Is it possible to adjust the blur radius and transparency of an NSVisualEffectView when it's applied to an NSWindow (Swift or Objective-C)? I tried all variations of NSVisualEffectMaterial (dark, medium, light) - but that's not cutting it. In the image below I've used Apple's non-public API with CGSSetWindowBackgroundBlurRadius on the left, and NSVisualEffectView on the right.
I'm trying to achieve the look of what's on the left, but it seems I'm relegated to use the methods of the right.
Here's my code:
blurView.blendingMode = NSVisualEffectBlendingMode.BehindWindow
blurView.material = NSVisualEffectMaterial.Medium
blurView.state = NSVisualEffectState.Active
self.window!.contentView!.addSubview(blurView)
Possibly, related - but doesn't answer my question:
OS X NSVisualEffect decrease blur radius? - no answer
Although I wouldn't recommend this unless you are ready to fall back to it not working in a future release, you can subclass NSVisualEffectView with the following to do what you want:
- (void)updateLayer
{
[super updateLayer];
[CATransaction begin];
[CATransaction setDisableActions:YES];
CALayer *backdropLayer = self.layer.sublayers.firstObject;
if ([backdropLayer.name hasPrefix:#"kCUIVariantMac"]) {
for (CALayer *activeLayer in backdropLayer.sublayers) {
if ([activeLayer.name isEqualToString:#"Active"]) {
for (CALayer *sublayer in activeLayer.sublayers) {
if ([sublayer.name isEqualToString:#"Backdrop"]) {
for (id filter in sublayer.filters) {
if ([filter respondsToSelector:#selector(name)] && [[filter name] isEqualToString:#"blur"]) {
if ([filter respondsToSelector:#selector(setValue:forKey:)]) {
[filter setValue:#5 forKey:#"inputRadius"];
}
}
}
}
}
}
}
}
[CATransaction commit];
}
Although this doesn't use Private APIs per se, it does start to dig into layer hierarchies which you do not own, so be sure to double check that what you are getting back is what you expect, and fail gracefully if not. For instance, on 10.10 Yosemite, the Backdrop layer was a direct decedent of the Visual Effect view, so things are likely to change in the future.
I had the same issue as you had and I have solved it with a little trick seems to do the job that I wanted. I hope that it will also help you.
So in my case, I have added the NSVisualEffectView in storyboards and set its properties as follows:
and my View hierarchy is as follows:
All that reduces the blur is in the NSViewController in:
override func viewWillAppear() {
super.viewWillAppear()
//Adds transparency to the app
view.window?.isOpaque = false
view.window?.alphaValue = 0.98 //tweak the alphaValue for your desired effect
}
Going with your example this code should work in addition with the tweak above:
let blurView = NSVisualEffectView(frame: view.bounds)
blurView.blendingMode = .behindWindow
blurView.material = .fullScreenUI
blurView.state = .active
view.window?.contentView?.addSubview(blurView)
Swift 5 code
For anyone interested here is a link to my repo where I have created a small prank app which uses the code above:
GitHub link
Related
I have a view with many CAShapeLayer objects (there can be other CALayer objects as well) and I want to modify the CAShapeLayer object that the user clicks on.
I was experimenting with the below two methods but none of them works. Any tips would be great.
Approach one:
private func modifyDrawing(at point: NSPoint) {
for layer in view.layer!.sublayers! {
let s = layer.hitTest(point)
if s != nil && s is CAShapeLayer {
selectedShape = s as? CAShapeLayer
}
}
// modify some properties
selectedShape?.shadowRadius = 20
selectedShape?.shadowOpacity = 1
selectedShape?.shadowColor = CGColor.black
}
Approach two:
private func modifyDrawing(at point: NSPoint) {
let drawingsAtMouseClick: [CAShapeLayer] = view.layer!.sublayers!.compactMap{ $0 as? CAShapeLayer }
if drawingsAtMouseClick.isEmpty {
return
}
for drawing in drawingsAtMouseClick {
if drawing.contains(point) {
selectedShape = drawing
break
}
}
// modify some properties
selectedShape?.shadowRadius = 20
selectedShape?.shadowOpacity = 1
selectedShape?.shadowColor = CGColor.black
}
The point parameter passed to these functions is the NSEvent.locationInWindow. Not sure whether I should convert this with respect to the CAShapeLayer or something.
P.S.: This isn't production code so please kindly ignore Swift best practices, etc.
The CALayer.hitTest(_:) method will tell you the layer that was hit, including in a layer's sublayers.
You shouldn't need to check every sublayer. You should be able to ask your view's layer what layer was hit by asking the top-level layer.
A view's layer's coordinates are generally the same as the view's bounds. It's anchored at 0,0 in the parent layer, and the sublayers use that coordinate space. Thus, you should convert your point to view/layer coordinates before hit testing.
(I always have to go check to see which coordinate systems are flipped from the other between iOS and Mac OS and views and layers. You might need to flip coordinates. I leave that research up to you.)
Edit:
I seem to remember that CALayer.hitTest(_:) just checks that the layer's frame contains the point, not that it actually contains an opaque pixel at that position. It's more complex if you want to check to see if the point contains an opaque pixel.
