acceptdragdrop in flex - apache-flex

I am having one mxml in which I am doing dodrag of buttons into other canvas I want to have acceptdragdrop in other file so that the canvas accepts dragged buttons
there is Panel.mxml in which I am writing
this.addChild(button);
button.addEventListener(MouseEvent.MOUSE_MOVE,dragTaskImage)
private function dragTaskImage(event:MouseEvent):void
{
.....
}
Now I want to have other function in workflow.mxml in which I accept drag?

There are several good examples and tutorials out there on drag and drop for Flex. Take a look at:
http://help.adobe.com/en_US/flex/using/WS2db454920e96a9e51e63e3d11c0bf64595-7fed.html
http://www.flexafterdark.com/tutorials/Flex-Drag-and-Drop
http://www.truespire.com/examples/dual-list-manager/
http://blog.flexexamples.com/2007/09/19/dragging-rows-between-two-different-flex-datagrid-controls/

Related

alter style definition in vaadin

I have code that will hide components dynamically; it uses [component].addStyleName("name") to add a style to a component, and that style is defined to hide the component.
I have a page which will have a large number of components; I can put them in an array and do this, but I'm hoping for a different way. I would like to assign all those components their own style - something like "costPanel" - and then use server-side vaadin code to alter the definition of the style "costPanel" at runtime.
The Page.Styles class in Vaadin has no methods for obtaining existing styles nor altering ones that are there -- the only methods are for adding them.
Is this possible in Vaadin, even if I have to do something on the client side for it?
This is perhaps best suited as a comment, but it does not really fit in there.
Not trying to be patronising, but it sounds like you're trying in a very complicated way to reinvent the wheel. component.setVisible(false) will do exactly what you need, as in the component will not take up any space since it won't actually exist in the DOM itself. Take a look at the example below:
Code:
public class LayoutWithInvisibleComponents extends VerticalLayout {
private int index = 0;
public LayoutWithInvisibleComponents() {
// add a visibility toggling button
addComponent(new Button("Toggle next", event -> {
Component component = getComponent(++index);
if (component instanceof Button) {
// just toggle the next one if it's a button
component.setVisible(!component.isVisible());
}
if (index == getComponentCount() - 1) {
// reset counter
index = 0;
}
}));
// add some invisible dummy buttons
for (int i = 0; i < 5; i++) {
Button button = new Button("Button " + i);
button.setVisible(false);
addComponent(button);
}
// and add a visual delimiter
Panel rightPanel = new Panel(new Label("---------- some visual delimiter ----------"));
rightPanel.setSizeFull();
addComponent(rightPanel);
}
}
Result:
Is there anything else I'm missing?
This also would make a better comment, but doesn't fit well enough there.
The following is from the Book of Vaadin:
Beware that invisible beings can leave footprints. The containing layout cell that holds the invisible
component will not go away, but will show in the layout as extra empty space. Also expand ratios
work just like if the component was visible - it is the layout cell that expands, not the component.
The phrase "show in the layout as extra empty space" convinced me that there would be blank, open, background-colored space where my component was supposed to be. I don't remember if I tried it, but I might have and had some other error that caused me to conclude my assumption was correct, and that the setting was for making it un-rendered but with the space still visible.
Vaadin has much better documentation than most of the industry, but in this case I got the meaning crossed up. In succeeding paragraphs they even have additional explanation that does say what I learned through this question, but the part quoted here seemed to contradict it.

How do I overlay two Xamarin Forms layouts such that both can receive touch inputs?

