Use first column for drag image in NSTableView - swift

I'm implementing drag and drop in a table view, and the problem I'm having is that the drag image is always based on the column where the drag started, but I want to use the image from the first column.
I looked at Apple's TableViewPlayground sample, where the "Complex OutlineView Window" does what I want, but I can't figure out what I'm doing different in terms of setting up the drag.
I put together a simple example at https://github.com/Uncommon/TableTest - if you drag from the second column where it says "stuff", then it looks like you're dragging the word "stuff". What I want is to have the drag image always come from the first column (with the icon and name) regardless of which column you drag from.
In my data source I implement tableView(tableView:,pasteboardWriterForRow:) to enable dragging, but that doesn't include information about what column the drag started in. What am I missing from the example app to make this work?

The accepted answer didn't work for me. Instead, I had to implement the following optional function in NSTableViewDataSource:
func tableView(_ tableView: NSTableView, draggingSession session: NSDraggingSession, willBeginAt screenPoint: NSPoint, forRowIndexes rowIndexes: IndexSet) {
// Or whatever cell you want as the drag image
let cell = tableView.view(atColumn: 0, row: rowIndexes.first!, makeIfNecessary: false) as? NSTableCellView
session.enumerateDraggingItems(options: .concurrent, for: nil, classes: [NSPasteboardItem.self], searchOptions: [:]) {(draggingItem, idx, stop) in
if let cell = cell {
let rect = cell.bounds
let drag = session.draggingLocation
// You can customize the image starting point and size here
draggingItem.setDraggingFrame(NSRect(x: drag.x, y: drag.y, width: rect.width, height: rect.height), contents: cell.draggingImageComponents)
draggingItem.imageComponentsProvider = {
return cell.draggingImageComponents
}
}
}
}
Credit goes to this answer for providing much of this solution.

NSTableView drags the column where the drag started, NSOutlineView drags the outline column. If you want to change the image, subclass NSTableView and override dragImageForRows(with:tableColumns:event:offset:).

In response to why
dragImageForRows(with:tableColumns:event:offset:)
didn't work:
From the Apple documentation:
Note:
To support multi-item drags, it is highly recommended to implement the delegate method tableView:pasteboardWriterForRow: instead. Using that method will cause this method to not be called.

Related

NSCollectionView interitem gap indicator has wrong height

I'm implementing an application for macOS in which I use an NSCollectionView as a sort of timeline. For this I use a custom subclass of NSCollectionViewFlowLayout for the following reasons:
I want the items to be scrollable horizontally only without wrapping to the next line
Only NSCollectionViewFlowLayout seems to be capable of telling NSCollectionView to not scroll vertically (inspiration from here)
All of this works smoothly, however: I'm now trying to implement drag & drop reordering of the items. This also works, but I noticed that the inter item gap indicator (blue line) is not being displayed properly, even though I do return proper sizes. I calculate them as follows:
override func layoutAttributesForInterItemGap(before indexPath: IndexPath) -> NSCollectionViewLayoutAttributes?
{
var result: NSCollectionViewLayoutAttributes? = nil
// The itemLayoutAttributes dictionary is created in prepare() and contains
// the layout attributes for every item in the collection view
if indexPath.item < itemLayoutAttributes.count
{
if let itemLayout = itemLayoutAttributes[indexPath]
{
result = NSCollectionViewLayoutAttributes(forInterItemGapBefore: indexPath)
result?.frame = NSRect(x: itemLayout.frame.origin.x - 4, y: itemLayout.frame.origin.y, width: 3, height: itemLayout.size.height)
}
}
else
{
if let itemLayout = itemLayoutAttributes.reversed().first
{
result = NSCollectionViewLayoutAttributes(forInterItemGapBefore: indexPath)
result?.frame = NSRect(x: itemLayout.value.frame.origin.x + itemLayout.value.frame.size.width + 4, y: itemLayout.value.frame.origin.y, width: 3, height: itemLayout.value.size.height)
}
}
return result
}
Per documentation the indexPath passed to the method can be between 0 and the number of items in the collection view including if we're trying to drop after the last item. As you can see I return a rectangle for the inter item gap indicator that should be 3 pixels wide and the same height as an item is.
While the indicator is displayed in the correct x-position with the correct width, it is only 2 pixels high, no matter what height I pass in.
How do I fix this?
NB: If I temporarily change the layout to NSCollectionViewFlowLayout the indicator displays correctly.
I'm overriding the following methods/properties in NSCollectionViewFlowLayout:
prepare()
collectionViewContentSize
layoutAttributesForElements(in rect: NSRect) -> [NSCollectionViewLayoutAttributes]
layoutAttributesForItem(at indexPath: IndexPath) -> NSCollectionViewLayoutAttributes?
shouldInvalidateLayout(forBoundsChange newBounds: NSRect) -> Bool
layoutAttributesForInterItemGap(before indexPath: IndexPath) -> NSCollectionViewLayoutAttributes?
You may also need to override
layoutAttributesForDropTarget(at pointInCollectionView: NSPoint) -> NSCollectionViewLayoutAttributes.
The documentation mentions that the frame of the attributes returned by this method provides a bounding box for the gap, that will be used to position and size a drop target indicator (view).
You can set a breakpoint in your drag and drop code, after the drop indicator is drawn (e.g. collectionView(:acceptDrop:indexPath:dropOperation:) and then when the breakpoint is hit during a drag-and-drop session, run Xcode view debugger to examine the drop indicator view after it's added to the collection view. This way you can be sure the view hierarchy is correct and any issues are visually apparent.

