Swift: NSBezier - swift

This is the code inside my custom view class:
func drawTestingPoint(_ point: CGPoint, target: Int, output: Int) {
let path = NSBezierPath()
path.appendArc(withCenter: point, radius: 5, startAngle: 0, endAngle: 360)
NSColor.black.setStroke()
if target == output {
NSColor.green.setFill()
} else {
NSColor.red.setFill()
}
path.lineWidth = 3
path.fill()
path.stroke()
}
override func draw(_ dirtyRect: NSRect) {
//If I call the drawTestingPoint function here it works
}
Inside my viewDidLoad method in my NSViewController class I set up the custom view and try to draw the testing point:
let size = getDataViewSize()
let origin = CGPoint(x: view.frame.width/2-size.width/2, y: view.frame.height/2-size.height/2)
dataView = DataView(frame: CGRect(origin: origin, size: size))
view.addSubview(dataView)
dataView.drawTestingPoint(CGPoint(x: view.frame.width/2 y: view.frame.height/2), target: target, output: output)
dataView.needsDisplay = true
My problem is that no point is getting drawn. I think there can't be anything wrong with my drawTestingPoint function because when I call it inside my draw(_ dirtyRect: NSRect) function in my custom NSView class, it works. What can I do so I can call this function inside my viewDidLoad function how you can see in the codes snippets above so my point gets drawn

You can't just draw any time you want. Normally you set up a view and implement draw(_:) as you've done. The system calls the draw method when it needs the view to draw its contents. Before calling your draw(_:) method it sets up the drawing context correctly to draw inside your view and clip if you draw outside of the view. That's the bit you're missing.
As a general rule you should NOT draw outside of the view's draw(_:) method. I've done drawing outside of the draw(_:) method so infrequently that I don't remember what you'd need to do to set up the drawing context correctly. (To be fair I do mostly iOS development these days and my MacOS is getting rusty.)
So the short answer is "Don't do that."
EDIT:
Instead, set up your custom view to save the information it needs to draw itself. As others have suggested, when you make changes to the view, set needsDisplay=true on the view. That will cause the system to call the view's draw(_:) method on the next pass through the event loop

Related

Rotating UIControl with CAGradientLayer not updating correctly Swift

Rather than using a normal button, I subclassed a UIControl because I needed to add a gradient to it. I also have a way to add a shadow and an activity indicator (not visible in the image below) as a stateful button to stop users hammering the button if (for example) an API call is being made.
It was really tricky to try to get the UIControl to rotate, and to be able to do this I added the shadow as a separate view to a container view containing the UIControl so a shadow could be added.
Now the issue is the control does not behave quite like a view on rotation - let me show you a screen grab for context:
This is mid-rotation but is just about visible to the eye - the image shows that the Gradient is 75% of the length of a blue UIView in the image.
https://github.com/stevencurtis/statefulbutton
In order to perform this rotation I remove the shadowview and then change the frame of the gradient frame to its bounds, and this is the problem.
func viewRotated() {
CATransaction.setDisableActions(true)
shadowView!.removeFromSuperview()
shadowView!.frame = self.frame
shadowView!.layer.masksToBounds = false
shadowView!.layer.shadowOffset = CGSize(width: 0, height: 3)
shadowView!.layer.shadowRadius = 3
shadowView!.layer.shadowOpacity = 0.3
shadowView!.layer.shadowPath = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: .allCorners, cornerRadii: CGSize(width: 20, height: 20)).cgPath
shadowView!.layer.shouldRasterize = true
shadowView!.layer.rasterizationScale = UIScreen.main.scale
self.gradientViewLayer.frame = self.bounds
self.selectedViewLayer.frame = self.bounds
CATransaction.commit()
self.insertSubview(shadowView!, at: 0)
}
So this rotation method is called through the parent view controller:
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
coordinator.animate(alongsideTransition: { context in
context.viewController(forKey: UITransitionContextViewControllerKey.from)
//inform the loginButton that it is being rotated
self.loginButton.viewRotated()
}, completion: { context in
// can call here when completed the transition
})
}
I know this is the problem, and I guess it is not happening at quite the right time to act the same way as a UIView. Now the issue is that I have tried many things to get this to work, and my best solution (above) is not quite there.
It isn't helpful to suggest to use a UIButton, to use an image for the gradient (please don't suggest using a gradient image as a background for a UIButton, I've tried this) or a third party library. This is my work, it functions but does not work acceptably to me and I want to get it to work as well as a usual view (or at least know why not). I have tried the other solutions above as well, and have gone for my own UIControl. I know I can lock the view if there is an API call, or use other ways to stop the user pressing the button too many times. I'm trying to fix my solution, not invent ways of getting around this issue with CAGradientLayer.
The problem: I need to make a UIControlView with a CAGradientLayer as a background rotate in the same way as a UIView, and not exhibit the issue shown in the image above.
