Cocoa Button that will light up with mouse over - cocoa

Is there a flag that can be set that will cause a Cocoa button to be highlighted when it is moused over. I need to this programatically with objective C on OSX.

Setup a tracking area for the view with addTrackingArea (provided you are using Leopard or newer OS X). You'll get events on mouse enter and mouse exit.

something below maybe the answer.
class HoverButton: NSButton{
var backgroundColor: NSColor?
var hoveredBackgroundColor: NSColor?
var pressedBackgroundColor: NSColor?
private var hovered: Bool = false
override var wantsUpdateLayer:Bool{
return true
}
required init?(coder: NSCoder) {
super.init(coder: coder)
self.commonInit()
}
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
self.commonInit()
}
func commonInit(){
self.wantsLayer = true
self.createTrackingArea()
self.hovered = false
self.hoveredBackgroundColor = NSColor.selectedTextBackgroundColor()
self.pressedBackgroundColor = NSColor.selectedTextBackgroundColor()
self.backgroundColor = NSColor.clearColor()
}
private var trackingArea: NSTrackingArea!
func createTrackingArea(){
if(self.trackingArea != nil){
self.removeTrackingArea(self.trackingArea!)
}
let circleRect = self.bounds
let flag = NSTrackingAreaOptions.MouseEnteredAndExited.rawValue + NSTrackingAreaOptions.ActiveInActiveApp.rawValue
self.trackingArea = NSTrackingArea(rect: circleRect, options: NSTrackingAreaOptions(rawValue: flag), owner: self, userInfo: nil)
self.addTrackingArea(self.trackingArea)
}
override func mouseEntered(theEvent: NSEvent) {
self.hovered = true
NSCursor.pointingHandCursor().set()
self.needsDisplay = true
}
override func mouseExited(theEvent: NSEvent) {
self.hovered = false
NSCursor.arrowCursor().set()
self.needsDisplay = true
}
override func updateLayer() {
if(hovered){
if (self.cell!.highlighted){
self.layer?.backgroundColor = pressedBackgroundColor?.CGColor
}
else{
self.layer?.backgroundColor = hoveredBackgroundColor?.CGColor
}
}
else{
self.layer?.backgroundColor = backgroundColor?.CGColor
}
}
}
link: https://github.com/fancymax/HoverButton

It is also possible to override the button cell to propagate the mouse enter/exit event to the view. I did not test all buttons styles, I use Recessed style.
The drawBezel function is called on mouseEnter if showsBorderOnlyWhileMouseInside is true.
That's why I simply override it, and manage my custom display behaviour in the button.
class myButtonCell: NSButtonCell {
override func mouseEntered(with event: NSEvent) {
controlView?.mouseEntered(with: event)
// Comment this to remove title highlight (for button style)
super.mouseEntered(with: event)
}
override func mouseExited(with event: NSEvent) {
controlView?.mouseExited(with: event)
// Comment this to remove title un-highlight (for recessed button style)
// Here, we un-hilight the title only if the button is not selected
if state != .on { super.mouseExited(with: event) }
}
// removes the default highlight behavior
override func drawBezel(withFrame frame: NSRect, in controlView: NSView) {}
}
// Set the cell class to MyButtonCell in interface builder
class MyButton: NSButton {
var mouseIn: Bool = false { didSet {
// Up to you here - setNeedsDisplay() or layer update
}}
override func mouseEntered(with event: NSEvent) { mouseIn = true }
override func mouseExited(with event: NSEvent) { mouseIn = false }
}

