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;
Related
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?
Pixijs (3.0.8) supports multi-touch as shown in their demos, and I've set up start, move and end listeners for touches on my mobile device.
The touches are registered on a square within the canvas which I'll call the interactiveArea, but the touchend events trigger when let go outside of the area as well. This is behavior that works fine with a single mouse cursor.
However, when using more fingers, having touches with the identifiers 0,1 and 2, only the first touchEnd is triggered outside of the area.
So I press and hold 3 fingers inside the interactiveArea and move them all outside of it. Then I let go of 1, and then the others. I won't be notified of touchEnds for event 0 and 2, and I'd have to re-register 3 touches and let go properly just to get a touchend for 2 triggered!
Any tips on how I can detect all touchends, rather than have it stop on the first touchend? I've tried working with a setTimeout hack as well, but that really doesn't suit my use case.
Edit I've made a basic codepen to demonstrate how touchendoutside is only triggered once. https://codepen.io/Thomaswithaar/pen/EygRjM Do visit the pen on mobile, as it is about touches rather than mouse interactivity.
Holding two fingers on the red square and then moving them out and letting go will only trigger one touchendoutside event.
Looking at the PIXI source code, there is indeed a bug in the Interaction Manager. Here is the method that processes touch end events:
InteractionManager.prototype.processTouchEnd = function ( displayObject, hit )
{
if(hit)
{
this.dispatchEvent( displayObject, 'touchend', this.eventData );
if( displayObject._touchDown )
{
displayObject._touchDown = false;
this.dispatchEvent( displayObject, 'tap', this.eventData );
}
}
else
{
if( displayObject._touchDown )
{
displayObject._touchDown = false;
this.dispatchEvent( displayObject, 'touchendoutside', this.eventData );
}
}
};
You can see in the else statement that a touchendoutside event gets dispatched when displayObject._touchDown is true. But after you release your first finger, it sets the flag to false. That is why you only receive that event once.
I've opened an issue here:
https://github.com/pixijs/pixi.js/issues/2662
And provided a fix here:
https://github.com/karmacon/pixi.js/blob/master/src/interaction/InteractionManager.js
This solution removes the flag and uses a counter instead. I haven't tested it yet, so please let me know if it works.
this.canvas = new Canvas(shell, SWT.NO_BACKGROUND);
I'm using a PaintListener:
this.canvas.addPaintListener(new PaintListener() {
#Override
public void paintControl(PaintEvent e) {
// Draw images
synchronized (imageMarks) {
for (ImageMark mark : Whiteboard.this.imageMarks)
{
Image image = Whiteboard.this.getImage(mark.id);
Point position = ScaledPoint.toSWTPoint(Whiteboard.this.getCanvasSize(), mark.getPosition());
Point bounds = mark.getUnscaledBoundaries(Whiteboard.this.getCanvasSize());
e.gc.drawImage(image, 0, 0, image.getBounds().width, image.getBounds().height, position.x, position.y,
bounds.x, bounds.y);
}
}
// Draw pencil marks
synchronized (pencilMarks) {
e.gc.setLineWidth(LINE_WIDTH);
for (double[] line : Whiteboard.this.pencilMarks)
{
Point lastPosPoint = ScaledPoint.toSWTPoint(Whiteboard.this.getCanvasSize(), new ScaledPoint(line[0], line[2]));
Point newPosPoint = ScaledPoint.toSWTPoint(Whiteboard.this.getCanvasSize(), new ScaledPoint(line[1], line[3]));
e.gc.drawLine(lastPosPoint.x, lastPosPoint.y, newPosPoint.x, newPosPoint.y);
}
}
// Draw pointer, assuming it's there
if (pointerMark != null)
{
synchronized (pointerMark) {
Point pos = ScaledPoint.toSWTPoint(Whiteboard.this.getCanvasSize(), pointerMark.getPosition());
if (pointerMark.isFlipped())
e.gc.drawImage(Whiteboard.pointerImageFlipped, pos.x, pos.y);
else
e.gc.drawImage(Whiteboard.pointerImage, pos.x, pos.y);
}
}
}
});
and redrawing the canvas via a canvas.redraw() call. On 64-bit Linux, this seems to be working without any issues, but strangely enough, on 64-bit Windows, nothing ever ends up being erased or redrawn. For example, if the screen is resized, the pencil markings do not resize as well, they just end up being cut out of the screen. When new marks are added (in other words, when the paint listener is called again), the repositioned markings are redrawn on top of the old ones which didn't scale with the window. In other words, I believe the canvas is not being cleared upon canvas.redraw(). Is there a workaround for this?
You are specifying SWT.NO_BACKGROUND which stops the Canvas being cleared before each paint.
If you use SWT.NO_BACKGROUND it is your paint method's responsibility to draw every pixel of the Canvas.
