I have a Xamarin.Forms app where I need to drag irregularly shaped controls (TwinTechForms SvgImageView) around, like this one:
I want it to only respond to touches on the black area and not on transparent (checkered) areas
I tried using MR.Gestures package. Hooking up to the Panning event lets me drag the image but it also starts dragging when I touch the transparent parts of it.
My setup looks like this:
<mr:ContentView x:Name="mrContentView" Panning="PanningEventHandler" Panned="PannedEventHandler" Background="transparent">
<ttf:SvgImageView x:Name="svgView" Background="transparent" SvgPath=.../>
</mr:ContentView>
and code-behind
private void PanningEventHandler(object sender, PanningEventParameters arg){
svgView.TranslateX = arg.IsCancelled ? 0: arg.TotalDistance.X;
svgView.TranslateY = arg.IsCancelled ? 0: arg.TotalDistance.Y;
}
private void PannedEventHandler(object sender, PanningEventParameters arg){
if (!arg.IsCancelled){
mrContentView.TranslateX = svgView.TranslateX;
mrContentView.TranslateY = svgView.TranslateY;
}
svgView.TranslateX = 0;
svgView.TranslateY = 0;
}
In this code-behind how should I check if I'm hitting a transparent point on the target object and when that happens how do I cancel the gesture so that another view under this one may respond to it? In the right side image touching the red inside the green O's hole should start dragging the red O
Update: SOLVED
The accepted answer's suggestion worked but was not straightforward.
I had to fork and modify both NGraphics (github fork) and TwinTechsFormsLib (TTFL, github fork)
In the NGraphics fork I added an XDocument+filter ctor to SvgReader so the same XDocument can be passed into different SvgImageView instances with a different parse filter, effectively splitting up the original SVG into multiple SvgImageView objects that can be moved independently without too much of a memory hit. I had to fix some brush inheritance for my SVGs to show as expected.
The TTFL fork exposes the XDocument+filter ctor and adds platform-specific GetPixelColor to the renderers.
Then in my Xamarin.Forms page I can load the original SVG file into multiple SvgImageView instances:
List<SvgImageView> LoadSvgImages(string resourceName, int widthRequest = 500, int heightRequest = 500)
{
var svgImageViews = new List<SvgImageView>();
var assembly = this.GetType().GetTypeInfo().Assembly;
Stream stream = assembly.GetManifestResourceStream(resourceName);
XDocument xdoc = XDocument.Load(stream);
// only groups that don't have other groups
List<XElement> leafGroups = xdoc.Descendants()
.Where(x => x.Name.LocalName == "g" && x.HasElements && !x.Elements().Any(dx => dx.Name.LocalName == "g"))
.ToList();
leafGroups.Insert(0, new XElement("nonGroups")); // this one will
foreach (XElement leafGroup in leafGroups)
{
var svgImage = new SvgImageView
{
HeightRequest = widthRequest,
WidthRequest = heightRequest,
HorizontalOptions = LayoutOptions.Start,
VerticalOptions = LayoutOptions.End,
StyleId = leafGroup.Attribute("id")?.Value, // for debugging
};
// this loads the original SVG as if only there's only one leaf group
// and its parent groups (to preserve transformations, brushes, opacity etc)
svgImage.LoadSvgFromXDocument(xdoc, (xe) =>
{
bool doRender = xe == leafGroup ||
xe.Ancestors().Contains(leafGroup) ||
xe.Descendants().Contains(leafGroup);
return doRender;
});
svgImageViews.Add(svgImage);
}
return svgImageViews;
}
Then I add all of the svgImageViews to a MR.Gesture <mr:Grid x:Name="movableHost"> and hook up Panning and Panned events to it.
SvgImageView dragSvgView = null;
Point originalPosition = Point.Zero;
movableView.Panning += (sender, pcp) =>
{
// if we're not dragging anything - check the previously loaded SVG images
// if they have a non-transparent pixel at the touch point
if (dragSvgView==null){
dragSvgView = svgImages.FirstOrDefault(si => {
var c = si.GetPixelColor(pcp.Touches[0].X - si.TranslationX, pcp.Touches[0].Y - si.TranslationY);
return c.A > 0.0001;
});
if (dragSvgView != null)
{
// save the original position of this item so we can put it back in case dragging was canceled
originalPosition = new Point (dragSvgView.TranslationX, dragSvgView.TranslationY);
}
}
// if we're dragging something - move it along
if (dragSvgView != null)
{
dragSvgView.TranslationX += pcp.DeltaDistance.X;
dragSvgView.TranslationY += pcp.DeltaDistance.Y;
}
}
Neither MR.Gestures nor any underlying platform checks if a touched area within the view is transparent. The elements which listen to the touch gestures are always rectangular. So you have to do the hit testing yourself.
