how to set NSGradient to NSWindow background - macos

I am new to cocoa I am try to set NSGradient to the NSWindow background but it's too difficult for me...I have try this code
NSGradient *gradient = [[NSGradient alloc] initWithStartingColor:[NSColor orangeColor] endingColor:[NSColor lightGrayColor]];
NSRect windowFrame = [self frame];
[gradient drawInRect:windowFrame angle:90];
but it is not working.... any other way to set NSGradient to NSWindow....

You can do it by subclassing NSWindow's View.
Create new window view's class (For example with title WindowViewSubclass).
Then .h file should look like this:
#import <Cocoa/Cocoa.h>
#interface WindowViewSubclass : NSView {
}
#end
and .m file:
#import "WindowViewSubclass.h"
#implementation WindowViewSubclass
- (void)drawRect:(NSRect)dirtyRect
{
NSGradient *gradient = [[NSGradient alloc] initWithStartingColor:[NSColor orangeColor] endingColor:[NSColor lightGrayColor]];
NSRect windowFrame = [self frame];
[gradient drawInRect:windowFrame angle:90];
}
#end
Now select window's view and go to Identity Inspectory -> Custom Class -> and select class like this:
Result:

Related

Cocoa: NSToolBar with Custom Views. Animation issues

So I got a Window:
Window.xib
I got a WindowController too:
WindowController.h reads:
#import <Cocoa/Cocoa.h>
#interface MainWindowController : NSWindowController
{
IBOutlet NSView *firstView;
IBOutlet NSView *secondView;
IBOutlet NSView *thirdView;
int currentViewTag;
}
-(IBAction)switchView:(id)sender;
#end
And the WindowController.m reads:
#import "MainWindowController.h"
#interface MainWindowController ()
#end
#implementation MainWindowController
-(id)init
{
self = [super initWithWindowNibName:#"MainWindow"];
if (self){
// Initialization code here
}
return self;
}
//- (void)windowDidLoad {
// [super windowDidLoad];
//
// // Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
//}
#pragma mark - Custom view drawing
-(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;
if (tag == 0) {
view = firstView;
} else if (tag == 1) {
view = secondView;
} else {
view = thirdView;
}
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
{
int 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
The problem I have is that when i switch tabs in my app, the custom view (and there are three of different sizes) draw differently each time. Look at the screenshots, all of the numbers should be centre aligned but they are sometimes and others not. Can anyone see what my error is please?
I will also add that all of the actions have been correctly configured + the code works perfectly if the custom view size is the same all the time.
The view that works
The view that almost works
Again pointing out that in my .xib all of the numbers are aligned to 0x and 0y axis.
Appdelegate.h
#import <Cocoa/Cocoa.h>
#class MainWindowController;
#interface AppDelegate : NSObject <NSApplicationDelegate> {
MainWindowController *mainWindowController;
}
#end
Appdelegate.m
#interface AppDelegate ()
#property (nonatomic) IBOutlet NSWindow *window;
#end
#implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
}
- (void)applicationWillTerminate:(NSNotification *)aNotification {
// Insert code here to tear down your application
}
-(void)awakeFromNib
{
if(!mainWindowController){
mainWindowController = [[MainWindowController alloc]init];
}
[mainWindowController showWindow:nil];
}
#end
In Interface Builder, make sure to disable the "autoresizes subviews" checkbox of the default view of your window

Custom NSButtonCell, drawBezelWithFrame not called

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.