Full Example:
https://github.com/stevencurtis/statefulbutton
Here is working code:
https://gist.github.com/alldne/22d340b36613ae5870b3472fa1c64654
These are my recommendations to your code:
1. A proper place for setting size and the position of sublayers
The size of a view, namely your button, is determined after the layout is done. What you should do is just to set the proper size of sublayers after the layout. So I recommend you to set the size and position of the gradient sublayers in layoutSubviews.
override func layoutSubviews() {
super.layoutSubviews()
let center = CGPoint(x: self.bounds.width / 2, y: self.bounds.height / 2)
selectedViewLayer.bounds = self.bounds
selectedViewLayer.position = center
gradientViewLayer.bounds = self.bounds
gradientViewLayer.position = center
}
2. You don’t need to use an extra view to draw shadow
Remove shadowView and just set the layer properties:
layer.shadowOffset = CGSize(width: 0, height: 3)
layer.shadowRadius = 3
layer.shadowOpacity = 0.3
layer.shadowColor = UIColor.black.cgColor
clipsToBounds = false
If you have to use an extra view to draw shadow, then you can add the view once in init() and set the proper size and position in layoutSubviews or you can just programmatically set auto layout constraints to the superview.
3. Animation duration & timing function
After setting proper sizes, your animation of the gradient layers and the container view doesn’t sync well.
It seems that:
During the rotation transition, coordinator(UIViewControllerTransitionCoordinator) has its own transition duration and easing function.
And the duration and easing function are applied automatically to all the subviews (UIView).
However, those values are not applied to the CALayer without an associated UIView. Consequently, it uses the default timing function and duration of CoreAnimation.
To sync the animations, explicitly set the animation duration and the timing function like below:
class ViewController: UIViewController {
...
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
CATransaction.setAnimationDuration(coordinator.transitionDuration)
CATransaction.setAnimationTimingFunction(coordinator.completionCurve.timingFunction)
}
...
}
// Swift 4
extension UIView.AnimationCurve {
var timingFunction: CAMediaTimingFunction {
let functionName: CAMediaTimingFunctionName
switch self {
case .easeIn:
functionName = kCAMediaTimingFunctionEaseIn as CAMediaTimingFunctionName
case .easeInOut:
functionName = kCAMediaTimingFunctionEaseInEaseOut as CAMediaTimingFunctionName
case .easeOut:
functionName = kCAMediaTimingFunctionEaseOut as CAMediaTimingFunctionName
case .linear:
functionName = kCAMediaTimingFunctionLinear as CAMediaTimingFunctionName
}
return CAMediaTimingFunction(name: functionName as String)
}
}

Drawing a CAShapeLayer using autolayout

I am trying to draw and animate a circular button using CAShapeLayer but just the drawing gives me a lot of headache - I can't seem to figure out how to pass data into my class.
This is my setup:
- a class of type UIView which will draw the CAShapeLayer
- the view is rendered in my view controller and built using auto layout constraints
I have tried using layoutIfNeeded but seem to be passing the data too late for the view to be drawn. I have also tried redrawing the view in vieWillLayoutSubviews() but nothing. Example code below. What am I doing wrong?
Am I passing the data too early/too late?
Am I drawing the bezierPath too late?
I'd highly appreciate pointers.
And maybe a second follow up question: is there a simpler way to draw a circular path that is bound to it's views size?
In my View Controller:
import UIKit
class ViewController: UIViewController {
let buttonView: CircleButton = {
let view = CircleButton()
view.backgroundColor = .black
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
override func viewWillLayoutSubviews() {
}
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(buttonView)
buttonView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
buttonView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
buttonView.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: 0.75).isActive = true
buttonView.heightAnchor.constraint(equalTo: view.heightAnchor, multiplier: 0.25).isActive = true
buttonView.layoutIfNeeded()
buttonView.arcCenter = buttonView.center
buttonView.radius = buttonView.frame.width/2
}
override func viewDidAppear(_ animated: Bool) {
print(buttonView.arcCenter)
print(buttonView.radius)
}
}
And the class for the buttonView:
class CircleButton: UIView {
//Casting outer circular layers
let trackLayer = CAShapeLayer()
var arcCenter = CGPoint()
var radius = CGFloat()
//UIView Init
override init(frame: CGRect) {
super.init(frame: frame)
}
//UIView post init
override func layoutSubviews() {
super.layoutSubviews()
print("StudyButtonView arcCenter \(arcCenter)")
print("StudyButtonView radius \(radius)")
layer.addSublayer(trackLayer)
let outerCircularPath = UIBezierPath(arcCenter: arcCenter, radius: radius, startAngle: 0, endAngle: 2*CGFloat.pi, clockwise: true)
trackLayer.path = outerCircularPath.cgPath
trackLayer.strokeColor = UIColor.lightGray.cgColor
trackLayer.lineWidth = 5
trackLayer.strokeStart = 0
trackLayer.strokeEnd = 1
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.transform = CATransform3DMakeRotation(-CGFloat.pi/2, 0, 0, 1)
}
//Required for subclass
required init?(coder aDecoder: NSCoder) {
fatalError("has not been implemented")
}
}
There really isn't any correlation between auto-layout and the proper implementation of your CircleButton class. Your CircleButton class doesn't know or care whether it's being configured via auto-layout or whether it has some fixed size.
