How to specify a group when displaying an ABPeoplePickerNavigationController? [duplicate] - xcode

How do you specify a group when initially displaying an ABPeoplePickerNavigationController (so it doesn't automatically display "All Contacts")?

Yeah, I do. I had to make it work.
Set your class as the delegate of the people picker (pp.delegate = self;)
Then implement:
- (void)navigationController:(UINavigationController *)navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
if([navigationController.viewControllers count] > 1) {
navigationController.delegate = nil;
[navigationController popViewControllerAnimated:NO];
}
}
It seems to work best with animation off, but still works with it on but sort of goofy. Only tested on simulator.
D

Related

NSTextView undo/redo attribute changes (when not first responder)

I'm building a basic text editor with custom controls. For my text alignment control, I need to cover two user scenarios:
the text view is the first responder - make the paragraph attribute changes to textView.rangesForUserParagraphAttributeChange
the text view is not the first responder - make the paragraph attribute changes to the full text range.
Here's the method:
- (IBAction)changedTextAlignment:(NSSegmentedControl *)sender
{
NSTextAlignment align;
// ....
NSRange fullRange = NSMakeRange(0, self.textView.textStorage.length);
NSArray *changeRanges = [self.textView rangesForUserParagraphAttributeChange];
if (![self.mainWindow.firstResponder isEqual:self.textView])
{
changeRanges = #[[NSValue valueWithRange:fullRange]];
}
[self.textView shouldChangeTextInRanges:changeRanges replacementStrings:nil];
[self.textView.textStorage beginEditing];
for (NSValue *r in changeRanges)
{
#try {
NSDictionary *attrs = [self.textView.textStorage attributesAtIndex:r.rangeValue.location effectiveRange:NULL];
NSMutableParagraphStyle *pStyle = [attrs[NSParagraphStyleAttributeName] mutableCopy];
if (!pStyle)
pStyle = [[NSParagraphStyle defaultParagraphStyle] mutableCopy];
[pStyle setAlignment:align];
[self.textView.textStorage addAttributes:#{NSParagraphStyleAttributeName: pStyle}
range:r.rangeValue];
}
#catch (NSException *exception) {
NSLog(#"%#", exception);
}
}
[self.textView.textStorage endEditing];
[self.textView didChangeText];
// ....
NSMutableDictionary *typingAttrs = [self.textView.typingAttributes mutableCopy];
NSMutableParagraphStyle *pStyle = typingAttrs[NSParagraphStyleAttributeName];
if (!pStyle)
pStyle = [[NSParagraphStyle defaultParagraphStyle] mutableCopy];
[pStyle setAlignment:align];
[typingAttrs setObject:NSParagraphStyleAttributeName forKey:pStyle];
self.textView.typingAttributes = typingAttrs;
}
So both scenarios work fine... BUT undo/redo doesn't work when the change is applied in the 'not-first-responder' scenario. The undo manager pushes something onto its stack (i.e Undo is available in the Edit menu), but invoking undo doesn't change the text. All it does is visibly select the full text range.
How do I appropriately change text view attributes so that undo/redo works regardless of whether the view is first reponder or not?
Thank you in advance!
I'm not sure, but I have two suggestions. One, check the return value from shouldChangeTextInRanges:..., since perhaps the text system is refusing your proposed change; a good idea in any case. Two, I would try to make the not-first-responder case more like the first-responder case in order to try to get it to work; in particular, you might begin by selecting the full range, so that rangesForUserParagraphAttributeChange is then in fact the range that you change the attributes on. A further step in this direction would be to actually momentarily make the textview be the first responder, for the duration of your change. In that case, the two cases should really be identical, I would think. You can restore the first responder as soon as you're done. Not optimal, but it seems that AppKit is making some assumption behind the scenes that you probably just have to work around. Without getting into trying to reproduce the problem and play with it, that's the best I can offer...
The issue is a typo on my part in the code that updates the typingAttributes afterwards. Look here:
//...
NSMutableParagraphStyle *pStyle = typingAttrs[NSParagraphStyleAttributeName];
// ...
Doh! Needs to be really mutable...
//...
NSMutableParagraphStyle *pStyle = [typingAttrs[NSParagraphStyleAttributeName] mutableCopy];
// ...

