded
float deltaWidth = [horizSplitView frame].size.width - destBoxSize.width;
float deltaHeight = newViewSize.height - destBoxSize.height;
NSRect boxFrame = [box frame];
boxFrame.size.height += deltaHeight;
boxFrame.size.width += deltaWidth;
boxFrame.origin.y -= deltaHeight;
NSLog(#"vc=%# boxFrame x%f y%f h%f w%f", nibName, boxFrame.origin.x, boxFrame.origin.y, boxFrame.size.height, boxFrame.size.width);
// Clear the box for resizing
[box setContentView:nil];
[box setContentView:v];
[box setFrame:boxFrame];
What you want to do is not so hard, but it will need some subclassing. First of all, you need to subclass NSSplitView and either and override either -(void)init or -(void)awakeFromNib to add this line:
[self setAutoresizesSubviews:YES]; //
Then you need to subclass the two boxes and set their auto resizing masks, either in -(void)init or in - (void)viewWillMoveToSuperview:(NSView *)newSuperView.
For the first box you'll probably want:
[newInstance setAutoresizingMask:NSViewNotSizable];
For the second bbox you'll probably want:
[newInstance setAutoresizingMask:NSViewMinXMargin | NSViewMinYMargin];
See also NSView. It takes a bit of experimenting to get the right combination, but then it works quite nicely.