Your auto-layout code looks OK (other than points 5 and 6 below). Most of the issues in your code snippet rest in your CircleButton class. A couple of observations:
If you're going to rotate the shape layer, you have to set its frame, too, otherwise the size is .zero and it's going to end up rotating it about the origin of the view (and rotate outside of the bounds of the view, especially problematic if you're clipping subviews). Make sure to set the frame of the CAShapeLayer to be the bounds of the view before trying to rotate it. Frankly, I'd remove the transform, but given that you're playing around with strokeStart and strokeEnd, I'm guessing you may want to change these values later and have it start at 12 o'clock, in which case the transform makes sense.
Bottom line, if rotating, set the frame first. If not, setting the layer's frame is optional.
If you're going to change the properties of the view in order to update the shape layer, you'll want to make sure that the didSet observers do the appropriate updating of the shape layer (or call setNeedsLayout). You don't want your view controller from having to mess around with the internals of the shape layer, but you also want to make sure that these changes do get reflected in the shape layer.
It's a minor observation, but I'd suggest adding the shape layer during init and only configuring and adding it to the view hierarchy once. This is more efficient. So, have the various init methods call your own configure method. Then, do size-related stuff (like updating the path) in layoutSubviews. Finally, have properties observers that update the shape layer directly. This division of labor is more efficient.
If you want, you can make this #IBDesignable and put it in its own target in your project. Then you can add it right in IB and see what it will look like. You can also make all the various properties #IBInspectable, and you'll be able to set them right in IB, too. You then don't have to do anything in the code of your view controller if you don't want to. (But if you want to, feel free.)
A minor issue, but when you add your view programmatically, you don't need to call buttonView.layoutIfNeeded(). You only need to do that if you're animating constraints, which you're not doing here. Once you add the constraints (and fix the above issues), the button will be laid out correctly, with no explicit layoutIfNeeded required.
Your view controller has a line of code that says:
buttonView.arcCenter = buttonView.center
That is conflating arcCenter (which is a coordinate within the buttonView's coordinate space) and buttonView.center (which is the coordinate for the button's center within the view controller's root view's coordinate space). One has nothing to do with the other. Personally, I'd get rid of this manual setting of arcCenter, and instead have layoutSubviews in ButtonView take care of this dynamically, using bounds.midX and bounds.midY.
Pulling that all together, you get something like:
#IBDesignable
class CircleButton: UIView {
private let trackLayer = CAShapeLayer()
#IBInspectable var lineWidth: CGFloat = 5 { didSet { updatePath() } }
#IBInspectable var fillColor: UIColor = .clear { didSet { trackLayer.fillColor = fillColor.cgColor } }
#IBInspectable var strokeColor: UIColor = .lightGray { didSet { trackLayer.strokeColor = strokeColor.cgColor } }
#IBInspectable var strokeStart: CGFloat = 0 { didSet { trackLayer.strokeStart = strokeStart } }
#IBInspectable var strokeEnd: CGFloat = 1 { didSet { trackLayer.strokeEnd = strokeEnd } }
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
private func configure() {
trackLayer.fillColor = fillColor.cgColor
trackLayer.strokeColor = strokeColor.cgColor
trackLayer.strokeStart = strokeStart
trackLayer.strokeEnd = strokeEnd
layer.addSublayer(trackLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
private func updatePath() {
let arcCenter = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = (min(bounds.width, bounds.height) - lineWidth) / 2
trackLayer.lineWidth = lineWidth
trackLayer.path = UIBezierPath(arcCenter: arcCenter, radius: radius, startAngle: 0, endAngle: 2 * .pi, clockwise: true).cgPath
// There's no need to rotate it if you're drawing a complete circle.
// But if you're going to transform, set the `frame`, too.
trackLayer.transform = CATransform3DIdentity
trackLayer.frame = bounds
trackLayer.transform = CATransform3DMakeRotation(-.pi / 2, 0, 0, 1)
}
}
That yields:
Or you can tweak the settings right in IB, and you'll see it take effect:
And having made sure that all of the didSet observers for the properties of ButtonView either update the path or directly update some shape layer, the view controller can now update these properties and they'll automatically be rendered in the ButtonView.
The main issue that I see in your code is that you are adding the layer inside -layoutSubviews, this method is called multiple times during a view lifecycle.
If you don't want to make the view hosted layer a CAShapeLayer by using the layerClass property, you need to override the 2 init methods (frame and coder) and call a commonInit where you instantiate and add your CAShape layer as a sublayer.
In -layoutSubviews just set the frame property of it and the path according to the new view size.

How to reproduce this Xcode blue drag line

I'd like to reproduce the Xcode blue drag line in my app.
Do you know a way to code this ?
I know how to draw a line using Core Graphics ...
But this line has to be over the top of all other items (on the screen).
I'm posting this after you've posted your own answer, so this is probably a huge waste of time. But your answer only covers drawing a really bare-bones line on the screen and doesn't cover a bunch of other interesting stuff that you need to take care of to really replicate Xcode's behavior and even go beyond it:
drawing a nice connection line like Xcode's (with a shadow, an outline, and big rounded ends),
drawing the line across multiple screens,
using Cocoa drag and drop to find the drag target and to support spring-loading.
