I'd like to create a new window programmatically. I have the following code, and it builds, but my window doesn't show up. The only way I can make it visible is by adding it as a child window to the default 'window'. How can I make 'win' be an independent window?
#IBOutlet var window: NSWindow
func applicationDidFinishLaunching(aNotification: NSNotification?) {
var win = NSWindow(contentRect: NSMakeRect(100, 100, 600, 200),
styleMask: NSResizableWindowMask,
backing: NSBackingStoreType.Buffered, defer: true)
window.addChildWindow(win, ordered:NSWindowOrderingMode.Above)
}
What about adding:
win.makeKeyAndOrderFront(win)
For me on OSX (not iOS) using Swift and writing in vim
let win = NSWindow(contentRect: NSMakeRect(100, 100, 600, 200),
styleMask: NSResizableWindowMask,
backing: NSBackingStoreType.buffered, defer: true)
win.makeKeyAndOrderFront(win)
pops up a window
You also need a NSWindowController to display the window:
let window = NSWindow(...)
let controller = NSWindowController(window: window)
controller.showWindow(self)
Related
I am making intentionally 2 Window in my AppDelegate, when I lunch my app both of those get lunched as well, but I want have control on which one should be lunched as main window, how can I create and have multi window in AppDelegate and also having control which window is going to be main, I do not want having 2 window opened in same time in lunch. Also I do not want to lunch both and hide another one, my goal is having those created window, but also having control to lunch the wished one as main and maybe later using the second one on wish.
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
private let window: NSWindow = NSWindow()
private let window2: NSWindow = NSWindow()
func applicationDidFinishLaunching(_ aNotification: Notification) {
window.setFrame(CGRect(origin: .zero, size: CGSize(width: 500, height: 500)), display: true)
window.styleMask = [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView]
window.backingType = .buffered
window.title = "window"
window.center()
window.makeKeyAndOrderFront(window)
window2.setFrame(CGRect(origin: .zero, size: CGSize(width: 500, height: 500)), display: true)
window2.styleMask = [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView]
window2.backingType = .buffered
window2.title = "window2"
window2.center()
window2.makeKeyAndOrderFront(window2)
}
}
Also I am using a main file like this:
import Cocoa
let nsApplication: NSApplication = NSApplication.shared
let appDelegate: AppDelegate = AppDelegate()
nsApplication.delegate = appDelegate
nsApplication.run()
Environment: macOS Big Sur 11.5.2 / Swift 5.4
Target Platform: macOS
I came across this discussion while searching for how to open a new NSWindow / NSView on a connected display.
I converted the obj-c code to Swift, but I cannot get it to work. I have the method set up inside an IBAction and I linked the action to a button I placed in the view titled "Show External Display."
What am I doing wrong?
import Cocoa
class ViewController: NSViewController {
var externalDisplay: NSScreen?
var fullScreenWindow: NSWindow?
var fullScreenView: NSView?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
#IBAction func showExternalDisplayButtonClicked(sender: Any?) {
// Open a window on the external display if present
if NSScreen.screens.count > 1 {
externalDisplay = NSScreen.screens.last
let externalDisplayRect = externalDisplay!.frame
fullScreenWindow = NSWindow(contentRect: externalDisplayRect, styleMask: .borderless, backing: .buffered, defer: true, screen: externalDisplay)
fullScreenWindow!.level = .normal
fullScreenWindow!.isOpaque = false
fullScreenWindow!.hidesOnDeactivate = false
fullScreenWindow!.backgroundColor = .red
let viewRect = NSRect(x: 0, y: 0, width: externalDisplay!.frame.width, height: externalDisplay!.frame.height)
fullScreenView = NSView(frame: viewRect)
fullScreenWindow!.contentView = fullScreenView
fullScreenWindow!.makeKeyAndOrderFront(self)
}
}
}
Why do you make styleMask: .borderless? Docs say a borderless window can't become key or main so makeKeyAndOrderFront fails.
If you make a normal window like this:
let mask: NSWindow.StyleMask = [.titled, .closable, .miniaturizable, .resizable]
fullScreenWindow = NSWindow(contentRect: externalDisplayRect, styleMask: mask, backing: .buffered, defer: true, screen: externalDisplay)
it opens on the last screen.
I currently have:
let window = NSWindow(contentRect: NSRect(x: 300, y: 300, width: 200, height: 200), styleMask: [.borderless], backing: .buffered, defer: true)
window.backgroundColor = NSColor.green
window.level = .floating
window.collectionBehavior = [.stationary, .canJoinAllSpaces, .fullScreenAuxiliary]
window.makeKeyAndOrderFront(nil)
Current behaviour:
When space changes (moving between full screen windows) the window moves relative to the desktop/space .
