Windows Contents Overview

Transcription

Windows Contents Overview
Windows
Using Windows and Panels in a Xamarin.Mac application
Contents
This article will cover the following topics in detail:
Introduction to Windows
Main, Key, and Inactive Windows
Naming Windows
Full-Screen Windows
Panels
Creating and Maintaining Windows in Xcode
Setting the Default Size and Location
Adding UI Elements
Standard Window Workflow
Displaying the Default Window
Programmatically Closing a Window
PerformClose
Close
Working with Multiple Windows
Adjusting the Window Size in Code
Setting a Window’s Title and Represented File
Adding a New Window to a Project
Working with Panels
Overview
When working with C# and .NET in a Xamarin.Mac application, you have access to the same Windows and
Panels that a developer working in in Objective-C and Xcode does. Because Xamarin.Mac integrates directly
with Xcode, you can use Xcode's Interface Builder to create and maintain your Windows and Panels (or
optionally create them directly in C# code).
Based on it's purpose, a Xamarin.Mac application can present one or more Window on screen to manage and
coordinate the information it displays and works with. The principal functions of a windows are:
1. To provide an area in which Views and Controls can be placed and managed.
2. To accept and respond to events in response to user interaction with both the keyboard and mouse.
Windows can be used in a Modeless state (such as a text editor that can have multiple documents open at once)
or Modal (such as an Export dialog that must be dismissed before the application can continue).
Panels are a special kind of Window (a subclass of the base NSWindow class), that typically serve an auxiliary
function in an application, such as utility windows like Text format inspectors and system Color Picker.
In this article, we'll cover the basics of working with Windows and Panels in a Xamarin.Mac application. It is
highly suggested that you work through the Hello, Mac article first, specifically the Introduction to Xcode and
Interface Builder and Outlets and Actions sections, as it covers key concepts and techniques that we'll be using
in this article.
You may want to take a look at the Exposing C# classes / methods to Objective-C section of the Xamarin.Mac
Internals document as well, it explains the Register and Export commands used to wire-up your C# classes
to Objective-C objects and UI Elements.
Introduction to Windows
As stated above, a Window provides an area in which Views and Controls can be placed and managed and
responds to events based on user interaction (either via keyboard or mouse).
According to Apple, there are five main types of Windows in a Mac OS X App:
Document Window - A document window contains file-based user data such as a spreadsheet or a text
document.
App Window - An app window is the main window of an application that is not document-based (like the
Calendar app on a Mac).
Panel - A panel floats above other windows and provides tools or controls that users can work with while
documents are open. In some cases, a panel can be translucent (such as when working with large
graphics).
Dialog - A dialog appears in response to a user action and typically provides ways users can complete the
action. A dialog requires a response from the user before it can be closed. (See Working with Dialogs)
Alerts - An alert is a special type of dialog that appears when a serious problem occurs (such as an error)
or as a warning (such as preparing to delete a file). Because an alert is a dialog, it also requires a user
response before it can be closed. (See Working with Alerts)
For more information, see the About Windows section of Apple's OS X Human Interface Guidelines
Main, Key, and Inactive Windows
Windows in a Xamarin.Mac application can look and behave differently based on how the user is currently
interacting with them. The foremost Document or App Window that is currently focus of the user’s attention is
called the Main Window. In most instances this Window will also be the Key Window (the window that is currently
accepting user input). But this isn't always the case, for example, a Color Picker could be open and be the Key
window that the user is interacting with to change the state of an item in the Document Window (which would still
be the Main Window).
The Main and Key Windows (if they are separate) are always active, Inactive Windows are open windows that
are not in the foreground. For example, a text editor application could have more than one document open at a
time, only the Main Window would be active, all others would be inactive.
For more information, see the About Windows section of Apple's OS X Human Interface Guidelines
Naming Windows
A Window can display a Title Bar and when the Title is displayed, it's usually the name of the application, the
name of the document being worked on or the function of the window (such as Inspector). Some applications
don't display a Title Bar because they are recognizable by sight and don't work with documents.
Apple suggest the following guidelines:
Use your application name for the title of a main, non-document window.