NSTextView double vision

I must be doing something wrong here:
My Cocoa app has a scrollview around a custom view which in turn has a textview. I only expect to see one "This is a " string but there the extra one up in the corner.
I have reduced the code to something very minimal and still do not understand what my error is, so here I am fishing for a clue.
The view controller for the custom view follows, but for simplicity here is a link to the project.
#import "TTTSimpleCtrlView.h"
#interface TTTSimpleCtrlView ()
#property (strong,nonatomic) NSTextView *tv1;
#property (strong,nonatomic) NSTextStorage *ts;
#end
#implementation TTTSimpleCtrlView
- (void) awakeFromNib {
NSFont *font = [NSFont fontWithName:#"Courier New Bold" size:20.0f];
NSMutableParagraphStyle *styleModel = [[NSParagraphStyle defaultParagraphStyle] mutableCopy];
[styleModel setLineHeightMultiple:1.0];
// [styleModel setLineSpacing:fontRect.size.height * 2];
NSDictionary *textAttrs = [NSDictionary dictionaryWithObjectsAndKeys: font, NSFontAttributeName,
[NSColor blackColor] ,NSForegroundColorAttributeName,
[NSColor whiteColor], NSBackgroundColorAttributeName,
styleModel, NSParagraphStyleAttributeName,
nil];
NSString *pilcrowStr = #"This is a test.";
NSAttributedString *s = [[NSAttributedString alloc] initWithString:pilcrowStr attributes:textAttrs];
NSRect rect = [s boundingRectWithSize:NSMakeSize(INFINITY,INFINITY)options:0];
NSLayoutManager *lm = [[NSLayoutManager alloc] init];
NSTextContainer *tc = [NSTextContainer new];
[tc setContainerSize:s.size];
[lm addTextContainer:tc];
_ts = [[NSTextStorage alloc] init];
[_ts setAttributedString:s];
[_ts addLayoutManager:lm];
[lm replaceTextStorage:_ts];
rect.origin.x = 10;
rect.origin.y = rect.size.height;
NSTextView *v = [[NSTextView alloc] initWithFrame:rect textContainer:tc];
[v setDrawsBackground:YES];
[self addSubview:v];
}
- (BOOL) isFlipped {
return YES;
}
- (void)drawRect:(NSRect)rect
{
NSLog(#"drawRect & %lu subviews",self.subviews.count);
for (NSTextView *v in self.subviews) {
if(CGRectIntersectsRect(v.frame, rect) || CGRectContainsRect(rect, v.frame)) {
[v drawRect:rect];
NSLog(#"frame = %#",NSStringFromRect(v.frame));
}
}
[super drawRect:rect];
}
You are calling:
[super drawRect:rect];
and you are drawing the text yourself in your draw function.
In effect you are drawing the text and cocoa is drawing the text for you as well.
So don't call super.

Cocoa NsView doesn't show the image

I am stuck with a problem I can not solve. I'm trying to show a small avatar in my app.
I created an NSView class, then add in interface builder a Custom View, and link it to the class.
It gives me no errors, but it doesn't diplay the image!
This is my .m NSView class file:
#import "Avatar.h"
#implementation Avatar
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
NSRect rect = NSMakeRect(10, 10, 400, 300);
imageView = [[NSImageView alloc]initWithFrame:rect];
[imageView setImageScaling:NSScaleToFit];
NSImage *theImage = [NSImage imageNamed:#"/Users/blabla/nonloso/prova.jpg"];
[imageView setImage:theImage];
[self addSubview:imageView];
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
// Drawing code here.
}
#end
This is my .h NSView class file:
#import <Cocoa/Cocoa.h>
#interface Avatar : NSView {
#private
NSImageView *imageView;
}
#end
[-NSImage imageNamed] doesn't work that way – see its documentation.
You probably need -initWithContentsOfFile: instead.

Objective-J Cappuccino want a list of buttons on main menu, when I click the panel refreshes with UI of button selected