Expected behaviour:
I want the window to behave much like the notifications window in macOS, where the window "floats" above the screen even when active space changes.
I want my NSWindow over the macOS cursor. Is this possible? I managed to get the window above most of the UI, including Mission Control and the Menubar, but the cursor is still above the window. My code:
window = NSWindow(
contentRect: NSScreen.main!.frame,
styleMask: [.borderless],
backing: .buffered, defer: true)
window.backgroundColor = NSColor.clear
window.isOpaque = false
window.isReleasedWhenClosed = false
window.level = NSWindow.Level.mainMenu + 1
window.collectionBehavior = [NSWindow.CollectionBehavior.canJoinAllSpaces, .stationary, .ignoresCycle]
window.minSize = NSSize(width: NSScreen.main!.frame.width, height: NSScreen.main!.frame.height)
window.orderFront(nil)
window.ignoresMouseEvents = true
I am trying to use a SwiftUI View as a NSCursor on MacOS.
Using SwiftUI I am constructing a view that I then convert to an NSView using NSHostingView. Now I am trying to convert that to a NSImage via a NSBitmapImageRep. For some reason I always get an empty png when I inspect the variables while setting breakpoints.
(For now the setup of the cursor is done in the AppDelegate because I am currently just trying to get this to work.)
class AppDelegate: NSObject, NSApplicationDelegate {
var window: NSWindow!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView()
let contentRect = NSRect(x: 0, y: 0, width: 480, height: 480)
// Create the window and set the content view.
window = NSWindow(
contentRect: contentRect,
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered, defer: false)
window.center()
window.setFrameAutosaveName("Main Window")
window.contentView = NSHostingView(rootView: contentView)
window.makeKeyAndOrderFront(nil)
let myNSView = NSHostingView(rootView: ContentView()).bitmapImageRepForCachingDisplay(in: contentRect)!
NSHostingView(rootView: ContentView()).cacheDisplay(in: contentRect, to: myNSView)
let myNSImage = NSImage(size: myNSView.size)
myNSImage.addRepresentation(myNSView)
self.window.disableCursorRects()
// var myName = NSImage.Name("ColorRing")
// var myCursorImg = NSImage(named: myName)!
//
// var myCursor = NSCursor(image: myCursorImg, hotSpot: NSPoint(x: 10, y: 10))
var myCursor = NSCursor(image: myNSImage, hotSpot: NSPoint(x: 0, y: 0))
myCursor.set()
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
}
When executing the part that is commented out, I get the mouse cursor from an external png file.
When executing the code shown above I always get an empty mouse cursor with the size 480x480.
In debug mode I can see, that myNSView is an empty png.
I am pretty sure I misunderstand the documentation and therefore misuse cacheDisplay(in:to:) and bitmapImageRepForCachingDisplay(in:).
The documentation tells me to use the NSBitmapImageRep from bitmapImageRepForCachingDisplay(in:) in cacheDisplay(in:to:). But for some reason I simply can not get this to work.
Does anyone have an idea what I am doing wrong?
To answer my own question:
It seems like the view that one wants to convert to an NSImage needs to be layed out inside of a window. Otherwise it probably does not know how large the view needs to be inside the rect.
The following code works for me:
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView()
let contentRect = NSRect(x: 0, y: 0, width: 480, height: 480)
// Create the window and set the content view.
window = NSWindow(
contentRect: contentRect,
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered, defer: false)
window.center()
window.setFrameAutosaveName("Main Window")
window.contentView = NSHostingView(rootView: contentView)
window.makeKeyAndOrderFront(nil)
// CHANGED ----------
let newWindow = NSWindow(
contentRect: contentRect,
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered, defer: false)
newWindow.contentView = NSHostingView(rootView: contentView)
let myNSBitMapRep = newWindow.contentView!.bitmapImageRepForCachingDisplay(in: contentRect)!
newWindow.contentView!.cacheDisplay(in: contentRect, to: myNSBitMapRep)
// CHANGED ----------
let myNSImage = NSImage(size: myNSBitMapRep.size)
myNSImage.addRepresentation(myNSBitMapRep)
self.window.disableCursorRects()
var myCursor = NSCursor(image: myNSImage, hotSpot: NSPoint(x: 0, y: 0))
myCursor.set()
}
Only lines between the two //CHANGED ----- comments have been changed for a working solution. I am simply embedding the view inside a window before applying the same methods as before.
Hope this helps some people in the future.