tableViewSelectionDidChange with addSubview and removeFromSuperview in table row

I looked for posts for issues with all 3 functions listed in the title, but my problem is not discussed anywhere. Frankly, my problem is such that it defies logic IMHO.
On selection of a row in my view-based NSTableView, I want to show a "Save" button in my last (aka "Action") column. So on viewDidLoad() I created my orphan button. Then on tableViewSelectionDidChange() I remove it from the superview and add it to my column's NSTableCellView. When there's no row selected, there is no button to show. Simple. Below code works perfectly.
func tableViewSelectionDidChange(_ notification: Notification) {
let selectedRow = tableView.selectedRow
btnSave!.removeFromSuperview()
if selectedRow > -1,
let rowView = rowView(selectedRow),
let actionView = rowView.view(atColumn: Column.action.hashValue) as? NSTableCellView {
actionView.addSubview(btnSave!)
}
}
Wait. Did I say Perfect? It works as long as I use mouse to change the selected row, including selecting below the last row in table which removes selection and any button in previous selected row. However, when I use the keyboard Up/Down keys to change the selection, it does not work.
First I thought the function will get called only if I use mouse to change row selection. However, that's not true. That's true for tableViewSelectionIsChanging as per docs and as per facts. But for tableViewSelectionDidChange docs don't say it will only work when mouse is used and the facts bear that out. I put print statements and function does get called. I stepped through debugger as well. The mind boggling part is - the method to remove button from superview works, but the one to add button as subview does not work - and only if I use keyboard. How is it possible that the same exact code executes but I get two different outcomes?
Adding remaining functions
I use this to get selected row
private func rowView(_ rowIndex: Int, _ make: Bool = false) -> NSTableRowView? {
return tableView.rowView(atRow: rowIndex, makeIfNecessary: make)
}
I call this in viewDidLoad to create my orphan button
private func createButton() {
btnSave = NSButton(frame: NSRect(x: 10, y: 0, width: 22, height: 16))
btnSave?.title = "S"
btnSave?.setButtonType(.momentaryPushIn)
btnSave?.bezelStyle = .roundRect
}