Name a new document window untitled. For the first new document, don't append a number to the Title
(such as untitled 1). If the user creates another new document before saving and titling the first, call
that window untitled 2, untitled 3, etc.
For more information, see the Naming Windows section of Apple's OS X Human Interface Guidelines
Full-Screen Windows
In Mac OS X, an application's window can go full screen hiding everything including the Application Menu Bar
(which can be revealed by moving the cursor to the top of the screen) to provide distraction free interaction with
it's content.
Apple suggests the following guidelines:
Determine whether it makes sense for a window to go full screen. Applications that provide brief
interactions (such as a Calculator) shouldn't provide a full screen mode.
Show the toolbar if the full-screen task requires it. Typically the toolbar is hidden while in full screen mode.
The full-screen window should have all the features users need to complete the task.
If possible, avoid Finder interaction while the user is in a full-screen window.
Take advantage of the increased screen space without shifting the focus away from the main task.
For more information, see the Full-Screen Windows section of Apple's OS X Human Interface Guidelines
Panels
A Panel is an auxiliary window that contains controls and options that affect the active document or selection
(such as the system Color Picker):
Panels can be either App-Specific or Systemwide. App-Specific Panels float over the top of the application's
document windows and disappear when the application is in the background. Systemwide Panels (such as the
Fonts panel), float on top of all open windows no matter the application.
Apple suggests the following guidelines:
In general, use a standard panel, transparent panels should only be used sparingly and for graphically
intensive tasks.
Consider using a panel to give users easy access to important controls or information that directly affects
their task.
Hide and show panels as required.
Panels should always include title bar.
Panels should not include an active minimize button.
Inspectors
Most modern OS X applications present auxiliary controls and options that affect the active document or selection
as Inspectors that are part of the Main Window (like the Pages app shown below), instead of using Panel
Windows:
For more information, see the Panels section of Apple's OS X Human Interface Guidelines
Creating and Maintaining Windows in Xcode
When you create a new Xamarin.Mac Cocoa application, you get a standard blank, window by default. This
windows is defined in a .xib (OS X Interface Builder) file automatically included in the project. To edit your
windows design, in the Solution Explorer, double click the MainWindow.xib file:
This will open the window design in Xcode's Interface Builder:
In the Attribute Inspector, there are several properties that you can use to define and control your window:
Title - This is the text that will be displayed in the window's titlebar.
Autosave - This is the key that will be used to ID the window when it's position and settings are
automatically saved.
Title Bar - Does the window display a title bar.
Unified Title and Toolbar - If the window includes a Toolbar, should it be part of the title bar.
Full Sized Content View - Allows the content area of the window to be under the Title bar.
Shadow - Does the window have a shadow.
Textured - Textured windows can use effects (like vibrancy) and can be moved around by dragging
anywhere on their body.
Close - Does the window have a close button.
Minimize - Does the window have a minimize button.
Resize - Does the window have a resize control.
Toolbar Button - Does the window have a hide/show toolbar button.
Restorable - Is the window's position and settings automatically saved and restored.
Visible At Launch - Is the window automatically shown when the .xib file is loaded.
Hide On Deactivate - Is the window hidden when the application enters the background.
Release When Closed - Is the window purged from memory when it is closed.
Always Display Tooltips - Are the tooltips constantly displayed.
Recalculates View Loop - Is the view order recalculated before the window is drawn.
Spaces, Exposé and Cycling - All define how the window behaves in those OS X environments.
Full Screen - Determines if this window can enter the full screen mode.
Animation - Controls the type of animation available for the window.
Appearance - Controls the appearance of the window. For now there is only one appearance, Aqua.
See Apple's Introduction to Windows and NSWindow documentation for more details.
Setting the Default Size and Location
To set the initial position of your window and to control it's size, switch to the Size Inspector:
From here you can set the initial size of the window, give it a minimum and maximum size, set the initial location
on the screen and control the borders around the window.
Adding UI Elements
To define the content of a window, drag controls from the Library Inspector onto the Interface Editor. Please
see our Introduction to Xcode and Interface Builder documentation for more information about using Interface
Builder to create and enable controls.