Related

InputAccessoryView not removed

I'm making an iOS app, in which i use the inputaccessoryview to the UIViewController,
the problem is
Controller A
class ControllerA: UIViewController {
override var inputAccessoryView: UIView? {
return saveView
}
override var canBecomeFirstResponder: Bool {
return true
}
#IBAction func openVCB(_ sender: UIButton) {
let controllerB = controllerB.instantiate(fromAppStoryboard: .main)
let navigationController = UINavigationController(rootViewController: controllerB)
navigationController.navigationBar.isTranslucent = false
self.present(navigationController, animated: true)
}
}
Controller B
class ControllerB: UIViewController {
override var inputAccessoryView: UIView? {
return nil
}
override var canBecomeFirstResponder: Bool {
return false
}
}
in the controller A the view is working as expected, but in controller B if i opened a keyboard and closed it the AccossoryView it will be visible, and it supposed not to be visible, any ideas?
Full Project InpoutViewTest
Follow this approach:
var shouldBecomeFirstResponder:Bool = false
override var canBecomeFirstResponder: Bool {
return shouldBecomeFirstResponder
}
and don't forget to set this flag to false in viewWillDisappear as well
shouldBecomeFirstResponder = false
I've run into this problem too. Try putting this in your viewWillDisappear(_ animated: Bool) function:
override func viewWillDisappear(_ animated: Bool) {
if let myInputAccessoryView = saveView {
myInputAccessoryView.removeFromSuperview()
}
}
It should remove the input accessory view before transitioning to controller B. Just remember to add the input accessory view back when returning to controller A. You could also try myInputAccessoryView.isHidden = true instead of removeFromSuperview() if you prefer.

