Distinguishing actual scrollwheel vs trackpad vs tablet scrolling events - macos

It seems scrollWheel: has to be it, for receiving these. Unfortunately the trackpad's scrolling deltas are orders of magnitude higher than a mouse's, so the scroll speed is psychotically high. Ergo I need to distinguish them so that I can apply an appropriate dampener.
The docs perplexingly note that while you usually do this by checking NSEvent's subtype, in scrollWheel: specifically that doesn't work. But they don't say what you should do. Experimentation has shown me that while trackpad scrolls are indeed not correctly typed as NSTouchEventSubtype, their type is different from mouse wheel scrolls - NSTabletPointEventSubtype vs NSMouseEventSubtype. The problem is, NSTabletPointEventSubtype is also what's used for genuine tablet scroll events, and the deltas in those are even more ridiculously high. So I need to distinguish those too.
NB: Similar prior questions include this, where the only suggestion was inference based on an undocumented API, or others featuring similar hacks. Some seem to be recommending that you ignore scrollWheel: entirely and track touch events manually, but that seems to be a lot of redundant work that might break in future OS releases.

I believe [event hasPreciseScrollingDeltas] is what you're looking for. It's available in OS X 10.7.

Related

What is the recommended frequency for UI changes?

I have a cocoa application window (NSWindow) which position on the screen should be updated frequently (depending on some calculation). As noticed in the documentation, UI changes should be made on the main thread:
void calculationThread()
{
while(true)
{
calculatePosition();
if(positionChanged)
{
dispatch_async(dispatch_get_main_queue(), ^{ setWindowPos(); });
}
}
}
void setWindowPos()
{
[window setFrame:_newFrame display:YES];
}
Now the problem I have is that the window movement is very slow and delayed. After making some profiling I see that the calculation process takes about 40mSec, meaning that I'm queueing up a backlog of UI updates 25 times a second.
I've read here that this might be faster than they can be processed and timer should be used to fire the changes every tenth of a second or so. But, wouldn't it be too slow for the human eye (I mean, in that case the movement wouldn't be delayed but would be lagged causing pretty much the same affect).
I will appreciate some knowledge sharing on this. Actually my main 2 questions are:
Are 25-30 UI updates per second really to much?
If yes, what is the recommended UI changes frequency?
The frequency at which a window can be moved around onscreen without problems will of course depend upon the speed of the user's machine, the video card they have, the size of the window, and probably a bunch of other factors. There is no single good answer to this. However, if you just drag a window around on your screen, you will notice that it can probably be moved very smoothly (unless your machine is very busy or very low on memory or something); I would not expect 25 times per second to produce a problem on a modern Mac. Not even close, in fact.
#RobNapier's points about Core Animation etc. are fine, but overstated I think; there is nothing inherently wrong with changing your UI using a timer or other periodic update if that is what you actually want to do. CoreAnimation is a toolkit for making some types of animation easier; using it is not required, and it is not suited to every problem. Similarly, if you want to make changes that are actually synched to screen refresh then CVDisplayLink is useful, but it doesn't really sound like that's what you want to do.
For your purposes, your basic approach seems fine, although I would suggest adding an NSDate check in order to skip updates if the previous update was less than, say, 1/60th of a second previous. After all, the calculation appears to take 40mSec on your machine, but it might be much faster on some other machine; you want to throttle your drawing to a reasonable rate just to be a good citizen.
So what is the problem, then? I suspect the issue might actually be your call [window setFrame:_newFrame display:YES]. If you look at Apple's docs for that method, they state "When YES the window sends a displayIfNeeded message down its view hierarchy, thus redrawing all views." Each time you call that method, then, you are not only moving your window (which I gather is your intention); you are redrawing all of the contents of the window, too, and that is slow. If you don't need to do that, then that is the overhead you need to eliminate. Call setFrameOrigin: or setFrameTopLeftPoint: instead (which make the semantics clear, that you are moving the window without resizing it or redrawing it), or perhaps just setFrame:display: passing NO instead of YES, and I'm guessing your performance problem will vanish.
If you do in fact need to redraw the window contents every time, then please edit the problem description to reflect that. In that case, the solution will have to involve profiling why your window drawing is slow, and figuring out ways to optimize that, which is an entirely different problem.
As you've discovered, you should never try to drive the UI from a tight loop. You should let the UI drive you. There are three primary tools for that.
For simple problems, AppKit is capable of moving windows around the screen. Just call [NSWindow setFrame:display:animate:]. You can override animationResizeTime: to modify the timing.
In many cases AppKit doesn't give enough control. In those case, the best tool is almost always Core Animation. You should tell the system using Core Animation how you where you want UI elements to wind up, and over what period and path, and let it do the work of getting them there. See the Core Animation Programming Guide for extensive documentation on how to use that. It focuses on animating CALayer, but the techniques are similar for NSWindow. You'll use [NSWindow setAnimations:] to add your animation. Look at the NSAnimatablePropertyContainer protocol (which NSWindow conforms to) for more information. For a simple sample project of animating NSWindow, see Just Say No from CIMGF.
In a few cases, you really do need to update the screen manually at the screen update frequency. I must stress how rare this situation is. In almost all cases, Core Animation is the correct tool. But in those rare case (some kinds of video for instance), you can use a CVDisplayLink to handle this. That will call you each time the screen would like to refresh, giving you an opportunity to update your content to match.

