I'm trying to setup a menubar Application using storyboard but my validateMenuItem method not get called.
I will try to explain what i did.
First i dragged a Menu Item in my Application Scene. Then one Object for my MenuController. Created a MenuController (MenuController.swift) and filled it with code. Back in my storyboard I set my Menu delegate to MenuController and MenuController Outlet to Menu. (I'm not totally sure whether i have set the delegates correctly.)
When i start the app, the menu icon appears and the first item title is set to test. But when i'm clicking the icon the validateMenuItem method not get called.
MenuController.swift
import Cocoa
class MenuController: NSObject {
var statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1)
#IBOutlet weak var statusMenu: NSMenu!
#IBOutlet weak var item1: NSMenuItem!
override func awakeFromNib() {
print("awakeFromNib")
self.item1.title = "Test"
let icon = NSImage(named: "menubarIcon")
statusItem.image = icon
statusItem.menu = statusMenu
}
override func validateMenuItem(menuItem: NSMenuItem) -> Bool {
print("validateMenuItem")
return true
}
}
Storyboard Menu Delegates
(source: picr.de)
Storyboard MenuController Delegates
(source: picr.de)
Has anybody an idea?
Greets from Austria!
The menu/UI validation mechanism does not query the menu's delegate but uses the item's target to determine the enabled state instead.
If the target is not explicitly set, it walks the responder chain.
To get basic validation, you have to make sure that the following things are setup:
"Auto Enables Items" is checked in Interface Builder (on by default)
You control-dragged the menu's action to the first responder
The menu's action is implemented in a class that is part of the responder chain (e.g. a view controller that manages a set of actions for your UI)
A basic implementation of validateUserInterfaceItem: could look like the following for an item with an action selector called test:
func validateUserInterfaceItem(anItem: NSValidatedUserInterfaceItem) -> Bool
{
if anItem.action() == Selector("test:") {
print("validating item \(anItem)")
return true
}
return true
}
Related
I may be getting lost in a glass of water as I am not an experienced developer but I cannot seem to be able to implement a simple override to modify the size of an NSTabView item.
I have a Tab View Controller (Style = toolbar)
I have a Tabless Tab View
I have 3 Tab Items. For testing I have only subclassed one of them to the subclass below
I have created a new subclass of NSTabViewItem: MyTabViewItem and subclassed one of the 3 tab Items. The code is:
import Cocoa
class MyTabViewItem: NSTabViewItem {
override func drawLabel(_ shouldTruncateLabel: Bool, in labelRect: NSRect) {
var size = self.sizeOfLabel(false)
size.width = 180
print("Draw!!")
}
override func sizeOfLabel(_ computeMin: Bool) -> NSSize {
var size = super.sizeOfLabel(false)
size.width = 180
print("Draw!!")
return size
}
}
Everything works, except the subclassing. The Tabs appear, they do operate by switching the views and the program runs as it should. Except that it does not resize the Tab Item. The code in the subclass MyTabViewItem is never reached (it never prints Draw!! as it should.
I cannot understand what I am missing here. I have not read of any IB connection to make (and I cannot seem to be able to connect the Tab Items anyways). Please apologise if it isa trivial question but I have searched everywhere and not found anything to help me.
Thank you
You said:
I have a Tabless Tab View
This is your problem. An NSTabView only asks an NSTabViewItem to drawLabel if the NSTabView itself is responsible for drawing the tab bar, but you have a “Tabless” tab view. (“Tabless” is the default style when you drag an NSTabViewController into a storyboard.)
You also said:
I have a Tab View Controller (Style = toolbar)
So you don't even want the tab view to draw a tab bar; you want items in the window toolbar to select tabs (like in Xcode's preference window).
