We need to populate them to the fontTypesPopup so we see and use the font variations of each family. Add the next one to the ViewController class:. You might want to run the app now and see the available font variations after having selected a font family first. Do it, and soon enough you will end up to an unpleasant result: The fontTypesPopup does not get any value at all!
But why? Well, the previous method does, indeed, populate the available members of a font family to the fontFamiliesPopup , but where exactly is it called? Nowhere yet! Great, now you can run the app, select a font family, and then see the available members in the second popup! So far so good, but we still have some more distance to run and get to finish line. When selecting a font member from the second popup, an actual sample should be shown in the sampleLabel label. We can make that happen if we update the font of the sample label every time a font variation is selected.
And here is a new thing: How can we create a font a NSFont object using the data we have so far? If you think about it, we have values for all parameters, as traits and weight are parts of the font member data that we keep in the fontFamilyMembers collection. Also, the selected font family is also kept to the selectedFontFamily property. Run the app again, and this time you will have both a sample of the selected font, and its PostScript name too! Our small app is working, but there are a few details left untouched.
Moreover, no font members are contained in the fontTypesPopup popup button until we update the selected font family. To get around that, we will go back to one of the first methods created here, the populateFontFamilies. To make the sample label show the font sample of the first member found in the fontTypesPopup popup button automatically, we need to update the updateFontTypesPopup method as shown in the next snippet:.
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First, we auto-select the first item in the popup. Lastly, one more detail that will show us a general technique beyond the demo app specifics…. Our small application is working perfectly at this point and all steps presented so far have already shown some important how-to stuff regarding macOS programming. This will give us the chance to explore and talk about more things that will make this post more complete and valuable.
That might not sound such a big deal given that we can already see them one by one through the popup buttons we have. By doing that though, we will learn:. Back to Main. You will notice that along with the window controller, an attached view controller is added as well! At first, click on the new window and then show the Identity Inspector.
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And now, switch to the Attributes Inspector. A new section has been added to the top, named Panel! The default value in the Style popup is Regular Panel , which means the normal window appearance. Two more panel types are supported:. Both of them are meant to exist as auxiliary windows that contain supplementary options or information to the content shown on the main window. A HUD panel is similar to a Utility panel, with the obvious graphical difference.
You are encouraged to read the Human Interface Guidelines about panels here. One last thing before we move to the next step.
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You will see in a while why we need that. Along with the window controller, a new view controller was added too to the project. That brings us to the need to create a new NSViewController subclass that we will connect to that new view controller. Get finished with the creation of the new file. Again to the Main. Next, click on the main view of the view controller, and show the Size Inspector.
We will use the textview to display all available font members of a font family formatted.
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The button will be used to close the window. In the FontsDisplayViewController. Finally, in the Main. There is one disturbing thing in the UI we are being creating, and that is the white textview on the dark and translucent HUD window. Before we load and present the new window controller, we must declare the following two properties in the FontsDisplayViewController.
We need both of them, as we are going to pass the selected font family name and its members from the ViewController class to FontsDisplayViewController. Just declaring them for now is good enough. The idea behind presenting a window controller that has been created graphically in a storyboard file, is to initialize a NSStoryboard object and ask it to instantiate that window controller. A NSStoryboard object is being initialized by providing the storyboard name, but in a not-so-much straightforward way. Here it is:. As you can see, the NSStoryboard initializer does not accept a string value as an argument aka the storyboard name.
It expects for a NSStoryboard. Name value instead, where Name is String type alias. Value of bundle can be left nil. With the storyboard object being initialized now, we can instantiate our window controller. For that purpose we will use the storyboard Identifier we had previously set in Interface Builder :. It returns an Any? Note: Apart from window controllers, it is also possible to instantiate view controllers using the instantiateController withIdentifier: method, as long as a storyboard Identifier has been set for them in Interface Builder.
Instead, a NSStoryboard. SceneIdentifier value must be provided, where SceneIdentifier is a String type alias. Supposedly at this point the new window controller has been instantiated. NSWindowController has a property named contentViewController which represents the view controller attached to the window controller.
We will use it, and after having accessed it we will pass the values we want:. The above are the steps required to instantiate a window controller programmatically, to get its content view controller, and eventually present them all. There will be no content yet, however you will have your first HUD panel! What we are going to achieve in this part is to display all font variations contained in a selected font family one after another in the textview.
More precisely, the font PostScript names. Furthermore, each displayed font variation is going to be formatted according to the font it represents. At the end, that attributed string will be assigned to the textview. Having the string value we want to display, we are able to create the attributed string that will format later:.
We will use the font object above to create a new attribute which we will add it to the attributedString we initialized previously. Now, there is a tricky part coming. Any attribute added to an attributed string must specify the range of text that it will be applied to. That range is a NSRange value, which is composed by two distinct values: location and length. Location indicates the index of the starting character a range starts from, and length shows how many characters the range will spread to.
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Given the fact that we want each line of our text to have a different attribute because of the different font, we must calculate the range of the text that each font will be applied to. And here is where the lengths array is becoming handy. Each new range will start where the previous range stopped, and its length will be equal to the respective value in the lengths array.
First range will start at zero. The following code shows how we calculate the starting location for each range and how we create a new range:. In case index is zero, meaning this is the first member in the fontFamilyMembers array, the location is set to zero too start of text. Last line shows how a range is created.
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NSMakeRange function accepts two arguments, the location and the length of the range. All the above will happen for each single item found in the fontFamilyMembers array, or in other words, in the for index, member in fontFamilyMembers. That is the text color. By default, black color is the text color of the textview. But since we are using a HUD panel which is already dark, we have to give a light color to the text.
Here is how we do that for the entire text. As you will see, specifying the range in that case is a lot easier than what we previously did:.
Finally, the attributed string is ready with all the attributes set. We are done! You will get all available font variations in one place:. Doing so is extremely easy as you can see right next:. We came eventually to the end of the tutorial! Through all previous parts it became quite obvious that creating a macOS application involves a lot of steps and details, and this post highlighted the most important ones given our today roadmap. By going into the making process all these, we had the chance to meet important concepts and to talk about standard techniques and practices.
I hope this post will become a guide to your efforts in building your own macOS applications. See you soon! For reference, you can download the full project on GitHub. Gabriel has been a software developer for about two decades. He has long experience in developing software solutions for various platforms in many programming languages. Since middle he has been developing almost exclusively for iOS. Tutorials consist of the best way to share knowledge with people all over the world. Our Roadmap for you to learn macOS Programming In this post we are going to see the basics of a macOS app through the creation of a simple, but at the same time useful for many developers app: A font viewer that will let us choose font families and it will be displaying the PostScript names of the available fonts.
Our menu today contains a lot of key stuff: How to create a new macOS project. What the most important parts of the generated project are. What is a window controller and how to configure its contained window, including size, position, title, and a lot more. How to add graphical controls into a view controller.
How to interact with those graphical controls, update their values and react on actions triggered by them. How to create additional window controllers. How to load and present and close a window programmatically. Rather, it allows you to learn and master the most in-demand skills in the workplace today.
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