I've set a custom NSView to a NSMenuItem to do my own drawing and rendering. However the 'keyEquivalent' assigned to the NSMenuItem does not seem to respond. I understand drawing and action handling needs to be self-handled but I can't seem to be able to capture keyEquivalent request no matter what I do. I've tried subclassing NSApplication's sendEvent but that doesn't work since my app is a NSStatusBarItem (LSUIElement) and the events from the NSEventTrackingRunLoopMode (when menu is down) do not reach NSApplication's sendEvent.
Then I've tried using:
- (BOOL)menuHasKeyEquivalent:(NSMenu *)menu forEvent:(NSEvent *)event target:(id *)target action:(SEL *)action
This doesn't work either as this is never called even though I've set the main menu's delegate to the controller.
Does anyone have any idea on how to capture 'keyEquivalent' events on NSMenuItems when using a custom view?
Thanks!
I know this is an old post and you are probably long past this, but I was having the same problem and encountered your post multiple times when trying to find a solution, so I thought I would share what worked for me.
I was able to work around the problem by subclassing NSApplication and overriding sendEvent. You mentioned you tried this with no success, so I don't know what the difference is, but I had no problem intercepting the events from a NSMenu in a NSStatusBarItem. My key equivalents are all ints, so I validate the keys, find the appropriate item, and then explicitly invoke the NSMenuItem action.
-(void)sendEvent:(NSEvent *)theEvent
{
if([theEvent type] == NSKeyUp){
NSInteger mod = ([theEvent modifierFlags] & NSDeviceIndependentModifierFlagsMask);
if(mod == NSCommandKeyMask) {
NSInteger keyEquiv = [[theEvent characters] isEqualToString:#"0"]
? 10
: [[theEvent characters] integerValue];
if(keyEquiv > 0) {
NSMenuItem *item = [[(MyAppDelegate *)[self delegate] myStatusMenu] itemAtIndex:(keyEquiv - 1)];
if([[item keyEquivalent] integerValue] == keyEquiv){
[[item target] performSelector:[item action] withObject:item];
}
}
}
}
[super sendEvent:theEvent];
}
Related
I have a UIView subclass (MyView) that contains a UITextView. I want MyView to use UITextView for all UIResponder methods like so:
#implementation MyView
- (BOOL)canBecomeFirstResponder {
return _textView.canBecomeFirstResponder
}
- (BOOL)becomeFirstResponder {
return [_textView becomeFirstResponder];
}
- (BOOL)canResignFirstResponder {
return [_textView canResignFirstResponder];
}
- (BOOL)resignFirstResponder {
// UIResponder documentation says [super resignFirstResponder]
// must be called somewhere in this method
BOOL superResignedFirstResponder = [super resignFirstResponder];
if (superResignedFirstResponder) {
return [_textView resignFirstResponder];
} else {
return NO;
}
}
- (BOOL)isFirstResponder {
return [_textView isFirstResponder];
}
#end
However, as I'm reading through Apple's Event Delivery: The Responder Chain documentation, I think this may be an incorrect implementation. I can't find any documentation or posts about how to create a UIResponder with another UIResponder.
UIKit has a notion of exactly 1 firstResponder, so when MyView handles -becomeFirstResponder and returns YES, it seems reasonable for UIKit to think MyView is the firstResponder. However, since I in turn call -[UITextView becomeFirstResponder] within -[MyView becomeFirstResponder], one of the two must win and one must lose. Which wins and which loses? If UITextView is the firstResponder, then why should -[MyView isFirstResponder] ever return YES?
Does anyone have any advice? Is my above implementation correct?
Though I found other evidence that people solved this problem the same way. This implementation is causing me problems. TLDR: I think you're just not supposed to compose UIResponder objects.
My bug:
A consumer calls a method on MyView, and MyView programmatically calls -[UITextView becomeFirstResponder]. No one ever taps on MyView's internal UITextView.
A consumer wants to dismiss the keyboard. We can verify that UITextView is the firstResponder because the private API -[UIApplication.sharedApplication.keyWindow firstResponder] returns UITextView.
A consumer calls [UIApplication sendAction:#selector(resignFirstResponder) to:nil from:nil forEvent:nil], but this call returns NO. While this call is made, UIKit doesn't call -[UITextView canPerformAction:withSender:] or -[UITextView targetForAction:withSender:].
