Okay, that's fine and dandy. All that's left is to implement the "Show/Hide" toggle functionality. There were two constraints I wanted to make sure I abided by:
- When toggling from hidden to shown, I want to restore the panel's height to it's previous height when it was last shown.
- I want the toggle to animate like in Mail.
Restoring the previous height
I can't fathom why, but NSSplitView has a method to set a divider's position (setPosition:ofDividerAtIndex:), but doesn't have a method to query a divider's position. The implementation is trivial, but that just makes me wonder all the more why NSSplitView doesn't have it. Maybe I'm overlooking something, and my implementation is horribly broken; I'm not really sure! But let's assume and hope that I'm not too far off :). Here's my implementation:- (CGFloat)positionForDividerAtIndex:(NSInteger)idx { NSRect frame = [[[self subviews] objectAtIndex:idx] frame]; if (self.isVertical) { return NSMaxX(frame) + ([self dividerThickness] * idx); } else { return NSMaxY(frame) + ([self dividerThickness] * idx); } }
This can be added as either a category extension or in a subclass. To actually restore the panel to it's previous height is dead simple once you have this. Upon hiding you call positionForDividerAtIndex: on the panel's parent split-view and save the value, and then upon unhiding you use the saved value to set the divider's new position.
Animating the panel
My initial reaction was to animate the frame of the panel view using NSView's animator proxy object. However, that just felt messy to me. There were to many unknowns in my mind -- how would changing the frame of subview interact with the rest of NSSplitView? My guess it that I'd most likely need to animate all subviews of the NSSplitView and do some additional magic in the NSSplitView's delegate methods. I quickly dismissed this option.
My second thought was to somehow animate the split view's divider itself (which you might of guessed by the previous section on restoring a divider's position). This should correctly size the subviews and obey any constraints imposed by the NSSplitView's delegate. The problem is that Core Animation relies on key-value coding to animate arbitrary properties of a class. And although conceptually each divider's position kinda-sorta feels like a property, they aren't. But that was my inspiration!
Before I get into the implementation, let me briefly describe how Core Animation can animate arbitrary properties. The first requirement for the class whose properties you want to animate is for the class to implement the NSAnimatablePropertyContainer protocol. To my knowledge, NSView and NSWindow are the only classes in AppKit that implement this protocol, and there isn't a way to implement this yourself without Apple's SPI. Part of NSAnimatablePropertyContainer is the animator method. It returns a proxy object responsible for initiating animations (the proxy object can also be treated and passed around just like the original object because it will respond to any method the original object responds to). The magic works by checking whether messages sent to the animator proxy conform to a property's key path on the original object. If it does, it will check with its animationForKey: to see if there exists an animation associated with that property, and there does then it will do magic, private CoreAnimation operations to perform the animation using a series of setValue:forKey: method calls for each sample along the animation. If the sent message either doesn't have an associated animation or doesn't represent a proper key-value compliant property, then the proxy will just forward the method to the original object.
So, to animate custom properties that don't have default animations (such as frame or position do) we have to create and associate an animation of our choosing with the property, and then send the appropriate method to the animator proxy object. Here's a quick example to check out.
@interface MyCustomView : NSView @property (assign) float customAnimatableProperty; @end @implementation MyCustomView @synthesize customAnimatableProperty; - (void)testAnimation { // Add a custom animation to the animations dictionary CABasicAnimation* animation = [CABasicAnimation animation]; NSMutableDictionary* newAnimations = [NSMutableDictionary dictionary]; [newAnimations addEntriesFromDictionary:[self animations]]; [newAnimations setObject:animations forKey:@"customAnimatableProperty"]; [self setAnimations:newAnimations]; // initiate the animation [[self animator] setCustomAnimatableProperty:10.0f]; } @end
Okay, so that does it for my explanation of Core Animation. Know the kicker: how so animate something that isn't associated with a property (such as setPosition:ofDividerAtIndex:)? My solution? Create a faux key path! By overriding animationForKey:, valueForUndefinedKey: and setValue:forUndefinedKey: and creating setPosition:ofDividerAtIndex:animate: to initiate the animation, I can trick the view into thinking properties exist for each divider. The faux key path is a series of key paths, one for each divider (which I call "dividerPosition0", "dividerPosition1", "dividerPosition2", etc..) and a catch-all key "dividerPosition" that all dividers can use if the user doesn't provide an animation specific to that divider.
setPosition:ofDividerAtIndex:animate: is straightforward. It calls the original setPosition:ofDividerAtIndex: if animate is false, else it calls setValue:forKey on the animator proxy with the appropriate dividerPosition key.
- (void)setPosition:(CGFloat)position ofDividerAtIndex:(NSInteger)dividerIndex animate:(BOOL)animate { if (!animate) { [super setPosition:position ofDividerAtIndex:dividerIndex]; } else { [[self animator] setValue:[NSNumber numberWithFloat:position] forKey:[NSString stringWithFormat:@"dividerPosition%i", dividerIndex, nil]]; } }
The other three methods are small also, but share in common the need to parse the key to check whether the key is a valid "dividerPositionN" key, and if so extract that 'N' suffix integer value for use. animationForKey: will first check whether an animation all ready exists for the key, and if an animation doesn't it will return the defaultAnimation for the "dividerPosition" key.
- (id)animationForKey:(NSString *)key { id animation = [super animationForKey:key]; NSInteger idx; if (animation == nil && [self _tryParsingDividerPositionIndex:&idx fromKey:key]) { animation = [super animationForKey:@"dividerPosition"]; } return animation; }
And finally, valueForUndefinedKey: and setValue:forUndefinedKey: are just wrappers around positionForDividerAtIndex: and setPosition:ofDividerAtIndex:
- (id)valueForUndefinedKey:(NSString *)key { NSInteger idx; if ([self _tryParsingDividerPositionIndex:&idx fromKey:key]) { CGFloat position = [self positionForDividerAtIndex:idx]; return [NSNumber numberWithFloat:position]; } return nil; } - (void)setValue:(id)value forUndefinedKey:(NSString *)key { NSInteger idx; if ([value isKindOfClass:[NSNumber class]] && [self _tryParsingDividerPositionIndex:&idx fromKey:key]) { [super setPosition:[value floatValue] ofDividerAtIndex:idx]; } }
And that's it! I stick this code in a NSSplitView subclass, and animate a divider by calling [mySplit setPosition:pos ofDividerAtIndex:divIndex animate:YES].
I hope you've enjoyed this post and find the code useful. However, this code is young and not well-tested. If you come across any problems or have suggestions I'd love to hear them in the comments section. Until next time.. :)
Hi Jedd,
ReplyDeleteThanks for posting this awesome tutorial. I got your code to work... sort of. All except for the animation part. What's the trick to get that part working? The problem I'm seeing is that calling [self animations] on my split view subclass is returning nil. So no animations can be found on it.
Thanks,
Brendan
Had the same problem. This pointed me in the right direction, but I had to figure out the nil animations too. To help future travelers, here's what you need to add to animationForKey:
ReplyDeleteif (!animation)
{
animation = [CABasicAnimation animation];
[animation setDuration:0.3f];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
}
Import and link QuartzCore, and you should be all set.