What am I doing wrong?
I have an awakeFromNib method in which I am calling a class that is a subview (GameMap). The class exists and I am able to log in the awakeFromNib method as well as log in GameMap's initWithFrame method, but I cannot get GameMap to draw in the window. Here's my AppController.m file's awakeFromNib method:
-(void) awakeFromNib {
//make new game map
GameMap* newMap = [[GameMap alloc] initWithFrame:NSMakeRect(0.0, 0.0, 1000.0, 500.0)];
[[[NSApp mainWindow] contentView]addSubview:newMap];
[newMap release];
}
and in GameMap.m here's the drawRect method
- (void)drawRect:(NSRect)rect {
[[NSColor whiteColor] set];
NSRectFillUsingOperation(rect, NSCompositeSourceOver);
}
in this same app I am calling two other classes from AppController, all subviews of NSView, MakeCircle and MakeRoom that place either a circle (duh, : D) or a rect with a stroke in the window and they work fine, but they are running off of IBOutlet actions (button clicks). Any help would be appreciated.
*NOTE: I have NSRectFillUsingOperation(rect, NSCompositeSourceOver) but this was also failing wiht NSRectFill(rect).
**I can also log the origin.x/size.width, etc. of the passed rect to GameMap from the initWithFrame, so I know it's there.
(I'm away from my computer for a few hours so don't think I'm being rude for not replying, just wanted to get this question out there before I left.)
Just use NSRectFill(rect); instead of NSRectFillUsingOperation(rect, NSCompositeSourceOver);
Have you set the view's class to the GameMap class instead of NSView) in the Interface Builder? When you do this, the GameMap's drawRect() should get called automatically.
Related
I have created a secondary NSViewController to create a progress indicator "popup". The reason for this is that the software has to interact with some hardware and some of the functions take the device a few seconds to respond. So being thoughtful of the end user I have a NSViewController that has a NSView (that is black and semi-transparent) and then a message/progress bar on top. This is added to the window using addSubView.
Everything works great except when the screen has a NSTextField in it. The popup shows but the NSTextField is drawn on top. What is this?
The view code I used for drawing semi-transparent:
#implementation ConnectingView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
// Drawing code here.
CGContextRef context = (CGContextRef) [[NSGraphicsContext currentContext] graphicsPort];
CGContextSetRGBFillColor(context, 0.227,0.251,0.337,0.8);
CGContextFillRect(context, NSRectToCGRect(dirtyRect));
}
#end
The code I use to show the progress view
-(void) showProgressWithMessage:(NSString *) message andIsIndet:(BOOL) indet
{
connectingView = [[ConnectingViewController alloc] init];
[self.view.window.contentView addSubview:connectingView.view];
connectingView.view.frame = ((NSView*)self.view.window.contentView).bounds;
[connectingView changeProgressLabel:message];
if (indet)
[connectingView makeProgressBar:NO];
}
Is there a better way to add the subview or to tell the NSTextFields I don't want them to be drawn on top?
Thanks!
So Setting [self setWantsLayer] to my custom NSViews sort of worked however there are a lot of redraw issues (white borders, and backgrounds). A NSPopover may be better in some instances however I was going for "locked down" approach where the interface is unreachable until it finishes (or times out).
What worked for me was to go to the instance of my NSView, select the window in Interface Builder, then go to layers (far right on properties view) and select my view under "Core Animation Layer".
I wanted to create a focus ring outside a subclassed NSView to identify selection. My reference comes from here: Link.
I followed the reference, overwrote the -drawRect method as:
#property (nonatomic) BOOL shouldDisplayFocus;
...
- (void)drawRect:(NSRect)dirtyRect
{
// Drawing code here.
if (_shouldDisplayFocus)
{
[self setKeyboardFocusRingNeedsDisplayInRect:[self bounds]];
}
[super drawRect:dirtyRect];
[[NSColor blackColor] set];
NSRectFill(dirtyRect);
if (_shouldDisplayFocus)
{
NSSetFocusRingStyle(NSFocusRingTypeExterior);
NSBezierPath *path = [NSBezierPath bezierPathWithRect:NSInsetRect([self bounds], -1.0, -1.0)];
[[NSColor blackColor] set];
[path stroke];
[NSGraphicsContext restoreGraphicsState];
}
}
And its -mouseDown: method also overwritten:
- (void)mouseDown:(NSEvent *)theEvent
{
[super mouseDown:theEvent];
if (_delegate && [_delegate respondsToSelector:#selector(mouseDownAtView:withEvent:)])
{
[_delegate mouseDownAtView:self withEvent:theEvent];
}
}
And after the view is clicked, its delegate would set/un-set the focus ring and which would make its -drawRect: called again.
