Simplifying a complicated Cocoa-Touch View Controller - cocoa

As I wire up my first fairly complicated Cocoa-Touch view I feel like I'm inadvertently slipping back into old procedural patterns and finding it difficult to shake them off...Though fully aware of many of the Cocoa (OO) design patterns I'm afraid I may be subverting them.
As such this view in question is quickly becoming unmanageable and I'm wondering if I might be approaching it the wrong way?!? The view is managed by a subclass of UIViewController. The view itself contains ±10 subviews. Some of these subviews "slide" in and out and contain their own subviews (controls, imageviews, etc) that slide along with them.
Without getting into too much detail I've found that I'm executing most (if not all, including animation) of my management code w/in the touchesBegan/Moved/Ended methods of my root View Controller. And it's become a mess of managing, setting & checking boolean properties. if (editingMode & panelAVisible).... if (editingMode & panelBVisible)... or *if (viewFlipped) { for (MyCustomView view in someArrayOfSubviews)} etc, etc... granted the UI of this app requires most of these views (or their contents) to be touched and moved by the user to different parts of the screen.
The main problems I'm trying to solve seems to be along the lines of: if viewA is present then you 3 views go hide (animated)...or, If viewB is touched then all objects contained in viewC are negative... etc.
Any clever (or rudimentary) OO approach to handling this? Perhaps make the subviews that contain views act as their own mini view controllers? I haven't been able to find too many (any?) examples of that though...

As you suggested at the end of your question, I would recommend having a subcontroller whenever you need logic for a particular subview. The point of a controller object is to keep track of state of the view and to encapsulate all that view logic that you were describing. Interface actions, such as if the user can move to a different screen, can invoke save logic, can create a new document, should be in the controller for that particular view. This will help maintain a separation of concerns between the various controllers and cut your convoluted logic down at the top level.
While it doesn't pertain to iPhone programming specifically, the book Cocoa Programming for Mac OS X contains good examples (especially in the chapter about how to do preference windows) of using subcontrollers and subviews in your application.

I think you should go along your last suggestion, make the subviews that contain views act as their own mini view controllers. Each (sub)view that presents a 'screen full of content' could/should be managed by its own view controller.
Animating between those views can be done with the build in navigation controller (you can actually hide the top bar of a navigation controller) such that you have the default slide animation. Otherwise you could indeed create your own animation while still using that navigation controller.
'The view itself contains ±10 subviews'. Some of these subviews "slide" in and out [..]'. These subviews you're talking about are perfect candidates for extraction from your one monolithic UIView.
The basic OO principle to use is how the navigation controller does it, by pushing and popping views on and off a stack. Each view pushed and popped is handled by its own view controller.
HTH
Edit: I now see you're not specifically talking about iPhone development. Still, have a look how its done there (especially the UINavigationController). You can still get the basic design idea

Related

How to transition e.g. fade, from one view controller to another

I have done a lot of research on Youtube, websites and Stack Overflow, but couldn't find anything that worked. Hopefully, you can help me. I have view controllers in Xcode, and buttons on them that perform segues, to show the next view controller. But when it changes view controllers with the button performing a segue (show), it brings the next view controller up from the bottom of the screen. How do I change the transition (or add a transition) to make them fade into each other.
What you’re doing(the segue) is presenting the view modally. This is an Apple defined behavior which we get for free.
What you want is a custom view controller transition. Therefore you’ll need to implement it yourself.
Luckily, Apple has a great system built-in that makes creating custom UIViewController transitions easy. Although it will require some familiarity with iOS libraries and experience with animation logic.
You can check out this article.

Hooking up multiple NSViewControllers to a nib

I have a window that contains several rather complex views. Right now, I'm using a single NSWindowController to control the UI for the window and all the views. It's becoming a pretty huge class, since it's dealing with the details of each and every view.
The view behaviors are independent from one another though, so I see an opportunity to put the UI logic for each view into a separate controller.
According to the Mac App Programming Guide, this is exactly what view controllers are for:
Use view controllers to divide up the work for managing more
sophisticated window layouts. Your view controllers work together
(with the window controller) to present the window contents.
However, I can't find any documentation or examples on how this idea works in practice. Can I add multiple view controllers to the nib file in addition to the window controller?
If you add the view controllers to the nib, that's where they're going to be instantiated, and you'd add IBOutlets to the window controller (assuming that's the nib's File's Owner) in order to connect them.
In terms of memory, however, that scheme could become expensive, especially the more view controllers you have. You may want to instead consider lazily instantiating them in the window controller, (i.e., doing so only when needed), assuming this doesn't result in an objectionable lag before the view is presented for the first time.
Don't be afraid to try both approaches. One of them may be best for you.
In any case, I applaud you for your decision to factor out all that code into separate controllers. Very nice. Good luck to you in your endeavors.

