I am making an app which uses the NSTouchBar.
The touchbar is made by the NSWindowController.makeTouchBar()method.
In this touchbar I can place NSCustomTouchBarItems.
I have made two NSCustomTouchBarItems.
The first one sets a view to a default ui button, with this:
let item001 = NSCustomTouchBarItem(identifier: someIdentifier)
item001.view = NSButton(title: "myButton", target: nil, action: nil)
The second one sets a viewController, with this:
let item002 = NSCustomTouchBarItem(identifier: someIdentifier)
item002.viewController = TestViewController()
The TestViewController only loads a simple view inside its loadView()
method.
class TestViewController: NSViewController {
override func loadView() {
self.view = TestView001(frame: NSRect(x: 0, y: 0, width: 100, height: 30))
}
}
The TestView001 only creates a background color so you can see it.
TestView001 has the following code:
class TestView001: NSView {
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
print("TestView001.init()")
// Create a background color.
self.wantsLayer = true
self.layer?.backgroundColor = NSColor.green.cgColor
}
required init?(coder decoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
All of this works perfectly.
But when I have touched the second item inside the touchbar,
and then close my app's window.
The windowController and everything else is nicely released
from memory.
But I can still see that TestView001 is in memory and not being
released.
When using a standard ui button like in item001, then you don't
have this problem.
It looks like some NSTouch still has a reference to the view
if you look at this image:
However, I do not completely understand this image.
What is the best way of solving this.
Thanks in advance.
Related
Hey guys I created a new custom View Class and now I want to build a instance of it, I initialized it with the following code:
required init?(coder aCoder: NSCoder) {
super.init(coder: aCoder)
tapRecognizer = UITapGestureRecognizer(
target: self, action: #selector(handleBarTap))
addGestureRecognizer(tapRecognizer)
}
deinit {
removeGestureRecognizer(tapRecognizer)
}
And this is the instance, but what can I use as coder?
lazy var chartView = TutorialChartView(coder: )
Thanks in advance!
When you say View, do you mean UIView? The problem is that that's the wrong initializer. init(coder:) is not something you call; it's a process initiated by the storyboard when there is one of these things in the storyboard and you load that view controller.
The code UIView designated initializer is init(frame:). Implement that and call it, and you're all set.
(You may also have to provide an implementation of init(coder:) but it should just throw a fatalError, because you do not expect to be called this way.)
You should cannot use coder as initializer for creating class, use frame instead, here is your code written in frame-style initializing.
override init(frame: CGRect) {
super.init(frame: frame)
tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleBarTap))
addGestureRecognizer(tapRecognizer)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
Here is how you use it:
lazy var chartView = TutorialChartView(frame: CGRect(x: 0, y: 0, width: 200, height: 200)
I'm pretty new to coding. Im not sure if an IBOutlet (button, text field, etc) ctrl-dragged from a xib should go in the xib's NSView class or in the view controller which has the NSView added as a subview.
I've been playing around with this for a while, learning as I go. I'm stuck on wondering if I have the code structured correctly. This is for MacOS so resources are limited and often dated. I'd assume that an outlet added for a button, for example, would go in the controller as views should be "dumb". If I try that the actions always have "action" set automatically and type as Any as a default - not what I'm used to seeing. I suspect this may have something to do with the class set for the file's owner and the class set for the view in IB. If anyone can outline the best way to handle this that would be fantastic, thank you!
The view that loads the xib:
class View4: NSView {
#IBOutlet weak var view: View4!
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
Bundle.main.loadNibNamed("View4", owner: self, topLevelObjects: nil)
self.frame = self.bounds
self.wantsLayer = true
self.translatesAutoresizingMaskIntoConstraints = false
self.layer?.backgroundColor = NSColor.purple.cgColor
self.roundedCorners(on: self)
// add xib to custom NSView subclass
self.addSubview(self.view)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
// Drawing code here.
}
}
The corresponding ViewController:
class View4Controller: NSViewController {
override func loadView() {
print("View4Controller.loadView")
self.view = NSView()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do view setup here.
print("View4Controller.viewDidLoad")
self.view = View4()
}
}
The idea of an outlet is to have a reference to an object that is outside of your code created. The concept is great for prototyping, but tends to become hard to manage as a project grow.
If you class is the class, then it can refer to itself. („self“ in swift or „this“ in c++) You don't need an outlet in this case.
The outlet is normally used by controller that need to maintain the view. The concept is a alternative to creating and configuring the view manually.
i am just wondering how did you properly setup your UI in your IOS developments with Swift. Generally, I feel like I need to put a lot of statements in viewDidLoad lifecycle method of a view controller to customize UI elements. I know that I can use storyboard to help to setup those UI elements but sometimes we need to make some adjustments programmatically. Those adjustments resulting in a huge and boilerplate code in viewDidLoad. So, how do you handle this ? Did your use extensions only for the UI part ? Specific classes ? How you can clearly separate UI from logic ?
Make a custom view for it!
If you find yourself writing a lot of this kind of code:
myView.someProperty1 = someValue1
myView.someProperty2 = someValue2
myView.someProperty3 = someValue3
myView.someProperty4 = someValue4
myView.someProperty5 = someValue5
myView.addSubView(subView1)
myView.addSubView(subView2)
myView.addSubView(subView3)
...
and the values that you give the properties are all independent of the view controller, it might be time to create a custom view.
