I'm not certain why this isn't working, but maybe someone here can shed some light on what the problem might be. I am working on game based on the XCode OpenGL template. I have a small GLKViewController with a view that does not take up the full screen area, so I'm creating it inside another UIViewController that does have a full screen view as a container. This works, and my update/draw methods are called as I would expect.
However, when I take my container view (with the GLKViewController inside it) and try to initialize it inside a UINavigationController as the rootViewController, the update method for the GLKViewController never gets called, and the draw methods is called exactly once.
This view hieracrhy works fine if there is no UINavigationController, however as soon as it's added, it does not work. I have verified that the viewDidLoad for the GLKViewController is being called. The context is initialized, because I can see the first frame, but after that it looks like the draw/update messages are being swallowed up. I can get around this by not using a navigation controller for this particular view, but I'd like to understand why this does not work. Any idea on what might be happening to the draw/update functions?
I recently managed to get GLKViewController running inside a Master/Detail view controller and faced this same problem.
Did you check that GLKViewController is not paused?
This would fire the update loop:
self.paused = NO;
Related
Please note this is not an iOS question.
I have an NSView-based app (i.e. not document-based), and I’d like to bolt on a printing subsystem. I can get NSViews in my main controller to print ok. However, I want to have a special view constructed just for printing. The view should not show in the app’s window. The view contains two NSTextFields, two NSTextViews, and 5 labels.
I cannot seem to figure out a way to do this. I have tried various forms of these examples:
Add an NSView to my main view window? Seems logical, but it’s awkward in a storyboard, (I can’t position the view in the storyboard).
Programmatically create a custom NSView with a xib?
For this, I’ve tried:
#IBOutlet weak var printView: NSView!
….
let printOperation = NSPrintOperation(view: printView!)
This results in the comprehensive "fatal error: unexpectedly found nil while unwrapping an Optional value” message.
The outlets are configured correctly (I think)
A seperate ViewController? If so, how can I avoid having two print buttons — one to call the print controller, and the second, to print the PrintController’s view.
I’ve tried reading the Apple docs, but they are not the way I learn best. There are also no Print documents in Swift that I've found. I’ve waded through many SE questions, but have come up blank. Could you point me towards a solution please.
I think the specific problem here is that you're never causing the view to be loaded.
You can double check whether this is the case by overriding the viewDidLoad method on the controller. If it's never called, your view is never loaded from the nib.
Normally the UI machinery takes care of all that when you display a view controller, which is why it can be so confusing when it doesn't happen.
You should be able to trigger the view load by accessing the view property on the controller. e.g.
_ = self.view // Touch the view to force it to load
https://developer.apple.com/documentation/appkit/nsviewcontroller/1434401-view has some additional information.
You can also call loadView() directly although that's usually frowned upon.
I have an NSArrayController bound to CoreData in my application. It is also bound to a TableView that displays the data. Two buttons are bound to the ArrayController that add and remove lines. All of this is working as expected. I can add, edit, save, and remove CoreData Entries.
There is a section of my app that is to accept drag and drop operations from files (working). It takes the data from the files, looks for various information, and is to insert this information into the Core Data database via the NSArray Controller.
I have added the class handling the parsing/adding of the file to the database as an object in IB. I created an IBOutlet for the array controller in the class, and bound the controller to the class' referencing outlet.
If I add a button to the interface to directly call the method that adds a custom record to the database, everything works. If the method is called via the drag and drop operation, nothing works, even logging a simple [arrayController className] returns null (though returns NSArrayController as expected when the method is called from the button click).
The only difference I can see is that when accessed through the button click, the method is called directly, while the other way passes through my drag and drop class before loading the parsing class, but I'm completely stuck on how to remedy this situation. I'll be happy to provide code, just not sure which code you'll need.
Any help is appreciated. Thanks!
==================
UPDATE
turns out I was connecting the IBOutlet to a class (a subclass of a view) object in IB instead of to the view itself handling the drops. Connecting these up made things work. Well, not work, I have other issues to iron out now, but the Array controller is now instantiated.
Moved from comment to answer: The array controller you are trying to add stuff is not instantiated. I assume you are not referring to your original NSArrayControllerinstance but maybe a new created one? Probably a problem of communication between your class instances.
Debugging this should be straightforward ... using the debugger. Set a few breakpoints (one at each action the button(s) call, and one at each point where your class instances are meant to talk to each other (your importer and your main controller)). Run, test, step through the code when the debugger breaks at each breakpoint.
My guess: An outlet is not hooked up (is nil) in IB or is not yet reconnected at runtime (see -awakeFromNib and make sure you're not trying to touch an outlet or action that hasn't been fully reconnected from the nib at runtime by the time you're trying to use it).
Something’s not hooked up right, BUT you don’t want to do it this way anyways. There’s no advantage to inserting via an NSArrayController. Just create new objects with NSEntityDescriptions:
+ (id)insertNewObjectForEntityForName:(NSString *)entityName inManagedObjectContext:(NSManagedObjectContext *)context;
And you’re done. If your NSArrayController is hooked up correctly it’ll auto-fetch the new objects at the end of the event so the user will see them “immediately.”
I am developering in iOS 5.1 and is pretty happy with these methods in UISplitViewControllerDelegate
splitViewController:willHideViewController:withBarButtonItem:forPopoverController
splitViewController:willShowViewController:invalidatingBarButtonItem:
however, now I notice that these two methods will be only called when the device is rotating and thus the orientation changes. What I am trying to do is to segue(replace segue) my detail view controller to another one. In the new detail view controller, I will always hide the master view controller even in landscape and therefore I need the button.
Without the delegate being called of these two methods, how can I get the button?
If you are hiding your master view controller even in landscape (by means of split view controller delegate), the splitViewController:willHideViewController:withBarButtonItem:forPopoverController: will be called, so you can safely put your code there.
I created a view Called ProgrammaView that appears when a row of a table is clicked.
This view has a UILabel, a UIImageView and a UITextView.
Now.
ProgrammaView's Outlets have to be changed by the parameter passed to a method of the view called iniz.
in this
image there is first the ProgrammaView.h and then the method iniz.
The problem is that the label and other stuff doesn't change!
I checked 3 million times that everything between the xib file and the controller is linked.
The trick to call iniz in the other viewcontrollers works well in other part of the program so i think is not that the problem.
Thank you in advance!
You need to call setNeedsDisplay to indicate that the view should be redrawn.
My understanding is that you start up and show view after that you update the values and expect the view to display new values.
You need to call setNeedsDisplay to indicate that the view should be redrawn. Try to add it at the end of your iniz method.
See apple doc.
I have a custom NSPopUpButtonCell and I'm trying to override drawImage:withFrame:inView. Strangely, the drawImage method is never called, but the image appears on screen. What am I missing?
I've checked to make sure my cell is properly installed -- I am getting drawWithFrame:inView:controlView messages.
Note that I'm trying to compensate for an image only gradient-style button not properly centering it's image (it's 1 pixel to the left of where it should be).
NSPopupButtonCell inherits from NSMenuCell and NSMenuCell has a method called drawImageWithFrame:inView: which might be what you're looking for. It has several other drawing methods too so check those and see which one is being called.