As an example, let's drag a Toolbar from the Library Inspector onto the window in the Interface Editor:
Next, drag in a Text View and size it to fill the area under the toolbar:
Since we want the Text View to shrink and grow as the window's size changes, let's switch to the Size Inspector
and adjust the Autoresizing Mask to look like the following:
The Red I-Beams on the outside of the box tell the UI element to stick to the given X,Y location. The Red
Arrows in the center of the box tell the UI element to grow and shrink in the Horizontal and Vertical axis.
Finally, let's expose the Text View to code using an Outlet (making sure to select the MainWindow.h file):
Save your changes and switch back to Xamarin Studio to sync with Xcode.
For more information about working with Outlets and Actions, please see our Outlet and Action documentation.
Standard Window Workflow
For any window that you create and work with in your Xamarin.Mac application, the process is basically the same
as what we have just done above:
1. For new windows that are not the default added automatically to your project, add a new window definition
to the project. This will be discussed in detail below.
2. Double-click the .xib file to open the window design for editing in Xcode's Interface Builder.
3. Set any required window properties in the Attribute Inspector and the Size Inspector.
4. Drag in the controls required to build your interface and configure them in the Attribute Inspector.
5. Use the Size Inspector to handle the resizing for your UI Elements.
6. Expose the window's UI elements to C# code via Outlets and Actions.
7. Save your changes and switch back to Xamarin Studio to sync with Xcode.
Now that we have a basic window created, we'll look at the typical processes a Xamarin.Mac application does
when working with windows.
Displaying the Default Window
By default, a new Xamarin.Mac application will automatically display the window defined in the
MainWindow.xib file when it is started:
Since we modified the design of that window above, it now includes a default Toolbar and Text View control. The
following code in the AppDelegate.cs file is responsible for displaying this window:
MainWindowController mainWindowController;
public override void DidFinishLaunching (NSNotification notification)
{
mainWindowController = new MainWindowController ();
mainWindowController.Window.MakeKeyAndOrderFront (this);
}
The first line mainWindowController = new MainWindowController (); creates a new Window
Controller of the type that defines our applications window. It is defined in the MainWindowController.cs file
and attached to the File's Owner in Interface Builder under the Identity Inspector:
Our window's custom class is defined in the MainWindow.cs file and is attached to the window's design in the
Identity Inspector:
The mainWindowController.Window.MakeKeyAndOrderFront (this); displays the window on screen,
makes it the Main Window (frontmost) and make it the Key Window (the one that receives user input).
For our window, we'd like it to have a title of untitled when it first opens so let's change the
DidFinishLaunching method to look like the following:
public override void DidFinishLaunching (NSNotification notification)
{
mainWindowController = new MainWindowController ();
mainWindowController.Window.MakeKeyAndOrderFront (this);
mainWindowController.Window.Title = "untitled";
}
Programmatically Closing a Window
There might be times that you wish to programmatically close a window in a Xamarin.Mac application, other than
having the user click the window's Close button or using a menu item. OS X provides two different ways to close
an NSWindow programmatically: PerformClose and Close.
Let's look at each of these options below in detail.
PerformClose
Calling the PerformClose method of an NSWindow simulates the user clicking the window's Close button by
momentarily highlighting the button and then closing the window.
If the application implements the NSWindow's WillClose event, it will be raised before the window is closed. If
the event returns false, then the window will not be closed. If the window does not have a Close button or
cannot be closed for any reason, the OS will emit the alert sound.
For example:
MyWindow.PerformClose(this);
Would attempt to close the MyWindow NSWindow instance. If it was successful, the window will be closed, else
the alert sound will be emitted and the will will stay open.
Close
Calling the Close method of an NSWindow does not simulates the user clicking the window's Close button by
momentarily highlighting the button, it simply closes the window.
A window does not have to be visible to be closed and an NSWindowWillCloseNotification notification will
be posted to the default Notification Center for the window being closed.
The Close method differs in two important ways from the PerformClose method:
1. It does not attempt to raise the WillClose event.
2. It does not simulate the user clicking the Close button by momentarily highlighting the button.
For example:
MyWindow.Close();
Would to close the MyWindow NSWindow instance.
