Disable the Shadow Animation in Shell TabBar - xamarin.forms

If I switch between my different tabs, I allways get this little click animation that looks like a shadow or sth.
I use a custom Renderer for my Shell, but how can I disable this animation?
Here is a picture of the click animation

I found the solution by myself. Here is my code:
public void ResetAppearance(BottomNavigationView bottomView)
{
}
public void SetAppearance(BottomNavigationView bottomView, IShellAppearanceElement appearance)
{
Android.Graphics.Color elevationBGColor = ((Color)Xamarin.Forms.Application.Current.Resources["ElevationBGColor"]).ToAndroid();
bottomView.LabelVisibilityMode = LabelVisibilityMode.LabelVisibilityUnlabeled;
bottomView.SetBackgroundColor(elevationBGColor);
int[][] Tintstates = new int[][]
{
new int[] {-Android.Resource.Attribute.StateChecked}, // unchecked
new int[] { Android.Resource.Attribute.StateChecked} // pressed
};
int[] Tintcolors = new int[]
{
Xamarin.Forms.Color.White.ToAndroid(),
((Color)Xamarin.Forms.Application.Current.Resources["PrimaryColor"]).ToAndroid()
};
ColorStateList TintList = new ColorStateList(Tintstates, Tintcolors)
bottomView.ItemIconTintList = TintList;
bottomView.ItemRippleColor = null;
}
In this code I also set a color change to the item i selected in my navbar, but the code i was searching for was
bottomView.ItemRippleColor = null;

Related

Context menu on TableRow<Object> does not show up on first right click

So I followed this example on using context menu with TableViews from here. I noticed that using this code
row.contextMenuProperty().bind(Bindings.when(Bindings.isNotNull(row.itemProperty()))
.then(rowMenu)
.otherwise((ContextMenu)null));
does not show up on first right click on a row with values. I need to right click on that row again for the context menu to show up. I also tried this code(which is my first approach, but not using it anymore because I've read somewhere that that guide is the best/good practice for anything related about context menu and tableview), and it displays the context menu immediately
if (row.getItem() != null) {
rowMenu.show(row, event.getScreenX(), event.getScreenY());
}
else {
// do nothing
}
but my problem with this code is it throws a NullPointerException whenever i try to right click on a row that has no data.
What could I possibly do to prevent NullPointerException while having the context menu show up immediately after a right click? In my code, I also have a code that a certain menu item in the context menu will be disabled based on the property of the myObject binded to row, that's why i need the context menu to pop up right away.
I noticed this too with the first block of code. Even if the property of myObject has already changed, it still has a menu item enabled/disabled unless I right click on that row again. I hope that you could help me. Thank you!
Here is a MCVE:
public class MCVE_TableView extends Application{
#Override
public void start(Stage primaryStage) throws Exception {
BorderPane myBorderPane = new BorderPane();
TableView<People> myTable = new TableView<>();
TableColumn<People, String> nameColumn = new TableColumn<>();
TableColumn<People, Integer> ageColumn = new TableColumn<>();
ContextMenu rowMenu = new ContextMenu();
ObservableList<People> peopleList = FXCollections.observableArrayList();
peopleList.add(new People("John Doe", 23));
nameColumn.setMinWidth(100);
nameColumn.setCellValueFactory(
new PropertyValueFactory<>("Name"));
ageColumn.setMinWidth(100);
ageColumn.setCellValueFactory(
new PropertyValueFactory<>("Age"));
myTable.setItems(peopleList);
myTable.getColumns().addAll(nameColumn, ageColumn);
myTable.setRowFactory(tv -> {
TableRow<People> row = new TableRow<>();
row.setOnContextMenuRequested((event) -> {
People selectedRow = row.getItem();
rowMenu.getItems().clear();
MenuItem sampleMenuItem = new MenuItem("Sample Button");
if (selectedRow != null) {
if (selectedRow.getAge() > 100) {
sampleMenuItem.setDisable(true);
}
rowMenu.getItems().add(sampleMenuItem);
}
else {
event.consume();
}
/*if (row.getItem() != null) { // this block comment displays the context menu instantly
rowMenu.show(row, event.getScreenX(), event.getScreenY());
}
else {
// do nothing
}*/
// this requires the row to be right clicked 2 times before displaying the context menu
row.contextMenuProperty().bind(Bindings.when(Bindings.isNotNull(row.itemProperty()))
.then(rowMenu)
.otherwise((ContextMenu)null));
});
return row;
});
myBorderPane.setCenter(myTable);
Scene scene = new Scene(myBorderPane, 500, 500);
primaryStage.setTitle("MCVE");
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main (String[] args) {
launch(args);
}
}
Here is the People Class
public class People {
SimpleStringProperty name;
SimpleIntegerProperty age;
public People(String name, int age) {
this.name = new SimpleStringProperty(name);
this.age = new SimpleIntegerProperty(age);
}
public SimpleStringProperty NameProperty() {
return this.name;
}
public SimpleIntegerProperty AgeProperty() {
return this.age;
}
public String getName() {
return this.name.get();
}
public int getAge() {
return this.age.get();
}
}
Edit: MCVE added
Edit2: Updated the MCVE. Still requires to be right-clicked twice before the contextMenu pops up
Below's a code snippet as a quick demonstration of how-to/where-to instantiate and configure a per-row ContextMenu. It
creates a ContextMenu/MenuItem for each TableRow at the row's instantiation time
creates a conditional binding that binds the menu to the row's contextMenuProperty if not empty (just the same as you did)
configures the contextMenu in an onShowing handler, depending on the current item (note: no need for a guard against null, because the conditional binding will implicitly guarantee to not show the the menu in that case)
The snippet:
myTable.setRowFactory(tv -> {
TableRow<People> row = new TableRow<>() {
ContextMenu rowMenu = new ContextMenu();
MenuItem sampleMenuItem = new MenuItem("Sample Button");
{
rowMenu.getItems().addAll(sampleMenuItem);
contextMenuProperty()
.bind(Bindings
.when(Bindings.isNotNull(itemProperty()))
.then(rowMenu).otherwise((ContextMenu) null));
rowMenu.setOnShowing(e -> {
People selectedRow = getItem();
sampleMenuItem.setDisable(selectedRow.getAge() > 100);
});
}
};
return row;
});