View Based Table Cells on OS X not showing data properly

So I admit to being a total noob to cocoa, so I offer a noob question. I'm probably just missing the dumb obvious somewhere but i just cant seem to get my table to populate data.
I'm following the table view playground example but everytime i try to mimic the Basic TableView Window the first row becomes the height of the number of rows i added (at least thats what it looks like. Here is my code:
- (id)tableView:(NSTableView *)tableView objectValueForTableColumn:(NSTableColumn *)tableColumn row:(int)row
{
NSString *identifier = [tableColumn identifier];
if ([identifier isEqualToString:#"filename"]) {
// We pass us as the owner so we can setup target/actions into this main controller object
NSTableCellView *cellView = [fileBrowserTable makeViewWithIdentifier:identifier owner:self];
// Then setup properties on the cellView based on the column
cellView.textField.stringValue = [fileList filenameAtIndex:row];
cellView.imageView.objectValue = [[NSWorkspace sharedWorkspace] iconForFile:[fileList fullPathAtIndex:row]];
return cellView;
}
else if ([identifier isEqualToString:#"path"]) {
NSTextField *textField = [fileBrowserTable makeViewWithIdentifier:identifier owner:self];
textField.objectValue = [fileList pathAtIndex:row];
return textField;
}
else if ([identifier isEqualToString:#"preview"]) {
NSTextField *textField = [fileBrowserTable makeViewWithIdentifier:identifier owner:self];
textField.objectValue = [fileList previewAtIndex:row];
return textField;
}
return nil;
}
I think its worth mentioning that when using a the old school text field cell, I have no problems displaying data (of course the above code is different in that case) so im positive sure its not a problem with my data structure that holds the values. I have also set the correct delegate and data source
The cell using the 'filename' identifier uses the 'image and text table view cell' while the others use just a 'text table cell view'. Neither of them work so i'm guessing something is wrong with how I set my table up. But when comparing my table with that of the example, it's just a spitting reflection (minus identifiers file names).
One thing that I notice that I can't quite figure out is that the example says:
The NSTableView has two reuse identifier assocations: "MainCell" and "SizeCell" are both associated with the nib ATBasicTableViewCells.xib
I don't really understand this statement. However that being said, the example doesn't contain any ATBasicTableViewCells.xib nor does it have any associations with it (code or ib) that I can find.
Have you tried to set the rowSizeStyle of the NSTableView to NSTableViewRowSizeStyleCustom?
[UPDATE] Re-reading your question, it's not clear for me what your problem is. The solution I have given is related to problems with the size of each cell which is not taken into account unless the rowSizeStyle is set to custom.

Refresh a label in a status item menu [duplicate]

I have an NSMenuItem that I need to update to show a progress (like Time machine does with it's backup). The problem is that when I set a new title on that NSMenuItem and the title is not changing.
It is in fact changing when I close and reopen the menu, but I want to update it while the user is looking at it.
I also tried remove an item and re-inserting it with no result.
Any pointers?
This actually works with no additional effort if your updating code runs in the run loop mode which is used during menu tracking. This is NSEventTrackingRunLoopMode, but you probably just want to use NSRunLoopCommonModes so the menu item title is correct when the menu is pulled down.
Here's a simple example of a menu item foo that counts the number of seconds since the app launched:
- (void)doStuff;
{
static int i = 0;
[foo setTitle:[NSString stringWithFormat:#"%d", ++i]];
}
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification;
{
NSInvocation *invocation = [NSInvocation invocationWithMethodSignature:
[self methodSignatureForSelector:#selector(doStuff)]];
[invocation setTarget:self];
[invocation setSelector:#selector(doStuff)];
[[NSRunLoop mainRunLoop] addTimer:[NSTimer timerWithTimeInterval:1 invocation:invocation repeats:YES] forMode:NSRunLoopCommonModes];
}