Swift - Capture keydown from NSViewController

I would like to capture keyevents in my little app.
What I have done:
class ViewController : NSViewController {
...
override func keyDown(theEvent: NSEvent) {
if theEvent.keyCode == 124 {
println("abc")
} else {
println("abcd")
}
}
override var acceptsFirstResponder: Bool {
return true
}
override func becomeFirstResponder() -> Bool {
return true
}
override func resignFirstResponder() -> Bool {
return true
}
...
}
What happens:
When a key pressed, the Funk sound effect plays.
I've seen many posts talking about how this is a delegate the belongs to NSView and NSViewController does not have access. But the keydown function override auto completes in a class of type NSViewController leading me to believe that this is wrong.
Xcode 8.2.1 • Swift 3.0.2
import Cocoa
class ViewController: NSViewController {
#IBOutlet var textField: NSTextField!
override func viewDidLoad() {
super.viewDidLoad()
NSEvent.addLocalMonitorForEvents(matching: .flagsChanged) {
self.flagsChanged(with: $0)
return $0
}
NSEvent.addLocalMonitorForEvents(matching: .keyDown) {
self.keyDown(with: $0)
return $0
}
}
override func keyDown(with event: NSEvent) {
switch event.modifierFlags.intersection(.deviceIndependentFlagsMask) {
case [.command] where event.characters == "l",
[.command, .shift] where event.characters == "l":
print("command-l or command-shift-l")
default:
break
}
textField.stringValue = "key = " + (event.charactersIgnoringModifiers
?? "")
textField.stringValue += "\ncharacter = " + (event.characters ?? "")
}
override func flagsChanged(with event: NSEvent) {
switch event.modifierFlags.intersection(.deviceIndependentFlagsMask) {
case [.shift]:
print("shift key is pressed")
case [.control]:
print("control key is pressed")
case [.option] :
print("option key is pressed")
case [.command]:
print("Command key is pressed")
case [.control, .shift]:
print("control-shift keys are pressed")
case [.option, .shift]:
print("option-shift keys are pressed")
case [.command, .shift]:
print("command-shift keys are pressed")
case [.control, .option]:
print("control-option keys are pressed")
case [.control, .command]:
print("control-command keys are pressed")
case [.option, .command]:
print("option-command keys are pressed")
case [.shift, .control, .option]:
print("shift-control-option keys are pressed")
case [.shift, .control, .command]:
print("shift-control-command keys are pressed")
case [.control, .option, .command]:
print("control-option-command keys are pressed")
case [.shift, .command, .option]:
print("shift-command-option keys are pressed")
case [.shift, .control, .option, .command]:
print("shift-control-option-command keys are pressed")
default:
print("no modifier keys are pressed")
}
}
}
To get rid of the purr sound when pressing the character keys you need to subclass your view, override the method performKeyEquivalent and return true.
import Cocoa
class View: NSView {
override func performKeyEquivalent(with event: NSEvent) -> Bool {
return true
}
}
Sample Project
Swift4
Just found a solution for the very same problem, Swift4. The idea behind that: if the pressed key was handled by a custom logic, the handler shall return nil, otherwise the (unhandled) event...
class MyViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
// ...
NSEvent.addLocalMonitorForEvents(matching: .keyDown) {
if self.myKeyDown(with: $0) {
return nil
} else {
return $0
}
}
}
func myKeyDown(with event: NSEvent) -> Bool {
// handle keyDown only if current window has focus, i.e. is keyWindow
guard let locWindow = self.view.window,
NSApplication.shared.keyWindow === locWindow else { return false }
switch Int( event.keyCode) {
case kVK_Escape:
// do what you want to do at "Escape"
return true
default:
return false
}
}
}
And here we are: no Purr / Funk sound when key is pressed...
[Update] Added check of keyWindow. Without this, keyDown() is fired even if another view/window contains the first responder...
I was trying to find an answer for swift 3, here is what worked for me:
Swift 3
import Cocoa
// We subclass an NSView
class MainView: NSView {
// Allow view to receive keypress (remove the purr sound)
override var acceptsFirstResponder : Bool {
return true
}
// Override the NSView keydown func to read keycode of pressed key
override func keyDown(with theEvent: NSEvent) {
Swift.print(theEvent.keyCode)
}
}
I manage to get it work from subclass of NSWindowController
class MyWindowController: NSWindowController {
override func keyDown(theEvent: NSEvent) {
print("keyCode is \(theEvent.keyCode)")
}
}
UPDATE:
import Cocoa
protocol WindowControllerDelegate {
func keyDown(aEvent: NSEvent)
}
class WindowController: NSWindowController {
var delegate: WindowControllerDelegate?
override func windowDidLoad() {
super.windowDidLoad()
delegate = window?.contentViewController as! ViewController
}
override func keyDown(theEvent: NSEvent) {
delegate?.keyDown(theEvent)
}
}
and ViewController:
class ViewController: NSViewController, WindowControllerDelegate {
#IBOutlet weak var textField: NSTextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override var representedObject: AnyObject? {
didSet {
// Update the view, if already loaded.
}
}
override func keyDown(theEvent: NSEvent) {
textField.stringValue = "key = " + (theEvent.charactersIgnoringModifiers
?? "")
textField.stringValue += "\ncharacter = " + (theEvent.characters ?? "")
textField.stringValue += "\nmodifier = " + theEvent.modifierFlags.rawValue.description
}
}
let kLeftArrowKeyCode: UInt16 = 123
let kRightArrowKeyCode: UInt16 = 124
let kDownArrowKeyCode: UInt16 = 125
let kUpArrowKeyCode: UInt16 = 126
override func keyDown(with event: NSEvent) {
switch event.keyCode {
case kLeftArrowKeyCode:
print("left")
break
case kRightArrowKeyCode:
print("right")
break
case kDownArrowKeyCode:
print("down")
break
case kUpArrowKeyCode:
print("up")
break
default:
print("other")
super.keyDown(with: event)
break
}
print("Key with number: \(event.keyCode) was pressed")
}