SWT.NO_BACKGROUND JavaDoc:
By default, before a widget paints, the client area is filled with the
current background. When this style is specified, the background is
not filled, and the application is responsible for filling every pixel
of the client area. This style might be used as an alternative to
"double-buffering" in order to reduce flicker. This style does not
mean "transparent" - widgets that are obscured will not draw through.
There is a too long, didn't read version down below.
So I've been making a little game in which the player has to click on a grid of bricks that matches the color of the needed brick in the upper right hand corner of the screen. After they click on the needed color, the bricks explode and the bricks of the same color next to them explode as well creating combos. That leaves holes in the grid so I have to somehow reset the grid itself without resetting the gamestate itself. I've got something working right now which is this:
private function ResetNow():Void
{
if (Restter == 1) Restter = 0;
//if this block is up here, same results
/*
wantedBricks.kill();
wantedBrik._changeColor = FlxMath.rand(0, 2);
bricks.autoReviveMembers = true;
bricks.revive();
*/
Restter = 0;
//Removes stray detectors so the neverending combo bug won't occur
for (stray in dets.members) stray.kill();
if (Restter == 0)
{
wantedBricks.kill();
wantedBrik._changeColor = FlxMath.rand(0, 2);
bricks.autoReviveMembers = true;
bricks.revive();
wantedBricks.autoReviveMembers = true;
wantedBricks.revive();
for (zgem in bricks.members) zgem.EQUITYCHECK = FlxMath.rand(0, 2);
}
//add(bricks);
Restter = 1;
}
So, again, I have a grid of blocks set up at create, that is group bricks. And I have a sprite in the upper right corner which is wantedBrik. What happens during gameplay, is the player clicks on the bricks that matches the wanted bricks to clear them out of the grid. When there are no more wantedBricks(a group), it is supposed to reset the grid, and change the color of the wantedBrik. I also have it somewhere else in the code that if a member of the big grid's EQUITYCHECK(basic object hacked in value) is equal to the wantedBrik, add it to the wantedBricks(which, is why I'm checking for no more of them). So, what happens?
Well, if the color of the wantedBrik doesn't change, everything's fine and resets like normal. the wantedBricks group acurately counts the bricks that actually match the wantedBrik's color. And when it does change, for some reason, gameplay is normal. BUT, wantedBricks not only thinks that the old color is still needed, but it also thinks the new color is still needed too. So when the player clicks the new needed color bricks, they do explode, but because wantedBrik thinks the old color is still wanted, it doesn't hit null and the grid won't reset.
What can I do to make sure that wantedBricks behaves correctly after a color change?
TL;DR version: I need to get a Haxe array to forget or lose old numbers. How can I do this?
The "Pirate Pig" sample may be useful to you. Since it is a puzzle game, there may be some similar problems that were solved there. You can find it using openfl create or nme create depending on which you are currently using.
You can create a simple array like this:
var myArray = [];
You can also type arrays, like this:
var numbers = new Array<Float>();
Then you can use push(), concat() and other array methods.
I am trying to draw a GtkLayout using cairo. The layout is huge and I need to get the part that is visible in the container window and update that part only. With GTK2 the expose event data was sufficient to do this. I am not successful with GTK3.
In the function to handle "draw" events, I did the following:
GdkWindow *gdkwin; // window to draw
cairo_region_t *cregion; // update regions
cairo_rectangle_int_t crect; // enclosing rectangle
gdkwin = gtk_layout_get_bin_window(GTK_LAYOUT(layout));
cregion = gdk_window_get_update_area(gdkwin);
cairo_region_get_extents(cregion,&crect);
expy1 = crect.y; // top of update area
expy2 = expy1 + crect.height; // bottom of update area
The problem is that cregion has garbage. Either gdk_window_get_update_area() is buggy or I am not using the right drawing window.
Passing the GtkLayout as follows also does not work (this is the function arg for g_signal_connect):
void draw_function(GtkWidget *layout, cairo_t *cr, void *userdata)
Whatever gets passed is not the GtkLayout from g_signal_connect, but something else.
================= UPDATE ====================
I found a way to do what I want without using GtkLayout.
I am using a GtkDrawingArea inside a viewport.
I can scroll to any window within the large graphic layout
and update that window only. Works well once I figured out
the cryptic docs.
scrwing = gtk_scrolled_window_new(0,0);
gtk_container_add(GTK_CONTAINER(vboxx),scrwing);
drwing = gtk_drawing_area_new();
gtk_scrolled_window_add_with_viewport(GTK_SCROLLED_WINDOW(scrwing),drwing);
gtk_scrolled_window_set_policy(SCROLLWIN(scrwing),ALWAYS,ALWAYS);
scrollbar = gtk_scrolled_window_get_vadjustment(GTK_SCROLLED_WINDOW(scrwing));