The PanningEventParameters contain a Point[] Touches with the coordinates of all touching fingers. With these coordinates you can check if they match any visible area in the SVG.
Hit-testing for the donut from your sample is easy, but testing for a general shape is not (and I think that's what you want). If you're lucky, then SvgImage already supports it. If not, then you may find the principles how this can be done in the SVG Rendering Engine, Point-In-Polygon Algorithm — Determining Whether A Point Is Inside A Complex Polygon or 2D collision detection.
Unfortunately overlapping elements are a bit of a problem. I tried to implement that with the Handled flag when I originally wrote MR.Gestures, but I couldn't get it to work on all platforms. As I thought it's more important to be consistent than to make it work on just one platform, I ignore Handled on all platforms and rather raise the events for all overlapping elements. (I should've removed the flag altogether)
In your specific case I'd propose you use a structure like this for multiple SVGs:
<mr:ContentView x:Name="mrContentView" Panning="PanningEventHandler" Panned="PannedEventHandler" Background="transparent">
<ttf:SvgImageView x:Name="svgView1" Background="transparent" SvgPath=.../>
<ttf:SvgImageView x:Name="svgView2" Background="transparent" SvgPath=.../>
<ttf:SvgImageView x:Name="svgView3" Background="transparent" SvgPath=.../>
</mr:ContentView>
In the PanningEventHandler you can check if the Touches are on any SVG and if yes, which one is on top.
If you'd do multiple ContentViews each with only one SVG in it, then the PanningEventHandler would be called for each overlapping rectangular element which is not what you want.
Short version:
I am having a problem with auto layout top layout guide when used in conjunction with custom transition and UINavigationController in iOS7. Specifically, the constraint between the top layout guide and the text view is not being honored. Has anyone encountered this issue?
Long version:
I have a scene which has unambiguously define constraints (i.e. top, bottom, left and right) that renders a view like so:
But when I use this with a custom transition on the navigation controller, the top constraint to the top layout guide seems off and it renders is as follows, as if the top layout guide was at the top of the screen, rather than at the bottom of the navigation controller:
It would appear that the "top layout guide" with the navigation controller is getting confused when employing the custom transition. The rest of the constraints are being applied correctly. And if I rotate the device and rotate it again, everything is suddenly rendered correctly, so it does not appear to be not a matter that the constraints are not defined properly. Likewise, when I turn off my custom transition, the views render correctly.
Having said that, _autolayoutTrace is reporting that the UILayoutGuide objects suffer from AMBIGUOUS LAYOUT, when I run:
(lldb) po [[UIWindow keyWindow] _autolayoutTrace]
But those layout guides are always reported as ambiguous whenever I look at them even though I've ensured that there are no missing constraints (I've done the customary selecting of view controller and choosing "Add missing constraints for view controller" or selecting all of the controls and doing the same for them).
In terms of how precisely I'm doing the transition, I've specified an object that conforms to UIViewControllerAnimatedTransitioning in the animationControllerForOperation method:
- (id<UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController*)fromVC
toViewController:(UIViewController*)toVC
{
if (operation == UINavigationControllerOperationPush)
return [[PushAnimator alloc] init];
return nil;
}
And
#implementation PushAnimator
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext
{
return 0.5;
}
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
[[transitionContext containerView] addSubview:toViewController.view];
CGFloat width = fromViewController.view.frame.size.width;
toViewController.view.transform = CGAffineTransformMakeTranslation(width, 0);
[UIView animateWithDuration:[self transitionDuration:transitionContext] animations:^{
fromViewController.view.transform = CGAffineTransformMakeTranslation(-width / 2.0, 0);
toViewController.view.transform = CGAffineTransformIdentity;
} completion:^(BOOL finished) {
fromViewController.view.transform = CGAffineTransformIdentity;
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
#end
I've also done a rendition of the above, setting the frame of the view rather than the transform, with the same result.