how do i enable screen zoom/magnification programmatically under os x?

i'm talking about the "zoom" functionality in the universal access system preference panel. normally this is accomplished with command–option–8. then the zoom controls are command–option–+ (magnify) and command–option–- (minus/minify).
my most recent attempt involved sending the keypresses for the shortcuts as events. however this approach has serious bugs. on top of that, i don't know whether the user already has zoom enabled. i'm looking for something cleaner. like, the way you're supposed to do it.
of course there is always using applescript to open the system preferences pane and toggle the radio buttons, but that is not really what i would call "clean."
even if you don't know exactly how to accomplish what i'm asking, even some pointers as to where this kind of thing (programmatic toggling of os functionality) might be documented would be helpful. the language doesn't matter. thanks.
it's not quite what i wanted, but UAZoomEnabled() in /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/Headers/UniversalAccess.h lets me know whether zoom is currently enabled. then i know whether to send the command-option-8 keystrokes using CGEventCreateKeyboardEvent(), CGEventSetFlags() and CGEventPost(). in order to make sure that they're zoomed in 10 ticks, i zoom out 100 ticks, then zoom in 10 ticks.
source: http://lists.apple.com/archives/accessibility-dev/2011/Mar/msg00013.html

Readymade Cocoa Spotlight UI Components

I'm new to developing on the Mac and am looking to implement an interface similar to Spotlight's - the main part which seems to be an expanding table/grid view.
I was wondering if there is a component Apple provides for creating something like this or is available open source else where.
Of course if not I'll just try and work something out myself but it's always worth checking!
Thanks for your help in advance.
New Answer (December, 2015)
These days I'd go with a vertical stack view ( NSStackView ).
You can use its hiding priorities to guarantee the number of results you show will fit (it'll hide those it can't). Note, it doesn't reuse views like a table view reuses cell views, so it's only appropriate for a limited number of "results" in your case, especially since it doesn't make sense to add a bunch of subviews that'll never appear. I'd go so far as to say outright you shouldn't use it for lists of things you intend to scroll (in this case, go with a table view).
The priority setting can be used to make sure your assumption of what should be "enough" results doesn't cause ugly layout issues by letting the stack view "sacrifice" the last few.
You can even emulate Spotlight's "Spotlight Preferences" entry (or a "show all" option) by adding it last and setting its priority to required (1000) so it always stays put even if result entries above it are hidden due to lack of space.
Lately all my UI designs for 10.11 (and beyond) have been making heavy use of them. I keep finding new ways to simplify my layouts with them. Given how lightweight they are, they should be your go-to solution first unless you need something more complex (Apple engineers stated in WWDC videos they're intended to be used in this way).
Old 2011 Answer
This is private Apple API. I don't know of any open-source initiatives that mimic it off-hand.
Were I trying to do it, I might use an NSTableView with no enclosing scroll view, no headers, two columns, right-justified lighter-colored text in the left column, the easily-googled image/text cell in the right column, with vertical grid lines turned on. The container view would observe the table view for frame changes and resize/reposition accordingly.
Adding: It might be a good idea also to see if the right/left justified text (or even the position of the columns) is different in languages with different sweep paths. Example: Arabic and Hebrew are read right-to-left. Better to adapt than to say "who cares" (he says flippantly while knowing full well his own apps have problems with this sort of thing :-)). You can test this by making sure such languages are installed on your computer, then switching between them and testing out Spotlight. Changing languages shouldn't pose an issue since the language switching UI doesn't rely on reading a foreign language. :-)

WP7 Toggle switch in a Pivot control?

