TweetFollow Us on Twitter

The Ins and Outs of Drag and Drop

Volume Number: 18 (2002)
Issue Number: 11
Column Tag: Mac OS X

The Ins and Outs of Drag and Drop

by Andrew C. Stone

The most copied feature of the Mac OS X interface is the ubiquitous drag and drop. When NeXTStep advanced the techniques pioneered at Xerox's Palo Alto Research Center in the late '80's, the way in which people interacted with software was changed forever. The ability to move data and objects seamlessly between windows and applications without any additional steps is the hallmark of a native OS X application. This article will explore some more advanced techniques and some of the issues you might encounter when preparing your interface for drag and drop, as covered in other MacTech articles, such as http://www.stone.com/The_Cocoa_Files/What_a_Drag_.html. We'll cover making an entire window a receptacle for drag and drop, using central control to reduce code, dealing with temporary subviews such as field editors, and auto-swapping Tab views based on the type of data being dropped.

Many of Stone Design's applications fit into the category of "just drag and drop and you're done," such as PStill, GIFfun, PackUpAndGo, DOCtor and SliceAndDice. Taking PStill as an example, the user just drags a file onto the PStill window or application tile in the Dock or the Finder to convert the file to or redistill it as PDF:



Drag files onto Dock or Window

The strategy I like to employ is to make the entire window a valid drag target by subclassing NSWindow or NSPanel, and forwarding the actual methods to the window's delegate:

@interface NSObject(implement_this_in_delegate)
- (void)registerTypesForPanel:(NSPanel *)panel;
@end
@interface SDDragInPanel : NSPanel
{}
@end
@implementation SDDragInPanel
- (void)awakeFromNib
{
   [[self delegate] registerTypesForPanel:self];
}
- (unsigned int) draggingEntered:sender
{
    return [[self delegate] draggingEntered:sender];
}
- (unsigned int) draggingUpdated:sender
{
    return [[self delegate] draggingUpdated:sender];
}
- (BOOL) prepareForDragOperation:sender
{
        return [[self delegate] prepareForDragOperation:sender];
}
- (BOOL) performDragOperation:(id <NSDraggingInfo>)sender
{
    return [[self delegate] performDragOperation:sender];
}
@end

Typical code for delegate would be:

// Dragging stuff:
- (NSArray *)acceptableDragTypes{
    return [NSArray arrayWithObjects:NSFilenamesPboardType,nil];
}
- (void)registerTypesForPanel:(NSPanel *)panel;
{
   [panel registerForDraggedTypes:[self acceptableDragTypes]];
}
- (unsigned int)draggingEnteredOrUpdated:(id <NSDraggingInfo>)sender {
    // we want to ignore drags originating in our own window:
    if ([sender draggingSource] == dragWellView) return NSDragOperationNone;
    else {
        unsigned int sourceMask = [sender draggingSourceOperationMask];
        NSPasteboard *pboard = [sender draggingPasteboard];
        NSString *type = [pboard availableTypeFromArray:[self acceptableDragTypes]];
        if (type) return sourceMask;
        return NSDragOperationNone;
    }
}
- (unsigned int)draggingEntered:(id <NSDraggingInfo>)sender
{
    return [self draggingEnteredOrUpdated:sender];
}
- (unsigned int)draggingUpdated:(id <NSDraggingInfo>)sender
{
    return [self draggingEnteredOrUpdated:sender];
}
- (BOOL)performDragOperation:(id <NSDraggingInfo>)sender
{
    NSPasteboard *pboard = [sender draggingPasteboard];
    NSString *type = [pboard availableTypeFromArray:[self acceptableDragTypes]];
    BOOL loaded = NO;
    id ts = nil;
    if (type) {
        if ([type isEqualToString:NSFilenamesPboardType]) {
            NSArray *files = [pboard propertyListForType:NSFilenamesPboardType];
            unsigned i = [files count];
            while (i-- > 0) {
                NSString *f = [files objectAtIndex:i];
                if ([[self acceptableFileTypes] containsObject:[f pathExtension]] && 
                (ts = [SomeObject objectWithContentsOfFile:f])!=nil) {
                    loaded = YES;
          break;
      }
            }
        }
     }
    return loaded;
}
- (BOOL)prepareForDragOperation:sender
{
    return YES;
}
Be sure to register the view for the accepted types. A good place to do this is in 
-(void)awakeFromNib. This method is called on any object instantiated in a NIB (NeXT Interface 
Builder) file that has an implementation of awakeFromNib after all the objects are created and linked 
up, but before the window appears on screen. By implementing a single method acceptableDragTypes that 
returns which types you actually accept, you can avoid out-of-synch code when you add more types to 
open later:

   [panel registerForDraggedTypes:[self acceptableDragTypes]];

So we are done, right? Not quite, because of the way NSTextFields work. When you click or tab into a text field, a shared NSTextView is inserted into the view hierarchy. When the user drags a file over any part of the window that doesn't have an active textfield, the draggingEntered works as planned. But when you pass over the active text field, the NSTextView's drag validation methods come into play. The solution is to subclass NSTextView to also forward the methods to your window's delegate - or just to the window, since the window will forward on to the delegate:

#import <Cocoa/Cocoa.h>
@interface DragTextView : NSTextView
{
}
@end
#import "DragTextView.h"
@implementation DragTextView
// override drag stuff...
- (id)initWithFrame:(NSRect)r
{
    [super initWithFrame:r];
    [self registerForDraggedTypes:[[[self window] delegate] acceptableDragTypes]];
   // this is so TAB and RETURN end editing
   // instead of being inserted into the field:
    [self setFieldEditor:YES];  
    return self;
}
// note we just pass it up to the window:
- (unsigned int) draggingEntered:sender
{
    return [[self window] draggingEntered:sender];
}
... etc, just passing on the method to the window
@end

Now we have our custom text view, but how do we make sure our text view is used in place of the standard text view? We can't set z in Interface Builder, but we can code it. If a window's delegate implements a method called -windowWillReturnFieldEditor:(NSWindow *)sender toObject:(id)client, the Appkit code will call this method and use the text view it returns if non-nil, otherwise it uses a standard text view set in field editor mode.)

// add textView as  an iVar to the NSWindowController subclass which controls the window
- (id)windowWillReturnFieldEditor:(NSWindow *)sender toObject:(id)client {
    if (sender == [self window]) {
        if (!textView) textView = [[DragTextView alloc]initWithFrame:[myField bounds]];
        return textView;
    }
    return nil;
}

At this point, our interface is ready to accept the correct files and data at any location in the window.

There's one final issue: what if a user can drag a file out of your interface (for example, in PStill, you can drag the distilled PDF file out of the "drag out well") and that file type can also be dragged in to the application (for example, PStill accepts PDF files as input). A user might start a drag out of the application, change her mind, and drop the file back onto the application window. In this case, the application should probably not process the file. Therefore, the window delegate should check the draggingSource to make sure it's not a component of the window itself. This is why we have this line in the draggingEnteredOrUpdated code above:

    if ([sender draggingSource] == dragWellView) return NSDragOperationNone;

Autoswapping Tab Views

The concept of filtering the dragging methods through the window's delegate can be very useful when your window contains an NSTabView with different acceptable types in each view. In Create(R), for example, there is a resources library which can accept art, images, effects, blends, patterns and pages:


Create(R) lets you store many different types of resources - and it will swap to the correct tab view as necessary

Each of these tabviews has an NSScrollView, which contains an NSMatrix. When a user 
drags in a certain type that is not correct for the current view, but is acceptable in another one of 
the tab views, the tab view should automatically switch to the other view so that the drag can drop 
successfully in the right place. We do this by first checking if we can deal with it - and if not, 
we'll ask the window controller (which keeps track of the other views) to check the other resource 
managers. Note we also don't want to accept drags that start from this particular resource's matrix:

- (unsigned int)draggingEntered:(id <NSDraggingInfo>)sender
{
   return [self draggingEnteredOrUpdated:sender checkOthers:YES];
}
- (unsigned int)draggingUpdated:(id <NSDraggingInfo>)sender
{
    return [self draggingEnteredOrUpdated:sender checkOthers:YES];
}
- (unsigned int)draggingEnteredOrUpdated:(id <NSDraggingInfo>)sender 
checkOthers:(BOOL)checkOthers
{
    if ([sender draggingSource] == dragMatrix) return NSDragOperationNone;
    else {
        NSPasteboard *pboard = [sender draggingPasteboard];
        NSString *type = [pboard availableTypeFromArray:[self acceptableDraggedTypes]];
        if (type) {
            unsigned int sourceMask = [sender draggingSourceOperationMask];
            if ([type isEqualToString:NSFilenamesPboardType]) {
                NSArray *filenames = [pboard propertyListForType:NSFilenamesPboardType];
                if ([filenames count] == 1) {
                    NSString *filename = [filenames objectAtIndex:0];
                    if ([[[self resourceClass] fileTypes] containsObject:
         [filename pathExtension]])
                     return sourceMask;
                }
            } else return sourceMask;
        }
    }
    if (checkOthers) return [_controller draggingEnteredOrUpdated:sender];
    else return NSDragOperationNone;
}