Show NSSegmentedControl menu when segment clicked, despite having set action

I have an NSSegmentedControl on my UI with 4 buttons. The control is connected to a method that will call different methods depending on which segment is clicked:
- (IBAction)performActionFromClick:(id)sender {
NSInteger selectedSegment = [sender selectedSegment];
NSInteger clickedSegmentTag = [[sender cell] tagForSegment:selectedSegment];
switch (clickedSegmentTag) {
case 0: [self showNewEventWindow:nil]; break;
case 1: [self showNewTaskWindow:nil]; break;
case 2: [self toggleTaskSplitView:nil]; break;
case 3: [self showGearMenu]; break;
}
}
Segment 4 has has a menu attached to it in the awakeFromNib method. I'd like this menu to drop down when the user clicks the segment. At this point, it only will drop if the user clicks & holds down on the menu. From my research online this is because of the connected action.
I'm presently working around it by using some code to get the origin point of the segment control and popping up the context menu using NSMenu's popUpContextMenu:withEvent:forView but this is pretty hacktastic and looks bad compared to the standard behavior of having the menu drop down below the segmented control cell.
Is there a way I can have the menu drop down as it should after a single click rather than doing the hacky context menu thing?
Subclass NSSegmentedCell, override method below, and replace the cell class in IB. (Requires no private APIs).
- (SEL)action
{
//this allows connected menu to popup instantly (because no action is returned for menu button)
if ([self tagForSegment:[self selectedSegment]]==0) {
return nil;
} else {
return [super action];
}
}
I'm not sure of any built-in way to do this (though it really is a glaring hole in the NSSegmentedControl API).
My recommendation is to continue doing what you're doing popping up the context menu. However, instead of just using the segmented control's origin, you could position it directly under the segment (like you want) by doing the following:
NSPoint menuOrigin = [segmentedControl frame].origin;
menuOrigin.x = NSMaxX([segmentedControl frame]) - [segmentedControl widthForSegment:4];
// Use menuOrigin where you _were_ just using [segmentedControl frame].origin
It's not perfect or ideal, but it should get the job done and give the appearance/behavior your users expect.
(as an aside, NSSegmentedControl really needs a -rectForSegment: method)
This is the Swift version of the answer by J Hoover and the mod by Adam Treble. The override was not as intuitive as I thought it would be, so this will hopefully help someone else.
override var action : Selector {
get {
if self.menuForSegment(self.selectedSegment) != nil {
return nil
}
return super.action
}
set {
super.action = newValue
}
}
widthForSegment: returns zero if the segment auto-sizes. If you're not concerned about undocumented APIs, there is a rectForSegment:
(NSRect)rectForSegment:(NSInteger)segment
inFrame:(NSRect)frame;
But to answer the original question, an easier way to get the menu to pop up immediately is to subclass NSSegmentedCell and return 0 for (again, undocumented)
(double)_menuDelayTimeForSegment:(NSInteger)segment;