Tracking the position of a NSCell on change

I have a NSTableView and want to track the position of its containing NSCells when the tableView got scrolled by the user.
I couldn’t find anything helpful. Would be great if someone can lead me into the right direction!
EDIT:
Thanks to #Ken Thomases and #Code Different, I just realized that I am using a view-based tableView, using tableView(_ tableView:viewFor tableColumn:row:), which returns a NSView.
However, that NSView is essentially a NSCell.
let cell = myTableView.make(withIdentifier: "customCell", owner: self) as! MyCustomTableCellView // NSTableCellView
So I really hope my initial question wasn’t misleading. I am still searching for a way how to track the position of the individual cells/views.
I set the behaviour of the NSScrollView (which contains the tableView) to Copy on Scroll in IB.
But when I check the x and y of the view/cells frame (within viewWillDraw of my MyCustomTableCellView subclass) it remains 0, 0.
NSScrollView doesn't use delegate. It uses the notification center to inform an observer that a change has taken place. The solution below assume vertical scrolling.
override func viewDidLoad() {
super.viewDidLoad()
// Observe the notification that the scroll view sends out whenever it finishes a scroll
let notificationName = NSNotification.Name.NSScrollViewDidLiveScroll
NotificationCenter.default.addObserver(self, selector: #selector(scrollViewDidScroll(_:)), name: notificationName, object: scrollView)
// Post an intial notification to so the user doesn't have to start scrolling to see the effect
scrollViewDidScroll(Notification(name: notificationName, object: scrollView, userInfo: nil))
}
// Whenever the scroll view finished scrolling, we will start coloring the rows
// based on how much they are visible in the scroll view. The idea is we will
// perform hit testing every n-pixel in the scroll view to see what table row
// lies there and change its color accordingly
func scrollViewDidScroll(_ notification: Notification) {
// The data's part of a table view begins with at the bottom of the table's header
let topEdge = tableView.headerView!.frame.height
let bottomEdge = scrollView.bounds.height
// We are going to do hit-testing every 10 pixel. For best efficiency, set
// the value to your typical row's height
let step = CGFloat(10.0)
for y in stride(from: topEdge, to: bottomEdge, by: step) {
let point = NSPoint(x: 10, y: y) // the point, in the coordinates of the scrollView
let hitPoint = scrollView.convert(point, to: tableView) // the same point, in the coordinates of the tableView
// The row that lies that the hitPoint
let row = tableView.row(at: hitPoint)
// If there is a row there
if row > -1 {
let rect = tableView.rect(ofRow: row) // the rect that contains row's view
let rowRect = tableView.convert(rect, to: scrollView) // the same rect, in the scrollView's coordinates system
let visibleRect = rowRect.intersection(scrollView.bounds) // the part of the row that visible from the scrollView
let visibility = visibleRect.height / rowRect.height // the percentage of the row that is visible
for column in 0..<tableView.numberOfColumns {
// Now iterate through every column in the row to change their color
if let cellView = tableView.view(atColumn: column, row: row, makeIfNecessary: true) as? NSTableCellView {
let color = cellView.textField?.textColor
// The rows in a typical text-only tableView is 17px tall
// It's hard to spot their grayness so we exaggerate the
// alpha component a bit here:
let alpha = visibility == 1 ? 1 : visibility / 3
cellView.textField?.textColor = color?.withAlphaComponent(alpha)
}
}
}
}
}
Result:
Update based on edited question:
First, just so you're aware, NSTableCellView is not an NSCell nor a subclass of it. When you are using a view-based table, you are not using NSCell for the cell views.
Also, a view's frame is always relative to the bounds of its immediate superview. It's not an absolute position. And the superview of the cell view is not the table view nor the scroll view. Cell views are inside of row views. That's why your cell view's origin is at 0, 0.
You could use NSTableView's frameOfCell(atColumn:row:) to determine where a given cell view is within the table view. I still don't think this is a good approach, though. Please see the last paragraph of my original answer, below:
Original answer:
Table views do not "contain" a bunch of NSCells as you seem to think. Also, NSCells do not have a position. The whole point of NSCell-based compound views is that they're much lighter-weight than an architecture that uses a separate object for each cell.
Usually, there's one NSCell for each table column. When the table view needs to draw the cells within a column, it configures that column's NSCell with the data for one cell and tells it to draw at that cell's position. Then, it configures that same NSCell with the data for the next cell and tells it to draw at the next position. Etc.
To do what you want, you could configure the scroll view to not copy on scroll. Then, the table view will be asked to draw everything whenever it is scrolled. Then, you would implement the tableView(_:willDisplayCell:for:row:) delegate method and apply the alpha value to the cells at the top and bottom edges of the scroll view.
But that's probably not a great approach.
I think you may have better luck by adding floating subviews to the scroll view that are partially transparent, with a gradient from fully opaque to fully transparent in the background color. So, instead of the cells fading out and letting the background show through, you put another view on top which only lets part of the cells show through.
I just solved the issue by myself.
Just set the contents view postsBoundsChangedNotifications to true and added an observer to NotificationCenter for NSViewBoundsDidChange. Works like a charm!