Here's a demo of what I'm going to explain in this answer:
In this github repo, you can find an Xcode project containing all the code in this answer plus the remaining glue code necessary to run a demo app.
Drawing a nice connection line like Xcode's
Xcode's connection line looks like an old-timey barbell. It has a straight bar of arbitrary length, with a circular bell at each end:
What do we know about that shape? The user provides the start and end points (the centers of the bells) by dragging the mouse, and our user interface designer specifies the radius of the bells and the thickness of the bar:
The length of the bar is the distance from startPoint to endPoint: length = hypot(endPoint.x - startPoint.x, endPoint.y - startPoint.y).
To simplify the process of creating a path for this shape, let's draw it in a standard pose, with the left bell at the origin and the bar parallel to the x axis. In this pose, here's what we know:
We can create this shape as a path by making a circular arc centered at the origin, connected to another (mirror image) circular arc centered at (length, 0). To create these arcs, we need this mysteryAngle:
We can figure out mysteryAngle if we can find any of the arc endpoints where the bell meets the bar. Specifically, we'll find the coordinates of this point:
What do we know about that mysteryPoint? We know it's at the intersection of the bell and the top of the bar. So we know it's at distance bellRadius from the origin, and at distance barThickness / 2 from the x axis:
So immediately we know that mysteryPoint.y = barThickness / 2, and we can use the Pythagorean theorem to compute mysteryPoint.x = sqrt(bellRadius² - mysteryPoint.y²).
With mysteryPoint located, we can compute mysteryAngle using our choice of inverse trigonometry function. Arcsine, I choose you! mysteryAngle = asin(mysteryPoint.y / bellRadius).
We now know everything we need to create the path in the standard pose. To move it from the standard pose to the desired pose (which goes from startPoint to endPoint, remember?), we'll apply an affine transform. The transform will translate (move) the path so the left bell is centered at startPoint and rotate the path so the right bell ends up at endPoint.
In writing the code to create the path, we want to be careful of a few things:
What if the length is so short that the bells overlap? We should handle that gracefully by adjusting mysteryAngle so the bells connect seamlessly with no weird “negative bar” between them.
What if bellRadius is smaller than barThickness / 2? We should handle that gracefully by forcing bellRadius to be at least barThickness / 2.
What if length is zero? We need to avoid division by zero.
Here's my code to create the path, handling all those cases:
extension CGPath {
class func barbell(from start: CGPoint, to end: CGPoint, barThickness proposedBarThickness: CGFloat, bellRadius proposedBellRadius: CGFloat) -> CGPath {
let barThickness = max(0, proposedBarThickness)
let bellRadius = max(barThickness / 2, proposedBellRadius)
let vector = CGPoint(x: end.x - start.x, y: end.y - start.y)
let length = hypot(vector.x, vector.y)
if length == 0 {
return CGPath(ellipseIn: CGRect(origin: start, size: .zero).insetBy(dx: -bellRadius, dy: -bellRadius), transform: nil)
}
var yOffset = barThickness / 2
var xOffset = sqrt(bellRadius * bellRadius - yOffset * yOffset)
let halfLength = length / 2
if xOffset > halfLength {
xOffset = halfLength
yOffset = sqrt(bellRadius * bellRadius - xOffset * xOffset)
}
let jointRadians = asin(yOffset / bellRadius)
let path = CGMutablePath()
path.addArc(center: .zero, radius: bellRadius, startAngle: jointRadians, endAngle: -jointRadians, clockwise: false)
path.addArc(center: CGPoint(x: length, y: 0), radius: bellRadius, startAngle: .pi + jointRadians, endAngle: .pi - jointRadians, clockwise: false)
path.closeSubpath()
let unitVector = CGPoint(x: vector.x / length, y: vector.y / length)
var transform = CGAffineTransform(a: unitVector.x, b: unitVector.y, c: -unitVector.y, d: unitVector.x, tx: start.x, ty: start.y)
return path.copy(using: &transform)!
}
}
Once we have the path, we need to fill it with the correct color, stroke it with the correct color and line width, and draw a shadow around it. I used Hopper Disassembler on IDEInterfaceBuilderKit to figure out Xcode's exact sizes and colors. Xcode draws it all into a graphics context in a custom view's drawRect:, but we'll make our custom view use a CAShapeLayer. We won't end up drawing the shadow precisely the same as Xcode, but it's close enough.