Your ability to customize the toolbar items created for your tabs is limited. You can subclass NSTabViewController and override toolbar:itemForItemIdentifier:willBeInsertedIntoToolbar:, like this:
override func toolbar(_ toolbar: NSToolbar, itemForItemIdentifier itemIdentifier: NSToolbarItem.Identifier, willBeInsertedIntoToolbar flag: Bool) -> NSToolbarItem? {
let toolbarItem = super.toolbar(toolbar, itemForItemIdentifier: itemIdentifier, willBeInsertedIntoToolbar: flag)
if
let toolbarItem = toolbarItem,
let tabViewItem = tabViewItems.first(where: { ($0.identifier as? String) == itemIdentifier.rawValue })
{
toolbarItem.label = "\(tabViewItem.label) 😀"
}
return toolbarItem
}
But I found that making other changes didn't work well:
Setting toolbarItem.image didn't work well for me.
Setting toolbarItem.view made the item stop receiving clicks.
Note that the minSize and maxSize properties are only used if toolbarItem.view is set.
Your best bet is probably to manage the toolbar yourself, without trying to use NSTabViewController's support.
I have also subclassed the NSTabViewController as follows:
import Cocoa
class MyTabViewController: NSTabViewController {
#IBOutlet weak var TradingTabItem: MyTabViewItem!
override func viewDidLoad() {
super.viewDidLoad()
print("Loaded Tab View")
TradingTabItem.label = "New"
// Do view setup here.
}
}
What happens now is that the tab item in my subclass (the only one of the 3 I subclassed) does change its label string to New. However, even if I have added the item as an IBOutlet here, it still does not change seize (and the overridden sizeOfLabel function is not reached).
I'd like to use the NSTabViewController for switching through 6 different Tabs with the toolbar style.
All tabs have in common that they show different aspects of a Customer entity.
Now I want to add aditional NSToolbarItems to the toolbar of the NSTabViewController? But I haven't found a way to access the toolbar.
I also would like to add Space between the ToolbarItems.
Is there a way to do so?
Or how can I add my ViewController from the Storyboard to a NSTabView without using NSTabViewController?
Regards
Oliver
In the meantime I've tried another approach that I thought was more promising but lead to another strange behaviour:
I've created a new NSViewController and put a NSTabView inside. In order to load my already existing ViewControllers I used this
override func viewDidLoad() {
super.viewDidLoad()
let customerController = self.storyboard?.instantiateController(withIdentifier: NSStoryboard.SceneIdentifier("CustomerVCID")) as! CustomerViewController
let servicesController = self.storyboard?.instantiateController(withIdentifier: NSStoryboard.SceneIdentifier("ServicesVCID")) as! ServicesController
customerController.customer = self.customer
servicesController.customer = self.customer
self.tabView.tabViewItems[0].view = customerController.view
self.tabView.tabViewItems[1].view = servicesController.view
}
That indeed worked, but now all my NSButtons that have actions will cause my application to crash.
There is only one toolbar per window. So your NSTabViewController shares it.
Select toolbar mode of NSTabViewController
Override NSWindowController and add your items
Example:
override func windowDidLoad() {
super.windowDidLoad()
window?.toolbar?.insertItem(withItemIdentifier: .print, at: 0)
}
You can always access your toolbar via following path view->window->toolbar
Your only issue is that there is one delegate per NSToolbar. Which means you have to create your custom NSToolbarItem inside NSTabViewController delegate.
override func toolbar(_ toolbar: NSToolbar, itemForItemIdentifier itemIdentifier: NSToolbarItem.Identifier, willBeInsertedIntoToolbar flag: Bool) -> NSToolbarItem? {
if itemIdentifier == .export {
return ExportToolbarItem.new()
} else {
return super.toolbar(toolbar, itemForItemIdentifier: itemIdentifier, willBeInsertedIntoToolbar: flag)
}
}
Remember your are required to call super. This is because underlying method wants to create bindings to view controller.
In case you need actionable buttons in toolbar just add them without calling super.
I'm just getting into development on mac os and I made a simple app for the touch bar that allows you to change the color (with a nscolorpicker) of a label that is also on the touch bar.
Now I would like to get the same effect on the actual window like so: I change the color using the picker on the touch bar and the color of the colorwell in the window changes as well.
This is the code that I currently have for the touch bar actions:
import Cocoa
#available(OSX 10.12.2, *)
class MainWindowController: NSWindowController {
#IBOutlet weak var cptHello: NSColorPickerTouchBarItem!