The _controller's implementation might look something like this:

- (unsigned int)draggingEnteredOrUpdated:(id <NSDraggingInfo>)sender
{
    int i, c = [_resourceSources count];
    unsigned int returnValue;
    for (i = 0; i < c; i++) {
        ResourceSource *res = [_resourceSources objectAtIndex:i];
   if (res == _currentSource) continue;   // already checked!
        if ((returnValue = [res draggingEnteredOrUpdated:sender checkOthers:NO]) 
        != NSDragOperationNone) {
            [self showResourceSourceNamed:[res resourceSourceName]];
       return returnValue;
        }
    }
    return NSDragOperationNone;
}
- (void)showResourceSourceNamed:(NSString *)name
{
    [tabView selectTabViewItemAtIndex:[tabView indexOfTabViewItemWithIdentifier:name]];
}

Because the matrix may not fill the scroll view entirely, we'll also have to subclass the scroll view to forward draggingEntered methods to the matrix. To the end user, the entire scroll view is seen as the target, not just the matrix!

- (unsigned int)draggingEntered:(id <NSDraggingInfo>)sender
{
    return [[self documentView]draggingEntered:sender];
}

... etc. for all the other methods.

Application Tile Drag Support

You only have to perform a few tasks to add support for drag and drop to your Application icon and its Dock tile. First, you'll need to alert the system of the valid file types handled by your application. Then, you'll implement a method in the Application's delegate subclass which calls the actual method to deal with that file type.

First, add information about which files can be opened by your application in Project Builder's application Target Inspector, in the "Document Types" pane:


Be sure to add the file types that your application can open in Project Builder

Second, set your application's delegate. You can do this programmatically with NSApplication's setDelegate:. Or, you can use Interface Builder: (a) instantiate an object of your delegate class in your main NIB file, and (b) connect the File's Owner instance variable "delegate" to this new object.

Third, implement a single method in your delegate's class:

- (BOOL)application:(NSApplication *)sender openFile:(NSString *)path
{
   MyDocument *doc = [[NSDocumentController sharedDocumentController] 
   openDocumentWithContentsOfFile:path display:YES];
   return doc;
}

Now, not only will the dock tile accept drag and drop, but Finder will display your application as a choice for opening that kind of document.

Conclusion

If you want your application to really sing, be sure users can take full advantage of drag and drop everywhere! Not only will it make program interaction easier and more fun, it makes demoing the app more spectacular!


Andrew Stone is founder, janitor and chief computer scientist at Stone Design, www.stone.com.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Summon your guild and prepare for war in...
Netmarble is making some pretty big moves with their latest update for Seven Knights Idle Adventure, with a bunch of interesting additions. Two new heroes enter the battle, there are events and bosses abound, and perhaps most interesting, a huge... | Read more »
Make the passage of time your plaything...
While some of us are still waiting for a chance to get our hands on Ash Prime - yes, don’t remind me I could currently buy him this month I’m barely hanging on - Digital Extremes has announced its next anticipated Prime Form for Warframe. Starting... | Read more »
If you can find it and fit through the d...
The holy trinity of amazing company names have come together, to release their equally amazing and adorable mobile game, Hamster Inn. Published by HyperBeard Games, and co-developed by Mum Not Proud and Little Sasquatch Studios, it's time to... | Read more »
Amikin Survival opens for pre-orders on...
Join me on the wonderful trip down the inspiration rabbit hole; much as Palworld seemingly “borrowed” many aspects from the hit Pokemon franchise, it is time for the heavily armed animal survival to also spawn some illegitimate children as Helio... | Read more »
PUBG Mobile teams up with global phenome...
Since launching in 2019, SpyxFamily has exploded to damn near catastrophic popularity, so it was only a matter of time before a mobile game snapped up a collaboration. Enter PUBG Mobile. Until May 12th, players will be able to collect a host of... | Read more »
Embark into the frozen tundra of certain...
Chucklefish, developers of hit action-adventure sandbox game Starbound and owner of one of the cutest logos in gaming, has released their roguelike deck-builder Wildfrost. Created alongside developers Gaziter and Deadpan Games, Wildfrost will... | Read more »
MoreFun Studios has announced Season 4,...
Tension has escalated in the ever-volatile world of Arena Breakout, as your old pal Randall Fisher and bosses Fred and Perrero continue to lob insults and explosives at each other, bringing us to a new phase of warfare. Season 4, Into The Fog of... | Read more »
Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links below... | Read more »
Marvel Future Fight celebrates nine year...
Announced alongside an advertising image I can only assume was aimed squarely at myself with the prominent Deadpool and Odin featured on it, Netmarble has revealed their celebrations for the 9th anniversary of Marvel Future Fight. The Countdown... | Read more »
HoYoFair 2024 prepares to showcase over...
To say Genshin Impact took the world by storm when it was released would be an understatement. However, I think the most surprising part of the launch was just how much further it went than gaming. There have been concerts, art shows, massive... | Read more »