How can i make several labels clickable in a shortcut?

in my code i have a tableView and several labels..
I want that the when the user click on cell and after that click on one of the labels, the text in the label will be same as the text in the row that be clicked.
Q1. How can i enable all labels to be clickable and connect to one function that will point on the specific label each time the user click on it?
Q2. I tried to make the same gesture to all labels with UITapGestureRecognizer.. apparently this gesture refers only to the last label (Lbl4 down here in code example).. it means that the text in Lbl1 in my func change only by clicking on Lbl4.. why is that? and how can i change it that it will refers to all labels?
override func viewDidLoad() {
super.viewDidLoad()
let aSelector : Selector = #selector(ViewController.lblTapped)
let tapGesture = UITapGestureRecognizer(target: self, action: aSelector)
tapGesture.numberOfTapsRequired = 1
Lbl1.addGestureRecognizer(tapGesture)
Lbl2.addGestureRecognizer(tapGesture)
Lbl3.addGestureRecognizer(tapGesture)
Lbl4.addGestureRecognizer(tapGesture)
}
func lblTapped(){
Lbl1.text = self.currentPlayerChooseInRow
}
Thanks for advance...
Firstly, you need to understand UITableView object. UITableView is an array of cells, ok? Then, you need use some methods associated to UITableView like numberOfRowsInSection (where app knows the number of cells) and cellForRowAtIndexPath (where app knows cell will be)
About your questions, i recomend you to use outlets to connect labels, buttons, objects to the controller (try to not use gestures if it is not necessary)
Finally, object cells are programmed into cell. If you have a complex cell, you will need a custom cell controller.

Swift 2.0 drag uiview out of uitable

I would like to create an item store similar to a game like diablo, that you can drag and drop items from one UIView to another. In my scenario I used a table to hold the items and added an event to the cells for drag and drop.
It works but my issue is that i can't move the object out of the visible space from the table. As soon as I move the item farther from the border of the table the UIView became invisible.
I assume that I have to create a copy of the table cell and attach it to the superview. But as soon as I do that I loose the control of the UIView and cannot longer drag.
I looked at this example: https://github.com/mmick66/KDDragAndDropCollectionView which addresses my needs but it is way to complicated and contains some bugs.
I wonder if there is another way to easily attach the UIView of a cell to the ViewController and allow to drag it around ?
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell = tableView.dequeueReusableCellWithIdentifier("itemrow", forIndexPath: indexPath)
cell.addTarget(self, action: "move:event:", forControlEvents: UIControlEvents.TouchDragInside)
return cell}
func move(btn : UIButton, event :UIEvent)
{
let touch = event.touchesForView(btn)!.first
let previousLocation : CGPoint = touch! .previousLocationInView(btn)
let location : CGPoint = touch! .locationInView(btn)
let delta_x :CGFloat = location.x - previousLocation.x
let delta_y :CGFloat = location.y - previousLocation.y
btn.center = CGPointMake(btn.center.x + delta_x,
btn.center.y + delta_y);
if chk(btn, target: basket){
print “yu bought it”
}
}
If you're okay with targeting iOS9 UICollectionView now has 'free' drag to rearrange functionality.
This post has an introduction to the methods that you'll need to implement: http://nshint.io/blog/2015/07/16/uicollectionviews-now-have-easy-reordering/
It's using a basic flow layout with a single 'section'. I'm not 100% clear the layout you're wanting to create, but potentially it sounds like it could also be a flow layout but with 2 or more separate sections to represent the areas you want to drag and drop objects into.
There are a few steps involved, in terms of support and flexibility, and stability it's the option I'd choose!