#IBOutlet var lblHello: NSTextField!
override func windowDidLoad() {
super.windowDidLoad()
// Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
cptHello.color = NSColor.white
setCol()
}
func setCol(){
lblHello.textColor = cptHello.color
}
#IBAction func colorPicked(_ sender: Any) {
setCol()
}
}
This piece of code resides in MainWindowController.swift which is paired with the window controller.
In the view controller, I have a single NSColorWell that I would like to change the color for inside the function "setCol()". I created an outlet in the view controller for it like so:
#IBOutlet var cwHello: NSColorWell!
So ideally what I want to achieve is something like this:
func setCol(){
lblHello.textColor = cptHello.color
ViewController.cwHello.color = cptHello.color
}
Can this be done at all?
I'm trying to create a macOS app like Photos.app. The NSWindowController has a toolbar with a segmented control. When you tap on the segmented control, it changes out the the NSViewController within the NSWindowController.
What I have so far is an NSWindowController with an NSViewController. I have subclassed NSWindowController where I have the method that gets called whenever the user taps on the segmented control.
Essentially, whatever segment is clicked, it will instantiate the view controller that is needed and set it to the NSWindowController's contentViewController property.
Is this the correct way of doing it?
Also, the NSWindowController, I am thinking, should have properties for each of the NSViewControllers it can switch to that get lazy loaded (loaded when the user taps them and they get held around to be re-used to prevent re-initializing).
Code:
import Cocoa
class MainWindowController: NSWindowController
{
var secondaryViewController:NSViewController?
override func windowDidLoad()
{
super.windowDidLoad()
// Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
}
#IBAction func segmentedControlDidChange(_ sender: NSSegmentedControl)
{
print("Index: \(sender.selectedSegment)")
if sender.selectedSegment == 3 {
if secondaryViewController == nil {
let viewController = storyboard?.instantiateController(withIdentifier: "SecondaryViewController") as! NSViewController
secondaryViewController = viewController
}
self.window?.contentViewController = self.secondaryViewController
}
}
}
I'm new to macOS development, however, I've been doing iOS for quite some time. If there is a better way, I'd like to know about it. Thanks!!!
to move the tab/segmented-control to the titlebar, you need:
add toolbar to window, and add the controls to the toolbar,
hide title:
class TopLevelWindowController: NSWindowController {
override func windowDidLoad() {
super.windowDidLoad()
if let window = window {
// reminder like style
// window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
// window.styleMask.insert(.fullSizeContentView)
}
}
}
now, toolbar will be merged into the top bar position.
Given the following GitHub project:
https://github.com/kellyjanderson/swift-custom-menue
How do I link the menu item Custom >> Custom Action, to the function customAction in the ViewController?
Define an outlet of your menu item in AppDelegate
#IBOutlet weak var customMenuItem: NSMenuItem!
In your view controller first get the instance of AppDelegate:
let appDelegate = NSApplication.sharedApplication().delegate as! AppDelegate
Get the instance of the menu item and then bind an IBAction to it:
appDelegate.customMenuItem.action = #selector(customAction(_:))
For e.g., you want to bind an action customAction to your menu item. You can add the following code in viewDidLoad
override func viewDidLoad() {
super.viewDidLoad()
let appDelegate = NSApplication.sharedApplication().delegate as! AppDelegate
print(appDelegate.customMenuItem)
appDelegate.customMenuItem.action = #selector(customAction(_:))
}
And then define the IBAction
func customAction(sender: NSMenuItem){
print("Custom Menu Item clicked")
}
Output:
<NSMenuItem: 0x6080000a0720 Custom Action>
Custom Menu Item clicked
So the linked question Why can't I connect my menu to my view controller IBAction? came close but did not provide a concrete solution for me. Here is how I solved this.
First in the ViewController you need to mark your function as an #IBAction
#IBAction func customAction(sender: NSMenuItem){
print("Custom Menu Item clicked")
}
Once that function is marked as an IBAction it will be available in the responder chain; so now you can control-click and drag the menu item to the first responder icon and select your function, in this example customAction.