Removing Border from NSBrowser - cocoa

As the title says, I actually want to remove the border from an NSBrowser control. The parents are NSView and NSControl. There's no available methods in NSBrowser itself, and neither in the parent controls. This one seems completely undocumented.
As to the reason for removing the border, because it's programatically docked into another view, so the view hierarchy means there's a border already.
Any ideas?

Just embed it a plain NSView ("Custom View" in IB) and make the browser's frame "outset" by 1 point in all directions from the containing view's bounds. The containing view will clip the browser to eliminate the border. Then place that containing view into the surrounding view hierarchy, rather than adding the browser directly.

NSBrowser uses NSBrowserCell to implement its interface.
That inherits from NSCell.
NSCell should provide the methods you need.
From NSCell class reference...
Managing Display Attributes
– setBezeled:
– isBezeled
– setBordered:
– isBordered
– isOpaque
– setControlTint:
– controlTint
– setBackgroundStyle:
– backgroundStyle
– interiorBackgroundStyle

Remove the border on the NSScrollView that it is enclosed in.

Neither of existing answers worked for me.
Embedding in NSView looked like an acceptable workaround, but it clips the browser.
NSScrollView isn't superclass of NSBrowser.
Layer is not used for this border, it's nil.
NSBrowserCell has nothing to do with NSBrowser's border.
Use borderType: NSBorderType property (same as in some other classes), setting it in Interface Builder. In Identity Inspector (⌘+⎇+3) add to User Defined Runtime Attributes:
Key Path: borderType
Type: Number
Value: 0 (corresponds to NSBorderType.noBorder)

For those, who still looking for a solution. NSBrowser is the subclass of NSView. You can set an NSView layer's border width to 0:
(Swift)
self.layer?.borderWidth = 0

Related

Class name of the NSView containing text attribute controls that IB adds to NSWindow

When I add a NSTextView via IB, IB adds a string of text attribute controls below the window title. It's a great feature, but it is aligned left not centered. I'm trying to find documentation so I can center it. But, I can't find any reference to it.
What is its class name? Where is it documented?
It's called "Inspector Bar". NSTextView has a property usesInspectorBar to enable/disable it.
The question is probably a duplicate if this and it seems the bar cannot be tweaked.

NSScrollView and ScrollToPoint on an NSImage

I have a NSView as the documentView for a NSScrollView. I also have a NSImageView as a subview of the NSView. The image dynamically changes size so the scroll bars become active/inactive at various times. Once the image has changed, I'd like to scroll to a certain point on the image. From within the NSView's drawRect: method, I call
[[myScrollView contentView] scrollToPoint: myPoint];
The scroll bars update and the image appears as I'd like, but as soon as the image is scrolled, a double image appears or parts of the image get cut off. Any help would be appreciated. Thank you.
Sounds like you might want to turn off the "Copy On Scroll" behavior option of the NSScrollView either in Interface Builder or programmatically.
From Scroll View Programming Guide for Mac OS X: How Scrolling Works:
The NSClipView class provides low-level scrolling support through the
scrollToPoint: method. This method translates the origin of the
content view’s bounds rectangle and optimizes redisplay by copying as
much of the rendered document view as remains visible, only asking the
document view to draw newly exposed regions. This usually improves
scrolling performance but may not always be appropriate. You can turn
this behavior off using the NSClipView method setCopiesOnScroll:
passing NO as the parameter. If you do leave copy-on-scroll active, be
sure to scroll the document view programmatically using the NSView
method scrollPoint: method rather than translateOriginToPoint:.

Using CALayer as a background for other NSViews

I have an application with an NSTableView in a window. I want to use a CALayer as the background for the entire window, and the table view. In all my my experiments so far, the CALayer always draws over the NSTableView, which is not the effect I'm looking for. Is there a way to make this work, or am I simply out of luck due to the nature of layer-hosting views vs NSViews?
My test setup is a window with the usual NSScrollView/NSTableView combo, and a sibling NSView behind it in the view order. The NSView is set to be layer-hosting with my custom layer within it (just a layer with a backgroundColor set). I've experimented with setting the window's content view to be layer-backed, as well as the table view itself, as well as wrapping the NSScrollView in a layer-backed NSView. The result is always the same.
Thanks for any insight you might be able to provide.
It is simple. all overlapping views or layers should be layer backing or layer hosting for correct ordering.
you can set [tableview setWantsLayer:YES]
or simply check it in the layers tab when editing the interface.

How to "turn off" transparency inheritance from UIView to controls inside the view in IB?

I have a UIView in Interface builder (Xcode 4.1)that has its alpha set to 0.1 .
On top of that view, there are some UIbutton objects. These buttons are children of that view, not simple positioned on top of it - this I clearly see in the object explorer.
The problem is, those buttons inherit the alpha settings from their parent view.
How can I turn this alpha inheritance off?
Old question, I know. I was just hoping for the same (although it does not make much sense) and tripped over this. No, it's not possible. The alpha value is always inherited from the parent value, overall transparency of the child view is a combination of own and parent's alpha.
I'm not sure but there should not be any problems caused by placing the buttons on top of the 'container' view instead of inside it. If you absolutely need a common handle for them you can wrap everything in e.g. another UIView.