I've also tried manually make sure that the constraints are re-applied by calling layoutIfNeeded. I've also tried setNeedsUpdateConstraints, setNeedsLayout, etc.
Bottom line, has anyone successfully married custom transition of navigation controller with constraints that use top layout guide?
Managed to fix my issue by adding this line:
toViewController.view.frame = [transitionContext finalFrameForViewController:toViewController];
To:
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext fromVC:(UIViewController *)fromVC toVC:(UIViewController *)toVC fromView:(UIView *)fromView toView:(UIView *)toView {
// Add the toView to the container
UIView* containerView = [transitionContext containerView];
[containerView addSubview:toView];
[containerView sendSubviewToBack:toView];
// animate
toVC.view.frame = [transitionContext finalFrameForViewController:toVC];
NSTimeInterval duration = [self transitionDuration:transitionContext];
[UIView animateWithDuration:duration animations:^{
fromView.alpha = 0.0;
} completion:^(BOOL finished) {
if ([transitionContext transitionWasCancelled]) {
fromView.alpha = 1.0;
} else {
// reset from- view to its original state
[fromView removeFromSuperview];
fromView.alpha = 1.0;
}
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
From Apple's Documentation for [finalFrameForViewController] : https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIViewControllerContextTransitioning_protocol/#//apple_ref/occ/intfm/UIViewControllerContextTransitioning/finalFrameForViewController:
I solved this by fixing the height constraint of the topLayoutGuide. Adjusting edgesForExtendedLayout wasn't an option for me, as I needed the destination view to underlap the navigation bar, but also to be able to layout subviews using topLayoutGuide.
Directly inspecting the constraints in play shows that iOS adds a height constraint to the topLayoutGuide with value equal to the height of the navigation bar of the navigation controller. Except, in iOS 7, using a custom animation transition leaves the constraint with a height of 0. They fixed this in iOS 8.
This is the solution I came up with to correct the constraint (it's in Swift but the equivalent should work in Obj-C). I've tested that it works on iOS 7 and 8.
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
let fromView = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)!.view
let destinationVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!
destinationVC.view.frame = transitionContext.finalFrameForViewController(destinationVC)
let container = transitionContext.containerView()
container.addSubview(destinationVC.view)
// Custom transitions break topLayoutGuide in iOS 7, fix its constraint
if let navController = destinationVC.navigationController {
for constraint in destinationVC.view.constraints() as [NSLayoutConstraint] {
if constraint.firstItem === destinationVC.topLayoutGuide
&& constraint.firstAttribute == .Height
&& constraint.secondItem == nil
&& constraint.constant == 0 {
constraint.constant = navController.navigationBar.frame.height
}
}
}
// Perform your transition animation here ...
}
I struggled with the exact same problem. Putting this in the viewDidLoad of my toViewController really helped me out:
self.edgesForExtendedLayout = UIRectEdgeNone;
This did not solve all my issues and I'm still looking for a better approach, but this certainly made it a bit easier.
Just put the following code toviewDidLoad
self.extendedLayoutIncludesOpaqueBars = YES;
FYI, I ended up employing a variation of Alex's answer, programmatically changing the top layout guide's height constraint constant in the animateTransition method. I'm only posting this to share the Objective-C rendition (and eliminate the constant == 0 test).
CGFloat navigationBarHeight = toViewController.navigationController.navigationBar.frame.size.height;
for (NSLayoutConstraint *constraint in toViewController.view.constraints) {
if (constraint.firstItem == toViewController.topLayoutGuide
&& constraint.firstAttribute == NSLayoutAttributeHeight
&& constraint.secondItem == nil
&& constraint.constant < navigationBarHeight) {
constraint.constant += navigationBarHeight;
}
}
Thanks, Alex.