class ConnectionView: NSView {
struct Parameters {
var startPoint = CGPoint.zero
var endPoint = CGPoint.zero
var barThickness = CGFloat(2)
var ballRadius = CGFloat(3)
}
var parameters = Parameters() { didSet { needsLayout = true } }
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder decoder: NSCoder) {
super.init(coder: decoder)
commonInit()
}
let shapeLayer = CAShapeLayer()
override func makeBackingLayer() -> CALayer { return shapeLayer }
override func layout() {
super.layout()
shapeLayer.path = CGPath.barbell(from: parameters.startPoint, to: parameters.endPoint, barThickness: parameters.barThickness, bellRadius: parameters.ballRadius)
shapeLayer.shadowPath = CGPath.barbell(from: parameters.startPoint, to: parameters.endPoint, barThickness: parameters.barThickness + shapeLayer.lineWidth / 2, bellRadius: parameters.ballRadius + shapeLayer.lineWidth / 2)
}
private func commonInit() {
wantsLayer = true
shapeLayer.lineJoin = kCALineJoinMiter
shapeLayer.lineWidth = 0.75
shapeLayer.strokeColor = NSColor.white.cgColor
shapeLayer.fillColor = NSColor(calibratedHue: 209/360, saturation: 0.83, brightness: 1, alpha: 1).cgColor
shapeLayer.shadowColor = NSColor.selectedControlColor.blended(withFraction: 0.2, of: .black)?.withAlphaComponent(0.85).cgColor
shapeLayer.shadowRadius = 3
shapeLayer.shadowOpacity = 1
shapeLayer.shadowOffset = .zero
}
}
We can test this in a playground to make sure it looks good:
import PlaygroundSupport
let view = NSView()
view.setFrameSize(CGSize(width: 400, height: 200))
view.wantsLayer = true
view.layer!.backgroundColor = NSColor.white.cgColor
PlaygroundPage.current.liveView = view
for i: CGFloat in stride(from: 0, through: 9, by: CGFloat(0.4)) {
let connectionView = ConnectionView(frame: view.bounds)
connectionView.parameters.startPoint = CGPoint(x: CGFloat(i) * 40 + 15, y: 50)
connectionView.parameters.endPoint = CGPoint(x: CGFloat(i) * 40 + 15, y: 50 + CGFloat(i))
view.addSubview(connectionView)
}
let connectionView = ConnectionView(frame: view.bounds)
connectionView.parameters.startPoint = CGPoint(x: 50, y: 100)
connectionView.parameters.endPoint = CGPoint(x: 350, y: 150)
view.addSubview(connectionView)
Here's the result:
Drawing across multiple screens
If you have multiple screens (displays) attached to your Mac, and if you have “Displays have separate Spaces” turned on (which is the default) in the Mission Control panel of your System Preferences, then macOS will not let a window span two screens. This means that you can't use a single window to draw the connecting line across multiple monitors. This matters if you want to let the user connect an object in one window to an object in another window, like Xcode does:
Here's the checklist for drawing the line, across multiple screens, on top of our other windows:
We need to create one window per screen.
We need to set up each window to fill its screen and be completely transparent with no shadow.
We need to set the window level of each window to 1 to keep it above our normal windows (which have a window level of 0).
We need to tell each window not to release itself when closed, because we don't like mysterious autorelease pool crashes.
Each window needs its own ConnectionView.
To keep the coordinate systems uniform, we'll adjust the bounds of each ConnectionView so that its coordinate system matches the screen coordinate system.
We'll tell each ConnectionView to draw the entire connecting line; each view will clip what it draws to its own bounds.
It probably won't happen, but we'll arrange to be notified if the screen arrangement changes. If that happens, we'll add/remove/update windows to cover the new arrangement.
Let's make a class to encapsulate all these details. With an instance of LineOverlay, we can update the start and end points of the connection as needed, and remove the overlay from the screen when we're done.
class LineOverlay {
init(startScreenPoint: CGPoint, endScreenPoint: CGPoint) {
self.startScreenPoint = startScreenPoint
self.endScreenPoint = endScreenPoint
NotificationCenter.default.addObserver(self, selector: #selector(LineOverlay.screenLayoutDidChange(_:)), name: .NSApplicationDidChangeScreenParameters, object: nil)
synchronizeWindowsToScreens()
}
var startScreenPoint: CGPoint { didSet { setViewPoints() } }
var endScreenPoint: CGPoint { didSet { setViewPoints() } }
func removeFromScreen() {
windows.forEach { $0.close() }
windows.removeAll()
}
private var windows = [NSWindow]()
deinit {
NotificationCenter.default.removeObserver(self)
removeFromScreen()
}
#objc private func screenLayoutDidChange(_ note: Notification) {
synchronizeWindowsToScreens()
}
private func synchronizeWindowsToScreens() {
var spareWindows = windows
windows.removeAll()
for screen in NSScreen.screens() ?? [] {
let window: NSWindow
if let index = spareWindows.index(where: { $0.screen === screen}) {
window = spareWindows.remove(at: index)
} else {
let styleMask = NSWindowStyleMask.borderless
window = NSWindow(contentRect: .zero, styleMask: styleMask, backing: .buffered, defer: true, screen: screen)
window.contentView = ConnectionView()
window.isReleasedWhenClosed = false
window.ignoresMouseEvents = true
}
windows.append(window)
window.setFrame(screen.frame, display: true)
// Make the view's geometry match the screen geometry for simplicity.
let view = window.contentView!
var rect = view.bounds
rect = view.convert(rect, to: nil)
rect = window.convertToScreen(rect)
view.bounds = rect
window.backgroundColor = .clear
window.isOpaque = false
window.hasShadow = false
window.isOneShot = true
window.level = 1
window.contentView?.needsLayout = true
window.orderFront(nil)
}
spareWindows.forEach { $0.close() }
}
private func setViewPoints() {
for window in windows {
let view = window.contentView! as! ConnectionView
view.parameters.startPoint = startScreenPoint
view.parameters.endPoint = endScreenPoint
}
}
}
Using Cocoa drag and drop to find the drag target and perform spring-loading
We need a way to find the (potential) drop target of the connection as the user drags the mouse around. It would also be nice to support spring loading.