Custom NSView Drag and Drop images

I'm working on an OS X App and, I can't seem to get Drag and Drop to work. I've Googled a lot, but most posts about this subject are at least a few years old and none of them tells me the missing link I have in my thoughts.
Anyway, here is what I'm trying to do. I have an image somewhere on my desktop and I want the ability to drag and drop that into my Custom NSView. The custom view is a child object of a custom NSView named CircularImageView and is layer backed and only shows a circular shaped image on the screen.
Here's the code:
import Cocoa
import MCTools
#objc public protocol DragAndDropCircularImageViewDelegate {
func imageDumped(sender: AnyObject!)
}
#IBDesignable #objc public class DragAndDropCircularImageView: CircularImageView {
// This class provides the Drag And Drop Feature to the CircularImageView Class.
// MARK: New in this class
var highlight: Bool = false
public var delegate: DragAndDropCircularImageViewDelegate?
private func registerForDraggedImages() {
self.registerForDraggedTypes(NSImage.imageTypes())
}
// MARK: CircularImageView Stuff
public override var image: NSImage? {
didSet {
if let newImage = image {
delegate?.imageDumped(self)
}
}
}
public required init?(coder: NSCoder) {
super.init(coder: coder)
self.registerForDraggedImages()
}
public override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
self.registerForDraggedImages()
}
public override func updateLayer() {
super.updateLayer()
if highlight == true {
}
}
// MARK: NS Dragging Destination Protocol
public override func draggingEntered(sender: NSDraggingInfo) -> NSDragOperation {
// When a drag enters our drop zone.
if NSImage.canInitWithPasteboard(sender.draggingPasteboard()) {
if ((sender.draggingSourceOperationMask().rawValue & NSDragOperation.Copy.rawValue) > 0) {
highlight = true
self.needsLayout = true
sender.enumerateDraggingItemsWithOptions(.Concurrent, forView: self, classes: [NSPasteboardItem.self], searchOptions: [NSPasteboardURLReadingContentsConformToTypesKey: self], usingBlock: { (draggingItem, idx, stop) -> Void in
return
})
}
return NSDragOperation.Copy
}
return NSDragOperation.None
}
public override func draggingExited(sender: NSDraggingInfo?) {
// When drag exits our drop zone remove highlight of the drop zone.
println("\(self)draggingExited")
highlight = false
self.needsLayout = true
}
public override func prepareForDragOperation(sender: NSDraggingInfo) -> Bool {
// Update view for hovering drop.
println("\(self)prepareForDragOperation")
highlight = false
self.needsLayout = true
// Can we accept the drop?
return NSImage.canInitWithPasteboard(sender.draggingPasteboard())
}
public override func performDragOperation(sender: NSDraggingInfo) -> Bool {
// Handle the drop data.
println("\(self)performDragOperation \(sender)")
if NSImage.canInitWithPasteboard(sender.draggingPasteboard()) {
self.image = NSImage(pasteboard: sender.draggingPasteboard())
}
return true
}
// MARK: Interface Builder Stuff
}
I have seen some posts that I should be using:
self.registerForDraggedTypes([NSFilenamesPboardType])
instead of:
self.registerForDraggedTypes(NSImage.imageTypes())
But this doesn't seem to work in my case, when I'm using NSFileNamesPboardType I get the following debug message even before any of the NSDraggingDestination protocol messages have been called:
2015-05-07 11:07:19.583 CircularImageViewTest[44809:14389647] -[CircularView.DragAndDropCircularImageView copyWithZone:]: unrecognized selector sent to instance 0x608000166d80
(lldb) p 0x608000166d80
(Int) $R0 = 106102873550208
I don't understand how this works. Somewhere the frameworks try to copyWithZone on an integer? Can anyone explain this to me?
Any help would be appreciated. Thanks in advance.
Ok, the code below works. It was all caused by sender.enumerateDraggingItemsWithOptions in draggingEntered. Something goes wrong in the Apple frameworks when it is called.
import Cocoa
import MCTools
#objc public protocol DragAndDropCircularImageViewDelegate {
func imageDumped(sender: AnyObject!)
}
#IBDesignable #objc public class DragAndDropCircularImageView: CircularImageView {
// This class provides the Drag And Drop Feature to the CircularImageView Class.
// MARK: New in this class
var highlight: Bool = false
public weak var delegate: DragAndDropCircularImageViewDelegate?
private func registerForDraggedImages() {
// self.registerForDraggedTypes(NSImage.imageTypes())
self.registerForDraggedTypes([NSFilenamesPboardType])
}
// MARK: CircularImageView Stuff
public override var image: NSImage? {
didSet {
if let newImage = image {
delegate?.imageDumped(self)
}
}
}
public required init?(coder: NSCoder) {
super.init(coder: coder)
self.registerForDraggedImages()
}
public override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
self.registerForDraggedImages()
}
public override func updateLayer() {
super.updateLayer()
if highlight == true {
}
}
// MARK: NS Dragging Destination Protocol
public override func draggingEntered(sender: NSDraggingInfo) -> NSDragOperation {
// When a drag enters our drop zone.
if NSImage.canInitWithPasteboard(sender.draggingPasteboard()) {
if ((sender.draggingSourceOperationMask().rawValue & NSDragOperation.Copy.rawValue) > 0) {
highlight = true
self.needsLayout = true
}
return NSDragOperation.Copy
}
return NSDragOperation.None
}
public override func draggingExited(sender: NSDraggingInfo?) {
// When drag exits our drop zone remove highlight of the drop zone.
println("\(self)draggingExited")
highlight = false
self.needsLayout = true
}
public override func prepareForDragOperation(sender: NSDraggingInfo) -> Bool {
// Update view for hovering drop.
println("\(self)prepareForDragOperation")
highlight = false
self.needsLayout = true
// Can we accept the drop?
return NSImage.canInitWithPasteboard(sender.draggingPasteboard())
}
public override func performDragOperation(sender: NSDraggingInfo) -> Bool {
// Handle the drop data.
println("\(self)performDragOperation \(sender)")
if NSImage.canInitWithPasteboard(sender.draggingPasteboard()) {
self.image = NSImage(pasteboard: sender.draggingPasteboard())
self.delegate!.imageDumped(self)
}
return true
}
// MARK: Interface Builder Stuff
}