As #Rob mentioned, topLayoutGuide is not reliable when using custom transitions in UINavigationController. I worked around this by using my own layout guide. You can see the code in action in this demo project. Highlights:
A category for custom layout guides:
#implementation UIViewController (hp_layoutGuideFix)
- (BOOL)hp_usesTopLayoutGuideInConstraints
{
return NO;
}
- (id<UILayoutSupport>)hp_topLayoutGuide
{
id<UILayoutSupport> object = objc_getAssociatedObject(self, #selector(hp_topLayoutGuide));
return object ? : self.topLayoutGuide;
}
- (void)setHp_topLayoutGuide:(id<UILayoutSupport>)hp_topLayoutGuide
{
HPLayoutSupport *object = objc_getAssociatedObject(self, #selector(hp_topLayoutGuide));
if (object != nil && self.hp_usesTopLayoutGuideInConstraints)
{
[object removeFromSuperview];
}
HPLayoutSupport *layoutGuide = [[HPLayoutSupport alloc] initWithLength:hp_topLayoutGuide.length];
if (self.hp_usesTopLayoutGuideInConstraints)
{
[self.view addSubview:layoutGuide];
}
objc_setAssociatedObject(self, #selector(hp_topLayoutGuide), layoutGuide, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
#end
HPLayoutSupport is the class that will act as a layout guide. It has to be a UIView subclass to avoid crashes (I wonder why this isn't part of the UILayoutSupport interface).
#implementation HPLayoutSupport {
CGFloat _length;
}
- (id)initWithLength:(CGFloat)length
{
self = [super init];
if (self)
{
self.translatesAutoresizingMaskIntoConstraints = NO;
self.userInteractionEnabled = NO;
_length = length;
}
return self;
}
- (CGSize)intrinsicContentSize
{
return CGSizeMake(1, _length);
}
- (CGFloat)length
{
return _length;
}
#end
The UINavigationControllerDelegate is the one responsible for "fixing" the layout guide before the transition:
- (id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController *)fromVC
toViewController:(UIViewController *)toVC
{
toVC.hp_topLayoutGuide = fromVC.hp_topLayoutGuide;
id <UIViewControllerAnimatedTransitioning> animator;
// Initialise animator
return animator;
}
Finally, the UIViewController uses hp_topLayoutGuide instead of topLayoutGuide in the constraints, and indicates this by overriding hp_usesTopLayoutGuideInConstraints:
- (void)updateViewConstraints
{
[super updateViewConstraints];
id<UILayoutSupport> topLayoutGuide = self.hp_topLayoutGuide;
// Example constraint
NSDictionary *views = NSDictionaryOfVariableBindings(_imageView, _dateLabel, topLayoutGuide);
NSArray *constraints = [NSLayoutConstraint constraintsWithVisualFormat:#"V:|[topLayoutGuide][_imageView(240)]-8-[_dateLabel]" options:NSLayoutFormatAlignAllCenterX metrics:nil views:views];
[self.view addConstraints:constraints];
}
- (BOOL)hp_usesTopLayoutGuideInConstraints
{
return YES;
}
Hope it helps.
i found way. First uncheck "Extend Edges" property of controller. after that navigation bar getting dark color. Add a view to controller and set top and bottom LayoutConstraint -100. Then make view's clipsubview property no (for navigaionbar transculent effect). My english bad sory for that. :)
I had the same problem, ended up implementing my own topLayout guide view and making constraints to it rather then to topLayoutGuide. Not ideal. Only posting it here in case someone is stuck and looking for quick hacky solution http://www.github.com/stringcode86/SCTopLayoutGuide
Here's the simple solution I'm using that's working great for me: during the setup phase of - (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext, manually set your "from" and "to" viewController.view.frame.origin.y = navigationController.navigationBar.frame.size.height. It'll make your auto layout views position themselves vertically as you expect.
