I've subclassed an NSTextField with the following code:
import Cocoa
class CustomSearchField: NSTextField {
override func draw(_ dirtyRect: NSRect) {
self.wantsLayer = true
let textFieldLayer = CALayer()
self.layer = textFieldLayer
self.backgroundColor = NSColor.white
self.layer?.backgroundColor = CGColor.white
self.layer?.borderColor = CGColor.white
self.layer?.borderWidth = 0
super.cell?.draw(withFrame: dirtyRect, in: self)
}
}
class CustomSearchFieldCell: NSTextFieldCell {
override func drawingRect(forBounds rect: NSRect) -> NSRect {
let minimumHeight = self.cellSize(forBounds: rect).height
let newRect = NSRect(x: rect.origin.x + 25, y: (rect.origin.y + (rect.height - minimumHeight) / 2) - 4, width: rect.size.width - 50, height: minimumHeight)
return super.drawingRect(forBounds: newRect)
}
}
This is all working fine and it draws my NSTextField just as I wanted. The only problem is, as soon as I make some other part of the interface the first responder (clicking outside the NSTextField), the text inside the NSTextField (placeholder or filled in text) is fading out. As soon as I click on it again, it fades back in. I've been searching for quiet a while now, but can't really figure out why this is happening. I just want the text to be visible all the time, instead of fading in and out.
It has to do with the CALayer that I'm adding to accomplish my styling.
Whenever I run the same settings from viewDidLoad on the textfield, it works like a charm. For example:
class ViewController: NSViewController {
#IBOutlet weak var searchField: NSTextField!
override func viewDidLoad() {
initCustomSearchField()
}
private func initCustomSearchField() {
searchField.wantsLayer = true
let textFieldLayer = CALayer()
searchField.layer = textFieldLayer
searchField.backgroundColor = NSColor.white
searchField.layer?.backgroundColor = CGColor.white
searchField.layer?.borderColor = CGColor.white
searchField.layer?.borderWidth = 0
searchField.delegate = self
}
}
draw method should really be used to draw the view not setting the properties.And for your problem don't set to self.layer directly use sublayer instead .
My suggestion for your code:
class CustomTextField :NSTextField {
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
setupView()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setupView()
}
func setupView(){
textColor = .green
}
}
class CustomTextFieldCell: NSTextFieldCell {
override init(textCell string: String) {
super.init(textCell: string)
setupView()
}
required init(coder: NSCoder) {
super.init(coder: coder)
setupView()
}
func setupView(){
backgroundColor = .red
}
override func drawingRect(forBounds rect: NSRect) -> NSRect {
let newRect = NSRect(x: (rect.width - rect.width/2)/2, y: 0, width: rect.width/2, height: 20)
return super.drawingRect(forBounds:newRect)
}
override func draw(withFrame cellFrame: NSRect, in controlView: NSView) {
super.draw(withFrame: cellFrame, in: controlView)
controlView.layer?.borderColor = NSColor.white.cgColor
controlView.layer?.borderWidth = 2
}
}
Related
I am trying to make NSViewControler work with NSView. I can't get myView to call any function in myView(NSView).
myView?.myFunctionName does not work and for NSView I get a nil error when I try set backgoundColor (myview?.layer?.backgroundColor = .white)
class ViewController: NSViewController {
#IBOutlet weak public var myview: NSView!
override func viewDidLoad() {
super.viewDidLoad()
myview?.wantsLayer = true
myview?.layer?.backgroundColor = .white
myview?.needsDisplay = true
}
override var representedObject: Any? {
didSet {
//Update the view, if already loaded.
}
}
}
import Cocoa
class myView: NSView {
var backgroundColor: NSColor?
override func draw(_ dirtyRect: NSRect) {
print("draw")
if let bg = backgroundColor {
bg.setFill()
dirtyRect.fill()
} else {
super.draw(dirtyRect)
print("error:\(String(describing: backgroundColor))")
self.changeBackgroundColor(color: .blue)
}
}
func changeBackgroundColor(color: NSColor) {
// print("change background\( bounds.size)")
// backgroundColor = color
var path = NSBezierPath()
path = NSBezierPath(rect: NSRect(origin:CGPoint(x: 0, y: 0), size: bounds.size))
// print("\(String(describing: path))")
path.close()
color.setFill()
path.fill()
setNeedsDisplay(self.bounds)
}
}
I'm new to swift and Cocoa dev my problem is:-
NSView's draw() function is being called twice. the results and code are below :-
results
[3/3] Linking MyCanvasApp
Hello, World
You got nothing.
You got nothing.