It worked and generated the focus ring outside the view correctly. However, one problem occurred soon:
I had an image view inside the subclassed view. As the image view rectangle was auto-layout with NSLayoutConstraint objects, I create four NSLayoutConstraint outlets to adjust their values. I do not frequently change the layout constraints. Actually, as the image size remained unchanged, I would not set them.
Here is the situation when the subclassed view not clicked (seemed fine):
Then click on the image (the focus ring generated, but...):
And I tried resize the window, things got even more sadly "FUNNY":
I could not understand why the problem is or how to solve that. Could anyone help me with that? I have uploaded my sample code here: Download
Quite sad that no one answer this question.
I noticed that the subviews also layouted incorrectly when they were add to this view by -addSubview: and -setFrame method.
Really late answer, but here it is anyway: you didn't call [NSGraphicsContext saveGraphicsState] at the start of the if (_shouldDisplayFocus) { block.
You call [NSGraphicsContext restoreGraphicsState] to pop the graphics state off the stack, but you never put anything on the stack. Cocoa is using the graphics state stack to draw everything so you are popping off some unknown state that has something to do with the position of the image. If you want to add the focus ring style and be able to remove the focus ring style you need to first save the graphics state, set the focus ring style to whatever you want, and then restore the graphics state back to what it was.
Can we change the color of the divider?
Apple documentations says, that we can override -dividerColor in subclass of NSSplitView for this, but it doesn't works for me, or my understanding isn't correct. Also I've try create color layer over divider, e.g.:
colorLayer = [CALayer layer];
NSRect dividerFrame = NSMakeRect([[self.subviews objectAtIndex:0] frame].size.width, [[self.subviews objectAtIndex:0] frame].origin.y, [self dividerThickness], self.frame.size.height);
[colorLayer setBackgroundColor:[color coreGraphicsColorWithAlfa:1]];
[colorLayer setFrame:NSRectToCGRect(dividerFrame)];
[self.layer addSublayer:colorLayer];
Not works.
This answer may be late but:
If you are using Interface Builder, it is possible to change the property by going to the Identity Inspector of the NSSplitView (cmd+alt+3) and adding a User Defined Runtime Attribute for dividerColor of the type Color.
Actually, simply subclassing NSSplitView and overriding -(void)dividerColor works, but works only for thin or thick divider.
I've created simple configurable split view like this:
#interface CustomSplitView : NSSplitView
#property NSColor* DividerColor
#end
#implementation CustomSplitView
- (NSColor*)dividerColor {
return (self.DividerColor == nil) ? [super dividerColor] : self.DividerColor;
}
#end
Then in Interface Builder specify custom class for your split view to be CustomSplitView and add new user defined runtime attribute with key path = DividerColor, type = Color and select desired splitter color.
I've tried subclassing - (void)dividerColor too and I'm not sure why it doesn't work even though I know it's being called (and it's in the documentation).
One way to change the color of the divider is to subclass - (void)drawDividerInRect:(NSRect)aRect. However, for some reason, this method isn't called and I've checked all over the web for answers, but couldn't find anything, so I ended up calling it from drawRect. Here is the code for the subclassed NSSplitView:
-(void) drawRect {
id topView = [[self subviews] objectAtIndex:0];
NSRect topViewFrameRect = [topView frame];
[self drawDividerInRect:NSMakeRect(topViewFrameRect.origin.x, topViewFrameRect.size.height, topViewFrameRect.size.width, [self dividerThickness] )];
}
-(void) drawDividerInRect:(NSRect)aRect {
[[NSColor redColor] set];
NSRectFill(aRect);
}
Based on Palle's answer, but with the possibility to change the color dynamically in code, I'm currently using this solution (Swift 4):
splitView.setValue(NSColor.red, forKey: "dividerColor")
If your splitview control is part of a NSSplitViewController, you should use something like this:
splitViewController?.splitView.setValue(NSColor.red, forKey: "dividerColor")
In Swift and on macOS 11 I was able to achieve this by simply subclassing the NSSPlitView and only override drawDivider()
import Foundation
import AppKit
class MainSplitView: NSSplitView {
override func drawDivider(in rect: NSRect) {
NSColor(named: "separatorLinesColor")?.setFill()
rect.fill()
}
}
I had previously tried some of the other way, listed in here and what used to work stopped working with macOS 11... but it seems that this works.