NSTextField over NSOpenGLView

I have made a window with an NSOpenGLView that I am rendering openGL content into.
I want to add some buttons and text fields to the view: I can add NSTextFields and NSButtons using interface builder (or code) but they do not appear.
NSOpenGLView is documented as not being able to have sub views, so I then made my own CustomGLView by deriving directly from NSView and implementing the code to create and use a NSOpenGLContext in it. But the subviews are still not appearing :- the OpenGL context paints over them.
On Windows this problem does not exist:- Windows used to host OpenGL MUST have the WS_CLIPCHILDREN and WS_CHIPSIBLINGS styles set ensuring that any peer, or sub children (views) will not be obscured by the OpenGL surface.
How do I get subviews to display over a NSView thats drawing using OpenGL ?
You have 2 choices:
Create a window just for the text field. Add as a child window of the one hosting the OpenGL view. Major downside is you have to manage positioning it correctly if the Open GL view is moved.
Set up your view hierarchy like so:
Layer-backed view
Layer-hosting view whose layer contains an OpenGL layer
Text field
Simply call -setWantsLayer:YES on the subviews of the NSOpenGLView.
NSOpenGLView cannot have subviews according to the documentation. Even if you subclass the NSOpenGLView, that will change nothing.
What you can do is to create a NSView that will hold both the NSOpenGLView and the NSTextField. You then overlap them in the right order to make one draw atop the other.
I'm not heavily into OpenGL yet, but it's my understanding that you can accomplish the visual effect of subviews with Quartz Extreme using layer-backed views; however, those may be problematic. Since subviews are not supported directly, any solution is liable to be a hack.
Indeed, the solution in that link actually hacks a second window to appear over your OpenGL display, the second window displaying the Cocoa views you desire.
The following code (from the above link) is something I've not tested (again not being an OpenGL guy by nature -- yet), but appears like a fairly clever approach:
// This is the GL Window and view you already have
glWindow = [[GLWindow alloc] initWithContentRect:windowRect];
glView = [[[GLView alloc] initWithFrame:NSMakeRect(0, 0, windowRect.size.width, windowRect.size.height)] autorelease];
[glView translateOriginToPoint:NSMakePoint(glView.bounds.size.width/2, glView.bounds.size.height/2)];
[glWindow setContentView:glView];
// And here's your transparent UI window
uiWindow = [[TransparentWindow alloc] initWithContentRect:windowRect];
uiView = [[[NSView alloc] initWithFrame:NSMakeRect(0, 0, windowRect.size.width, windowRect.size.height)] autorelease];
[uiView translateOriginToPoint:NSMakePoint(uiView.bounds.size.width/2, uiView.bounds.size.height/2)];
uiView.wantsLayer = YES;
[uiWindow setContentView:uiView];
[glWindow addChildWindow:uiWindow ordered:NSWindowAbove];
Again, I've not tested this, but it looks like it will get you the visual effect you desire.
The text can be rendered into a texture -- I just used this for a project, did a lot of looking for sample code, and ultimately found Apple's GLString demo code, which was an absolute trove of how-to:
http://developer.apple.com/library/mac/#samplecode/CocoaGL/Listings/GLString_m.html
I haven't tried adding buttons, but you can, of course, draw your own and comparing the positions of click events with those of your buttons...
This was my solution:
1) Create a parent NSView (let's call it parentView).
2) Add an NSOpenGLView Child to parentView.
3) Add an additional NSView Child to parentView (make sure this is after the OpenGLView within the hierarchy). You can add additional TextFields, etc. to this view.
4) In the ViewController for the parent make sure you call [parentView setWantsLayer: TRUE]; I did this within -(void) viewWillAppear
1) The NSOpenGLView can have a subview. It can have plenty even.
2) The reason some views, controls and other elements are being bullied by NSOpenGLView is due to the loading process when the Application launches. I.e If you add a slider or textfield above and into the content view of the window where the NSOpenGLView also resides, upon Application-Launch that textfield will most likely wind up beneath the NSOpenGLView.
This is an Apple Bug. And they know about it.
You can solve it quite easily even without adding a subview to NSOpenGLView...
In Interface Builder drag i.e. a CustomView into the canvas (Not the view). And set it the way you want it with sliders, text and what not. Then create an outlet (Call it i.e topView) in your view controller. Then somewhere in your code... Perhaps (applicationDidFinishLaunching) add this line...
[_window.contentView addSubview:_topView];
(Do your positioning & layout)
This will do the exact same thing as if you had dragged it into the contentView yourself inside IB. Only it will draw the darn thing in the correct Z position.
You loose IB's constraints this way and have to it manually
One could also just subclass and CAOpenGLLayer and use that as a backing layer inside of a regular NSView. There too it is drawn correctly...
Here is Apple's way of wanting to do that. CALayers are a Godsend ;)
Enter following String ** NSOpenGLLayer** in search and hit enter to get to where it is...
NSOpenGLLayer
Hope this helps....

Resources