Cocoa OSX custom widgets/controls

I want to know how can I create custom widgets/controls in Cocoa.
Not a full tutorial, but some guidance on what to start looking into. I'm confused by custom views, Core Animation, etc. I feel lost.
I see a lot of cool looking controls, like in Reeder App, or Sparrow etc. For example:
The left side is a collapsable menu that includes animations etc. How can I achieve something similar? I thought of using a WebView + HTML + JavaScript, but that doesn't seem like a very optimized solution.
Controls are views, so if custom views confuse you, you'll need to get that figured out before moving on to custom controls. Although you should really read the entire View Programming Guide, the section called Creating a Custom View will get you started on creating your own views. Try creating a simple view that draws a circle, for example, or the time.
When you've got views figured out, move on to custom controls. Most controls work about the same way. The user touches them, and the control responds by: a) tracking the user's input, b) changing its value, c) sending its action message to its target, and d) giving the user some feedback by redrawing itself. To get started, first make sure that you know how to use controls. Reading Control and Cell Programming Topics should help, and the section titled Subclassing NSControl covers (obviously) creating your own subclasses.
The example you provided is pretty clearly Apple's Mail.app. The view on the left side of the window might be an instance of NSOutlineView, or it might be a custom class. Either way, NSOutlineView would be a good starting point if you want to duplicate that functionality. NSOutlineView is a subclass of NSTableView, which in turn is a subclass of NSControl, which in turn is a subclass of NSView. Read Outline View Programming Topics for help getting started -- tables and outlines are extremely useful, but also more complicated to use than basic controls like buttons and text fields.
I know it's only a part of the UI, but I've recently coded something similar to the sidebar. If you look though the source-code it may give you some help on learning how to use custom controls and cells.
You can check it out on Github:
https://github.com/iluuu1994/ITSidebar

MVC design pattern in complex iPad app: is one fat controller acceptable?

I am building a complex iPad application; think of it as a scrapbook.
For the purpose of this question, let's consider a page with two images over it.
My main view displays my doc data rendered as a single UIImage; this because I need to do some global manipulation over them. This is my DisplayView.
When editing I need to instantiate an EditorView with my two images as subviews; this way I can interact with a single image, (rotate it, scale it, move it). When editing is triggered, I hide my DisplayView and show my EditorView.
In a iPhone app, I'd associate each main view (that is, a view filling the screen) to a view controller.
The problem is here there is just one view controller; I've considered passing the EditorView via a modal view controller, but it's not an option (there a complex layout with a mask covering everything and palettes over it; rebuilding it in the EditorView would create duplicate code).
Presently the EditorView incorporates some logic (loads data from the model, invokes some subviews for fine editing, saves data back to the model); EditorView subviews also incorporate some logic (I manipulate images and pass them back to the main EditorView). I feel this logic belongs more to a controller. On the other hand, I am not sure making my only view controller so fat a good idea.
What is the best, cocoa-ish implementation of such a class structure?
Feel free to ask for clarifications.
Cheers.
Huge fat controllers are fine.
If necessary, just break off some "purely logical parts" from it and shove them in other "helper classes". And use tricks like categories extensively where you can.
Definitely go with a HFC (huge fat controller) if that feels right.
Then, just get on your engineering bike and slim the hell out of it!
You should definitely not avoid the right structure, the good structure, the structure you want, just because one thing will be too big.
Just slim that big thing down by outsourcing concepts, going nuts with categories, etc etc - every trick in the book.
My belief!
Some reasons to wrap a viewcontroller around your view:
to use it in an Apple API that requires a viewcontroller (popover views, modal views, navigation bars, tab bars, ...)
because the view can be invisible for a while, and so it makes sense to clean it up in low memory situations. The viewcontroller then guards the data that needs to survive such an unload-reload cycle.
because you just like the MVC pattern
I think the second bullet justifies a viewcontroller for your editable content view and another one for your non-editable content view.

How to imitate the workflow view of Automator?

I’m starting to develop my first full-blown Cocoa application containing a view which I would like to behave (and look) similar to Automator’s AMWorkflowView.
The basic features I’d like to achieve:
Positioning of subviews
Display of subviews in expanded / collapsed states
Multiple selection
Drag and drop
In order to get accustomed to Cocoa, I started with a custom NSView which mainly served as a container for the custom subviews and handled their positioning and multiple selection.
The subviews are also subclasses of NSView, and contain a variable amount of views themselves, like buttons, labels and popup menus, and therefore can have different heights.
This worked quite well, but before going on, I want to make sure to have everything neat and tidy according to the MVC pattern.
I suspect that there already is a class in Cocoa that facilitates the implementation of a view container, like maybe NSCollectionView.
It seems that there is no (easy) way to display differently sized views in an NSCollectionView, though. Should I continue implementing my custom NSView (probably using an NSArrayController for selection and sorting support), or are there better ways to go?
Any help is much appreciated
Unfortunately the answer is you'll have to roll your own. NSCollectionView does not allow for variable-sized items (which also rules out expanded/collapsed states).
For a limited number of items, you can accomplish this rather easily (you just need a container view that arranges the subviews properly when asked to layout, then you need to make sure you re-layout when things change). For many subviews, however, you'll need to take care to be as efficient as possible. This can start with laying out as little as possible (only those "after" the resized view, for example) and get as complex as caching a visual representation of a prototype view, drawing the cached images (fast!) for all but the view being edited, and only using/positioning a "real" view for the view being edited.
Drag and drop works the same as it always has, but none of the above accounts for the pretty animation NSCollectionView gives you. :-) It's fast and beautifully-animated precisely because all the subviews are uniform (so the layout calculations are fast and simple). Once you add irregular sizes, the problem becomes significantly more complicated.
The bottom line: If you need variably-sized views, NSCollectionView will not work and you'll need to roll your own or find someone else's shared code, but performance and beautiful animation will not be easy.

Resources