One important point I haven't seen mentioned anywhere is that if you are overriding drawRect in a split view then you must call super -- otherwise drawDividerInRect: is never called. So, it should go something like this:
- (void)drawRect:(NSRect)dirtyRect {
// your other custom drawing
// call super last to draw the divider on top
[super drawRect:dirtyRect];
}
- (void)drawDividerInRect:(NSRect)aRect {
[[NSColor blueColor] set];
NSRectFill(aRect);
}
My NSWindow's contentView is an NSView subclass. It has some other NSView subclasses as subviews. The subviews are layer-based, and those layers in turn contain sublayers. Some of the sublayers have further sub-sublayers.
I want the whole thing to resize proportionally when the window is resized. What is the right way to set it up so that will happen?
Thanks
EDIT: I am not using Interface Builder at all.
Here's what I've done to get the contents of an NSView to scale proportionally as I resize the parent window. First, in interface builder, I added my NSView to the window, then added a reference to it in my AppDelegate. Mine happens to be called scrollView. I removed all of the auto-sizing behaviour from the scrollView.
Then, in my AppDelegate I added this:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// keep the aspect ratio constant so that the content looks good
[window setContentAspectRatio:NSMakeSize(2, 1)];
window.delegate = self;
}
- (void)windowDidResize:(NSNotification *)notification {
// size the scrollView to fill the window, but keep its bounds constant
NSRect rect = [[window contentView] frame];
NSRect oldBounds = [scrollView bounds];
[scrollView setFrame:rect];
[scrollView setBounds:oldBounds];
}
This turns the AppDelegate into the window delegate too. Fine since I've not got much logic in it. By keeping the bounds constant while changing the frame, the contents of scrollView will be scaled down smoothly.
Several apps, including the built-in Address Book use a HUD window that is semi-transparent, with large shadowed text. I'd like to implement a similar window in my Cocoa Mac app.
Is there a free implementation of this kind of window somewhere?
If not, what is the best way to implement it?
Here's a sample project that shows how to do it:
http://github.com/NSGod/BlackBorderlessWindow
Basically, you need to create a borderless NSWindow subclass. The easiest way to do this is to set your window size and arrangement in the nib file, and then set its class to be your custom subclass. So while it will still look like a normal window in Interface Builder, at runtime it will appear as you need it to.
#implementation MDBorderlessWindow
- (id)initWithContentRect:(NSRect)contentRect
styleMask:(NSUInteger)windowStyle
backing:(NSBackingStoreType)bufferingType
defer:(BOOL)deferCreation {
if (self = [super initWithContentRect:contentRect
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered defer:deferCreation]) {
[self setAlphaValue:0.75];
[self setOpaque:NO];
[self setExcludedFromWindowsMenu:NO];
}
return self;
}
The alpha value will make the window semi-transparent.
Also, you can create a custom NSView subclass that will draw a round rectangle:
#implementation MDBlackTransparentView
- (id)initWithFrame:(NSRect)frame {
if (self = [super initWithFrame:frame]) {
}
return self;
}
- (void)drawRect:(NSRect)frame {
NSBezierPath *path = [NSBezierPath bezierPathWithRoundedRect:frame
xRadius:6.0 yRadius:6.0];
[[NSColor blackColor] set];
[path fill];
}
#end
Like with the window, you simply set the class of the window's contentView to be your custom NSView subclass. (Use outline view mode and click the disclosure triangle to show the nested NSView inside the icon of the window in the nib file). Again, while the view will look ordinary in Interface Builder, it will look okay at runtime.
Then just place an NSTextField on top of view and set the text accordingly.
Note that, in general, borderless windows aren't easy to work with (for example, if you want to be able to drag the window around, you'll need to add that functionality back yourself). Apple has some sample code on how to allow dragging, for instance.
Thank you for sharing this code. Helped me a lot!
You may add the following line...
[self setBackgroundColor:[NSColor clearColor]];
to the init function of the window. This removes the white corners.