Remove UIRefreshControl default spinner - spinner

I have subclassed UIRefreshControl to make my own, and I can manage everything except one thing :
The default spinner is always visible, and is of course in the middle of everything I've done in my custom implementation.
I can't find the spinner property or whatever it is I need to put to a clear color, can anyone help me on this?

To hide spinner loader in a UIRefreshControl, set the .tintColor property to a clear color.
e.g. (Swift):
mRefreshControl.tintColor =.clear

For 2023, .tintColor = .clear works fine.
Historic answer:
Swift 4, Swift 5
Bug fix
From time to time only this code doesn't work properly:
refreshControl.tintColor = .clear – first reload shows the indicator :(
This fixes this bug:
refreshControl.tintColor = .clear
refreshControl.subviews.first?.alpha = 0

Override didMoveToSuperview to hide the spinner's superview.
Swift version:
override func didMoveToSuperview() {
super.didMoveToSuperview()
guard let _ = superview else { return }
self.subviews.first?.alpha = 0 // set hidden = true did not work
}
Objective-C version:
- (void)didMoveToSuperview {
[super didMoveToSuperview];
if (self.superview != nil && self.subviews.count > 0) {
self.subviews[0].alpha = 0;
}
}
You may want to do more checks rather than just using the first subview.

Related

MFC MDI dynamically changing tab style from a property dialog

It has been 10 months since I worked on my app due to a death in the family, just started looking at it again and still not sure how to solve the problem.
The project inquires/help started here:
MFC MDI Collecting control states for the "apply" button routine
Since this is a specific focused question, I didn't want to muck up my other thread, so what I'd like to do is change the documents tab styles after the view is loaded. I know that this can be done because the master repository from Microsoft with all the code examples has a project called VCSamples-master\VCSamples-master\VC2010Samples\MFC\Visual C++ 2008 Feature Pack\TabControl which I have looked at. It dawns on me that even though I can follow its code, the calls are from within the MDI window itself where my issue is I'm trying to do this via a property page dialog using OnApply which changes things.
I was able to do part of this properly with the help of the thread above to the OutputPane successfully because I was able to get the Pane handle and execute. I was told that for the MDI tabs after creation that I need to parse the tabs, count them, and then execute. So my issue here is after I capture the tabs......how to change their styles.
Here is the code as it stands:
BOOL CSettingsUserTabs::OnApply()
{
BOOL bResult = CMFCPropertyPage::OnApply();
if (bResult)
{
// Update Output Pane Tab Styles (Works 100%)
AfxGetApp()->WriteProfileInt(_T("Settings"), _T("UserTabStyle"), m_style_tabs); // Save value to registry
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.RecalcLayout();
//Get the open file tabs in the MDI
for (POSITION pos = AfxGetApp()->GetFirstDocTemplatePosition(); pos != NULL; )
{
CDocTemplate* pTempl = AfxGetApp()->GetNextDocTemplate(pos);
for (POSITION pos1 = pTempl->GetFirstDocPosition(); pos1 != NULL; )
{
CDocument* pDoc = pTempl->GetNextDoc(pos1);
for (POSITION pos2 = pDoc->GetFirstViewPosition(); pos2 != NULL; )
{
CView* pView = pDoc->GetNextView(pos2);
if (pView->IsKindOf(RUNTIME_CLASS(CTrainView)))
{
// THIS IS WHERE MY ISSUE IS, NOW THAT ALL THE TABS ARE
// CAPTURED, HOW DO I ADDRESS THEM LIKE WHAT IS SHOWN
// ABOVE:
//((CMainFrame*)AfxGetMainWnd())->xxxxxx.yyyyyy.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
}
}
}
}
}
return bResult;
}
If I can figure this last piece out, I'll be basically finished, I just can't seem to find a solution on how to do this via property sheet via OnApply.
Any suggestions or actual code examples I can see to solve my problem?
FYI: No, I haven't had any time to take additional OOP to solve this. I'm hoping someone can provide some guidance so I can move on after getting this sorted.
Thanks,
Chris
EDIT 1:
So I took a closer look at Constantine's suggestion and here is what I came up with:
BOOL CSettingsUserTabs::OnApply()
{
BOOL bResult = CMFCPropertyPage::OnApply();
if (bResult)
{
// Update Output Pane Tab Styles
AfxGetApp()->WriteProfileInt(_T("Settings"), _T("UserTabStyle"), m_style_tabs); // Save value to registry
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.RecalcLayout();
CMFCTabCtrl& MDI_STYLES = ((CMainFrame*)AfxGetMainWnd())->GetMDITabs();
MDI_STYLES.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
MDI_STYLES.RecalcLayout();
CMDIFrameWndEx* pMainFrame = DYNAMIC_DOWNCAST(CMDIFrameWndEx, GetTopLevelFrame());
pMainFrame->SetFocus();
pMainFrame->RecalcLayout();
}
return bResult;
}
The m_styles_tabs is getting the index value of 0-8 when I select the radio button. The code compiles and runs and I see the index value change when I break on it, but the tabs for the MDI are still not updating. Does the edited code make sense based on the members shown here:
https://learn.microsoft.com/en-us/cpp/mfc/reference/cmfctabctrl-class?view=msvc-170#modifytabstyle
I think this the right direction, am I missing something?