Is there any way to control the threshold of the flick action to on/off a toggle switch so that it doesn't mess with the pivot control's navigation?
Sorry, but I'm going to avoid you're question (I can't answer it anyway) and suggest you use a different approach.
You could (I assume) use a checkbox to just as easily provide the option to the person using the application. Afterall a toggle switch has the same functionality as a checkbox (specify/choose between two states) it just implements the interaction differently.
The toggle switch has not been designed/built (AFAIK) to support being used on top of something which also supports the same gesture.
As a general rule of usability, having controls on top of each other (or even next to each other) which support the same gesture is likely to cause problems for the user. Even if the problems are through accidentaly triggering the wrong gesture or expectations about how their gesture will be interpretted.
In summary: this is a really tricky problem to solve; I don't think you can with the controls as they are; and the problem goes away entirely if you use a different control for toggling anyway.
I've had the same problem with my codermate, we've been digging this for many hours and we finally reached the top of the hill and we came up with a solution.
This solution works for the bing map control:
on mouse enter: myMapControl.CaptureMouse();
on mouse leave: myMapControl.ReleaseMouseCapture();
And there you go, when you'll navigate inside the map the pivot won't do transition ;)
If you don't get the point, just poke me and I'm going to explain with real code (I'm quite busy right now).
Cheers
This solution posted recently seems to be working out for people for dealing with gesture conflicts on pano / pivot. You might like to check it out.
Preventing the Pivot or Panorama controls from scrolling
Set the IsHitTestVisible = false in your root pivot control
The solution to this is simple, and comes from my experience with Android and iPhone application development.
simply make sure you only tap into the OnMouseLeave event - not the OnChecked or the OnMouseClick as these will accidentally fire just by touching the toggle.
You want make sure that they were touching it when they let go of the screen, and this (unless you put the toggle on the edge of the screen will almost never be the case

Know any unobstrusive, simple GUI guidelines or design recommendations for notifications?

I'm in the process of designing and testing various ideas for an application whose main functionality will be to notify users of occurring events and offer them with a choice of actions for each.
The standard choice would be to create a queue of events showing a popup in the taskbar with the events and actions, but I want this tool to be the less intrusive and disrupting as possible.
What I'm after is a good book or papers on studies of how to maximize user productivity in these intrinsically disruptive scenarios (in other words, how to achieve the perfect degree of annoying-ness, not too much, not too little).
The user is supposedly interested in these events, they subscribe to them and can choose the actions to perform on each.
I prefer books and papers, but the usual StackOverflow wisdom is appreciated as well.
I'm after things like:
Don't use popups, use instead X
Show popups at most 3 seconds
Show them in the left corner
Use color X because it improves readability and disrupts less
That is, cognitive aspects of GUI design that would help users in such a scenario.
For notification, I prefer small notification windows in the bottom right corner. If they have a minimum UI allowing me to take some quick action, it would be ideal.
As model: incoming mail notification from Outlook, Skype notifications for incomming calls, etc.
I have read and recommend:
About Face 3
The Design of Everyday Things
I don't know of any formal articles but the Ubuntu UI design team have considered this issue and you may find something of value in their notification design guidelines or in this discussion by Mark Shuttleworth.
Sorry, no book recommendation here, just one piece of advise: Ultimately, you should let your users decide.
In my experience, what one user considers to be a useful feature is seen as completely broken by the second, while the third doesn't care at all.
Offer them 3-5 options how they will be alerted (including the option to turn alerts off ;-). Of course you should optimise these options as much as possible, hopefully some other answers here can help you with that.
A collection of possibilities:
Change a static tray icon. Useful if the user doesn't have to answer each message immediately, and relatively unobtrusive. Should be an overlay on the original image, making sure that the user recognizes which application it's from, and should be different enough that the user immediately understands that it's not the original icon (for example, a red / yellow exclamation mark on a blue / green background).
Change the tray icon to a dynamic variant. This will be more obtrusive, grabbing the user attention periodically, but is useful when the message is urgent. Could for example be a revolving version of a circular logo, or a pulsating square logo. Depending on the urgency, the animation could repeat endlessly (highly distracting) or once in a while. Use with care :)
Pop-over box in a corner of the screen. This should give some context info, the primary object of which is to enable the user to decide whether or not it's worth checking out immediately. Could afford clicking by using a "More" link or big "+" sign.
Focus the application window immediately. Enormously intrusive, and should not even be used in case of nuclear meltdowns (what if the user already knows the meltdown is occurring, and is looking elsewhere for a solution?). Just don't.
I think an answer depends highly on the specifics of the UI you are working within. However, for general guides
The GNOME desktop environment's human interface guidelines (HIG) is a useful resource if your environment is GNOME, and perhaps informative if it's not. There is a section on using the "desktop notification area": http://library.gnome.org/devel/hig-book/stable/desktop-notification-area.html.en. This covers not overloading the area, etc. (perhaps analogous to the win32 tray).
Apple have their own HIG document. Part of this describes using the Dock for conveying status information: http://developer.apple.com/documentation/userexperience/Conceptual/AppleHIGuidelines/XHIGMOSXEnvironment/XHIGMOSXEnvironment.html#//apple_ref/doc/uid/TP40002721-TPXREF139
Apple also have a separate HIG document for the iPhone. there are several notification techniques described within, e.g. "alerts" http://developer.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/ModalViews/ModalViews.html#//apple_ref/doc/uid/TP40006556-CH11-SW1 which are specifically described as to be used for critical information (due to their disruptiveness).
Several apple iphone apps adjust their icon to convey some status info: e.g. mail, SMS, phone all indicate the number of outstanding mails, SMS messages, or missed calls/voicemails as part of their launch icon. I can't, however, find any reference to that in a cursory scan of the apple iphone HIG.

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