Dear all, I am new to objective-j/c and cappuccino not really sure how this all fits together.
The code below is taken from http://github.com/jfahrenkrug/CappuccinoLocations1
What I need to do is:
I need a landing main menu which is a CPView called ie MainView with five or so buttons, when you click on the LocationButton on MainView is replaces MainView by with LocationView, which displays the contents of jfahrenkrug's work. A similar effect will happen with each other button.
What is the correct Objective-c/j way of handling this approach?
#import <Foundation/CPObject.j>
#import "src/Location/LocationView.j"
#implementation AppController : CPObject
{
LocationView locationView;
}
- (void)applicationDidFinishLaunching:(CPNotification)aNotification
{
var theWindow = [[CPWindow alloc] initWithContentRect:CGRectMakeZero() styleMask:CPBorderlessBridgeWindowMask],
mainContentView = [theWindow locationView],
bounds = [locationView bounds];
[mainContentView setBackgroundColor:[CPColor colorWithRed:212.0 /255.0 green:221.0/ 255.0 blue:230.0/255.0 alpha:1.0]];
locationView = [[LocationView alloc] initWithFrame:CGRectMake(0,0,920.0,590.0)];
[locationView setCenter:[mainContentView center]];
[locationView setBackgroundColor:[CPColor whiteColor]]
[locationView setAutoresizingMask:CPViewMinXMargin | CPViewMaxXMargin | CPViewMinYMargin | CPViewMaxYMargin];
var shadow = [[CPShadowView alloc] initWithFrame:CGRectMakeZero()];
[shadow setFrameForContentFrame:[locationView frame]];
[shadow setAutoresizingMask:CPViewMinXMargin | CPViewMaxXMargin | CPViewMinYMargin | CPViewMaxYMargin];
[mainContentView addSubview:shadow];
[mainContentView addSubview:locationView];
[theWindow orderFront:self];
}
Now we have the locationView.j
#import "LocationsController.j"
#import "LocationListView.j"
#import "MapController.j"
#import "LocationsToolbar.j"
#import "LocationDetailView.j"
#import "LocationDetailController.j"
#implementation LocationView : CPView
{
LocationsController locationsController;
LocationListView locationListView;
MapController mapController;
MKMapView mapView;
CPTextField coordinatesLabel;
LocationsToolbar locationsToolbar;
LocationDetailView locationDetailView;
LocationDetailController locationDetailController;
CPTextField searchField;
// id delegate #accessors;
}
- (id)initWithFrame:(CGRect)aFrame
{
self = [super initWithFrame:aFrame];
if(self){
locationsController = [[LocationsController alloc] init];
[locationsController loadExampleLocations];
locationListView = [[LocationListView alloc] initWithFrame:CGRectMake(0.0,0.0,226.0,400.0)];
[locationListView setContent:[locationsController locations]];
[locationListView setDelegate:locationsController];
[locationsController setLocationListView:locationListView];
var locationScrollView = [[CPScrollView alloc] initWithFrame:CGRectMake(10.0,65.0,243.0,400.0)];
[locationScrollView setDocumentView:locationListView];
[locationScrollView setAutohidesScrollers:YES];
[[locationScrollView self] setBackgroundColor:[CPColor whiteColor]];
[self addSubview:locationScrollView];
mapController = [[MapController alloc] init];
mapView = [[MKMapView alloc] initWithFrame:CGRectMake(510,65,400,400) apiKey:'' ];
[mapView setDelegate:self];
mapController.mapView = mapView;
[self addSubview:mapView];
coordinatesLabel = [[CPTextField alloc] initWithFrame:CGRectMake(510,465,200,35)];
[coordinatesLabel setTextColor:[CPColor colorWithHexString:#"009900"]];
[coordinatesLabel setFont:[CPFont systemFontOfSize:14.0]];
[coordinatesLabel setEditable:NO];
[coordinatesLabel setStringValue:#"-/-"];
[mapController setCoordinatesLabel:coordinatesLabel];
[self addSubview:coordinatesLabel];
locationsToolbar = [[LocationsToolbar alloc] initWithFrame:CGRectMake(10.0,467.0,226.0,25.0)];
[locationsToolbar setDelegate:locationsController];
[self addSubview:locationsToolbar];
locationDetailController = [[LocationDetailController alloc] init];
locationDetailController.mapController = mapController;
locationsController.locationDetailController = locationDetailController;
[mapController setDelegate:locationDetailController];
locationDetailView = [[LocationDetailView alloc] initWithFrame:CGRectMake(510,490,400,90)];
[locationDetailView setDelegate:locationDetailController];
[locationDetailController setLocationDetailView:locationDetailView];
[self addSubview:locationDetailView];
searchField = [CPTextField roundedTextFieldWithStringValue:#"" placeholder:#"Location" width:200.0];
[searchField setFrameOrigin:CGPointMake(510.0,35.0)];
[searchField setDelegate:self];
[self addSubview:searchField];
var searchButton = [[CPButton alloc] initWithFrame:CGRectMake(710.0,37.0,60.0,24.0)];
[searchButton setTitle:"Search"];
[searchButton setTarget:self];
[searchButton setAction:#selector(searchLocation)];
[self addSubview:searchButton];
}
return self;
}
I'm not sure I understand your question but essentially a window has a default view called the content view. You get it like so:
var contentView = [theWindow contentView];
To the content view you can add subviews (and buttons).
[contentView addSubview:myLocationView];
The location of those subviews is determined by the 'frame' of the subview.
[myLocationView setFrame:CGRectMake(10, 10, 100, 100)];
You can replace the content view's subviews with something else by either removing the previous views or using the setSubviews message.
[contentView setSubviews:[aButton, anotherButton]];
So essentially if you want to swap out one view for another, call 'setSubviews' on its super view with the new views you want. Hope that helps to get you started.

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