Swift 4 Position of element programmatically - swift

I have problem to place grey popUp right on top of screen.
it has x and y = 0.0
override func viewDidLoad() {
let dialogheigth:CGFloat = self.view.frame.height;
let dialogwidth:CGFloat = self.view.frame.width;
self.preferredContentSize = CGSizeMake(dialogwidth,dialogheigth);
}

Guys i use https://github.com/daisuke310vvv/PopupController library as PopUp
my solution was send the right ViewController to PopUp
let popup = PopupController.create(YourViewController).didShowHandler { popup in
// Do something
}
.didCloseHandler { _ in
// Do something
}

Related

Add alpha to parentVC.view

I am trying to add alpha to the background view when tapped on a button. So far achieved adding blur but alpha not so much.
How can I add alpha to the background so that when the bottom sheet appears background will be darker and disabled.
let maxDimmedAlpha: CGFloat = 0.2
lazy var dimmedView: UIView = {
let view = UIView()
view.backgroundColor = .black
view.alpha = maxDimmedAlpha
return view
}()
#objc func shareBtnClick() {
dimmedView.frame = self.parentVC.view.bounds
dimmedView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
self.parentVC.view.addSubview(dimmedView)
if self.parentVC.navigationController != nil {
if self.parentVC.navigationController?.viewControllers.count == 1 {
showBottomSheet()
} else {
NotificationCenter.default.post(name: NSNotification.Name("ShowBottomSheet"), object: nil, userInfo: ["itemId": modalSheet(), "delegate": self])
}
} else {
showBottomSheet()
}
}
func showBottomSheet() {
let modalSheet = MainBottomSheet()
modalSheet.data = self.modalSheet()
modalSheet.delegate = self
modalSheet.modalPresentationStyle = .overCurrentContext
self.parentVC.present(modalSheet, animated: true)
}
I was able to produce the dimmed effect using this code in XCode, I'm not sure why it won't work in your project but there is an easy way to debug this.
I suggest using Debug View Hierarchy, one of XCode's best tools in my opinion. This allows you to separate every single layer of the user interface. This way, you can see if your dimmedView is actually being added to the parent view and that its frame is matching the parent view's bounds.
Keep in mind if your background is dark, you won't see this dimmedView because its backgroundColor is set to UIColor.black.
Debug View Hierarchy button

Add 'PageSetupAccessory' to PrintPanel for PDFDocument

I have an app which displays a PDFView, and I want it to print the PDF file from the view. Also, I want the Print panel to show the Page Setup Accessory (i.e. the Paper Size, Orientation and Scale settings, like in Preview, which appear as one panel of the drop-down list of options).
Currently, I'm mistakenly printing the PDFView, not the PDF document itself. This only gives me one page and includes the scrollbars in the print-out! I can't see how to init an NSPrintOperation referencing a PDFDocument rather than the PDFView.
Here's my code, which works, but isn't what I want. I presume I'll have to override either the printDocument or printOperation functions of NSDocument with similar code that defines the Panel and the Info.
func thePrintInfo() -> NSPrintInfo {
let thePrintInfo = NSPrintInfo()
thePrintInfo.horizontalPagination = .automatic // Tried fit
thePrintInfo.verticalPagination = .automatic // Tried fit
thePrintInfo.isHorizontallyCentered = true // Tried false
thePrintInfo.isVerticallyCentered = true // Tried false
thePrintInfo.leftMargin = 0.0
thePrintInfo.rightMargin = 0.0
thePrintInfo.topMargin = 0.0
thePrintInfo.bottomMargin = 0.0
thePrintInfo.jobDisposition = .spool
return thePrintInfo
}
// Need to show the 'Page Setup' Options as an Accessory
// e.g. Paper size, orientation.
#IBAction func printContent(_ sender: Any) {
let printOperation = NSPrintOperation(view: thePDFView, printInfo: thePrintInfo())
let printPanel = NSPrintPanel()
printPanel.options = [
NSPrintPanel.Options.showsCopies,
NSPrintPanel.Options.showsPrintSelection,
NSPrintPanel.Options.showsPageSetupAccessory,
NSPrintPanel.Options.showsPreview
]
printOperation.printPanel = printPanel
printOperation.run()
}
Based on #Willeke's comments, I've come up with the following, which seems to work well. (Minor quibble is that the Print dialog isn't a sheet.) If anyone has any improvements, please post a better answer.
#IBAction func printContent(_ sender: Any) {
let printOperation = thePDFView.document?.printOperation(for: thePrintInfo(), scalingMode: .pageScaleNone, autoRotate: true)
printOperation?.printPanel = thePrintPanel()
printOperation?.run()
}