Here is an example:
Create an xib file for your view, and name it the same name as your custom view. You will be adding the subviews of your custom view and all the constraints you need here.
And then you can do something like this:
#INDesignable // add this if you want to see your view drawn on the storyboard!
class MyCustomView: UIView {
#IBOutlet var subView1: UIImageView!
#IBOutlet var subView2: UITextField!
#IBOutlet var subView3: UIImageView!
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupView()
}
private func setupView() {
let view = viewFromNibForClass()
view.frame = bounds
view.autoresizingMask = [
UIViewAutoresizing.flexibleWidth,
UIViewAutoresizing.flexibleHeight
]
addSubview(view)
// set up your view here...
// set all the properties and stuff
}
private func viewFromNibForClass() -> UIView {
let bundle = Bundle(for: MyCustomView.self)
let nib = UINib(nibName: String(describing: type(of: self)), bundle: bundle)
let view = nib.instantiate(withOwner: self, options: nil).first as! UIView
return view
}
}
I'm trying to create a reusable UIView in Swift that I can plug into my Storyboard view controllers. My key issue right now is that the reusable UIView "widget" doesn't fully fit into the UIView box in the storyboard. I followed this tutorial to set up the reusable UIView widget
Created a subclass of UIView and a corresponding .xib -- and connected these:
import UIKit
class MyWidgetView: UIView {
#IBOutlet var view: UIView!;
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder);
NSBundle.mainBundle().loadNibNamed("MyWidgetView", owner: self, options: nil);
self.addSubview(self.view);
}
}
In the XIB, which is the interface file corresponding to the code above, I used UIView with Freeform size under the Simulated Metrics, and Scale to Fill under View mode.
In the main storyboard, I added a UIView block (same rectangular shape) and changed the Class to MyWidgetView
It works, but the components I created in the XIB look squished in the actual app, despite the fact that I used layout constraints in both the XIB and also the main storyboard.
See the screenshot. The pink part isn't supposed to appear, since that is just a color of the UIVIew on the main storyboard that I added to test the sizing. That UIView is actually MyWidgetView (after I changed the class in step 3. So in theory, since MyWidgetView == the UIView on the main storyboard, and that UIView has constraints that make it rectangular in the superview, then why is my widget squished? The blue part below should extend all the way right.
The actual view hierarchy loaded from the nib file in your code is added via
self.addSubview(self.view). So, the frame of your self.view actually has no relationship with its parent, i.e. MyWidgetView.
You may choose either adding layout constraints through code or just setting its frame after being added as a subview. Personally, I prefer the latter. In my experiment, the following is what works for me. I am using Xcode 6.4, which I think is not the same one as yours.
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
if let nibsView = NSBundle.mainBundle().loadNibNamed("MyWidgetView", owner: self, options: nil) as? [UIView] {
let nibRoot = nibsView[0]
self.addSubview(nibRoot)
nibRoot.frame = self.bounds
}
}
Alternatively the variable frame can be overridden. This code worked for me when CardImgText was set to files owner for the view.
class CardImgTxt: NSView {
#IBOutlet var view: NSView!
override var frame: NSRect{
didSet{
view.frame = bounds
}
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// Drawing code here.
}
required init?(coder: NSCoder) {
super.init(coder: coder)
NSBundle.mainBundle().loadNibNamed("View", owner: self, topLevelObjects: nil)
addSubview(view)
}
}
if you are more interested in efficiency than real time updating. Then replace :
override var frame: NSRect{
didSet{
view.frame = bounds
}
}
with:
override func viewDidEndLiveResize() {
view.frame = bounds
}
I want to custom a 5-star UIView,also I want it to be render in storyboard. So I decide to use #IBDesignable and #IBInspectable.The following is my code.
import UIKit
#IBDesignable
class RatingView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
setUpView()
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setUpView()
}
func setUpView() {
let imageView = UIImageView(frame:CGRectMake(0, 0, 50,50))
imageView.image = UIImage(named: "star")
addSubview(imageView)
}
}
And then in my storyboard , I pull a UIView into my canvas,and set Custom class to my custom view as RatingView.The compiler starts to compile storyboard file and I just wait for the custom view to be renderd in canvas.Here is the screenshot.
The state is "up to date",but the view has not been renderd.The view is just staying white,what I want to see is the image I add to the parent view.
When I use UILabel instead of UIImageView, the label is renderd in the canvas but not the UIImageView,how can I render my lovely star image in my canvas.(Images.xcassets has star.png file)
use UILabel instead of UIImageView
func setUpView() {
let label = UILabel(frame: CGRectMake(0, 0, 50, 50))
label.text = "text"
addSubview(label)
}
result:
I was trying to do the same exact thing. You need to put the view in a framework. As #Benson Tommy said in the comments take a look at WWDC 2014 session 411.
Here is a link to the session:https://developer.apple.com/videos/wwdc/2014/#411
Here is a link to the transcript of the session: http://asciiwwdc.com/2014/sessions/411