in the ViewController (principal), i have a UiSrcollView called scroller. It works well when i start the app. But, if i use a segue (to pass to another view controller) the uiscrollview stop to works when i return to the principal.
ps.: I using the auto-layout
Anyone!? Please.
i try to implement the content size in the viewDidLoad and in the viewDidApper..
(void)viewDidLoad{
[super viewDidLoad];
[scroller setScrollEnabled:YES];
[scroller setContentSize:CGSizeMake(320, 2000)];
scroller.contentSize = CGSizeMake(320, 2000);
}
(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[scroller setScrollEnabled:YES];
scroller.contentSize = CGSizeMake(320, 2000);
}
Try setting it in viewDidLayoutSubviews instead, eg:
(void)viewDidLayoutSubviews {
[scroller setScrollEnabled:YES];
scroller.contentSize = CGSizeMake(320, 2000);
}
Related
Quite new to Xcode UI, I'm trying to use the nice & small pod DRPaginatedScrollView.
This pod allows to scroll between multiple views.
Here is what I did
Added a View Controller to my storyboard
Created a UIViewController subclass
Pointed my View Controller to the class
Here is the content of my class:
#implementation MyViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBoNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBoNil];
if (self) {
self.paginatedScrollView = [DRPaginatedScrollView new];
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
[self setup];
[self setupView];
}
- (void)setup {
NSLog(#"Setup");
[self.paginatedScrollView addPageWithHandler:^(UIView *pageView) {
NSLog(#"Handler");
UIView * square = [UIView new];
[square setBackgroundColor:[UIColor redColor]];
[square setFrame:CGRectMake(0, 0, 100, 100)];
[pageView addSubview:square];
}];
}
- (void)setupView {
[self.view insertSubview:self.paginatedScrollView atIndex:0];
NSLog(#"Nb pages: [%ld]", (long)[self.paginatedScrollView numberOfPages]);
}
#end
My log shows only
2014-06-17 12:10:14.113 my_proj[6018:60b] Setup
2014-06-17 12:10:14.115 my_proj[6018:60b] Number of pages: [0]
My main view remains blank, "Handler" is not logged, DRPaginatedScrollView is counting 0 page.
Am I forgetting something ?
I just realized initWithNibName was never called (I don't understand why), so I initialized paginatedScrollView from viewDidLoad, now it's well initialized but still no render.
I did not set DRPaginatedScrollView's frame size:
CGRect frameRect = self.paginatedScrollView.frame;
frameRect.size.width = self.view.frame.size.width;
frameRect.size.height = self.view.frame.size.height;
self.paginatedScrollView.frame = frameRect;
I'm creating a mini window like the iTunes mini window:
It's draggable and have a background image on it.
Then I created a NSWindow's subclass and overrides its initWithContentRect:styleMask:backing:defer: method, and added an NSImageView to it:
- (id)initWithContentRect:(NSRect)contentRect styleMask:(NSUInteger)aStyle backing:(NSBackingStoreType)bufferingType defer:(BOOL)flag
{
contentRect.size = CGSizeMake(287, 287);
self = [super initWithContentRect:contentRect styleMask:aStyle backing:bufferingType defer:flag];
if (self)
{
[self setMovableByWindowBackground:YES];
[self setOpaque:NO];
[self setBackgroundColor:[NSColor colorWithCalibratedWhite:1.0 alpha:0.5]];
NSImageView *imageView = [[NSImageView alloc] initWithFrame:(CGRect){CGPointZero, contentRect.size}];
imageView.image = [NSImage imageNamed:#"MiniWindow.png"];
[self.contentView addSubview:imageView];
}
return self;
}
But after I add the NSImageView to window's contentView, the window become undraggable.
How to make the window become draggable again?
Best regards
Create an subclass of NSImageView and override mouseDownCanMoveWindow method:
- (BOOL)mouseDownCanMoveWindow
{
return YES;
}
I'm trying to figure out how to custom draw Buttons in Cocoa/OSX. Since my view is custom drawn I will not use IB and want to do it all in code. I created a subclass of NSButtonCell and a subclass of NSButton. In the Subclass of NSButtonCell I override the Method drawBezelWithFrame:inView: and in the initWithFrame Method of my subclassed NSButton I use setCell to set my CustomCell in the Button. However, drawBezelWithFrame gets not called and I don't understand why. Can someone point out what I've done wrong or what I miss here?
Subclass of NSButtonCell:
#import "TWIButtonCell.h"
#implementation TWIButtonCell
-(void)drawBezelWithFrame:(NSRect)frame inView:(NSView *)controlView
{
//// General Declarations
[[NSGraphicsContext currentContext] saveGraphicsState];
//// Color Declarations
NSColor* fillColor = [NSColor colorWithCalibratedRed: 0 green: 0.59 blue: 0.886 alpha: 1];
//// Rectangle Drawing
NSBezierPath* rectanglePath = [NSBezierPath bezierPathWithRect: NSMakeRect(8.5, 7.5, 85, 25)];
[fillColor setFill];
[rectanglePath fill];
[NSGraphicsContext restoreGraphicsState];
}
#end
Subclass of NSButton:
#import "TWIButton.h"
#import "TWIButtonCell.h"
#implementation TWIButton
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
TWIButtonCell *cell = [[TWIButtonCell alloc]init];
[self setCell:cell];
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
// Drawing code here.
