How to implement a timeline custom control with cocoa? - cocoa

My Cocoa application collects events (instances of NSManagedObject) that need to be displayed in a timeline. My initial approach was to use an existing Javascript based widget (I tried using Simile Timeline and Timeglider) and display the timeline using a WebView control. This works in principle, however unfortunately both these widgets do not handle BC dates very well, which is an important requirement for my app.
The events in my app have date ranges from 500.000BC up to recent dates. Event dates are only expressed with a year. Their day, month and time attributes are irrelevant.
After discarding the Javascript approach, I remain with the option to display the timeline using a custom Cocoa control. As I found none suitable, I will have to develop that myself.
This would be my first custom Cocoa control and after thinking about this for a while I've come up with the following rough design:
I need a custom control to render the actual time line. This control is probably based on an NSView. This control should calculate its size based on the number of tick marks on the time line multiplied by the width (pixels) between each mark. For example the timeline is made up of centuries, each century 100 pixels wide. A time line of events between 10.000BC and 5.000BC would then be 5000 pixels wide (10000 - 5000 = 5000 years, equals 50 centuries).
I need a ScrollView to wrap the timeline to allow it to support scrolling behaviour. There's only need for scrolling horizontally.
I need something to represent an actual event. I'm thinking of using existing controls for this, probably the standard round button and a label wrapped together as a single control.
I need a custom control to render a tick mark on the time line.
Taking this as the basic design for my time line component in Cocoa, would that work or am I completely missing the point?

The basic approach sounds fine.
Apple has a good example of creating a custom NSView called "TreeView". It's a good sample to understand.
https://developer.apple.com/library/mac/#samplecode/TreeView/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010131
“TreeView” presents an example of a creating an entirely new custom
view from scratch (by directly subclassing NSView). Its implementation
illustrates many of the considerations involved in creating a custom
view, including issues of content layout, drawing, handling user
interaction, and providing Accessibility support.
Another thing you may want to consider is zoom in and out. If you have a long timeline, I imagine you may want to zoom out and then zoom in on a cluster of activity. If you have one event in 10k BC and then a cluster of events much later, the user could scroll through tons of empty space trying to find events. Another approach would be to have a mini timeline above that's fit to/static size which is sort of like an index with lines showing activity points - then clicking on that would auto scroll to that point. That may be a nice to have depending on your data.
Some thoughts:
For something this custom drawn, you'll want to override drawRect to draw your lines and layout your subControls.
If you're drawing your background or any part of the views, ensure you enable layer backed views:
[self setWantsLayer:YES];
If you can, as you noted, try leverage existing controls that you add and layout. In my custom controls, I maintained data structures independent of the views/controls that represented the state of all the objects. The in drawRect, I detected the view changing and I called my layoutSubviews function. My layoutSubViews function would do the math from my data structures and create or move the frame of existing controls. That worked well for resize and zooming. If you zoom, your labels ad markers will need to react well to being zoomed really small - perhaps text drops out at some point etc...
if ([self dataSource] &&
!NSEqualRects(_prevRect, [self bounds]))
{
// layoutViews is my custom function that worked over the data structures
// and moved the frame
[self layoutViews];
}
_prevRect = [self bounds];
Hope that helps.

Related

How to scroll efficiently in an NSScrollview with huge amount of data?

I'm scrolling in a huge set of data points (CGPoints in a custom view, like a graph) and its obviously slow and laggy. Is there a common way to load and draw only the chunk of data I need to display? Does [[[myScrollview] documentView] documentVisibleRect] the trick?
I also want to zoom in and out and therefore change the data point's detail.
Thanks for any tips.
How you do this is completely up to you. It's your custom view, you can draw whatever you like. Your view controller should keep track of the zoom level and current location and your view should just draw that part of the data.
There's nothing magic that's going to make this easier, you have to program it yourself.

Cocoa control to render a tile map

Is there any Cocoa control that is capable of drawing tile maps with multiple layers and multiple texture sources which can also intercept touches into single tiles? Having multiple layer support is not a real requirement but an optional feature (the views could still be stacked). Hardware acceleration is not needed at all.
So far I have toyed around with NSMatrix, IKImageBrowser and NSCollectionView but non of them felt like a good solution for the problem. Ideally I need an control similar to the one in Tiled.app. Is there anything, third party or built-in, or do I have to handcraft this control?
I fear that you will be hardly able to find a ready-to-use control for managing tile maps.
If I had to implement something like that on my own, I would consider using CATiledLayer, since this is the closest thing to a tile map control that I know of.
From CATiledLayer Reference:
CATiledLayer is a subclass of CALayer providing a way to asynchronously provide tiles of the layer's content, potentially cached at multiple levels of detail.
There is a nice sample by Bill Dudney (the author of "Core Animation for MacOS and the iPhone"). This sample could provide you a solid foundation for your own project, though it only displays one single PDF, allowing you to zoom in the area you clicked on (this requires rereading the tile at a different detail level).
Another interesting introduction can be found here. This is more step-by-step, so you might start with this.
Finally, on Cocoa is my Girlfriend there is a nice article, although it focuses on iOS, but you may find it anyway relevant.
Cocos2D supports building mac applications now
Article on cocos2d stating this: http://www.cocos2d-iphone.org/archives/1444
Aee here for how to do it: http://chris-fletcher.com/tag/cocos2d-os-x/
Aee here on how to use TMX tile maps with Cocos2D to build tile based maps: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
This means you can use the power of Cocos2d and you will have to write much less code to get to where you want with a tile based map.
If you don't want to use Cocos2D:
It seems you would have to code it yourself, but it shouldn't be too hard to do.
First you can create your .TMX file using the tile editor "Tiled.app" then you would need to parse the XML using a standard xml library for Cocoa.
To lay out the tiles use a UIView for the overall container and then create a tile class that holds your tile display information and responds to clicks the tile class should extend UIView. For the tile class allow the assigning of a click delegate and assign your ViewController as the click delegate for all tiles so you can handle clicks easily with the clicked tile being passed to you.
Loop through your xml data and create and position the tiles in the overall UIView by using the tiles width/height and your tilemaps rows/columns.
I think in about a day or 2 you could have the tile map being rendered and clickable using the standard TMX format which will allow you to edit your map in "Tiled.app"
The TMX standard is covered here: https://github.com/bjorn/tiled/wiki/TMX-Map-Format
route-me might fit the bill.