NullPointerException at com.badlogic.gdx.graphics.g2d.TextureRegion.setRegion LIBGDX

I am getting null pointer exception when I try spawning an item(Mushroom) when the player collides with a particular coin(As in MARIO game). I have been following this tutorial but I want the inputs to be buttons and not the keys. I have created 4 buttons and added to the stage . The inputs are working perfectly . But I am getting exception when,
I simply add the buttons to the stage and the input is still using keys
I am not getting exception when,
I remove all the buttons from the code and the input is using keys.
Here is my code for adding buttons to the stage ,
public class PlayScreen implements Screen, InputProcessor
{
.......
private Array<Item> items;
private LinkedBlockingQueue<ItemDef> itemsToSpawn;
private TextureAtlas atlas = new TextureAtlas("move_sprites.pack"); //contains the mushroom as well as the player packed together
public PlayScreen(MyGame game) {
.............
stage = new Stage();
atlas = new TextureAtlas("ui/button_pack.pack");
skin = new Skin(atlas);
white = new BitmapFont(Gdx.files.internal("fonts/white.fnt"), false);
black = new BitmapFont(Gdx.files.internal("fonts/black.fnt"), false);
TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
textButtonStyle.up = skin.getDrawable("buttonin");
textButtonStyle.down = skin.getDrawable("buttonout");
textButtonStyle.pressedOffsetX = 1;
textButtonStyle.font = black;
buttonright = new TextButton("Right", textButtonStyle);
buttonleft = new TextButton("Left", textButtonStyle);
//table.setBounds(500, 5, 250, 150);
buttonleft.setPosition(350, 5);
buttonleft.setHeight(100);
buttonleft.setWidth(100);
buttonright.setPosition(100, 5);
buttonright.setHeight(100);
buttonright.setWidth(100);
buttonup = new TextButton("up", textButtonStyle);
buttonup.setPosition(600, 5);
buttonup.setHeight(100);
buttonup.setWidth(100);
stage.addActor(buttonup);
stage.addActor(buttonright);
stage.addActor(buttonleft);
Gdx.input.setInputProcessor(stage);
......
}
//create a new method
public void spawnItem(ItemDef idef)
{
itemsToSpawn.add(idef);
}
public void handleSpawingItems()
{
if (!itemsToSpawn.isEmpty()) {
ItemDef idef = itemsToSpawn.poll(); //poll is pop
if (idef.type == Mushroom.class) {
items.add(new Mushroom(this, idef.position.x, idef.position.y));
}
}
}
public void update(float dt) {
handleInput(dt);
handleSpawingItems();
........
}
//Giving inputs using buttons
public void handleInput(float dt)
{
if (gamehero.currentState != Hero.State.DEAD) {
buttonup.addListener(new InputListener() {
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
gamehero.heroBody.setLinearVelocity(0, 4f);
}
return true;
}
}
);
}
}
public void render(float delta)
{
......
update(delta);
stage.act();
stage.draw();
}
}
}
Mushroom Class..
public class Mushroom extends Item {
public Mushroom(PlayScreen screen, float x, float y) {
super(screen, x, y);
//mush is one of the sprite packed together using texture packer. Exception is thrown in the below line
setRegion(screen.getAtlas().findRegion("mush"), 0, 0, 16, 16);
velocity = new Vector2(0.7f, 0); //velocity of mushroom
}
I am triggering this mushroom when mario head collides with coin like below,
public class Coins extends InteractiveTileObject {
....
public void onHeadHit(Hero hero) {
if (object.getProperties().containsKey("mushroom")) {
Gdx.app.log("coins", "collision");
//Exception occurs in the below line too. When the collision occurs, spawnItem method is called in the main class
screen.spawnItem(new ItemDef(new Vector2(body.getPosition().x, body.getPosition().y + 16 / MyGame.PPM), Mushroom.class));
}
ItemDef Class,
public class ItemDef {
public Vector2 position;
public Class<?> type;
public ItemDef(Vector2 position, Class<?> type)
{
this.position = position;
this.type = type;
}
}
Exception occurs if I just add a button to my code and gave the input using keys. Problem lies in spawning the mushroom if I just add a button to my code. Its weird. Please help. I am a beginner . Thanks in advance
I found the cause for this Exception.
I have given the same name for 2 TextureAtlas while declaring,
private TextureAtlas atlas = new TextureAtlas("move_sprites.pack");
and the other,
atlas = new TextureAtlas("ui/button_pack.pack");
But I am referring the first TextureAtlas in other class. Since I have declared the TextureAtlas only once but used for two different packs, It threw null pointer exception as there was name conflict. Thanks for all your answers.

