Since NSPathControl.setPathComponentCells(_:) and .clickedPathComponentCell() are deprecated, I'm trying to use pathItems and clickedPathItem instead. Since I'm representing a virtual path, I cannot use the NSPathControl.url setter, but instead set pathItems directly.
The problem is that in the action method it doesn't seem possible to get the index of the clicked path item, nor does it seem possible to associate any kind of data with each path item, since when the action method is called, the actual object instances stored in pathItems and also the one returned by clickedPathItem change every time.
Here is the sample code that reproduces the issue:
class ViewController: NSViewController {
@IBOutlet weak var pathControl: NSPathControl!
override func viewDidLoad() {
super.viewDidLoad()
pathControl.pathItems = ["a", "b", "c"].map({ title in
let item = NSPathControlItem()
item.title = title
return item
})
}
@IBAction func selectPath(_ sender: NSPathControl) {
print(sender.clickedPathItem!.description, sender.clickedPathItem!.title, sender.pathItems.description)
}
}
Here is a sample output (notice how the printed addresses change every time):
<NSPathControlItem: 0x6000012780a0> a [<NSPathControlItem: 0x6000012780a0>, <NSPathControlItem: 0x600001278020>, <NSPathControlItem: 0x600001278090>]
<NSPathControlItem: 0x600001278070> a [<NSPathControlItem: 0x600001278070>, <NSPathControlItem: 0x600001278140>, <NSPathControlItem: 0x6000012780d0>]
<NSPathControlItem: 0x60000124c030> a [<NSPathControlItem: 0x60000124c030>, <NSPathControlItem: 0x60000124c080>, <NSPathControlItem: 0x60000124c070>]
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The desired outcome of the code below is that both the red and yellow spheres should be at the same position at the center of the scene, (0, 0, 0), but instead the red sphere remains at its initial position (1, 0, 0). Commenting out any of the lines marked in the code, strangely, solves the issue. The code shows a simplified version of some other code, so it would be desirable to keep the order of the lines as they currently are. Am I doing something wrong?
class GameViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene(named: "art.scnassets/ship.scn")!
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
let scnView = self.view as! SCNView
scnView.scene = scene
let parent0 = SCNNode()
scene.rootNode.addChildNode(parent0)
let parent1 = SCNNode()
scene.rootNode.addChildNode(parent1)
let sphere0 = SCNNode(geometry: SCNSphere(radius: 1))
sphere0.geometry!.firstMaterial!.diffuse.contents = NSColor.red
let sphere1 = SCNNode(geometry: SCNSphere(radius: 1))
sphere1.geometry!.firstMaterial!.diffuse.contents = NSColor.yellow
sphere0.position = SCNVector3(x: -1, y: 0, z: 0) // commenting out this line solves the issue
parent1.addChildNode(sphere0) // or commenting out this line solves the issue
sphere0.position = SCNVector3(x: 0, y: 0, z: 0)
parent0.addChildNode(sphere1) // or commenting out this line solves the issue
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
print(sphere0.worldPosition, sphere1.worldPosition)
}
}
}
I have been trying for several months now to download my Feedback Assistant data on privacy.apple.com. Since the very first time I tried, I keep receiving emails that "because of a technical issue it wasn't possible to download your data and you'll receive a notification as soon as the problem is solved. This procedure can last up to 60 days". And some days later I receive an email "The technical problem is now solved. To get a copy of your data, initiate a new request". I already initiated a new request at least twice, and each time I get the same outcome I just described, i.e. one email tells me the problem is solved, and the next one tells me that there is a problem that will be solved within 60 days. Am I doing something wrong?
SCNBox renders the textures correctly, but SCNCylinder seems to mirror the base and top textures. The following code reproduces the issue (just set the image variable to the name of the image you're using, in this case an image with the number 2 in it):
class GameViewController: NSViewController {
let image = "art.scnassets/image.heic"
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene(named: "art.scnassets/ship.scn")!
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 3, z: 3)
let scnView = self.view as! SCNView
scnView.scene = scene
let node = SCNNode(geometry: SCNCylinder(radius: 0.5, height: 1))
node.geometry!.materials = [SCNMaterial(), SCNMaterial(), SCNMaterial()]
node.geometry!.materials[1].diffuse.contents = image
node.geometry!.materials[2].diffuse.contents = image
node.position.x = -1
node.runAction(.repeatForever(.rotate(by: 1, around: SCNVector3(x: 1, y: 0, z: 0), duration: 1)))
scene.rootNode.addChildNode(node)
let node2 = SCNNode(geometry: SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0))
node2.geometry!.materials = [SCNMaterial(), SCNMaterial(), SCNMaterial(), SCNMaterial(), SCNMaterial(), SCNMaterial()]
node2.geometry!.materials[4].diffuse.contents = image
node2.geometry!.materials[5].diffuse.contents = image
node2.position.x = 1
node2.runAction(.repeatForever(.rotate(by: 1, around: SCNVector3(x: 1, y: 0, z: 0), duration: 1)))
scene.rootNode.addChildNode(node2)
cameraNode.look(at: SCNVector3(x: 0, y: 0, z: 0))
}
}
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A sample project can be found here.
An interesting thing is that even if there are no group rows, simply implementing the data source method
func outlineView(_ outlineView: NSOutlineView, isGroupItem item: Any) -> Bool {
return false
}
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I tried to update the UISplitViewController in my old iOS project to use the newer column-based API, but noticed that when setting the Style to Double Column in IB from the currently selected Unspecified (Discouraged), the swipe gesture doesn't show and hide the master view controller anymore, even if the option Presents Primary With Gesture is selected. This also happens with a fresh project where I dragged the standard split view controller into the IB canvas as the initial view controller. Is this expected or am I missing something?
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}
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}
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