}
#end
Usage:
- (void)addSendButton:(NSRect)btnSendRectRect
{
TWIButton *sendButton = [[TWIButton alloc] initWithFrame:btnSendRectRect];
[self addSubview:sendButton];
[sendButton setTitle:#"Send"];
[sendButton setTarget:self];
[sendButton setAction:#selector(send:)];
}
Following are the things seems to be missing out from your code.
You are not calling the [super drawRect:dirtyRect]
You are not overriding + (Class)cellClass in the Class(TWIButton) which is derived from NSButton.
Below is the code after changes:
#implementation TWIButton
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
TWIButtonCell *cell = [[TWIButtonCell alloc]init];
[self setCell:cell];
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
// Drawing code here.
//Changes Added!!!
[super drawRect:dirtyRect];
}
//Changes Added!!!!
+ (Class)cellClass
{
return [TWIButtonCell class];
}
#end
Now keep the break point at drawBezelWithFrame and check it will get called.
One might forgo the NSButton subclass, since it looks like you are ONLY using it to instantiate the Cell type within the initializer.
Simply
NSButton *button ...
[button setCell: [[TWIButtonCell alloc] init] autorelease]];
btw. you will probably have a leak in the previous examples since you init and then call setCell that likely has its own retain.
I am using an NSToolbar and NSWindowController to change the views of an NSWindow. When the toolbar items are selected, the view is successfully changed for the window and the window changes it's size according to the view size. Upon the initial loading of the window, the contents of the view appear as expected. However, once a toolbar item is selected the contents of the new view are not visible and when the view is switched back to the original view, it's contents are no longer visible either. Not sure what is causing this so any help would be appreciated.
#import <Cocoa/Cocoa.h>
#interface WindowController : NSWindowController {
IBOutlet NSView *firstView;
IBOutlet NSView *secondView;
int currentViewTag;
}
- (IBAction)switchView:(id)sender;
#end
and
#import "WindowController.h"
#interface WindowController ()
#end
#implementation WindowController
- (id)init {
self = [super initWithWindowNibName:#"WindowController"];
if (self) {
}
return self;
}
- (void)windowDidLoad {
[super windowDidLoad];
}
- (NSRect)newFrameForNewContentView:(NSView*)view {
NSWindow *window = [self window];
NSRect newFrameRect = [window frameRectForContentRect:[view frame]];
NSRect oldFrameRect = [window frame];
NSSize newSize = newFrameRect.size;
NSSize oldSize = oldFrameRect.size;
NSRect frame = [window frame];
frame.size = newSize;
frame.origin.y -= (newSize.height - oldSize.height);
return frame;
}
- (NSView *)viewForTag:(int)tag {
NSView *view = nil;
switch (tag) {
case 0:
view = firstView;
break;
case 1:
view = secondView;
break;
}
return view;
}
- (BOOL)validateToolbarItem:(NSToolbarItem *)item {
if ([item tag] == currentViewTag) return NO;
else return YES;
}
- (void)awakeFromNib {
[[self window] setContentSize:[firstView frame].size];
[[[self window] contentView] addSubview:firstView];
[[[self window] contentView] setWantsLayer:YES];
}
- (IBAction)switchView:(id)sender {
double tag = [sender tag];
NSView *view = [self viewForTag:tag];
NSView *previousView = [self viewForTag:currentViewTag];
currentViewTag = tag;
NSRect newFrame = [self newFrameForNewContentView:view];
[NSAnimationContext beginGrouping];
if ([[NSApp currentEvent] modifierFlags] & NSShiftKeyMask)
[[NSAnimationContext currentContext] setDuration:1.0];
[[[[self window] contentView] animator] replaceSubview:previousView with:view];
[[[self window] animator] setFrame:newFrame display:YES];
[NSAnimationContext endGrouping];
}
#end
I tried out your code, and what I saw was not that the views disappeared, but that they were positioned wrongly and moved out of view. I fixed this by turning off auto layout in IB, and deselecting all the struts and springs in the size inspector. I also deselected the window's "restorable" property so that if you closed the program with view 2 visible, and reopened, the window (with view 1 inside) would be the correct size for view 1.
I need to assign a view to an NSMenuItem and do some custom drawing. Basically, I'm adding a little delete button next to the currently selected menu item, among other things. But I want my custom menu item to look and behave like a regular menu item in all other ways. According to the doc:
A menu item with a view does not draw
its title, state, font, or other
standard drawing attributes, and
assigns drawing responsibility
entirely to the view.
Ok, so I had to duplicate the look of the state column and the selection gradient, which wasn't that hard. The part I'm having trouble with is the way the menu item "flashes" or "blinks" after it is selected. I'm using an NSTimer to try to mimic this little animation, but it just feels off. How many times does it blink? What time interval should I use? I've experimented a lot and it just feels out of whack.