How can I detect uiview is an activated viewport

I need to detect whether a Uiview is a standard opened view or if it is an activated viewport on a sheet. Querying the uiview’s view Id returns the Id of the activated viewport's view. I have found no direct way to detect that a uiview is actually a sheet with an activated viewport.
I am already tracking opened views in the view activated event for another purpose. So I considered storing the view Id with the uiview hashcode for later checking that it was indeed a sheetview prior to becoming an activated view. Unfortunately, and I think in opposition to standard use, the uiview hashcode is not stable. Multiple hashcode requests from the uiview object return different values.
Does anyone have a way to detect this condition? I need to be able to use the the methods on the uiview still. So any help to find the actual child windows I would like to relate to the uiview object. The view still says "Sheet: ..." in the title when a view is activated.
TaskDialog mainDialog = new TaskDialog("Hello, viewport check!");
mainDialog.MainInstruction = "Hello, viewport check!";
mainDialog.MainContent =
"Sadly Revit API doesn't automatically know if the user is in an active viewport. "
+ "Please click 'Yes' if your are, or 'No' if your not.";
mainDialog.AddCommandLink(TaskDialogCommandLinkId.CommandLink1,
"Yes, I am in an active viewport on a sheet.");
mainDialog.AddCommandLink(TaskDialogCommandLinkId.CommandLink2,
"No, I am just in an ordinary view.");
mainDialog.CommonButtons = TaskDialogCommonButtons.Close;
mainDialog.DefaultButton = TaskDialogResult.Close;
TaskDialogResult tResult = mainDialog.Show();
bool YesOrNo = true;
if (TaskDialogResult.CommandLink1 == tResult)
{
YesOrNo = true;
}
else if (TaskDialogResult.CommandLink2 == tResult)
{
YesOrNo = false;
}
else{
return;
}
You can use the ViewSheet GetAllViewports method to determine all the viewports on a given sheet. Using that, you could put together a bi-directional dictionary lookup system map any sheet to all the viewports it hosts and vice versa. That should help solve your task. Here is some example usage:
http://thebuildingcoder.typepad.com/blog/2014/04/determining-the-size-and-location-of-viewports-on-a-sheet.html
Im late to the party - but another way to sense if the user is in a viewport is to investigate the Process.MainWindow title. Something like this (in RevitPythonShell):
import threading, clr
from System.Diagnostics import Process
# need winform libraries for feedback form only
clr.AddReference("System.Windows.Forms")
from System.Windows.Forms import Form, Label
app = __revit__.Application
doc = __revit__.ActiveUIDocument.Document
ui = __revit__.ActiveUIDocument
def lookAtWindow(activeView):
# Looking for one of three conditions:
# 1. User is on a sheet (ActiveView will be DrawingSheet)
# 2. User is in an active ViewPort on a sheet (ActiveView will NOT be be DrawingSheet, but MainWindowTitle will contain " - [Sheet: " string)
# 3. User is on a View (neither of the previous two conditions)
result = False
if str(activeView.ViewType) == 'DrawingSheet':
result = 'Youre on a sheet'
else:
processes = list(Process.GetProcesses())
for process in processes:
window = process.MainWindowTitle
if window and 'Autodesk Revit '+app.VersionName[-4:] in window and ' - [Sheet: ' in window and ' - '+doc.Title+']' in window:
result = 'I reckon youre in a Viewport'
if not result:
result = 'so you must be in a '+str(activeView.ViewType)
form = Form()
form.Width = 300
form.Height = 100
label = Label()
label.Width = 280
label.Height = 70
label.Text = result
label.Parent = form
form.ShowDialog()
# need to close RevitPythonShell console before checking MainWindowTitle, so run on timer
threading.Timer(1, lookAtWindow, [ui.ActiveView]).start()
__window__.Close()