In case you don't know, spring loading is a macOS feature in which, if you hover a drag over a container for a moment, macOS will automatically open the container without interrupting the drag. Examples:
If you drag onto a window that's not the frontmost window, macOS will bring the window to the front.
if you drag onto a Finder folder icon, and the Finder will open the folder window to let you drag onto an item in the folder.
If you drag onto a tab handle (at the top of the window) in Safari or Chrome, the browser will select the tab, letting you drop your item in the tab.
If you control-drag a connection in Xcode onto a menu item in the menu bar in your storyboard or xib, Xcode will open the item's menu.
If we use the standard Cocoa drag and drop support to track the drag and find the drop target, then we'll get spring loading support “for free”.
To support standard Cocoa drag and drop, we need to implement the NSDraggingSource protocol on some object, so we can drag from something, and the NSDraggingDestination protocol on some other object, so we can drag to something. We'll implement NSDraggingSource in a class called ConnectionDragController, and we'll implement NSDraggingDestination in a custom view class called DragEndpoint.
First, let's look at DragEndpoint (an NSView subclass). NSView already conforms to NSDraggingDestination, but doesn't do much with it. We need to implement four methods of the NSDraggingDestination protocol. The drag session will call these methods to let us know when the drag enters and leaves the destination, when the drag ends entirely, and when to “perform” the drag (assuming this destination was where the drag actually ended). We also need to register the type of dragged data that we can accept.
We want to be careful of two things:
We only want to accept a drag that is a connection attempt. We can figure out whether a drag is a connection attempt by checking whether the source is our custom drag source, ConnectionDragController.
We'll make DragEndpoint appear to be the drag source (visually only, not programmatically). We don't want to let the user connect an endpoint to itself, so we need to make sure the endpoint that is the source of the connection cannot also be used as the target of the connection. We'll do that using a state property that tracks whether this endpoint is idle, acting as the source, or acting as the target.
When the user finally releases the mouse button over a valid drop destination, the drag session makes it the destination's responsibility to “perform” the drag by sending it performDragOperation(_:). The session doesn't tell the drag source where the drop finally happened. But we probably want to do the work of making the connection (in our data model) back in the source. Think about how it works in Xcode: when you control-drag from a button in Main.storyboard to ViewController.swift and create an action, the connection is not recorded in ViewController.swift where the drag ended; it's recorded in Main.storyboard, as part of the button's persistent data. So when the drag session tells the destination to “perform” the drag, we'll make our destination (DragEndpoint) pass itself back to a connect(to:) method on the drag source where the real work can happen.
class DragEndpoint: NSView {
enum State {
case idle
case source
case target
}
var state: State = State.idle { didSet { needsLayout = true } }
public override func draggingEntered(_ sender: NSDraggingInfo) -> NSDragOperation {
guard case .idle = state else { return [] }
guard (sender.draggingSource() as? ConnectionDragController)?.sourceEndpoint != nil else { return [] }
state = .target
return sender.draggingSourceOperationMask()
}
public override func draggingExited(_ sender: NSDraggingInfo?) {
guard case .target = state else { return }
state = .idle
}
public override func draggingEnded(_ sender: NSDraggingInfo?) {
guard case .target = state else { return }
state = .idle
}
public override func performDragOperation(_ sender: NSDraggingInfo) -> Bool {
guard let controller = sender.draggingSource() as? ConnectionDragController else { return false }
controller.connect(to: self)
return true
}
override init(frame: NSRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder decoder: NSCoder) {
super.init(coder: decoder)
commonInit()
}
private func commonInit() {
wantsLayer = true
register(forDraggedTypes: [kUTTypeData as String])
}
// Drawing code omitted here but is in my github repo.
}
Now we can implement ConnectionDragController to act as the drag source and to manage the drag session and the LineOverlay.
To start a drag session, we have to call beginDraggingSession(with:event:source:) on a view; it'll be the DragEndpoint where the mouse-down event happened.
The session notifies the source when the drag actually starts, when it moves, and when it ends. We use those notifications to create and update the LineOverlay.
Since we're not providing any images as part of our NSDraggingItem, the session won't draw anything being dragged. This is good.
By default, if the drag ends outside of a valid destination, the session will animate… nothing… back to the start of the drag, before notifying the source that the drag has ended. During this animation, the line overlay hangs around, frozen. It looks broken. We tell the session not to animate back to the start to avoid this.