Minus the pseudo-code (e.g. you probably have your own way of determining if a device is running iOS7), this is what my method looks like:
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController *fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIView *container = [transitionContext containerView];
CGAffineTransform destinationTransform;
UIViewController *targetVC;
CGFloat adjustmentForIOS7AutoLayoutBug = 0.0f;
// We're doing a view controller POP
if(self.isViewControllerPop)
{
targetVC = fromViewController;
[container insertSubview:toViewController.view belowSubview:fromViewController.view];
// Only need this auto layout hack in iOS7; it's fixed in iOS8
if(_device_is_running_iOS7_)
{
adjustmentForIOS7AutoLayoutBug = toViewController.navigationController.navigationBar.frame.size.height;
[toViewController.view setFrameOriginY:adjustmentForIOS7AutoLayoutBug];
}
destinationTransform = CGAffineTransformMakeTranslation(fromViewController.view.bounds.size.width,adjustmentForIOS7AutoLayoutBug);
}
// We're doing a view controller PUSH
else
{
targetVC = toViewController;
[container addSubview:toViewController.view];
// Only need this auto layout hack in iOS7; it's fixed in iOS8
if(_device_is_running_iOS7_)
{
adjustmentForIOS7AutoLayoutBug = toViewController.navigationController.navigationBar.frame.size.height;
}
toViewController.view.transform = CGAffineTransformMakeTranslation(toViewController.view.bounds.size.width,adjustmentForIOS7AutoLayoutBug);
destinationTransform = CGAffineTransformMakeTranslation(0.0f,adjustmentForIOS7AutoLayoutBug);
}
[UIView animateWithDuration:_animation_duration_
delay:_animation_delay_if_you_need_one_
options:([transitionContext isInteractive] ? UIViewAnimationOptionCurveLinear : UIViewAnimationOptionCurveEaseOut)
animations:^(void)
{
targetVC.view.transform = destinationTransform;
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:([transitionContext transitionWasCancelled] ? NO : YES)];
}];
}
A couple of bonus things about this example:
For view controller pushes, this custom transition slides the pushed toViewController.view on top of the unmoving fromViewController.view. For pops, fromViewController.view slides off to the right and reveals an unmoving toViewController.view under it. All in all, it's just a subtle twist on the stock iOS7+ view controller transition.
The [UIView animateWithDuration:...] completion block shows the correct way to handle completed & cancelled custom transitions. This tiny tidbit was a classic head-slap moment; hope it helps somebody else out there.
Lastly, I'd like to point out that as far as I can tell, this is an iOS7-only issue that has been fixed in iOS8: my custom view controller transition that is broken in iOS7 works just fine in iOS8 without modification. That being said, you should verify that this is what you're seeing too, and if so, only run the fix on devices running iOS7.x. As you can see in the code example above, the y-adjustment value is 0.0f unless the device is running iOS7.x.
I ran into this same issue but without using a UINavigationController and just positioning a view off of the topLayoutGuide. The layout would be correct when first displayed, a transition would take place to another view, and then upon exiting and returning to the first view, the layout would be broken as that topLayoutGuide would no longer be there.
I solved this problem by capturing the safe area insets prior to the transition and then reimplementing them, not by adjusting my constraints, but by setting them on the viewController's additionalSafeAreaInsets.
I found this solution to work well as I don't have to adjust any of my layout code and search through constraints and I can just reimplementing the space that was there previously. This could be more difficult if you are actually using the additionalSafeAreaInsets property.
Example
I added a variable to my transitionManager to capture the safe insets that exist when the transitionManager is created.
class MyTransitionManager: NSObject, UIViewControllerAnimatedTransitioning, UIViewControllerTransitioningDelegate {
private var presenting = true
private var container:UIView?
private var safeInsets:UIEdgeInsets?
...
Then during the entering transition I save those insets.
let toView = viewControllers.to.view
let fromView = viewControllers.from.view
if #available(iOS 11.0, *) {
safeInsets = toView.safeAreaInsets
}
In the case of the iPhone X this looks something like UIEdgeInsets(top: 44.0, left: 0.0, bottom: 34.0, right: 0.0)
Now when exiting, the insets on that same view we transitioned from in the entrance will be .zero so we add our captured insets to the additionalSafeAreaInsets on the viewController, which will set them on our view for us as well as update the layout. Once our animation is done, we reset the additionalSafeAreaInsets back to .zero.
if #available(iOS 11.0, *) {
if safeInsets != nil {
viewControllers.to.additionalSafeAreaInsets = safeInsets!
}
}
...then in the animation completion block
if #available(iOS 11.0, *) {
if self.safeInsets != nil {
viewControllers.to.additionalSafeAreaInsets = .zero
}
}
transitionContext.completeTransition(true)
try :
self.edgesforextendedlayout=UIRectEdgeNone
Or just set navigationbar opaque and set background image or backgroundcolor to navigationbar
In storyboard add another vertical constraint to main view's top. I have the same problem too but adding that constraint help me to avoid manual constraints. See screenshot here link
Other solution is to calculate toVC frame... something like this:
float y = toVC.navigationController.navigationBar.frame.origin.y + toVC.navigationController.navigationBar.frame.size.height;
toVC.view.frame = CGRectMake(0, y, toVC.view.frame.size.width, toVC.view.frame.size.height - y);
Let me know if you have found a better solution. I have been struggling with this issue as well and I came up with previous ideas.