Cocoa - efficient view drawing

in my program, I'm implementing a custom view, a bit like a table view. To do so, I have subclassed NSView. Now my question is, what's the most efficient way to draw all the table view cells. Should I just use NSViews or possibly something else, like CALayers?
Thanks!
P.S.: This is on Mac OS X, not on iOS.
Based on your question and comment, I propose two alternatives:
NSCollectionView / NSCollectionViewItem - This is useful only if all of your "cells" (instances of your prototype view) are the same dimensions. That is, you can't have one that's wider or taller than the others (or narrower or shorter). This is highly efficient and a ready part of AppKit. Even with a single column and n rows, it works like a charm.
Roll Your Own - This is harder but gives you flexibility. Much like NSCollectionView / NSCollectionViewItem, you'd have a view that serves as the container and you'd ideally have a view you reuse to draw the various "items" it's showing. Using the same view to set its represented object and "stamp" it into place (pose it and draw it), you can roll through your entire collection in one go then use that same view as the live, active view for whatever selected, focused item you have. Even faster: roll through and cache the images and sizes of each item with your reusable item view and draw all from the cache except the selected item (which would use a live, real view posed in its proper location, updating the cached image of itself as its contents change for when it's not selected). Faster still: 1 live view and 1 "for caching" view, and draw only the computed rects of the cached images that intersect the visible rect (sans the "live" / selected view). Note: the caching will have to be re-done each time the container's frame's width changes, since presumably shrinking horizontally means all items grow vertically. If you can, take advantage of NSOperation / NSOperationQueue to handle the caching in the background, only flagging for re-display when all cached items 0 - n (where n is the highest-indexed item intersecting the visible rect) are available.
I use something very close to the latter in one of my own applications, where the "item" is an entry with varying-length text. I don't employ all the tactics I mentioned in my own solution but most and the performance increase is very satisfying. :-)
Hope this helps.

NSView leaves artifacts on another NSView when the first is moved across the second

I have an NSView subclass that can be dragged around in its superview. I move the views by calling NSView's setFrameOrigin and setFrameRotation methods in my mouseDragged event handler. The views are both moved and rotated with each call.
I have multiple instances of these views contained by a single superview. The problem I'm having is that, as one view is dragged over another, it leaves artifacts behind on the view it's eclipsing. I recorded a short video of this in action. Unfortunately, due to the video compression the artifacts aren't very visible.
I strongly suspect that this is related to the simultaneous translation and rotation. Quartz Debug reveals that a rectangle of the occluding (or occluded) view is updated as another view is dragged across it (video here); somehow this rectangle is getting miscalculated by the drawing engine, so part of the view that should be redrawn isn't.
The kicker is I have no idea how to fix this. I can't find any way to manually specify the update rect in the docs, nor am I sure that's what needs to happen. Any ideas? Thanks!
You might also consider using CALayers instead of views. Unlike views, layers are intended to be stacked with their siblings.
For a possible least-effort solution, try making the views layer-backed; it may or may not solve this problem, but it's worth a try.
Views aren't really designed to be stacked in an interactive fashion. Can be done, but edge cases abound.
Generally, for this kind of thing you would use a Cell like infrastructure if you want to do in-view dragging (See the Sketch example) and you would use the drag-n-drop infrastructure if you want to drag between views or windows (or apps).
If you really want to drag a transformed view over the top, you'll need to invalidate a rectangle of the view underneath the view being dragged. The rectangle will need to be bigger by a few pixels than the total area (unrotated/untransformed) that is obscured by the view being dragged. The artifacts are, effectively, caused by rounding error; diagonal lines are just an estimate on a raster drawing system.
See the method:
- (void)setNeedsDisplayInRect:(NSRect)invalidRect;

How does CATransition work?

CATransition is quite unusual. Consider the following code.
CATransition* trans=[CATransition animation];
trans.duration=0.5;
trans.type=kCATransitionFade;
[self.holdingView.layer addAnimation:trans forKey:nil];
self.loadingView.hidden=YES;
self.displayView.hidden=NO;
Notice that nowhere did I tell the transition that I wanted to display the displayView rather than loadingView, so the views must somehow access the transition themselves. Can anyone explain in more detail how this works?
When you add the transition as an animation, an implicit CATransaction is begun. From that point on, all modifications to layer properties are going to be animated rather than immediately applied. The way the CATransition performs this animation to to take a snapshot of the view before the layer properties are changed, and a snapshot of what the view will look like after the layer properties are changed. It then uses a filter (on Mac this is Core Image, but on iPhone I'm guessing it's just hard-coded math) to iterate between those two images over time.
This is a key feature of Core Animation. Your draw logic doesn't generally need to deal with the animation. You're given a graphics context, you draw into it, you're done. The system handles compositing that with other images over time (or rotating it in space, or whatever). So in the case of changing the hidden state, the initial-state fully composited image is blended with the final-state composted image. Very fast on a GPU, and it doesn't really matter what change you made to the view.

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