Since this is just a demo, the “work” we do to connect the endpoints in connect(to:) is just printing their descriptions. In a real app, you'd actually modify your data model.
class ConnectionDragController: NSObject, NSDraggingSource {
var sourceEndpoint: DragEndpoint?
func connect(to target: DragEndpoint) {
Swift.print("Connect \(sourceEndpoint!) to \(target)")
}
func trackDrag(forMouseDownEvent mouseDownEvent: NSEvent, in sourceEndpoint: DragEndpoint) {
self.sourceEndpoint = sourceEndpoint
let item = NSDraggingItem(pasteboardWriter: NSPasteboardItem(pasteboardPropertyList: "\(view)", ofType: kUTTypeData as String)!)
let session = sourceEndpoint.beginDraggingSession(with: [item], event: mouseDownEvent, source: self)
session.animatesToStartingPositionsOnCancelOrFail = false
}
func draggingSession(_ session: NSDraggingSession, sourceOperationMaskFor context: NSDraggingContext) -> NSDragOperation {
switch context {
case .withinApplication: return .generic
case .outsideApplication: return []
}
}
func draggingSession(_ session: NSDraggingSession, willBeginAt screenPoint: NSPoint) {
sourceEndpoint?.state = .source
lineOverlay = LineOverlay(startScreenPoint: screenPoint, endScreenPoint: screenPoint)
}
func draggingSession(_ session: NSDraggingSession, movedTo screenPoint: NSPoint) {
lineOverlay?.endScreenPoint = screenPoint
}
func draggingSession(_ session: NSDraggingSession, endedAt screenPoint: NSPoint, operation: NSDragOperation) {
lineOverlay?.removeFromScreen()
sourceEndpoint?.state = .idle
}
func ignoreModifierKeys(for session: NSDraggingSession) -> Bool { return true }
private var lineOverlay: LineOverlay?
}
That's all you need. As a reminder, you can find a link at the top of this answer to a github repo containing a complete demo project.
Using a transparent NSWindow :
var window: NSWindow!
func createLinePath(from: NSPoint, to: NSPoint) -> CGPath {
let path = CGMutablePath()
path.move(to: from)
path.addLine(to: to)
return path
}
override func viewDidLoad() {
super.viewDidLoad()
//Transparent window
window = NSWindow()
window.styleMask = .borderless
window.backgroundColor = .clear
window.isOpaque = false
window.hasShadow = false
//Line
let line = CAShapeLayer()
line.path = createLinePath(from: NSPoint(x: 0, y: 0), to: NSPoint(x: 100, y: 100))
line.lineWidth = 10.0
line.strokeColor = NSColor.blue.cgColor
//Update
NSEvent.addLocalMonitorForEvents(matching: [.mouseMoved]) {
let newPos = NSEvent.mouseLocation()
line.path = self.createLinePath(from: NSPoint(x: 0, y: 0), to: newPos)
return $0
}
window.contentView!.layer = line
window.contentView!.wantsLayer = true
window.setFrame(NSScreen.main()!.frame, display: true)
window.makeKeyAndOrderFront(nil)
}
Trying to adopt Rob Mayoff's excellent solution above into my own project's interface, which is based around an NSOutlineView, I ran into a few problems. In case it helps anyone trying to achieve the same thing, I'll detail those pitfalls in this answer.
The sample code provided in the solution detects the start of a drag by implementing mouseDown(with:) on the view controller, and then calling hittest() on the window's content view in order to obtain the DragEndpoint subview where the (potential) drag is originating. When using outline views, this causes two pitfalls detailed in the next sections.
1. Mouse-Down Event
It seems that when a table view or outline view is involved, mouseDown(with:) never gets called on the view controller, and we need to instead override that method in the outline view itself.
2. Hit Testing
NSTableView -and by extension, NSOutlineView- overrides the NSResponder method validateProposedFirstResponder(_:for:), and this causes the hittest() method to fail: it always returns the outline view itself, and all subviews (including our target DragEndpoint subview inside the cell) remain inaccessible.
From the documentation:
Views or controls in a table sometimes need to respond to incoming
events. To determine whether a particular subview should receive the
current mouse event, a table view calls
validateProposedFirstResponder:forEvent: in its implementation of
hitTest. If you create a table view subclass, you can override
validateProposedFirstResponder:forEvent: to specify which views can
become the first responder. In this way, you receive mouse events.
At first I tried overriding:
override func validateProposedFirstResponder(_ responder: NSResponder, for event: NSEvent?) -> Bool {
if responder is DragEndpoint {
return true
}
return super.validateProposedFirstResponder(responder, for: event)
}
...and it worked, but reading the documentation further suggests a smarter, less intrusive approach:
The default NSTableView implementation of
validateProposedFirstResponder:forEvent: uses the following logic:
Return YES for all proposed first responder views unless they are
instances or subclasses of NSControl.
Determine whether the proposed
first responder is an NSControl instance or subclass. If the control
is an NSButton object, return YES. If the control is not an NSButton,
call the control’s hitTestForEvent:inRect:ofView: to see whether the
hit area is trackable (that is, NSCellHitTrackableArea) or is an
editable text area (that is, NSCellHitEditableTextArea), and return
the appropriate value. Note that if a text area is hit, NSTableView
also delays the first responder action.
(emphasis mine)
...which is weird, because it feels like it should say:
Return NO for all proposed first responder views unless they are
instances or subclasses of NSControl.
, but anyway, I instead modified Rob's code to make DragEndpoint a subclass of NSControl (not just NSView), and that works too.