However, if instead:
the user taps on MyView's UITextView
A consumer wants to dismiss the keyboard. We can verify that UITextView is the firstResponder because the private API -[UIApplication.sharedApplication.keyWindow firstResponder] returns UITextView.
A consumer calls [UIApplication sendAction:#selector(resignFirstResponder) to:nil from:nil forEvent:nil], and now this call returns YES. While this call is made, UIKit calls -[UITextView canPerformAction:withSender:] and -[UITextView targetForAction:withSender:] as expected, and then of course calls -[UITextView resignFirstResponder], which succeeds.
I have no idea why in the first case [UIApplication sendAction:#selector(resignFirstResponder) to:nil from:nil forEvent:nil] doesn't delegate to UITextView properly, but I have to assume that since -[MyView becomeFirstResponder] without delegating to [super becomeFirstResponder] as the docs say, something got messed up. I think you're just not supposed to compose UIResponder objects.
--EDIT--
I still don't know for sure what's wrong, but I discovered that I have multiple UIWindows in my app, and I've heard from People That Know™ that multi-windowed apps can have occasional firstResponder issues.
A bit of context first. Essentially I have a window that is covering the desktop. On it I have a few WebKit WebView views which allow user interaction. By deafult, as one would expect, when another application is active it does not receive these events (such as hovering, mouse entered, and clicking). I can make it work by clicking my window first, then moving the mouse, but this is not good for usability. I've also managed to make it activate the window when the cursor enters, but it's far from ideal and rather hacky.
So instead I'm trying to use a tracking area. At the moment on the WebViews superview I have this tracking area:
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:[self visibleRect]
options:NSTrackingMouseEnteredAndExited | NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
This works as I want it to, I'm receiving the all the mouse events. However, the WebViews don't seem to be responding as intended. JavaScript mouse move events only fire when I hold and drag, not just hover and drag.
I've tried using hitTest to get the correct view, but nothing seems to work. Here's an example method, I'm using the isHandlingMouse boolean because without it an infinite loop seemed to be created for some reason:
- (NSView *)handleTrackedMouseEvent: (NSEvent *)theEvent{
if(isHandlingMouse)
return nil;
isHandlingMouse = true;
NSView *hit = [self hitTest: theEvent.locationInWindow];
if (hit && hit != self) {
return hit;
}
return nil;
}
- (void)mouseMoved:(NSEvent *)theEvent{
NSView *hit = [self handleTrackedMouseEvent: theEvent];
if (hit){
[hit mouseMoved: theEvent];
}
isHandlingMouse = false;
}
The 'hit' view, is a WebHTMLView, which appears to be a private class. Everything seems like it should be working,but perhaps there's something I'm doing that's breaking it, or I'm sending the event to the WebHTMLView incorrectly.
Post a sample Xcode project to make it easier for people to test solutions to this problem.
I was doing something similar and it took a lot of trial and error to find a solution. You will likely need to subclass NSWindow and add - (BOOL)canBecomeKeyWindow { return YES; }, then whenever you detect the mouse is over your window, you might call [window orderFrontRegardless] just so it can properly capture the mouse events.
I'm playing around with an idea and basically I want a NSStatusItem with a NSPopoverController. I read about all the problem people had but I just want to try it. Is there a clean way to do it by now? All the versions I've seen are at least 1 year old and suuuuper hacky.
This was my approach so far but if I click my app in the statusbar nothing happens...
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
self.statusItem = [[NSStatusBar systemStatusBar] statusItemWithLength:NSVariableStatusItemLength];
//[self.statusItem setView:view];
[self.statusItem setTitle:#"Test"];
[self.statusItem setHighlightMode:YES];
[self.statusItem setAction:#selector(activatePopover:)];
}
-(IBAction)activatePopover:(id)sender
{
BOOL isEnabled = NO;
if (isEnabled) {
[self.popover showRelativeToRect:NSMakeRect(0, 0, 50, 50) ofView:statusItem.view preferredEdge:NSMinYEdge];
} else {
[self.popover close];
}
}
Any ideas how to get this running?
Thanks
This will not work without using a custom view on the status item. If you don't set a custom view, the view property will be empty (it only returns custom views, not whatever view NSStatusItem uses internally when you just use setTitle).