^C
as you can see "You got nothing" is being printed twice
PS everything is handwritten I'm not using Xcode at all
main.swift
import Cocoa
var app = NSApplication.shared
app.setActivationPolicy(.regular)
let delegate = AppDelegate()
app.delegate = delegate
app.activate(ignoringOtherApps: true)
app.run()
AppDelegate.swift
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
func applicationDidFinishLaunching(_ aNotification: Notification) {
print("Hello, World")
let frame = NSRect.init(x: 100.0, y: 100.0, width: 300.0, height: 300.0)
let win = NSWindow.init(contentRect: frame, styleMask: [.closable, .titled], backing: .buffered, defer: false)
win.title = "My Canvas App"
win.makeKeyAndOrderFront(nil)
let frame2 = NSRectToCGRect(NSRect.init(x: 0, y: 0, width: 300.0, height: 300.0))
let canvas = CanvasView.init(frame: frame2)
win.contentView!.addSubview(canvas)
}
}
does NSView.init (CanvasView.init) calls it or something? ^^
CanvasView.swift
import Cocoa
class CanvasView: NSView {
var Mode: CanvasMode = CanvasMode.Rectangle
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
// super.draw(rect)
// var context: CGContext = NSGraphicsContext.current!.CGContext
self.wantsLayer = true
self.layer?.backgroundColor = NSColor.yellow.cgColor
switch Mode {
case .Line:
print("You got Line.")
default:
print("You got nothing.")
}
}
override func mouseDown(with theEvent: NSEvent) {
print("left mouse")
}
override func rightMouseDown(with theEvent: NSEvent) {
print("right mouse")
}
override func mouseDragged(with theEvent: NSEvent) {
print("mouseDragged")
}
}
CanvasMode.swift
import Cocoa
enum CanvasMode {
case Line
case Rectangle
case Triangle
}
I am writing a calendar, and each day is a cell, each cell has a Rounded UILabel in contentView, but I don't know why is there the little black border on each cell
Calendar image
In 3d View 3d preview
class CalendarCell: UICollectionViewCell {
static var identifier: String = "DayCell"
let dayLabel: UILabel = UILabel()
override init(frame: CGRect) {
super.init(frame: frame)
self.setUpUI()
self.contentView.addSubview(dayLabel)
}
private func setUpUI() {
dayLabel.text = nil
dayLabel.sizeToFit()
dayLabel.backgroundColor = .white
//dayLabel.layer.borderWidth = 0.5
dayLabel.textColor = .black
dayLabel.textAlignment = .center
dayLabel.clipsToBounds = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
dayLabel.frame = self.contentView.frame
dayLabel.layer.cornerRadius = dayLabel.frame.width / 2
}
override func prepareForReuse() {
super.prepareForReuse()
setUpUI()
}
I'm not sure what's causing the problem but I'm pretty sure you can fix it and achieve the same behavior by changing your code to this:
let collectionViewCellWidth: CGFLoat = 150 // or whatever you want. You'd define this in the file with your custom flow layout or wherever your give the cell size to the collectionView.
class CalendarCell: UICollectionViewCell {
static let identifier = "DayCell" // type inference doesn't need the annotations on these two
let dayLabel = UILabel()
override init(frame: CGRect) {
super.init(frame: frame)
setUpUI()
}
private func setUpUI() {
contentView.layer.cornerRadius = collectionViewCellWidth / 2
contentView.clipsToBounds = true
contentView.backgroundColor = .white // or orange, whatever
dayLabel.text = nil
dayLabel.backgroundColor = .white
//dayLabel.layer.borderWidth = 0.5
dayLabel.textColor = .black
dayLabel.textAlignment = .center
dayLabel.translatesAutoresizingMaskIntoConstraints = false
contentView.addSubview(dayLabel)
NSLayoutConstraint.activate([
dayLabel.centerXAnchor.constraint(equalTo: contentView.centerXAnchor),
dayLabel.centerYAnchor.constraint(equalTo: contentView.centerYAnchor)
])
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
//override func layoutSubviews() {
// dayLabel.frame = self.contentView.frame
// dayLabel.layer.cornerRadius = dayLabel.frame.width / 2
//}
// also as your code currently is, you don't do anything in your setup function that needs to be redone when a cell is dequeued for reuse. Unless you were setting some unique information for a cell like its color or text. Just FYI
override func prepareForReuse() {
super.prepareForReuse()
setUpUI()
}
}
Problem:
The custom view's background colour for each cell in my tableView always uses the initial colour set when declaring my statusColour variable, and the colour set dynamically in cellForRowAt IndexPath is always ignored.
