Im working on a drag n' drop view and found some handlers for drag and drop actions on the web. I want to make it so it turns blue when the user drags a file over the drag and drop area and gray again when they exit the drag and drop area. The issues is its not updating when you drag your mouse over it or exit it. Heres some of the code:
- (void)drawRect:(NSRect)rect
{
NSRect bounds = [self bounds];
[[NSColor grayColor] set];
[NSBezierPath fillRect:bounds];
}
- (NSDragOperation)draggingEntered:(id <NSDraggingInfo>)sender {
NSRect bounds = [self bounds];
[[NSColor blueColor] set];
[NSBezierPath fillRect:bounds];
return NSDragOperationCopy;
}
- (void)draggingExited:(id <NSDraggingInfo>)sender {
NSRect bounds = [self bounds];
[[NSColor grayColor] set];
[NSBezierPath fillRect:bounds];
}
Thanks for any help.
Are you calling [yourView: setNeedsDisplay] anywhere?
This is how you let the drawing framework know it needs to message your UIView subclass with drawRect:, so you should do it whenever things have changed. In your case, this probably means when the mouse enters or exits the drop area.
Drawing only works when a context (like a canvas for painting) is set up for you to draw into. When the framework calls -drawRect: it has set up a drawing context for you, so drawing commands like -[NSColor set] and -[NSBezierPath fillRect:] work as you expect.
Outside of -drawRect: there is usually no drawing context set up. Using drawing commands outside of -drawRect: is like waving a paintbrush in the air; there's no canvas, so no painting happens.
In 99.99% of cases, all view drawing should be kept within -drawRect: because NSView does a lot of work that you don't want to do to get the drawing context set up correctly and efficiently.
So, how do you change your view's drawing within your -draggingEntered: and -draggingExited: methods? By side effects.
You're doing the same thing in all three cases: 1) Setting a color and 2) Drawing a rectangle. The only difference is the color changes in each method. So, why not control which color you use in -drawRect: with an ivar, like so:
- (void)draggingEntered:(id <NSDraggingInfo>)sender {
drawBlueColorIvar = YES;
// ...
}
Then in -drawRect: you do this:
- (void)drawRect:(NSRect)rect {
NSColor *color = drawBlueColorIvar ? [NSColor blueColor] : [NSColor grayColor];
[color set];
[NSBezierPath fillRect:rect];
}
(Notice I didn't use [self bounds]. It is more efficient to just draw into the "dirty" rect, when possible.)
Finally, you need some way to tell the framework that your view needs to redraw when drawBlueColorIvar changes. The framework won't draw anything unless it's told it needs to. As Chris Cooper said, you do this with [self setNeedsDisplay:YES]. This should go after any place you change drawBlueColorIvar.
Related
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.
This is causing me some pain...
I wish to use layer-hosting views in my app and I'm having this weird problem.
Here is a simple example. Simply implemented by creating a new project in Xcode and entering the following in the AddDelegate: (after adding QuartzCore to the project):
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
NSView *thisView = [[NSView alloc] initWithFrame:CGRectInset([self.window.contentView bounds], 50, 50)];
[thisView setLayer:[CALayer layer]];
[thisView setWantsLayer:YES];
thisView.layer.delegate = self;
thisView.layer.backgroundColor = CGColorCreateGenericRGB(1,1,0,1);
thisView.layer.anchorPoint = NSMakePoint(0.5, 0.5);
[self.window.contentView addSubview:thisView];
//Create custom content
[thisView.layer display];
}
I also implement the following CALayer Delegate method:
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
[[NSColor blueColor] setFill];
NSBezierPath *theBez = [NSBezierPath bezierPathWithOvalInRect:layer.bounds];
[theBez fill];
}
If I run this code, I can see the subview being added to the windows contentView (big yellow rectangle), and I'm supposing it is a layer-hosting view... and I can see the oval being drawn in blue, but it is underneath the yellow rectangle, and it's origin is at (0,0) in the main Window... it is like it is not actually being drawn inside the yellow layer.
I'm guessing either my view is not really layer-hosting, or that the context being passed to the layer is wrong... but why would it be underneath?
I must be doing something wrong...
To continue with the weirdness, if I add a CABasicAnimation to the layer, like so:
CABasicAnimation *myAnimation = [CABasicAnimation animation];
myAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
myAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
myAnimation.fromValue = [NSNumber numberWithFloat:0.0];
myAnimation.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
myAnimation.duration = 1.0;
myAnimation.repeatCount = HUGE_VALF;
[thisView.layer addAnimation:myAnimation forKey:#"testAnimation"];
thisView.layer.anchorPoint = NSMakePoint(0.5, 0.5);
The yellow background gets animated, rotating about its center, but the blue ellipse gets drawn correctly inside the layer's frame (but also outside, at the origin of the Window, so it is there twice) but does not animate. I would expect the ellipse to rotate with the rest of the layer of course.
I have made this project available here for those willing to give a hand.
Renaud
Got it. I was confused by the fact that the context being called in this situation is a CGContextRef, not an NSGraphicsContext!