Unfortunately, as per Apple's docs, you'll need to provide your own view and handle clicks yourself if you want to use NSPopover.
I haven't seen a complete example that encompasses correct handling of this (the default implementation of status items does rather a lot which you will have to do all manually), and also fixes popover wonkynesses:
NSPopover, by default, won't become the key window (some controls won't work), unless you overwrite canBecomeKeyWindow of NSPopover's window
Correctly dismissing menus of other status items (you can call popUpStatusItemMenu with an empty menu to correctly focus your status item)
Drawing the highlighted background with drawStatusBarBackgroundInRect
Reacting to both left and right mouse clicks
Using NSRunningApplication.currentApplication.activateWithOptions to make sure all windows of your status item become active (otherwise your popover will, erratically, not be the receiver of keyboard input)
Dismissing the NSPopover with NSEvent.addGlobalMonitorForEventsMatchingMask (the built-in dismissal mechanism popovers come with doesn't work with status items)
Removing the status item on termination with NSStatusBar.systemStatusBar.removeStatusItem
I hope to have a blog post about this out sometime soon (note: I'm using RubyMotion, not Objective-C), that explains all these issues and hopefully provides an easier base to create menulets. I'll update this comment if I write that post.
Code:
-(void)initializeStatusBarItem
{
self.statusItem = [[NSStatusBar systemStatusBar] statusItemWithLength:NSSquareStatusItemLength];
NSImage* image = [NSImage imageNamed:#"image"];
// [image setTemplate:YES];
self.statusItem.button.image = image;
self.statusItem.highlightMode = NO;
self.statusItem.button.action = #selector(statusBarItemDidClick:);
}
- (void)statusBarItemDidClick:(NSStatusBarButton *)sender{
MainViewController *mainView = [[MainViewController alloc] init];
self.popoverView = [[NSPopover alloc] init];
[self.popoverView setContentViewController:mainView];
self.popoverView.contentSize = CGSizeMake(300, 400);
self.popoverView.behavior = NSPopoverBehaviorTransient;
[self.popoverView showRelativeToRect:sender.bounds ofView:sender preferredEdge:NSMaxYEdge];
}
[self.scrollView scrollRectToVisible:textField.bounds animated:YES];
I can't seem to get my UIScrollView to scroll at all so that it doesn't obscure my UITextField. I thought that scrollRectToVisible would be my savior but it looks like a no go. Maybe I'm missing something like translating the coordinates of my textField to my scrollView. Either way check out my sample project.
https://github.com/stevemoser/Programming-iOS-Book-Examples/tree/master/ch20p573scrollViewAutoLayout2
Oh, and this project might be missing the delegate connection but I checked that and it still doesn't scroll.
I've seen other questions similar to this but none that mention Autolayout.
I was having issues with scrollRectToVisible:: as well after converting to Auto Layout. I just changed it to a direct call to setContentOffset:: and it started working again.
I had the same problem, I wanted to scroll an autolayouted UITextEdit into view without making it the first responder.
For me the issue was that the bounds of the UITextField were set later on during the auto layout pass, so if you do it immediately after setting up the layout the bounds are not valid yet.
To workaround I did create a descendant of UITextField, did overwrite setBounds: and added a 0 timer to scroll into view "later on" (You can't scroll in that moment because the auto layout pass of the system might no be finished at that point)
#interface MyTextField: UITextField
{
bool _scrollIntoView;
}
..
#end
#implementation MyTextField
-(void)setBounds:(CGRect)bounds
{
bool empty=CGRectIsEmpty(self.bounds);
bool isFirstResponder=self.isFirstResponder;
[super setBounds:bounds];
if (empty && !isFirstResponder && _scrollIntoView)
[self performSelector:#selector(scrollIntoViewLater) withObject:nil afterDelay:0];
else if (empty && isFirstResponder)
[self performSelector:#selector(becomeFirstResponder) withObject:nil afterDelay:0];
}
-(void)scrollIntoViewLater
{
CGRect r=[scrollView convertRect:self.bounds fromView:self];
[scrollView scrollRectToVisible:r animated:TRUE];
}
#end
If the field should be additionally editable with the on screen keyboard, simply call becomeFirstResponder later on: it scrolls automagically into view above the keyboard using the private scrollTextFieldToVisible API which in turn calls scrollRectToVisible:animated: of the scrollview.