I've been trying to figure out how to get a NSWindow to perform a transition animation with Swift 3. I found a few examples in Objective-C, but I haven't been able to tease out the relevant details and translate into the target language / newer SDK and get it applied to the right object. This one is pretty flipping cool, but it's ~8yrs old: http://www.theregister.co.uk/2009/08/21/cocoa_graphics_framework/ -- I would imagine there's a better way to do the CGSCube effect now in macOS Sierra with Swift.
Here's what I have so far:
class ViewController: NSViewController {
func doAnimation() {
if let layer = view .layer {
layer.backgroundColor = CGColor.black
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(CGFloat.pi * 2.0)
rotateAnimation.duration = 10.0
layer.add(rotateAnimation, forKey: nil)
}
}
override func viewWillAppear() {
if let window = self.view.window {
window.styleMask = NSWindowStyleMask.borderless
window.backingType = NSBackingStoreType.buffered
window.backgroundColor = NSColor.clear
window.isOpaque = false
window.hasShadow = false
}
}
override func viewDidLoad() {
super.viewDidLoad()
doAnimation()
}
}
This doesn't really do the trick at all. I get a white background on my window instead of a transparent background, and my view rolls across the frame instead of the window frame itself being animated.
Ideally, I would like to do something more advanced like these 3d transitions -- https://cocoapods.org/pods/MKCubeController & https://www.appcoda.com/custom-view-controller-transitions-tutorial/ & https://github.com/andresbrun/ABCustomUINavigationController#cube but I'm not quite sure how to translate the examples from the iOS SDK over to the macOS SDK without UIKit. (Annoyingly, I remember pulling this off a few years back in ObjC, but the project was lost somewhere between formats / new computers.)
How can I apply a transform to the NSWindow itself while segueing between View Controllers? Any tips toward adding some 3d to this effect would be appreciated. I hoping there's maybe a CocoaPod that gets me halfway there.
I have finally upgraded to Swift 3.0 and encountered a problem - I'm using custom view and its drawrect function to render some drawing, and I override 'isFlipped' var to return true and draw them upside down. Before Swift 3.0 it works like a charm but now Cocoa turns upside down not only this particular drawing but also any other my subviews (which I don't want to have this way). Does anyone know how to fix this?
I didn't figure out how to return back 'isFlipped' var behavior from Swift 2 so instead I simply rotate coordinates of all my subviews. It could be done like this:
override func viewWillAppear() {
for child in self.view.subviews {
child.frame = NSRect.init(
x: child.frame.minX,
y: self.view.frame.height - child.frame.minY - child.frame.height,
width: child.frame.width,
height: child.frame.height)
}
}
I followed this awesome Rey Wenderlich tutorial to make an Bezier arc and increment/decrement values. But how to animate the arch instead of just step-up and step-down?
http://www.raywenderlich.com/90690/modern-core-graphics-with-swift-part-1
I tried putting animation block in custom property declaration, which I dont think is the right place to do it and xcode doesn't let me do it anyway.
#IBInspectable var counter: Int = 5 {
didSet {
if counter <= NoOfGlasses {
//the view needs to be refreshed
UIView.animateWithDuration(0.2, animations: {
setNeedsDisplay()
}, completion:nil
)
}
}
}
Also tried to put the increment in animation block in View controller, didn't work.
#IBAction func btnPushButton(sender: AnyObject) {
UIView.animateWithDuration(0.2, animations: {
self.arcView.counter = self.arcView.counter + 10
self.counterLabel.text = String(self.arcView.counter)
}, completion:nil
)
}
Are you describing this sort of thing?
That's a simpler example - it's just a drawn triangle - but it's the same idea, if I'm understanding you correctly: we are animating the difference between one drawing and another.
Basically you have two choices. The easy way is to use CAShapeLayer, which animates for you automatically when you change its path. The other choice is to do what I'm doing here, which is to create a custom animatable property - in this case, a property representing the x-position of the bottom point of the triangle.
I have been trying to implement an animation that brings the users attention to a change in value in a label. I want to do this by quickly increasing and reducing the size of the label (can't think of a better way to describe it) and I've made some progress towards this. The problem is that while the animation increases in size as I want it to; the way it deceases in size isn't smooth. Also, once the animation is complete, the size of the font does not return to the original.
Here is what I have:
func bloat() {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDelegate(self)
UIView.setAnimationDelay(0.6)
UIView.setAnimationDuration(0.3)
UIView.setAnimationRepeatCount(4)
UIView.setAnimationCurve(UIViewAnimationCurve.EaseInOut)
currentBudgetDisplay.transform = CGAffineTransformMakeScale(0.9, 0.9)
UIView.commitAnimations()
}
What changes can I make to get it to work as I intend it to?
The requirement is simple using core animation, try this
func bloat() {
var animation = CABasicAnimation(keyPath: "transform.scale")
animation.toValue = NSNumber(float: 0.9)
animation.duration = 0.3
animation.repeatCount = 4.0
animation.autoreverses = true
currentBudgetDisplay.layer.addAnimation(animation, forKey: nil)
}
In iOS 6 and 7, transform UIView animations applied to UIViews under auto layout do not work (because the auto layout stops them). This is fixed in iOS 8, however.
If you insist on supporting iOS 7, there are many workarounds, including using CABasicAnimation (layer animation) instead of UIView animation. See also my essay here: How do I adjust the anchor point of a CALayer, when Auto Layout is being used?