Use AS3 to write IOS like slide up menu

In an AS3 mobile App, I would like to have a menu of buttons or icons that slides up from the bottom. Using a SlideViewTransition, I can get part of what I want.
var transition:SlideViewTransition = new SlideViewTransition();
transition.direction = ViewTransitionDirection.UP;
transition.mode = SlideViewTransitionMode.COVER;
view.navigator.pushView(ShareView, null, null, transition);
This works, but it does not do two things that I need to do.
1) I want the new transition to only go up 1/2 of the screen so that the top part of the screen displays the view underneath.
2) I want the new view that covers to be partially transparent. By setting the alpha of the incoming view's contentGroup background alpha, the new view is transparent as it comes in. But, once it covers the view underneath the view becomes opaque.
this.contentGroup.setStyle('backgroundAlpha', 0.5);
Does anyone have any ideas of how I would have a view slide up 1/2 way and be transparent? I have no idea where to start, view skinning?, or subclass transition?, or use something in flash namespace instead of a spark view.
I decided it would be simplest to just use the lower level ActionScript and do the animation myself using methods that are normally applied to a Sprite, but in this case use a VGroup so that I could add spark elements to it. The following is the base class I wrote.
public class SlideUpDialog extends VGroup {
private var pctHeight:Number;
private var stopHeight:Number;
private var vertIncrement:Number;
public function SlideUpDialog(pctHeight:Number) {
super();
this.pctHeight = pctHeight;
if (stage) {
addedToStageHandler();
} else {
addEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
}
}
private function addedToStageHandler(event:Event=null) : void {
removeEventListener(Event.ADDED_TO_STAGE, addedToStageHandler);
graphics.beginFill(0xEEEEEE, 0.8);
graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight * pctHeight);
graphics.endFill();
var bevel:BevelFilter = new BevelFilter(4, -45);
this.filters = [ bevel ];
x = 0;
y = stage.stageHeight;
stopHeight = y * (1 - pctHeight);
vertIncrement = y / 2 / 24 / 4;
}
public function open() : void {
addEventListener(Event.ENTER_FRAME, openFrameHandler);
}
private function openFrameHandler(event:Event) : void {
if (y > stopHeight) {
y -= vertIncrement;
} else {
removeEventListener(Event.ENTER_FRAME, openFrameHandler);
}
}
public function close() : void {
... the reverse of open
}
}