I'm using a ViewNavigator with a SlideViewTransition (moving horizontally) to replace each view any time the user swipes the screen.
That's OK, it's working but I need to make it work like the native one:
- If you stop the swipe in the middle and you want to return, the view follow your finger.
- Some elastic effects (I don't think it can be possible this one)
Thanks!
UPDATE: The code is something like this. Is the regular swipe with a barebone view component.
var slideTransLeft:SlideViewTransition = new SlideViewTransition();
slideTransLeft.direction = ViewTransitionDirection.LEFT;
slideTransLeft.duration = 600;
var slideTransRight:SlideViewTransition = new SlideViewTransition();
slideTransRight.direction = ViewTransitionDirection.RIGHT;
slideTransRight.duration = 600;
addEventListener(TransformGestureEvent.GESTURE_SWIPE,onSwipe);
function onSwipe(event:TransformGestureEvent):void
{
if (event.offsetX == 1) {
navigator.pushView(myNewViewClass,null,null,slideTransRight);
}
else if (event.offsetX == -1) {
navigator.popView(slideTransLeft);
}
}
Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size.
All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them.
But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery?
What is the right way to scale a Flex application up to fullscreen?
var button:Button = button_fullscreen;
try {
if(stage.displayState == StageDisplayState.FULL_SCREEN) {
Application.application.stage.displayState = StageDisplayState.NORMAL;
button.label = "View Fullscreen Mode";
stage.scaleMode = StageScaleMode.NO_SCALE;
} else {
Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;
button.label = "Exit Fullscreen Mode";
stage.scaleMode = StageScaleMode.SHOW_ALL;
}
invalidateSizes(); // Calls invalidateSize() explicitly on several components.
} catch(error:SecurityError) {
Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID);
} catch(error:Error) {
Alert.show(error.message,error.name+" #"+error.errorID);
}
Sometimes things go wrong with flex :)
try the following approach
stage.align = StageAlign.TOP_LEFT;
then on resize or added to stage set the scaling manually
private function updateScaling():void
{
if(stage.stageWidth != width || stage.stageHeight != height)
{
var scaling:Number = 1;
if(width>height)
{
scaling = stage.stageWidth / width;
}
else
{
scaling = stage.stageHeight / height;
}
scaleX = scaleY = scaling;
}
}
I've been playing around with different methods of determining at runtime the width of a "label" so that I can resize the "label" because I don't want it to truncate. I've finally found an easy solution through UITextField which allows me to set the .autoSize which is great! However, now I'm trying to "style" (simply adjust font and font size) of the UITextField but it seems that I have to do it manually with '.htmlText' (which I'll gladly accept if that is the ONLY way).
I'm using the .text to set the value of the label.
My test case involves a HBox (I'm actually using a Grid but they should be the same and I've done testing on both):
I style the HBox and the style carries through to the UITextField. I don't believe this will work for me because I have other components inside that I need to style differently.
I've tried: UITextFormat and TextFormat (I see that the .htmlText being updated accordingly but the output doesn't update. Then I noticed that whenever I called hbox.addChild(myUITextField) it would override the .htmlText
I've tried setting the style with myUITextField.setStyle("fontSize", 20) before and/or after the call to addChild neither of which made an impact on the display as per what I noted above.
Changes are being made but they seem to be overrided when I add it to the display.
So what do I need to do in order to style the UITextField aside from manually setting it along with my contents in .htmlText? Solutions not using UITextField is fine as long as there is some easy way of not truncating the text.
EDIT: I want to just do textField.setStyle('fontSize', 20) and expect that every time I change the text, I wouldn't need to use HTML to go with it (so I can just do textField.text = 'something else' and expect that it will still have a font size of 20). This is what I meant by not using .htmlText (sorry if I wasn't clear before).
2nd EDIT: I guess I should present the whole issue and maybe that'll clarify what I did wrong or couldn't achieve.