This is my UIView subclass:
class SlantedView: UIView {
var path: UIBezierPath!
var backgroundColour: UIColor!
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func slantedView() {
// Drawing code
// Get Height and Width
let layerHeight = CGFloat(90)
let layerWidth = CGFloat(300)
// Create Path
let bezierPath = UIBezierPath()
// Points
let pointA = CGPoint(x: 0, y: 0)
let pointB = CGPoint(x: layerWidth, y: 89)
let pointC = CGPoint(x: layerWidth, y: layerHeight)
let pointD = CGPoint(x: 0, y: layerHeight)
// Draw the path
bezierPath.move(to: pointA)
bezierPath.addLine(to: pointB)
bezierPath.addLine(to: pointC)
bezierPath.addLine(to: pointD)
bezierPath.close()
// Mask to Path
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
layer.mask = shapeLayer
}
override func draw(_ rect: CGRect) {
self.slantedView()
self.backgroundColor = backgroundColour
self.backgroundColor?.setFill()
UIGraphicsGetCurrentContext()!.fill(rect)
}
}
This is my custom cell:
class CustomTableViewCell: UITableViewCell {
var statusColour: UIColor = {
let colour = UIColor.red
return colour
}()
override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) {
super.init(style: style, reuseIdentifier: reuseIdentifier)
let statusContainer = SlantedView()
statusContainer.backgroundColour = self.statusColour
self.addSubview(statusContainer)
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
}
}
This is my cellForRow method:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: cellIdentifier, for: indexPath) as! CustomTableViewCell
cell.statusColour = sampleData[indexPath.row].statusColour //Contains different colours
return cell
}
The problem is definitely coming from the UIView subclass. According some prior research, it looks like the overridden draw function could be causing the issue.
I followed the advice given in some other Stack Overflow questions by adding these lines:
self.backgroundColor?.setFill()
UIGraphicsGetCurrentContext()!.fill(rect)
What could I be doing wrong?
Thanks in advance.
Add slantedView in awakeFromNib() method instead of init() and also use property observers to change the backgroung color of slantedView as shown below:
class CustomTableViewCell: UITableViewCell {
var statusContainer: SlantedView!
var statusColour: UIColor? {
didSet {
guard let color = statusColour else {
statusContainer.backgroundColor = UIColor.black
return
}
statusContainer.backgroundColor = color
}
}
override func awakeFromNib() {
super.awakeFromNib()
statusContainer = SlantedView(frame: self.bounds)
self.addSubview(statusContainer)
}
}
Lastly, remove last two lines from draw(_ rect: CGRect) method:-
override func draw(_ rect: CGRect) {
self.slantedView()
self.backgroundColor = backgroundColour
}
I want to put all subview properties and my subview setup code in a UIView subclass and load that into my UIViewController subclass using loadView(). Then access the UIView subclass members without casting the view property of UIViewController all the time.
This is my UIView subclass AwesomeClass
class AwesomeView: UIView {
lazy var testView:UIView = {
let view = UIView()
view.backgroundColor = UIColor.red
self.addSubview(view)
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
testView.frame = CGRect(x: 10
, y: 10
, width: self.bounds.size.width - 20
, height: 100)
}
}
And my UIViewController subclass AwesomeViewController
class AwesomeViewController: UIViewController {
override func loadView() {
let view = AwesomeView()
self.view = view
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I could do something like:
var subclassedView:AwesomeView {
get {
return self.view as! AwesomeView
}
}
and
subclassedView.testView.backgroundColor = UIColor.blue
But is there a way to call testView directly with self.view in the AwesomeViewController?
Edit:
What I am looking for is Covariant return type in swift.
You can you something like this:
Instantiate an instance of AwesomeViewController in AwesomeView
class AwesomeView: UIView {
var exampleColorVariable:UIColor?
//here you instantiate your view controller
var awesomeViewController = AwesomeViewController()
lazy var testView:UIView = {
let view = UIView()
view.backgroundColor = UIColor.red
self.addSubview(view)
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
testView.frame = CGRect(x: 10
, y: 10
, width: self.bounds.size.width - 20
, height: 100)
}
}
then you can access any method in AwesomeView changing a little bit your code
class AwesomeViewController: UIViewController {
lazy var awesomeView: AwesomeView = {
let view = AwesomeView()
view.awesomeViewController = self
return view
}()
func setupView() {
view.addSubview(awesomeView)
// your constraints here
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
setupView()
// NOW YOU CAN ACCESS ANY METHOD IN YOUR VIEW awesomeView.yourFunction()
// or you access that variable
awesomeView.exampleColorVariable = .red // you can now omit UIColor in swift3
}
}