I seem to be able to get the result I need by setting the NSGraphicsContext from the CGContextRef:
NSGraphicsContext *gc = [NSGraphicsContext graphicsContextWithGraphicsPort:ctx flipped:NO];
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:gc];
//Insert drawing code here
[NSGraphicsContext restoreGraphicsState];
How to shadow documentView in NSScrollView?
The effect look likes iBook Author:
You need to inset the content in your document view to allow space for the shadow to be displayed, then layer back the view and set a shadow on it. Example:
view.wantsLayer = YES;
NSShadow *shadow = [NSShadow new];
shadow.shadowColor = [NSColor blackColor]
shadow.shadowBlurRadius = 4.f;
shadow.shadowOffset = NSMakeSize(0.f, -5.f);
view.shadow = shadow;
The NSScrollView contentView is an NSView subclass, which has a shadow field, if you create a shadow object and assign it to this field, the view will automatically show a drop shadow when drawn
NSShadow* shadow = [[NSShadow alloc] init];
shadow.shadowBlurRadius = 2; //set how many pixels the shadow has
shadow.shadowOffset = NSMakeSize(2, -2); //the distance from the view the shadow is dropped
shadow.shadowColor = [NSColor blackColor];
self.scrollView.contentView.shadow = shadow;
This works because all views when are drawn on drawRect use this shadow property by using [shadow set].
doing [shadow set] during a draw operation makes whatever is drawn after that to be replicated underneath
I'm new to entering posts on stack overflow but I had the same issue and have solved it so I thought after searching the net for hours to find a solution it would be nice to answer it.
My solution is to create a subclass for NSClipView with the following code for drawRect...
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
NSRect childRect = [[self documentView] frame];
[NSGraphicsContext saveGraphicsState];
// Create the shadow below and to the right of the shape.
NSShadow* theShadow = [[NSShadow alloc] init];
[theShadow setShadowOffset:NSMakeSize(4.0, -4.0)];
[theShadow setShadowBlurRadius:3.0];
// Use a partially transparent color for shapes that overlap.
[theShadow setShadowColor:[[NSColor grayColor]
colorWithAlphaComponent:0.95f]];
[theShadow set];
[[self backgroundColor] setFill];
NSRectFill(childRect);
// Draw your custom content here. Anything you draw
// automatically has the shadow effect applied to it.
[NSGraphicsContext restoreGraphicsState];
}
You then need to create an instance of the subclass and set it with the setContentView selector.
You also need to repaint the clip view every time the content view size changes. If you have your content view set up to change in terms of canvas size when the user wants then unless you repaint the clip view some nasty shadow marks will left behind.
You don't need to mess about with clips as others have suggested.
Hope it helps!
I am creating a NSView subclass that has rounded corners. This view is meant to be a container and other subviews will be added to it. I am trying to get the rounded corners of the NSView to clip all of the subview's corners as well, but am not able to get it.
- (void)drawRect:(NSRect)dirtyRect {
NSRect rect = [self bounds];
NSBezierPath *path = [NSBezierPath bezierPathWithRoundedRect:rect xRadius:self.radius yRadius:self.radius];
[path addClip];
[[NSColor redColor] set];
NSRectFill(dirtyRect);
[super drawRect:dirtyRect];
}
The red is just for example. If I add a subview to the rect, The corners are not clipped:
How can I achieve this?
Using Core Animation layers will clip sublayers correctly.
In your container NSView subclass:
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.layer = _layer; // strangely necessary
self.wantsLayer = YES;
self.layer.masksToBounds = YES;
self.layer.cornerRadius = 10.0;
}
return self;
}
You can do it in the interface builder without subclassing adding User Defined Runtime Attributes"
Have you tried clipping with layers?
self.layer.cornerRadius = self.radius;
self.layer.masksToBounds = YES;
Ah, sorry, somehow I've missed that you were talking about NSView, not UIView. It would be hard to clip NSView subviews in all cases because it seems that most of Cocoa standard views set their own clipping path. It might be easier to layout subviews with some paddings and avoid need for clipping.
I am subclassing NSTextView and over-riding the drawRect method in order to draw an NSBezierPathWithRoundedRect around the textview, however - as it has rounded edges, they interfere with the text in the text view.
Is there any way to apply some kind of margin or padding all around the text input area of the NSTextView so that it is more inset, and away from the rounded edges? Or is a better approach to sit the NSTextView within an NSView and apply the rounded stroke to the NSView instead?
- (void)drawRect:(NSRect)dirtyRect {
// Drawing code here.
[super drawRect:dirtyRect];
NSRect rect = [self bounds];
NSRect newRect = NSMakeRect(rect.origin.x+2, rect.origin.y+2, rect.size.width-3, rect.size.height-3);
NSBezierPath *textViewSurround = [NSBezierPath bezierPathWithRoundedRect:newRect xRadius:10 yRadius:10];
[textViewSurround setLineWidth:2.0];
[[NSColor whiteColor] set];
[textViewSurround stroke];
}
I think -setTextContainerInset: does what you need. Alternatively, you should not call super in your implementation of -drawRect: and draw the text container yourself.
You could try setting margins on the paragraph style of the whole textView's string.
Or maybe put your textview inside a larger parent view with rounded corners and a border?