NSSplitViewItem collapse animation and window setFrame conflicting

I am trying to make a (new in 10.10) NSSplitViewItem collapse and uncollapse whilst moving its containing window so as to keep the whole thing "in place".
The problem is that I am getting a twitch in the animation (as seen here).
The code where I'm doing the collapsing is this:
func togglePanel(panelID: Int) {
if let splitViewItem = self.splitViewItems[panelID] as? NSSplitViewItem {
// Toggle the collapsed state
NSAnimationContext.runAnimationGroup({ context in
// special case for the left panel
if panelID == 0 {
var windowFrame = self.view.window.frame
let panelWidth = splitViewItem.viewController.view.frame.width
if splitViewItem.collapsed {
windowFrame.origin.x -= panelWidth
windowFrame.size.width += panelWidth
} else {
windowFrame.origin.x += panelWidth
windowFrame.size.width -= panelWidth
}
self.view.window.animator().setFrame(windowFrame, display: true)
}
splitViewItem.animator().collapsed = !splitViewItem.collapsed
}, completionHandler: nil)
}
}
I am aware of the "Don't cross the streams" issue (from session 213, WWDC'13) where a window resizing animation running on the main thread and a core animation collapse animation running on a separate thread interfere with each other. Putting the splitViewItem collapse animation onto the main thread seems like the wrong approach and I've got a nagging feeling there's a much better way of doing this that I'm missing.
Since I am not finding any documentation on the NSSplitViewItems anywhere (yet) I would appreciate any insights on this.
I have the little test project on GitHub here if anyone wants a look.
Update The project mentioned has now been updated with the solution.
Thanks,
Teo
The problem is similar to the "don't cross the streams" issue in that there are two drivers to the animation you've created: (1) the split view item (2) the window, and they're not in sync.
In the example from the '13 Cocoa Animations talk, constraints were setup to result in the correct within-window animation as only the window's frame was animated.
Something similar could be tried here -- only animating the window's frame and not the split view item, but since the item manages the constraints used to (un)collapse, the app can't control exactly how within-window content animates:
Instead the split view item animation could completely drive the animation and use NSWindow's -anchorAttributeForOrientation: to describe how the window's frame is affected.
if let splitViewItem = self.splitViewItems[panelID] as? NSSplitViewItem {
let window = self.view.window
if panelID == 0 {
// The Trailing edge of the window is "anchored", alternatively it could be the Right edge
window.setAnchorAttribute(.Trailing, forOrientation:.Horizontal)
}
splitViewItem.animator().collapsed = !splitViewItem.collapsed
}
For anyone using Objective C and targeting 10.11 El Capitan.
This did the trick for me, didn't need to set AnchorAttributes.
splitViewItem.collapsed = YES;