Price Scanner via MacPrices.net

Apple Watch Ultra 2 now available at Apple fo...
Apple has, for the first time, begun offering Certified Refurbished Apple Watch Ultra 2 models in their online store for $679, or $120 off MSRP. Each Watch includes Apple’s standard one-year warranty... Read more
AT&T has the iPhone 14 on sale for only $...
AT&T has the 128GB Apple iPhone 14 available for only $5.99 per month for new and existing customers when you activate unlimited service and use AT&T’s 36 month installment plan. The fine... Read more
Amazon is offering a $100 discount on every M...
Amazon is offering a $100 instant discount on each configuration of Apple’s new 13″ M3 MacBook Air, in Midnight, this weekend. These are the lowest prices currently available for new 13″ M3 MacBook... Read more
You can save $300-$480 on a 14-inch M3 Pro/Ma...
Apple has 14″ M3 Pro and M3 Max MacBook Pros in stock today and available, Certified Refurbished, starting at $1699 and ranging up to $480 off MSRP. Each model features a new outer case, shipping is... Read more
24-inch M1 iMacs available at Apple starting...
Apple has clearance M1 iMacs available in their Certified Refurbished store starting at $1049 and ranging up to $300 off original MSRP. Each iMac is in like-new condition and comes with Apple’s... Read more
Walmart continues to offer $699 13-inch M1 Ma...
Walmart continues to offer new Apple 13″ M1 MacBook Airs (8GB RAM, 256GB SSD) online for $699, $300 off original MSRP, in Space Gray, Silver, and Gold colors. These are new MacBook for sale by... Read more
B&H has 13-inch M2 MacBook Airs with 16GB...
B&H Photo has 13″ MacBook Airs with M2 CPUs, 16GB of memory, and 256GB of storage in stock and on sale for $1099, $100 off Apple’s MSRP for this configuration. Free 1-2 day delivery is available... Read more
14-inch M3 MacBook Pro with 16GB of RAM avail...
Apple has the 14″ M3 MacBook Pro with 16GB of RAM and 1TB of storage, Certified Refurbished, available for $300 off MSRP. Each MacBook Pro features a new outer case, shipping is free, and an Apple 1-... Read more
Apple M2 Mac minis on sale for up to $150 off...
Amazon has Apple’s M2-powered Mac minis in stock and on sale for $100-$150 off MSRP, each including free delivery: – Mac mini M2/256GB SSD: $499, save $100 – Mac mini M2/512GB SSD: $699, save $100 –... Read more
Amazon is offering a $200 discount on 14-inch...
Amazon has 14-inch M3 MacBook Pros in stock and on sale for $200 off MSRP. Shipping is free. Note that Amazon’s stock tends to come and go: – 14″ M3 MacBook Pro (8GB RAM/512GB SSD): $1399.99, $200... Read more

Jobs Board

*Apple* Systems Administrator - JAMF - Syste...
Title: Apple Systems Administrator - JAMF ALTA is supporting a direct hire opportunity. This position is 100% Onsite for initial 3-6 months and then remote 1-2 Read more
Relationship Banker - *Apple* Valley Financ...
Relationship Banker - Apple Valley Financial Center APPLE VALLEY, Minnesota **Job Description:** At Bank of America, we are guided by a common purpose to help Read more
IN6728 Optometrist- *Apple* Valley, CA- Tar...
Date: Apr 9, 2024 Brand: Target Optical Location: Apple Valley, CA, US, 92308 **Requisition ID:** 824398 At Target Optical, we help people see and look great - and Read more
Medical Assistant - Orthopedics *Apple* Hil...
Medical Assistant - Orthopedics Apple Hill York Location: WellSpan Medical Group, York, PA Schedule: Full Time Sign-On Bonus Eligible Remote/Hybrid Regular Apply Now Read more
*Apple* Systems Administrator - JAMF - Activ...
…**Public Trust/Other Required:** None **Job Family:** Systems Administration **Skills:** Apple Platforms,Computer Servers,Jamf Pro **Experience:** 3 + years of Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.