Show Image Dynamically in ScrollPane JavaFx

I want to add Multiple images in Scollpane by clicking button i try below code but it will not display image any idea about that?
#FXML private void OnClick(ActionEvent ae)
{
getGalleryView();
}
public void getGalleryView()
{
ScrolPane sp=new ScroPane();
Hbox hb=new Hbox();
Image [] images=new Image[5];
ImageView []pics=new ImageView[5];
final String [] imageNames = new String [] {"fw1.jpg", "fw2.jpg",
"fw3.jpg", "fw4.jpg", "fw5.jpg"};
for (int i = 0; i < 5; i++) {
images[i] = new Image(getClass().getResourceAsStream(imageNames[i]));
pics[i] = new ImageView(images[i]);
pics[i].setFitWidth(100);
pics[i].setPreserveRatio(true);
hb.getChildren().add(pics[i]);
sp.setContent(hb);
}
}
You need to add the scrollpane to the scene:
#FXML private void OnClick(ActionEvent ae)
{
getGalleryView(ae);
}
public void getGalleryView(ActionEvent ae)
{
ScrolPane sp=new ScroPane();
Hbox hb=new Hbox();
Image [] images=new Image[5];
ImageView []pics=new ImageView[5];
final String [] imageNames = new String [] {"fw1.jpg", "fw2.jpg",
"fw3.jpg", "fw4.jpg", "fw5.jpg"};
for (int i = 0; i < 5; i++) {
images[i] = new Image(getClass().getResourceAsStream(imageNames[i]));
pics[i] = new ImageView(images[i]);
pics[i].setFitWidth(100);
pics[i].setPreserveRatio(true);
hb.getChildren().add(pics[i]);
sp.setContent(hb);
}
Scene scene = ((Node) ae.getSource()).getScene();
((Pane) scene.getRoot()).getChildren().add(sp);
}
I assumed here that your root node is a Pane or one of its subclasses.
ScrolPane sp=new ScroPane(); error?
EDIT:
I was developing similar method. Mine works fine. You can check if you want to.
private List<String> listFileNames(File folder) throws NullPointerException{
List<String> list = new ArrayList<>();
for (File file : folder.listFiles()) {
if (file.isDirectory())
listFileNames(file);
else {
System.out.println(file.getName());
list.add(file.getName());
}
}
return list;
}
private void insertImages(List<String> list, Hero thisHero) {
int column = 0;
int row = 0;
for (String path:list) {
String fullPath = "file:"+thisHero.getHeroClass().getFile()+"\\"+path;
ToggleButton button = new ToggleButton();
button.setBackground(Background.EMPTY);
button.setGraphic(new ImageView(new Image(fullPath)));
grid.add(button,column,row);
column++;
if (column == 5) {
row++;
column = 0;
}
}
}
I can write more if you want. I use Lists because of it's ease of adding items.
You can use first method to just get all file names to list, from your folder filled with image files.
Second method does the job of making new ImageViews filled with ToggleButtons with graphic. I just changed the concept to buttons, so sorry about my laziness of not changing code to exactly fit your needs.
Path is the exact file name, thisHero.getHeroClass().getFile() returns path to the directory which contains this image.
grid.add(button, column, row) adds this button to the grid pane which i made before. It's my app, so sorry for not sharing all the code, but i thought that this snippet could be usefull.
EDIT2: You could also provide us with error information if there is any.