Your sample link is broken btw...
I have an NSMenu popping out of an NSStatusItem using popUpStatusItemMenu. These NSMenuItems show a bunch of different links, and each one is connected with setAction: to the openLink: method of a target. This arrangement has been working fine for a long time. The user chooses a link from the menu and the openLink: method then deals with it.
Unfortunately, I recently decided to experiment with using NSMenuItem's setView: method to provide a nicer/slicker interface. Basically, I just stopped setting the title, created the NSMenuItem, and then used setView: to display a custom view. This works perfectly, the menu items look great and my custom view is displayed.
However, when the user chooses a menu item and releases the mouse, the action no longer works (i.e., openLink: isn't called). If I just simply comment out the setView: call, then the actions work again (of course, the menu items are blank, but the action is executed properly). My first question, then, is why setting a view breaks the NSMenuItem's action.
No problem, I thought, I'll fix it by detecting the mouseUp event in my custom view and calling my action method from there. I added this method to my custom view:
- (void)mouseUp:(NSEvent *)theEvent {
NSLog(#"in mouseUp");
}
No dice! This method is never called.
I can set tracking rects and receive mouseEntered: events, though. I put a few tests in my mouseEntered routine, as follows:
if ([[self window] ignoresMouseEvents]) { NSLog(#"ignoring mouse events"); }
else { NSLog(#"not ignoring mouse events"); }
if ([[self window] canBecomeKeyWindow]) { dNSLog((#"canBecomeKeyWindow")); }
else { NSLog(#"not canBecomeKeyWindow"); }
if ([[self window] isKeyWindow]) { dNSLog((#"isKeyWindow")); }
else { NSLog(#"not isKeyWindow"); }
And got the following responses:
not ignoring mouse events
canBecomeKeyWindow
not isKeyWindow
Is this the problem? "not isKeyWindow"? Presumably this isn't good because Apple's docs say "If the user clicks a view that isn’t in the key window, by default the window is brought forward and made key, but the mouse event is not dispatched." But there must be a way do detect these events. HOW?
Adding:
[[self window] makeKeyWindow];
has no effect, despite the fact that canBecomeKeyWindow is YES.
Add this method to your custom NSView and it will work fine with mouse events
- (void)mouseUp:(NSEvent*) event {
NSMenuItem* mitem = [self enclosingMenuItem];
NSMenu* m = [mitem menu];
[m cancelTracking];
[m performActionForItemAtIndex: [m indexOfItem: mitem]];
}
But i'm having problems with keyhandling, if you solved this problem maybe you can go to my question and help me a little bit.
Add this to your custom view and you should be fine:
- (BOOL)acceptsFirstMouse:(NSEvent *)theEvent
{
return YES;
}
I added this method to my custom view, and now everything works beautifully:
- (void)viewDidMoveToWindow {
[[self window] becomeKeyWindow];
}
Hope this helps!
I've updated this version for SwiftUI Swift 5.3:
final class HostingView<Content: View>: NSHostingView<Content> {
override func viewDidMoveToWindow() {
window?.becomeKey()
}
}
And then use like so:
let item = NSMenuItem()
let contentView = ContentView()
item.view = HostingView(rootView: contentView)
let menu = NSMenu()
menu.items = [item]
So far, the only way to achieve the goal, is to register a tracking area manually in updateTrackingAreas - that is thankfully called, like this:
override func updateTrackingAreas() {
let trackingArea = NSTrackingArea(rect: bounds, options: [.enabledDuringMouseDrag, .mouseEnteredAndExited, .activeInActiveApp], owner: self, userInfo: nil)
addTrackingArea(trackingArea)
}
Recently I needed to show a Custom view for a NSStatusItem, show a regular NSMenu when clicking on it and supporting drag and drop operations on the Status icon.
I solved my problem using, mainly, three different sources that can be found in this question.
Hope it helps other people.
See the sample code from Apple named CustomMenus
In there you'll find a good example in the ImagePickerMenuItemView class.
It's not simple or trivial to make a view in a menu act like a normal NSMenuItem.
There are some real decisions and coding to do.