Swift: NSStatusItem remains highlighted after right-click

I created a NSStatusBarItem and popUp a (programmatically generated) NSMenu on right click:
let statusBarItem = NSStatusBar.system().statusItem(withLength: -1)
statusBarItem.action = #selector(AppDelegate.statusBarItemAction(sender:))
let menu = NSMenu()
var menuItem = NSMenuItem()
menuItem.action = #selector(AppDelegate.customItemAction)
menu.addItem(menuItem)
func statusBarItemAction(sender: NSStatusItem) {
let mouseEvent = NSEvent.pressedMouseButtons()
if mouseEvent == 2 {
// right click
lxStatusBarItem.popUpMenu(menu)
}
}
func customItemAction() {
// do something
}
Everything works fine, except that the statusBarItem remains highlighted after customItemAction is called:
How can I solve this?
I found that setting statusItem.button?.isHighlighted = false helped with removing the highlight. In your case, this would look like this:
func customItemAction() {
// do something
statusBarItem.button?.isHighlighted = false
...
}

How to act on the label control of a mouse down in OS X

In my class ViewController: NSViewController
I have the following code:
#IBAction override func mouseDown(theEvent: NSEvent) {
self.myLabel.textColor = NSColor.redColor()
//either of these work to set the labels text value
self.myLabel.objectValue = "Hello World"
self.myLabel.stringValue = "This is a test"
switch(self) {
case self.myLabel:
//change text of myLabel
break;
case self.myLabel1:
//change text of myLabel1
break;
case self.myLabel2:
//change text of myLabel2
break;
}
}
This works to change the text and color of a Label Control called myLabel, but I have 3 Label controls on the View how do I change the color on the one that sends the mouse down event? The only way I can think to do it is with the switch statement as in the code above. But I think there is a better way by some how using the sender of the event?
I'm new to OS X and Mac development and come from the .NET C# world so thanks for helping this Mac noob! Using the latest Swift and Xcode.
I did figure out how to determine if one of my NSTextField controls was clicked on in the mouseDown event of the view:
#IBAction override func mouseDown(theEvent: NSEvent) {
var event_location: NSPoint!
event_location = theEvent.locationInWindow
self.mouseDownEvent = theEvent
var cntrl_id = NSTextField()
var cntrl_frame = NSRect()
var cntrl_name = String()
var cntrl_value = String()
var hit = Bool()
for view in self.view.subviews as [NSView] {
if let ct = view as? NSTextField {
cntrl_name = ct.identifier!
cntrl_id = ct
cntrl_frame = ct.frame
cntrl_value = ct.stringValue
hit = cntrl_frame.contains(event_location)
if hit {
controlToMove = cntrl_id
break
}
}
}
}
There are probably ways to make this more efficient possibly such as keeping a dictionary of all the NSTextField controls on the view, and then
check the dictionary for if I have a "hit" on one of the controls.