Xcode Swift: How to call UIPickerView from UIButton?

I need to open UIPickerView once a user touch a UIButton and to return the text value choosen on UIPickerview to UIButton label.
I'm not able to change the UIButton'n inputview like for UITextField, so making the property writable seems to be the right way. Unfortunatelly nothing happens when the button is touched.
import UIKit
class ABButton: UIButton {
var modInputView: UIView!
override var inputView: UIView { get {
if modInputView != nil {
return modInputView
}
else {
return super.inputView!
}
}}
override func canBecomeFirstResponder() -> Bool {
return true
}
}
class LiczydloViewController: UIViewController {
#IBOutlet weak var buttonTempo10: ABButton!
override func viewDidLoad() {
super.viewDidLoad()
var tempoPicker = UIDatePicker()
buttonTempo10.modInputView = tempoPicker
}
Add an action for touchUpInside for the button, and call button.becomeFirstResponder()
try to set the frame of UIDatePicker. I tried it with luck.
class ZYInputButton: UIButton {
var zyInputView: UIView?
var zyInputAccessoryView: UIView?
override var inputView: UIView? {
get {
return self.zyInputView
}
set {
self.zyInputView = newValue
}
}
override var inputAccessoryView: UIView? {
get {
return self.zyInputAccessoryView
}
set {
self.zyInputAccessoryView = newValue
}
}
override func canBecomeFirstResponder() -> Bool {
return true
}
}

How to draw your own NSTabView tabs?