3. Managing the Dragging Session
Because NSOutlineView only exposes a limited number of drag-and-drop events through its data source protocol (and the drag session itself can not be meaningfully modified from the data source's side), it seems that taking full control of the drag session is not possible unless we subclass the outline view and override the NSDraggingSource methods.
Only by overriding draggingSession(_:willBeginAt:) at the outline view itself can we prevent calling the superclass implementation and starting an actual item drag (which displays the dragged row image).
We could start a separate drag session from the mouseDown(with:) method of the DragEndpoint subview: when implemented, it is called before the same method on the outline view (which in turn is what triggers the dragging session to be started). But if we move the dragging session away from the outline view, it seems like it will be impossible to have springloading "for free" when dragging above an expandable item.
So instead, I discarded the ConnectionDragController class and moved all its logic to the outline view subclass: the tackDrag() method, the active DragEndpoint property, and all methods of the NSDraggingSource protocol into the outline view.
Ideally, I would have liked to avoid subclassing NSOutlineView (it is discouraged) and instead implement this behaviour more cleanly, exclusively through the outline view's delegate/data source and/or external classes (like the original ConnectionDragController), but it seems that it is impossible.
I haven't got the springloading part to work yet (it was working at a moment, but not now so I'm still looking into it...).
I too made a sample project, but I'm still fixing minor issues. I'll post a link to the GiHub repository as soon as it is ready.

How would I make a simple spinning dash in Swift? that spins on its center like a loader in terminal

I'm trying to create a simple spinning loading dash. I know how to do the loop but I can't seem to make it on a single line. Any ideas?
let loop = 1
while loop > 0 {
// spinning dash
}
I will not provide you with all the code to your question but rather a guideline of what to do. In general, its a two step algorithm.
Draw a line
Perform a 360° rotation of it for a desired time, t
The code posted below implements the first portion. I have added comments and I believe it should be self explanatory. After reviewing it, I'd recommend you read about UIBezierPath.
As for the second part, there are two ways of going about this.
1. Rotate the line itself (recommended)
Should you choose this method, here's a tutorial from Ray Wenderlich which covers it extensively along with the Math behind it. Follow through both portions of the tutorial if possible.
2. Rotate the view encompassing the line
Changing the outer view's background color to clear then rotating itself will give the illusion that the line inside is the one rotated. Here's a video guide for view rotations.
import UIKit
class ViewController: UIViewController
{
override func viewDidLoad()
{
super.viewDidLoad()
// This is the black subview in which the line will be drawn into
let lineView: GeneralDraw = GeneralDraw(frame: CGRect(origin: CGPoint(x: 20, y: 30), size: CGSize(width: 300, height: 300)))
// uncomment this to remove the black colour
// lineView.backgroundColor = .clear
// add this lineView to the mainView
self.view.addSubview(lineView)
}
}
// This handles the drawing inside a given view
class GeneralDraw: UIView
{
override init(frame: CGRect)
{
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder)
{
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect)
{
let linePath = UIBezierPath()
// start point of the line
linePath.move(to: CGPoint(x:50, y:10))
// end point of the line
linePath.addLine(to: CGPoint(x:200, y:10))
linePath.close()
// cosmetic settings for the line
UIColor.red.set()
linePath.stroke()
linePath.fill()
}
}
I would use a CAReplicatorLayer for this. You start with a layer that draws a horizontal bar and combine it with transforms that show the bar in the other positions. Then you animate the fading out of the bar, with an offset coordinated to the fading.
In this gif, I've deliberately slowed down the animation. (There is a mild glitch at the point where the gif repeats, but ignore that; the real project doesn't have that glitch.)
1. Solution: rotate Images
create a set of images which shows the dash rotating.
set the images to an array. then animate that `UIImageView.startAnimating()
see section "Animating a Sequence of Images" of UIImageView.
2. Solution: standard iOS activity indicator
But better go with the standard UIActivityIndicatorView
see also:
iOS Human Interface Guidelines: Progress Indicators
Reference for UIActivityIndicatorView

Draw a graph in a NSView using values entered by the user

I'm trying to draw a graph using Swift. I have created a custom NSView and a NSView class.
In the ViewController I would like to call a method that updates the NSView and draws the complete graph using values entered by the user.
import Cocoa
class Graph: NSView {
let startPoint = NSPoint(x: 10, y: 10)
override func drawRect(dirtyRect: NSRect) {
NSColor.whiteColor().set() // set white color
NSRectFill(dirtyRect) // fill the Rect in the View
// draw axes lines
NSColor.blackColor().set()
NSBezierPath.strokeLineFromPoint(startPoint, toPoint: NSPoint(x: Double(dirtyRect.width) - 10.0, y: 10.0))
NSBezierPath.strokeLineFromPoint(startPoint, toPoint: NSPoint(x: 10.0, y: Double(dirtyRect.height) - 10.0))
}
func drawGraphicsOfNewteork(arrayOfData: [NSTextField]){
// Here I would draw in the View some lines using the arrayOfData
}
}
Have you read the documentation at all? Searching for "drawing" turns up the Cocoa Drawing Guide.
As others have stated, drawing is done from within drawRect(). The system will call it at the "right time", after you flag it by setting needsDisplay to true/YES.