Removing menu in MFC

In MFC how to remove a menu-item of POPUP type. RemoveMenu() either take ID or position. Since, there is no ID for POPUP menu, option left is by using position.
But I am not getting how and where I can call RemoveMenu().
File Edit Test
Test_submenu_1
Test_submenu_2
Test_submenu_3 > submenu_3_item_1
Test_submenu_4
Test_submenu_5
I want to remove Test_submenu_3? I am not getting how do find CMenu object for Test so that I can call RemoveMenu() by passing position "2" for submenu_3_item_1.
Any suggestion for doing this will be greatly appreciated.
Thanks!
You cannot use LoadMenu, since this function does just that.
After modifying loaded menu it is killed when menu object used to load it goes out of scope. You have to modify menu that is currently used.
Your menu is a popup part of the main menu, second in position. It contains 5 items and second one is another popup. To my understanding, you want to remove this item and popup of this item.
To make it work you will have to ask main window for the current menu:
CMenu* pMenu = GetMenu(); // get the main menu
CMenu* pPopupMenu = pMenu->GetSubMenu(2);//(Test menu with item....)
pPopupMenu->RemoveMenu(2, MF_BYPOSITION);
Of course, this code is from the main frame. If you want to use it elsewhere, you will have to access all using pointer to the main frame.
Try the below. You get the Test sub-menu first (index 2), then once you have that you tell it to remove its Test_submenu_3 submenu by position (also 2).
CMenu topMenu;
topMenu.LoadMenu(IDR_YOUR_MENU);
CMenu& testSubMenu = *topMenu.GetSubMenu(2);
testSubMenu.RemoveMenu(2,MF_BYPOSITION);
'Test' is the 3rd menu item (by position) on the top level menu. It's just been rendered horizontally rather than vertically. Assuming you have a handle to the top level menu use the same code you'd use to the get the sub menus as you would to get the 'Test' menu.
You can use this below code to remove the submenu, by comparing name
bool RemoveSubmenu(CMenu * pMenu) {
for (int pos = 0; pos < pMenu->GetMenuItemCount(); pos++) {
wchar_t *name = new wchar_t[mf.cch + 1];
MENUITEMINFO mf;
ZeroMemory(&mf, sizeof(mf));
mf.cbSize = sizeof(mf);
mf.fMask = MIIM_SUBMENU | MIIM_FTYPE | MIIM_STRING;
mf.fType = MIIM_STRING;
mf.dwTypeData = NULL;
if (!GetMenuItemInfo(pMenu->m_hMenu, pos, TRUE, &mf))
break;
if (mf.hSubMenu != NULL){
mf.fMask = MIIM_TYPE;
mf.fType = MFT_STRING;
++mf.cch;
mf.dwTypeData = (LPSTR)name;
if (!GetMenuItemInfo(pMenu->m_hMenu, pos, TRUE, &mf)){
bRet = false;
break;
}
//
// compare sub menu name (i.e mf.dwTypeData) here, do the required
// modifications
//
pMenu->RemoveMenu(pos, MF_BYPOSITION);
bRet = true;
break;
}
}
}

MonoTouch.Dialog: AutoHideSearch Doesn't work?

In the Sample project which comes with MonoTouch.Dialog, if you change the:
AutoHideSearch = true;
to
AutoHideSearch = false:
there is no difference, it always hides.
Is this a bug, or am I missing something?
Sure it does. It's designed to "hide" the UISearchBar from being presented to the user when the Dialog is "pushed". When true it hides it until the user interacts with the DialogViewController. When false when the Dialog is presented it is shown to the user from the beginning.
And when we say hide we really mean it just adjusts the offset:
if (AutoHideSearch){
if (enableSearch){
if (TableView.ContentOffset.Y < 44)
TableView.ContentOffset = new PointF (0, 44);
}
}

Resources