I want to draw my own tabs for NSTabViewItems. My Tabs should look different and start in the top left corner and not centered.
How can I do this?
it is possible to set the NSTabView's style to Tabless and then control it with a NSSegmentedControl that subclasses NSSegmentedCell to override style and behavior. For an idea how to do this, check out this project that emulates Xcode 4 style tabs: https://github.com/aaroncrespo/WILLTabView/.
One of possible ways to draw tabs - is to use NSCollectionView. Here is Swift 4 example:
Class TabViewStackController contains TabViewController preconfigured with style .unspecified and custom TabBarView.
class TabViewStackController: ViewController {
private lazy var tabBarView = TabBarView().autolayoutView()
private lazy var containerView = View().autolayoutView()
private lazy var tabViewController = TabViewController()
private let tabs: [String] = (0 ..< 14).map { "TabItem # \($0)" }
override func setupUI() {
view.addSubviews(tabBarView, containerView)
embedChildViewController(tabViewController, container: containerView)
}
override func setupLayout() {
LayoutConstraint.withFormat("|-[*]-|", forEveryViewIn: containerView, tabBarView).activate()
LayoutConstraint.withFormat("V:|-[*]-[*]-|", tabBarView, containerView).activate()
}
override func setupHandlers() {
tabBarView.eventHandler = { [weak self] in
switch $0 {
case .select(let item):
self?.tabViewController.process(item: item)
}
}
}
override func setupDefaults() {
tabBarView.tabs = tabs
if let item = tabs.first {
tabBarView.select(item: item)
tabViewController.process(item: item)
}
}
}
Class TabBarView contains CollectionView which represents tabs.
class TabBarView: View {
public enum Event {
case select(String)
}
public var eventHandler: ((Event) -> Void)?
private let cellID = NSUserInterfaceItemIdentifier(rawValue: "cid.tabView")
public var tabs: [String] = [] {
didSet {
collectionView.reloadData()
}
}
private lazy var collectionView = TabBarCollectionView()
private let tabBarHeight: CGFloat = 28
private (set) lazy var scrollView = TabBarScrollView(collectionView: collectionView).autolayoutView()
override var intrinsicContentSize: NSSize {
let size = CGSize(width: NSView.noIntrinsicMetric, height: tabBarHeight)
return size
}
override func setupHandlers() {
collectionView.delegate = self
}
override func setupDataSource() {
collectionView.dataSource = self
collectionView.register(TabBarTabViewItem.self, forItemWithIdentifier: cellID)
}
override func setupUI() {
addSubviews(scrollView)
wantsLayer = true
let gridLayout = NSCollectionViewGridLayout()
gridLayout.maximumNumberOfRows = 1
gridLayout.minimumItemSize = CGSize(width: 115, height: tabBarHeight)
gridLayout.maximumItemSize = gridLayout.minimumItemSize
collectionView.collectionViewLayout = gridLayout
}
override func setupLayout() {
LayoutConstraint.withFormat("|[*]|", scrollView).activate()
LayoutConstraint.withFormat("V:|[*]|", scrollView).activate()
}
}
extension TabBarView {
func select(item: String) {
if let index = tabs.index(of: item) {
let ip = IndexPath(item: index, section: 0)
if collectionView.item(at: ip) != nil {
collectionView.selectItems(at: [ip], scrollPosition: [])
}
}
}
}
extension TabBarView: NSCollectionViewDataSource {
func collectionView(_ collectionView: NSCollectionView, numberOfItemsInSection section: Int) -> Int {
return tabs.count
}
func collectionView(_ collectionView: NSCollectionView, itemForRepresentedObjectAt indexPath: IndexPath) -> NSCollectionViewItem {
let tabItem = tabs[indexPath.item]
let cell = collectionView.makeItem(withIdentifier: cellID, for: indexPath)
if let cell = cell as? TabBarTabViewItem {
cell.configure(title: tabItem)
}
return cell
}
}
extension TabBarView: NSCollectionViewDelegate {
func collectionView(_ collectionView: NSCollectionView, didSelectItemsAt indexPaths: Set<IndexPath>) {
if let first = indexPaths.first {
let item = tabs[first.item]
eventHandler?(.select(item))
}
}
}
Class TabViewController preconfigured with style .unspecified
class TabViewController: GenericTabViewController<String> {
override func viewDidLoad() {
super.viewDidLoad()
transitionOptions = []
tabStyle = .unspecified
}
func process(item: String) {
if index(of: item) != nil {
select(itemIdentifier: item)
} else {
let vc = TabContentController(content: item)
let tabItem = GenericTabViewItem(identifier: item, viewController: vc)
addTabViewItem(tabItem)
select(itemIdentifier: item)
}
}
}
Rest of the classes.
class TabBarCollectionView: CollectionView {
override func setupUI() {
isSelectable = true
allowsMultipleSelection = false