My intent is to have a Grid and add text into it. I do not want it to wrap or scroll so I add it to the next row in the Grid when the current row's children total width exceeds some number. In order to add it to the next row, I need to be able to calculate the width of the text. I would like to be able to style that text individually based on cases and there might be other components (like a TextInput). Essentially what I'm trying to accomplish is "Fill in the Blank".
I've included code to show what I'm currently doing and it works somewhat. It might be un-related to the original issue of styling but I can't figure out how to adjust the distance between each UITextField but aside from that this fits what I would like to accomplish. Relevant to the question is: I would like to change the way I style each UITextField (currently setting .htmlText) into something a bit straightforward though like I previously mentioned I'll gladly accept using .htmlText if that's the only solution.
So I have a Grid with x Rows in it and in each row, I have exactly one GridItem. Based on the input, I add UITextField and TextInput into the GridItem going on to the next GridItem when necessary. If you have a better way of doing so then that would be better but I guess what I really want is to find a different way of styling.
Also another problem, I'm not sure of the exact way to add a TextField into the display. I tried:
var t : TextField = new TextField();
t.text = "I'm a TextField";
hBox.addChild(t); // doesn't work
//this.addChild(t); // doesn't work either
But I get the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.text::TextField#172c8f9 to mx.core.IUIComponent.
Here's what I have that's working.
private function styleQuestionString(str : String) : String {
return '<FONT leading="1" face="verdana" size="20">' + str + '</FONT>';
}
private function loadQuestion(str : String) : void {
/* Split the string */
var tmp : Array = str.split("_");
/* Track the current width of the GridItem */
var curWidth : int = 0;
/* Display components that we will add */
var txtField : UITextField = null;
var txtInput : TextInput = null;
/* Track the current GridItem */
var curGridItem : GridItem = null;
/* Track the GridItem we can use */
var gridItemAC : ArrayCollection = new ArrayCollection();
var i : int = 0;
/* Grab the first GridItem from each GridRow of Grid */
var tmpChildArray : Array = questionGrid.getChildren();
for (i = 0; i < tmpChildArray.length; i++) {
gridItemAC.addItem((tmpChildArray[i] as GridRow).getChildAt(0));
}
curGridItem = gridItemAC[0];
gridItemAC.removeItemAt(0);
/* Used to set the tab index of the TextInput */
var txtInputCounter : int = 1;
var txtFieldFormat : UITextFormat = new UITextFormat(this.systemManager);
txtFieldFormat.leading = "1";
//var txtFieldFormat : TextFormat = new TextFormat();
//txtFieldFormat.size = 20;
/* Proper Order
txtField = new UITextField();
txtField.text = tmp[curItem];
txtField.autoSize = TextFieldAutoSize.LEFT;
txtField.setTextFormat(txtFieldFormat);
*/
var txtLineMetrics : TextLineMetrics = null;
var tmpArray : Array = null;
curGridItem.setStyle("leading", "1");
var displayObj : DisplayObject = null;
for (var curItem : int= 0; curItem < tmp.length; curItem++) {
/* Using UITextField because it can be auto-sized! */
/** CORRECT BLOCK (ver 1)
txtField = new UITextField();
txtField.text = tmp[curItem];
txtField.autoSize = TextFieldAutoSize.LEFT;
txtField.setTextFormat(txtFieldFormat);
***/
tmpArray = (tmp[curItem] as String).split(" ");
for (i = 0; i < tmpArray.length; i++) {
if (tmpArray[i] as String != "") {
txtField = new UITextField();
txtField.htmlText = styleQuestionString(tmpArray[i] as String);
//txtField.setTextFormat(txtFieldFormat); // No impact on output
txtLineMetrics = curGridItem.measureHTMLText(txtField.htmlText);
curWidth += txtLineMetrics.width + 2;
if (curWidth >= 670) {
curGridItem = gridItemAC[0];
curGridItem.setStyle("leading", "1");
if (gridItemAC.length != 1) {
gridItemAC.removeItemAt(0);
}
// TODO Configure the proper gap distance
curWidth = txtLineMetrics.width + 2;
}
displayObj = curGridItem.addChild(txtField);
}
}
//txtField.setColor(0xFF0000); // WORKS
if (curItem != tmp.length - 1) {
txtInput = new TextInput();
txtInput.tabIndex = txtInputCounter;
txtInput.setStyle("fontSize", 12);
txtInputCounter++;
txtInput.setStyle("textAlign", "center");
txtInput.width = TEXT_INPUT_WIDTH;
curWidth += TEXT_INPUT_WIDTH;
if (curWidth >= 670) {
curGridItem = gridItemAC[0];
if (gridItemAC.length != 1) {
gridItemAC.removeItemAt(0);
}
// TODO Decide if we need to add a buffer
curWidth = TEXT_INPUT_WIDTH + 2;
}
curGridItem.addChild(txtInput);
txtInputAC.addItem(txtInput);
/* Adds event listener so that we can perform dragging into the TextInput */
txtInput.addEventListener(DragEvent.DRAG_ENTER, dragEnterHandler);
txtInput.addEventListener(DragEvent.DRAG_DROP, dragDropHandler);
txtInput.addEventListener(DragEvent.DRAG_EXIT, dragExitHandler);
}
/* Add event so that this label can be dragged */
//txtField.addEventListener(MouseEvent.MOUSE_MOVE, dragThisLabel(event, txtField.text));
}
}
After about 8 hours of searching for a solution to what would seem to be such a simple issue I FINALLY stumbled on your posts here... Thankyou!!!