Structuring a MonoTouch.Dialog application

From the examples at Xamarin.com you can build basic M.T. Dialog apps, but how do you build a real life application?
Do you:
1) Create a single DialogViewController and tree every view/RootElement from there or,
2) Create a DialogViewController for every view and use the UINavigationController and push it on as needed?
Depending on your answer, the better response is how? I've built the example task app, so I understand adding elements to a table, click it to go to the 'next' view for editing, but how to click for non-editing? How to click a button, go next view if answer is number 1?
Revised:
There is probably no one right answer, but what I've come up with seems to work for us. Number 2 from above is what was chosen, below is an example of the code as it currently exists. What we did was create a navigation controller in AppDelegate and give access to it throughout the whole application like this:
public partial class AppDelegate : UIApplicationDelegate
{
public UIWindow window { get; private set; }
//< There's a Window property/field which we chose not to bother with
public static AppDelegate Current { get; private set; }
public UINavigationController NavController { get; private set; }
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
Current = this;
window = new UIWindow (UIScreen.MainScreen.Bounds);
NavController = new UINavigationController();
// See About Controller below
DialogViewController about = new AboutController();
NavController.PushViewController(about, true);
window.RootViewController = NavController;
window.MakeKeyAndVisible ();
return true;
}
}
Then every Dialog has a structure like this:
public class AboutController : DialogViewController
{
public delegate void D(AboutController dvc);
public event D ViewLoaded = delegate { };
static About about;
public AboutController()
: base(about = new About())
{
Autorotate = true;
about.SetDialogViewController(this);
}
public override void LoadView()
{
base.LoadView();
ViewLoaded(this);
}
}
public class About : RootElement
{
static AboutModel about = AboutVM.About;
public About()
: base(about.Title)
{
string[] message = about.Text.Split(...);
Add(new Section(){
new AboutMessage(message[0]),
new About_Image(about),
new AboutMessage(message[1]),
});
}
internal void SetDialogViewController(AboutController dvc)
{
var next = new UIBarButtonItem(UIBarButtonSystemItem.Play);
dvc.NavigationItem.RightBarButtonItem = next;
dvc.ViewLoaded += new AboutController.D(dvc_ViewLoaded);
next.Clicked += new System.EventHandler(next_Clicked);
}
void next_Clicked(object sender, System.EventArgs e)
{
// Load next controller
AppDelegate.Current.NavController.PushViewController(new IssuesController(), true);
}
void dvc_ViewLoaded(AboutController dvc)
{
// Swipe location: https://gist.github.com/2884348
dvc.View.Swipe(UISwipeGestureRecognizerDirection.Left).Event +=
delegate { next_Clicked(null, null); };
}
}
Create a sub-class of elements as needed:
public class About_Image : Element, IElementSizing
{
static NSString skey = new NSString("About_Image");
AboutModel about;
UIImage image;
public About_Image(AboutModel about)
: base(string.Empty)
{
this.about = about;
FileInfo imageFile = App.LibraryFile(about.Image ?? "filler.png");
if (imageFile.Exists)
{
float size = 240;
image = UIImage.FromFile(imageFile.FullName);
var resizer = new ImageResizer(image);
resizer.Resize(size, size);
image = resizer.ModifiedImage;
}
}
public override UITableViewCell GetCell(UITableView tv)
{
var cell = tv.DequeueReusableCell(skey);
if (cell == null)
{
cell = new UITableViewCell(UITableViewCellStyle.Default, skey)
{
SelectionStyle = UITableViewCellSelectionStyle.None,
Accessory = UITableViewCellAccessory.None,
};
}
if (null != image)
{
cell.ImageView.ContentMode = UIViewContentMode.Center;
cell.ImageView.Image = image;
}
return cell;
}
public float GetHeight(UITableView tableView, NSIndexPath indexPath)
{
float height = 100;
if (null != image)
height = image.Size.Height;
return height;
}
public override void Selected(DialogViewController dvc, UITableView tableView, NSIndexPath indexPath)
{
//base.Selected(dvc, tableView, path);
tableView.DeselectRow(indexPath, true);
}
}
#miquel
The current idea of a workflow is an app that starts with a jpg of the Default.png that fades into the first view, with a flow control button(s) that would move to the main app. This view, which I had working previous to M.T.D. (MonoTouch.Dialog), which is a table of text rows with an image. When each row is clicked, it moves to another view that has the row/text in more detail.
The app also supports in-app-purchasing, so if the client wishes to purchase more of the product, then switch to another view to transact the purchase(s). This part was the main reason for switching to M.T.D., as I thought M.T.D. would be perfect for it.
Lastly there would be a settings view to re-enable purchases, etc.
PS How does one know when the app is un-minimized? We would like to show the fade in image again.
I have been asking myself the same questions. I've used the Funq Dependency Injection framework and I create a new DialogViewController for each view. It's effectively the same approach I've used previously developing ASP.NET MVC applications and means I can keep the controller logic nicely separated. I subclass DialogViewController for each view which allows me to pass in to the controller any application data required for that particular controller. I'm not sure if this is the recommended approach but so far it's working for me.
I too have looked at the TweetStation application and I find it a useful reference but the associated documentation specifically says that it isn't trying to be an example of how to structure a MonoTouch application.
I use option 2 that you stated as well, it works pretty nicely as you're able to edit the toolbar options on a per-root-view basis and such.
Option 2 is more feasible, as it also gives you more control on each DialogViewController. It can also helps if you want to conditionally load the view.

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