allowsEmptySelection = false
backgroundView = View(backgroundColor: .magenta)
backgroundColors = [.clear]
}
}
class TabBarScrollView: ScrollView {
override func setupUI() {
borderType = .noBorder
backgroundColor = .clear
drawsBackground = false
horizontalScrollElasticity = .none
verticalScrollElasticity = .none
automaticallyAdjustsContentInsets = false
horizontalScroller = InvisibleScroller()
}
}
// Disabling scroll view indicators.
// See: https://stackoverflow.com/questions/9364953/hide-scrollers-while-leaving-scrolling-itself-enabled-in-nsscrollview
private class InvisibleScroller: Scroller {
override class var isCompatibleWithOverlayScrollers: Bool {
return true
}
override class func scrollerWidth(for controlSize: NSControl.ControlSize, scrollerStyle: NSScroller.Style) -> CGFloat {
return CGFloat.leastNormalMagnitude // Dimension of scroller is equal to `FLT_MIN`
}
override func setupUI() {
// Below assignments not really needed, but why not.
scrollerStyle = .overlay
alphaValue = 0
}
}
class TabBarTabViewItem: CollectionViewItem {
private lazy var titleLabel = Label().autolayoutView()
override var isSelected: Bool {
didSet {
if isSelected {
titleLabel.font = Font.semibold(size: 10)
contentView.backgroundColor = .red
} else {
titleLabel.font = Font.regular(size: 10.2)
contentView.backgroundColor = .blue
}
}
}
override func setupUI() {
view.addSubviews(titleLabel)
view.wantsLayer = true
titleLabel.maximumNumberOfLines = 1
}
override func setupDefaults() {
isSelected = false
}
func configure(title: String) {
titleLabel.text = title
titleLabel.textColor = .white
titleLabel.alignment = .center
}
override func setupLayout() {
LayoutConstraint.withFormat("|-[*]-|", titleLabel).activate()
LayoutConstraint.withFormat("V:|-(>=4)-[*]", titleLabel).activate()
LayoutConstraint.centerY(titleLabel).activate()
}
}
class TabContentController: ViewController {
let content: String
private lazy var titleLabel = Label().autolayoutView()
init(content: String) {
self.content = content
super.init()
}
required init?(coder: NSCoder) {
fatalError()
}
override func setupUI() {
contentView.addSubview(titleLabel)
titleLabel.text = content
contentView.backgroundColor = .green
}
override func setupLayout() {
LayoutConstraint.centerXY(titleLabel).activate()
}
}
Here is how it looks like:
NSTabView isn't the most customizable class in Cocoa, but it is possible to subclass it and do your own drawing. You won't use much functionality from the superclass besides maintaining a collection of tab view items, and you'll end up implementing a number of NSView and NSResponder methods to get the drawing and event handling working correctly.
It might be best to look at one of the free or open source tab bar controls first, I've used PSMTabBarControl in the past, and it was much easier than implementing my own tab view subclass (which is what it was replacing).
I've recently done this for something I was working on.
I ended using a tabless tab view and then drawing the tabs myself in another view. I wanted my tabs to be part of a status bar at the bottom of the window.
You obviously need to support mouse clicks which is fairly easy, but you should make sure your keyboard support works too, and that's a little more tricky: you'll need to run timers to switch the tab after no keyboard access after half a second (have a look at the way OS X does it). Accessibility is another thing you should think about but you might find it just works—I haven't checked it in my code yet.
I very much got stuck on this - and posted NSTabView with background color - as the PSMTabBarControl is now out of date also posted https://github.com/dirkx/CustomizableTabView/blob/master/CustomizableTabView/CustomizableTabView.m
It's very easy to use a separate NSSegmentedCell to control tab selection in an NSTabView. All you need is an instance variable that they can both bind to, either in the File's Owner, or any other controller class that appears in your nib file. Just put something like this in the class Interface declaraton:
#property NSInteger selectedTabIndex;
Then, in the IB Bindings Inspector, bind the Selected Index of both the NSTabView and the NSSegmentedCell to the same selectedTabIndex property.
That's all you need to do! You don't need to initialize the property unless you want the default selected tab index to be something other than zero. You can either keep the tabs, or make the NSTabView tabless, it will work either way. The controls will stay in sync regardless of which control changes the selection.

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