Has anyone done this before or have other suggestions on how to add a button to a menu item? Maybe there should be a stack exchange site just for custom cocoa drawing...
I know this is over a year old, but this was the first hit on my Google search and was unanswered, so I'm posting my answer for sake of those still looking for a solution.
For my app, I used Core Animation with a custom NSView for the NSMenuItem view. I created a new layer-backed view, set the background color, and added it to my custom view. I then animated the layer (the flashing part). Then in the -(void) animationDidStop:(CAAnimation *)anim finished:(BOOL)flag callback, I removed the overlay and closed the menu. This doesn't perfectly match the default NSMenu's flash, but I wanted a 37Signals/Stack Overflow Yellow Fade Technique, so it works for me. Here it is in code:
-(void) mouseUp:(NSEvent *)theEvent {
CALayer *layer = [CALayer layer];
[layer setDelegate:self];
[layer setBackgroundColor:CGColorCreateGenericRGB(0.0, 0.0, 1.0, 1.0)];
selectionOverlayView = [[NSView alloc] init];
[selectionOverlayView setWantsLayer:YES];
[selectionOverlayView setFrame:self.frame];
[selectionOverlayView setLayer:layer];
[[selectionOverlayView layer] setNeedsDisplay];
[selectionOverlayView setAlphaValue:0.0];
[self addSubview:selectionOverlayView];
CABasicAnimation *alphaAnimation1 = [CABasicAnimation animationWithKeyPath: #"alphaValue"];
alphaAnimation1.beginTime = 0.0;
alphaAnimation1.fromValue = [NSNumber numberWithFloat: 0.0];
alphaAnimation1.toValue = [NSNumber numberWithFloat: 1.0];
alphaAnimation1.duration = 0.07;
CABasicAnimation *alphaAnimation2 = [CABasicAnimation animationWithKeyPath: #"alphaValue"];
alphaAnimation2.beginTime = 0.07;
alphaAnimation2.fromValue = [NSNumber numberWithFloat: 1.0];
alphaAnimation2.toValue = [NSNumber numberWithFloat: 0.0];
alphaAnimation2.duration = 0.07;
CAAnimationGroup *selectionAnimation = [CAAnimationGroup animation];
selectionAnimation.delegate = self;
selectionAnimation.animations = [NSArray arrayWithObjects:alphaAnimation1, alphaAnimation2, nil];
selectionAnimation.duration = 0.14;
[selectionOverlayView setAnimations:[NSDictionary dictionaryWithObject:selectionAnimation forKey:#"frameOrigin"]];
[[selectionOverlayView animator] setFrame:[selectionOverlayView frame]];
}
-(void) animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
[selectionOverlayView removeFromSuperview];
NSMenuItem *enclosingMenuItem = [self enclosingMenuItem];
NSMenu *enclosingMenu = [enclosingMenuItem menu];
[enclosingMenu cancelTracking];
[enclosingMenu performActionForItemAtIndex:[enclosingMenu indexOfItem:enclosingMenuItem]];
}
It is actually possible to have your custom view flash like a regular NSMenuItem without implementing the animation manually.
Note: this uses a private API and also fixes a handful of other strange NSMenuItem quirks related to custom views.
NSMenuItem.h
#import <AppKit/AppKit.h>
#interface NSMenuItem ()
- (BOOL)_viewHandlesEvents;
#end
Bridging Header
#import "NSMenuItem.h"
MenuItem.swift
class MenuItem: NSMenuItem {
override func _viewHandlesEvents() -> Bool {
return false
}
}
This API really ought to be public, and if you're not developing for the App Store, it might be worth having a look at.
Here is my code that flashes a custom menu item.
int16_t fireTimes;
BOOL isSelected;
- (void)mouseEntered:(NSEvent*)event
{
isSelected = YES;
}
- (void)mouseUp:(NSEvent*)event {
fireTimes = 0;
isSelected = !isSelected;
[self setNeedsDisplay:YES];
NSTimer *timer = [NSTimer timerWithTimeInterval:0.05 target:self selector:#selector(animateDismiss:) userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:timer forMode:NSEventTrackingRunLoopMode];
}
-(void)animateDismiss:(NSTimer *)aTimer
{
if (fireTimes <= 2) {
isSelected = !isSelected;
[self setNeedsDisplay:YES];
} else {
[aTimer invalidate];
[self sendAction];
}
fireTimes++;
}
- (void)drawRect:(NSRect)dirtyRect {
if (isSelected) {
NSRect frame = NSInsetRect([self frame], -4.0f, -4.0f);
[[NSColor selectedMenuItemColor] set];
NSRectFill(frame);
[itemNameFld setTextColor:[NSColor whiteColor]];
} else {
[itemNameFld setTextColor:[NSColor blackColor]];
}
}
- (void)sendAction
{
NSMenuItem *actualMenuItem = [self enclosingMenuItem];
[NSApp sendAction:[actualMenuItem action] to:[actualMenuItem target] from:actualMenuItem];
NSMenu *menu = [actualMenuItem menu];
[menu cancelTracking];
// [self setNeedsDisplay:YES]; // I'm not sure of this
}