Working with Multiple Windows
Most document based Mac applications can edit multiple documents at the same time. For example, a text editor
can have multiple text files open for edit at the same time. By default, our new Xamarin.Mac application has a
File menu with a New item automatically wired-up to the newDocument: Action.
We are going to activate this new item and allow the user to open multiple copies of our MainWindow to edit
multiple documents at once.
Let's edit our AppDelegate.cs file and add the following computed property:
public int UntitledWindowCount { get; set;} =1;
We'll use this to track the number of unsaved files so we can give feedback to the user (per Apple's guidelines as
discussed above).
Next, add the following method:
[Export ("newDocument:")]
void NewDocument (NSObject sender) {
var newWindowController = new MainWindowController ();
newWindowController.Window.MakeKeyAndOrderFront (this);
newWindowController.Window.Title = (++UntitledWindowCount == 1) ? "untitled" :
string.Format ("untitled {0}", UntitledWindowCount);
}
This code creates a new version of our Window Controller, loads the new Window, makes it the Main and Key
Window, and sets it title. Now if we run our application, and select New from the File menu a new editor window
will be opened and displayed:
If we open the Windows menu, you can see the application is automatically tracking and handling our open
windows:
For more information on working with Menus in a Xamarin.Mac application, please see our Working with Menus
documentation.
Adjusting the Window Size in Code
There are times when the application needs to resize a window in code. To resize and reposition a window, you
adjust it's Frame property. When adjusting a window's size, you usually need to also adjust it's origin, to keep the
window in the same location because of OS X's coordinate system.
Unlike iOS where the upper left hand corner represents (0,0), OS X uses a mathematic coordinate system where
the lower left hand corner of the screen represents (0,0). In iOS the coordinates increase as you move downward
towards the right. In OS X, the coordinates increase in value upwards to the right.
The following example code resizes a window:
nfloat y = 0;
// Calculate new origin
y = Frame.Y - (768 - Frame.Height);
// Resize and position window
CGRect frame = new CGRect (Frame.X, y, 1024, 768);
SetFrame (frame, true);
Note: When you adjust a windows size and location in code, you need to make sure you respect the minimum
and maximum sizes that you have set in Interface Builder. This will not be automatically honored and you will be
able to make the window bigger or smaller than these limits.
Setting a Window’s Title and Represented File
When working with windows that represent documents, NSWindow has a DocumentEdited property that if set
to true displays a small dot in the Close Button to give the user an indication that the file has been modified and
should be saved before closing.
Let's edit our MainWindow.cs file and make the AwakeFromNib method look like the following:
public override void AwakeFromNib ()
{
base.AwakeFromNib ();
// Show when the document is edited
documentEditor.TextDidChange += (sender, e) => {
// Mark the document as dirty
DocumentEdited = true;
};
// Overriding this delegate is required to monitor the TextDidChange event
documentEditor.ShouldChangeTextInRanges += (NSTextView view, NSValue[] values,
string[] replacements) => {
return true;
};
WillClose += (sender, e) => {
// is the window dirty?
if (DocumentEdited) {
var alert = new NSAlert () {
AlertStyle = NSAlertStyle.Critical,
InformativeText = "We need to give the user the ability to save the
document here...",
MessageText = "Save Document",
};
alert.RunModal ();
}
};
}
We are also monitoring the WillClose event on the window and checking the state of the DocumentEdited
property. If it is true we need to give the user the ability to save the changes to the file. If we run our app and
enter some text, the dot will be displayed:
If we try to close the window, we get an alert:
If we are loading a document from a file we can set the title of the window to the file's name using the
window.SetTitleWithRepresentedFilename (Path.GetFileName(path)); method (given that path
is a string representing the file being opened). Additionally, we can set the URL of the file using the
window.RepresentedUrl = url; method.
If the URL is pointing to a file type known by the OS, it's icon will be displayed in the title bar. If the user right
clicks on the icon, the path to the file will be shown.