Accessibility (Voice Over) with Sprite Kit

I'm attempting to add support for Voice Over accessibility in a puzzle game which has a fixed board. However, I'm having trouble getting UIAccessibilityElements to show up.
Right now I'm overriding accessibilityElementAtIndex, accessibilityElementCount and indexOfAccessibilityElement in my SKScene.
They are returning an array of accessible elements as such:
func loadAccessibleElements()
{
self.isAccessibilityElement = false
let pieces = getAllPieces()
accessibleElements.removeAll(keepCapacity: false)
for piece in pieces
{
let element = UIAccessibilityElement(accessibilityContainer: self.usableView!)
element.accessibilityFrame = piece.getAccessibilityFrame()
element.accessibilityLabel = piece.getText()
element.accessibilityTraits = UIAccessibilityTraitButton
accessibleElements.append(element)
}
}
Where piece is a subclass of SKSpriteNode and getAccessibilityFrame is defined:
func getAccessibilityFrame() -> CGRect
{
return parentView!.convertRect(frame, toView: nil)
}
Right now one (wrongly sized) accessibility element seems to appear on the screen in the wrong place.
Could someone point me in the right direction?
Many thanks
EDIT:
I've tried a hack-ish work around by placing a UIView over the SKView with UIButton elements in the same location as the SKSpriteNodes. However, accessibility still doesn't want to work. The view is loaded as such:
func loadAccessibilityView()
{
view.isAccessibilityElement = false
view.accessibilityElementsHidden = false
skView.accessibilityElementsHidden = false
let accessibleSubview = UIView(frame: view.frame)
accessibleSubview.userInteractionEnabled = true
accessibleSubview.isAccessibilityElement = false
view.addSubview(accessibleSubview)
view.bringSubviewToFront(accessibleSubview)
let pieces = (skView.scene! as! GameScene).getAllPieces()
for piece in pieces
{
let pieceButton = UIButton(frame: piece.getAccessibilityFrame())
pieceButton.isAccessibilityElement = true
pieceButton.accessibilityElementsHidden = false
pieceButton.accessibilityTraits = UIAccessibilityTraitButton
pieceButton.setTitle(piece.getText(), forState: UIControlState.Normal)
pieceButton.setBackgroundImage(UIImage(named: "blue-button"), forState: UIControlState.Normal)
pieceButton.alpha = 0.2
pieceButton.accessibilityLabel = piece.getText()
pieceButton.accessibilityFrame = pieceButton.frame
pieceButton.addTarget(self, action: Selector("didTap:"), forControlEvents: UIControlEvents.TouchUpInside)
accessibleSubview.addSubview(pieceButton)
}
UIAccessibilityPostNotification(UIAccessibilityScreenChangedNotification, nil)
}
The buttons are placed correctly, however accessibility just isn't working at all. Something seems to be preventing it from working.
I've searched in vain for a description of how to implement VoiceOver in Swift using SpriteKit, so I finally figured out how to do it. Here's some working code that converts a SKNode to an accessible pushbutton when added to a SKScene class:
// Add the following code to a scene where you want to make the SKNode variable named “leave” an accessible button
// leave must already be initialized and added as a child of the scene, or a child of other SKNodes in the scene
// screenHeight must already be defined as the height of the device screen, in points
// Accessibility
private var accessibleElements: [UIAccessibilityElement] = []
private func nodeToDevicePointsFrame(node: SKNode) -> CGRect {
// first convert from frame in SKNode to frame in SKScene's coordinates
var sceneFrame = node.frame
sceneFrame.origin = node.scene!.convertPoint(node.frame.origin, fromNode: node.parent!)
// convert frame from SKScene coordinates to device points
// sprite kit scene origin is in lower left, accessibility device screen origin is at upper left
// assumes scene is initialized using SKSceneScaleMode.Fill using dimensions same as device points
var deviceFrame = sceneFrame
deviceFrame.origin.y = CGFloat(screenHeight-1) - (sceneFrame.origin.y + sceneFrame.size.height)
return deviceFrame
}
private func initAccessibility() {
if accessibleElements.count == 0 {
let accessibleLeave = UIAccessibilityElement(accessibilityContainer: self.view!)
accessibleLeave.accessibilityFrame = nodeToDevicePointsFrame(leave)
accessibleLeave.accessibilityTraits = UIAccessibilityTraitButton
accessibleLeave.accessibilityLabel = “leave” // the accessible name of the button
accessibleElements.append(accessibleLeave)
}
}
override func didMoveToView(view: SKView) {
self.isAccessibilityElement = false
leave.isAccessibilityElement = true
}
override func willMoveFromView(view: SKView) {
accessibleElements = []
}
override func accessibilityElementCount() -> Int {
initAccessibility()
return accessibleElements.count
}
override func accessibilityElementAtIndex(index: Int) -> AnyObject? {
initAccessibility()
if (index < accessibleElements.count) {
return accessibleElements[index] as AnyObject
} else {
return nil
}
}
override func indexOfAccessibilityElement(element: AnyObject) -> Int {
initAccessibility()
return accessibleElements.indexOf(element as! UIAccessibilityElement)!
}
Accessibility frames are defined in the fixed physical screen coordinates, not UIView coordinates, and transforming between them is kind of tricky.
The device origin is the lower left of the screen, with X up, when the device is in landscape right mode.
It's a pain converting, I've no idea why Apple did it that way.