I have been stumbling around trying to get TextField to work and had no Joy, Label was fine, but limited formatting, and I need to be able to use embedded fonts and rotate. After reading the above this finally worked for me:
var myFormat:TextFormat = new TextFormat();
myFormat.align = "center";
myFormat.font = "myFont";
myFormat.size = 14;
myFormat.color = 0xFFFFFF;
var newTxt:UITextField = new UITextField();
newTxt.text = "HELLO";
addChild(newTxt);
newTxt.validateNow();
newTxt.setTextFormat(myFormat);
The order of addChild before the final 2 steps was critical! (myFont is an embedded font I am using).
One again... a thousand thankyou's...
John
EDIT BASED ON THE ASKERS FEEDBACK:
I didn't realize you wanted to just apply one style to the whole textfield, I thought you wanted to style individual parts. This is even simpler for you, won't give you any trouble at all :)
var textFormat: TextFormat = new TextFormat("Arial", 12, 0xFF0000);
myText.setTextFormat(textFormat);
Be aware that this sets the style to the text that is in the TextField, not necessarily future text you put in. So have your text in the field before you call setTextFormat, and set it again every time you change it just to be sure it stays.
It's probably best if you use a normal TextField as opposed to the component. If you still want the component you may need to call textArea.validateNow() to get it to update with the new style (not 100% sure on that one though) Adobe components are notoriously bad, and should be avoided. :(
To see all available options on the TextFormat object see here
END EDIT ---------
This is easy enough to just do with CSS in a normal old TextField.
var myCSS: String = "Have some CSS here, probably from a loaded file";
var myHTML: String = "Have your HTML text here, and have it use the CSS styles";
// assuming your textfield's name is myText
var styleSheet: StyleSheet = new StyleSheet();
styleSheet.parseCSS(myCSS);
myText.autoSize = TextFieldAutoSize.LEFT;
myText.styleSheet = styleSheet;
myText.htmlText = myHTML;
Supported HTML tags can be found here
Supported CSS can be found here
The reason you have a problem adding Textfield to containers is that it doesn't implement the IUIComponent interface. You need to use UITextField if you want to add it. However, that's presenting me with my own styling issues that brought me to this question.
A few things I know:
TextField is styled using the TextFormat definition, and applying it to the textfield. As Bryan said, order matters.
setStyle does nothing on IUITextField, and the TextFormat method doesn't seem to work the same as in normal TextFields. (Edit #2: Ahah. You need to override the "validateNow" function on UITextFields to use the setTextFormat function)
To autosize a TextArea, you need to do something like this (inheriting from TextArea):
import mx.core.mx_internal;
use namespace mx_internal;
...
super.mx_internal::getTextField().autoSize = TextFieldAutoSize.LEFT;
this.height = super.mx_internal::getTextField().height;
Found this code on, I think, on StackOverflow a while back. Apologies to the original author. But the idea is that you need to access the "mx_internal" raw textfield.
Text and TextArea have wrapping options. (Label does not). So if you set the explicit width of a Text object, you might be able to size using the measuredHeight option and avoid truncation.
(edit: That was #4, but stackoverflow parsed it into a 1...)