Let's edit the AppDelegate.cs file and add the following method:
[Export ("openDocument:")]
void OpenDialog (NSObject sender)
{
var dlg = NSOpenPanel.OpenPanel;
dlg.CanChooseFiles = true;
dlg.CanChooseDirectories = false;
if (dlg.RunModal () == 1) {
// Nab the first file
var url = dlg.Urls [0];
if (url != null) {
var path = url.Path;
// Create a new window to hold the text
var newWindowController = new MainWindowController ();
newWindowController.Window.MakeKeyAndOrderFront (this);
// Load the text into the window
var window = newWindowController.Window as MainWindow;
window.Text = File.ReadAllText(path);
window.SetTitleWithRepresentedFilename (Path.GetFileName(path));
window.RepresentedUrl = url;
}
}
}
Now if we run our app, select Open... from the File menu, select a text file from the Open Dialog box and open it:
The file will be displayed and the title will be set with the icon of the file:
Adding a New Window to a Project
Aside from the main document window, a Xamarin.Mac application might need to display other types of windows
to the user, such as Preferences or Inspector Panels.
To add a new window, do the following:
1. In the Solution Explorer, right-click on the Project and select Add > New File...
2. In the New File dialog box, select Xamarin.Mac > Cocoa Window with Controller:
3. Enter PreferencesWindow for the Name and click the New button.
4. Double-click the PreferencesWindow.xib file to open it for editing in Interface Builder:
5. Design your interface:
6. Save your changes and return to Xamarin Studio to sync with Xcode.
Add the following code to AppDelegate.cs to display your new window:
[Export("applicationPreferences:")]
void ShowPreferences (NSObject sender)
{
var preferences = new PreferencesWindowController ();
preferences.Window.MakeKeyAndOrderFront (this);
}
If we run the code and select the Preferences... from the Application Menu, the window will be displayed:
Working with Panels
As stated at the start of this article, a panel floats above other windows and provides tools or controls that users
can work with while documents are open.
Just like any other type of window that you create and work with in your Xamarin.Mac application, the process is
basically the same:
1. Add a new window definition to the project.
2. Double-click the .xib file to open the window design for editing in Xcode's Interface Builder.
3. Set any required window properties in the Attribute Inspector and the Size Inspector.
4. Drag in the controls required to build your interface and configure them in the Attribute Inspector.
5. Use the Size Inspector to handle the resizing for your UI Elements.
6. Expose the window's UI elements to C# code via Outlets and Actions.
7. Save your changes and switch back to Xamarin Studio to sync with Xcode.
In the Attribute Inspector, you have the following options specific to Panels:
Style - Allow you to adjust the style of the panel from: Regular Panel (looks like a standard window), Utility
Panel (has a smaller Title bar), HUD Panel (is translucent and the title bar is part of the background).
Non Activating - Determines in the panel becomes the key window.
Document Modal - If Document Modal, the panel will only float above the application's windows, else it
floats above all.
To add a new Panel, do the following:
1. In the Solution Explorer, right-click on the Project and select Add > New File...
2. In the New File dialog box, select Xamarin.Mac > Cocoa Window with Controller:
3. Enter DocumentPanel for the Name and click the New button.
4. Double-click the DocumentPanel.xib file to open it for editing in Interface Builder:
5. Delete the existing Window and drag a Panel from the Library Inspector in the the Interface Editor:
6. Hook the panel up to the File's Owner window Outlet:
7. Switch to the Identity Inspector and set the Panel's class to DocumentPanel:
8. Save your changes and return to Xamarin Studio to sync with Xcode.
9. Edit the DocumentPanel.cs file and change the class definition to the following:
public partial class DocumentPanel : NSPanel
10. Save the changes to the file.
Edit the AppDelegate.cs file and make the DidFinishLaunching method look like the following:
public override void DidFinishLaunching (NSNotification notification)
{
// Open main window
mainWindowController = new MainWindowController ();
mainWindowController.Window.MakeKeyAndOrderFront (this);
mainWindowController.Window.Title = "untitled";
// Display panel
var panel = new DocumentPanelController ();
panel.Window.MakeKeyAndOrderFront (this);
}
If we run our application, the panel will be displayed:
Summary
This article has taken a detailed look at working with Windows and Panels in a Xamarin.Mac application. We saw
the different types and uses of Windows and Panels, how to create and maintain Windows and Panels in Xcode's
Interface Builder and how to work with Windows and Panels in C# code.