Distinguishing a single click from a double click in Cocoa on the Mac

I have a custom NSView (it's one of many and they all live inside an NSCollectionView — I don't think that's relevant, but who knows). When I click the view, I want it to change its selection state (and redraw itself accordingly); when I double-click the view, I want it to pop up a larger preview window for the object that was just double-clicked.
My first looked like this:
- (void)mouseUp: (NSEvent *)theEvent {
if ([theEvent clickCount] == 1) [model setIsSelected: ![model isSelected]];
else if ([theEvent clickCount] == 2) if ([model hasBeenDownloaded]) [mainWindowController showPreviewWindowForPicture:model];
}
which mostly worked fine. Except, when I double-click the view, the selection state changes and the window pops up. This is not exactly what I want.
It seems like I have two options. I can either revert the selection state when responding to a double-click (undoing the errant single-click) or I can finagle some sort of NSTimer solution to build in a delay before responding to the single click. In other words, I can make sure that a second click is not forthcoming before changing the selection state.
This seemed more elegant, so it was the approach I took at first. The only real guidance I found from Google was on an unnamed site with a hyphen in its name. This approach mostly works with one big caveat.
The outstanding question is "How long should my NSTimer wait?". The unnamed site suggests using the Carbon function GetDblTime(). Aside from being unusable in 64-bit apps, the only documentation I can find for it says that it's returning clock-ticks. And I don't know how to convert those into seconds for NSTimer.
So what's the "correct" answer here? Fumble around with GetDblTime()? "Undo" the selection on a double-click? I can't figure out the Cocoa-idiomatic approach.
Delaying the changing of the selection state is (from what I've seen) the recommended way of doing this.
It's pretty simple to implement:
- (void)mouseUp:(NSEvent *)theEvent
{
if([theEvent clickCount] == 1) {
[model performSelector:#selector(toggleSelectedState) afterDelay:[NSEvent doubleClickInterval]];
}
else if([theEvent clickCount] == 2)
{
if([model hasBeenDownloaded])
{
[NSRunLoop cancelPreviousPerformRequestsWithTarget: model];
[mainWindowController showPreviewWindowForPicture:model];
}
}
}
(Notice that in 10.6, the double click interval is accessible as a class method on NSEvent)
If your single-click and double-click operations are really separate and unrelated, you need to use a timer on the first click and wait to see if a double-click is going to happen. That is true on any platform.
But that introduces an awkward delay in your single-click operation that users typically don't like. So you don't see that approach used very often.
A better approach is to have your single-click and double-click operations be related and complementary. For example, if you single-click an icon in Finder it is selected (immediately), and if you double-click an icon it is selected and opened (immediately). That is the behavior you should aim for.
In other words, the consequences of a single-click should be related to your double-click command. That way, you can deal with the effects of the single-click in your double-click handler without having to resort to using a timer.
Personally, I think you need to ask yourself why you want this non-standard behaviour.
Can you point to any other application which treats the first click in a double-click as being different from a single-click? I can't think of any...
Add two properties to your custom view.
// CustomView.h
#interface CustomView : NSView {
#protected
id m_target;
SEL m_doubleAction;
}
#property (readwrite) id target;
#property (readwrite) SEL doubleAction;
#end
Overwrite the mouseUp: method in your custom view.
// CustomView.m
#pragma mark - MouseEvents
- (void)mouseUp:(NSEvent*)event {
if (event.clickCount == 2) {
if (m_target && m_doubleAction && [m_target respondsToSelector:m_doubleAction]) {
[m_target performSelector:m_doubleAction];
}
}
}
Register your controller as the target with an doubleAction.
// CustomController.m
- (id)init {
self = [super init];
if (self) {
// Register self for double click events.
[(CustomView*)m_myView setTarget:self];
[(CustomView*)m_myView setDoubleAction:#selector(doubleClicked:)];
}
return self;
}
Implement what should be done when a double click happens.
// CustomController.m
- (void)doubleClicked:(id)sender {
// DO SOMETHING.
}
#Dave DeLong's solution in Swift 4.2 (Xcode 10, macOS 10.13), amended for use with event.location(in: view)
var singleClickPoint: CGPoint?
override func mouseDown(with event: NSEvent) {
singleClickPoint = event.location(in: self)
perform(#selector(GameScene.singleClickAction), with: nil, afterDelay: NSEvent.doubleClickInterval)
if event.clickCount == 2 {
RunLoop.cancelPreviousPerformRequests(withTarget: self)
singleClickPoint = nil
//do whatever you want on double-click
}
}
#objc func singleClickAction(){
guard let singleClickPoint = singleClickPoint else {return}
//do whatever you want on single-click
}
The reason I'm not using singleClickAction(at point: CGPoint) and calling it with: event.location(in: self) is that any point I pass in - including CGPoint.zero - ends up arriving in the singleClick Action as (0.0, 9.223372036854776e+18). I will be filing a radar for that, but for now, bypassing perform is the way to go. (Other objects seem to work just fine, but CGPoints do not.)

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