(I posted this initially on the Xamarin Forums, but then decided I might get a faster answer here?)
TL;DR: Some layouts will count a tap on a transparent background, others won't. Setting InputTransparent on a container sets it for all of its children, and I feel like children should be able to override the parent. I need to create elements that overlay another element and pass taps through a transparent region but still have tappable buttons. When I try this with a Grid, it doesn't work. I don't want to go back to AbsoluteLayouts. I'm mostly working in iOS right now, I'm not quite sure if it's a problem in Android yet. Windows Phone/UWP isn't on the table.
Longer version:
I'm rewriting some layouts that worked OK in an older Xamarin Forms (1.3 I think). We recently upgraded to 2.1, and it wreaked havoc on the layout code's bad decisions. I'm tasked with updating the layouts to behave themselves. While I recognize 2.2 has been released, I just tried an upgrade and everything I'm typing seems true in that version as well, so it's not a 2.1 vs. 2.2 issue, or at least if some improvements are made they aren't helping me.
It's a mapping application, so the centerpiece of all layouts is an expensive, temperamental OpenGL element. This element very much does not like to be reparented, so I've adopted a layout sort of like this imaginary XAML:
<ContentPage>
<CustomLayout>
<OurHeaderControl />
<TheMapControl />
<OurFooterControl />
<MapOverlay />
</CustomLayout>
</ContentPage
The purpose of "MapOverlay" is to implement our workflows by adding Xamarin elements on top of the header/footer areas and/or the map. For example, one layout adds a list of directions to the bottom above the footer, so it has less room for the map to appear. The custom layout understands this and lays out the map after the overlay so it can ask for the correct map bounds.
In this layout, I cannot tap on anything the MapOverlay is over. I can make it InputTransparent and tap those things, but then all of its children are also not tappable. This was not true in the old layouts.
Here's the only differences I see between the old layouts and the new:
The old layouts were a complicated mess of AbsoluteLayouts. It looked something like this, I didn't write it:
<ContentPage>
<AbsoluteLayout> // "main layout"
<AbsoluteLayout> // "map layout"
<Map /> // An AbsoluteLayout containing the OpenGL view.
</AbsoluteLayout>
<AbsoluteLayout> // "child layout"
<SubPage /> // An AbsoluteLayout
</AbsoluteLayout>
</AbsoluteLayout>
</ContentPage>
The main layout contains AbsoluteLayouts to constrain the child views. One child view is itself an AbsoluteLayout that contains the Map and a handful of other elements associated with it. The other child is the overlay, which is always an AbsoluteLayout that contains the elements relevant to that overlay. These layouts all reference each other in cycles and update each other as layout events change. It's a fascinating ping-ponging that eventually settles down. Usually. Sometimes things just disapper. Obviously there's a reason I'm rewriting it.
But I can click on what I need to click on at every layer, and I don't get that.
So, let's talk about what I need to work, and maybe figure out if it's a bug why it's not working, or if it's a coincidence that it worked with other layouts. Here's a non-XAML page layout that demonstrates, my project's got its roots in the days when you couldn't use XAML in shared libraries:
I need to be able to tap both buttons in this UI and have them respond.
public class MyPage : ContentPage {
public MyPage() {
var mainLayout = new AbsoluteLayout();
// Two buttons will be overlaid.
var overlaidButton = new Button() {
Text = "Overlaid",
Command = new Command((o) => DisplayAlert("Upper!", "Overlaid button.", "Ah."))
};
mainLayout.Children.Add(overlaidButton, new Rectangle(0.25, 0.25, AbsoluteLayout.AutoSize, AbsoluteLayout.AutoSize), AbsoluteLayoutFlags.PositionProportional);
// The top overlay layout will be a grid.
var overlay = new Grid() {
RowDefinitions = { new RowDefinition() { Height = new GridLength(1.0, GridUnitType.Star) } },
ColumnDefinitions = {
new ColumnDefinition() { Width = new GridLength(1.0, GridUnitType.Star) },
new ColumnDefinition() { Width = new GridLength(1.0, GridUnitType.Star) },
},
BackgroundColor = Color.Transparent
};
var overlayingButton = new Button() {
Text = "Overlaying",
Command = new Command((o) => DisplayAlert("Upper!", "Overlaying button.", "Ah."))
};
overlay.Children.Add(overlayingButton, 0, 1);
mainLayout.Children.Add(overlay, new Rectangle(0, 0, 1.0, 1.0), AbsoluteLayoutFlags.All);
// This pair of property sets makes the overlaid button clickable, but not the overlaying!
// overlay.InputTransparent = true;
// upperOverlayButton.InputTransparent = false;
Content = mainLayout;
}
}
This only lets me tap the "overlaying" button even when I change the Grid to an AbsoluteLayout.
I'm stumped. It took me 2 weeks to debug the initial layouts and come up with a new solution. I really don't want to disassemble all of our layouts and put everything in one big AbsoluteLayout or a custom layout. In WPF, there were two kinds of transparent: "transparent background" meant the background could still hit test, and "null background" meant the background would not hit test. Is there some way to overlay layouts in Xamarin like this?
Or, more appropriate, why is the convoluted nest of numerous AbsoluteLayouts in our old layouts working like I need it to, but this much simpler layout isn't?
updates
Here's some additional information I remembered:
This behavior is iOS specific. On Android, both the example code and our code work.
I'm not the first person to have this problem: On StackOverflow. On Xamarin's Forums.
In general it seems as if the behavior with iOS in regards to how InputTransparent is being handled in a Grid compared to the other two platforms. I'm not particularly certain whether I'd quantify the current behavior as a bug at this time, but I understand that it's frustrating to run into a disparity in platform behavior.
There is a fix of sorts for your situation, though, if I'm understanding it correctly. It appears similar a similar report was filed before and behavior regarding iOS was mentioned via this SO link. The question is posed in the scope of a non-Forms iOS app, but the logic can be applied here.
By using a custom renderer (let's use a CustomGrid as an example), you can specifically implement the iOS implementation of the Grid to follow the aforementioned link's manner of finding underlying views:
CustomGrid.cs (PCL):
public class CustomGrid : Grid
{
public CustomGrid() { }
}
CustomGrid.cs (iOS):
[assembly: ExportRenderer(typeof(CustomGrid), typeof(CustomGridRenderer))]
public class CustomGridRenderer : ViewRenderer
{
public override UIKit.UIView HitTest(CoreGraphics.CGPoint point, UIKit.UIEvent uievent)
{
UIView hitView = base.HitTest(point, uievent);
if (hitView == this)
{
return null;
}
return hitView;
}
}
In this manner you should not explicitly set InputTransparent for iOS, and any taps on the Grid itself are sent through to anything below. Since Android works with InputTransparent, though, in this particular case you can wrap that inside a Device.OnPlatform statement and skip implementing the Android custom renderer if you don't want to:
Device.OnPlatform(Android: () =>
{
overlay.InputTransparent = true
});
Using your above code modified to use the CustomGrid and iOS renderer, I'm able to tap both buttons.

Ember Responsive iFrame component

I'm embedding a PPT into my app, so I'd like a responsive iFrame. Can't get this working with the CSS based approached I've looked at here.
I'm thinking the best way would be just to make a simple component with height and width properties. Can I make these computed properties / observers that listen and update on the browser resize?
Or would I need to create a resize event and update the properties on the event?
A little code example would be much appreciated!
Thanks
I would recommend to use a CSS based approach, but you can use a component and use the resize event. Basically you would add the event listeners to window in your didInsertElement hook, and remove them in your willDestroyElement hook. Just use jQuery's .on() and .off().
onResize() {
// do whatever you want to calculate your values
set(this, 'my-frame-with', ...);
},
init() {
set(this, 'boundOnResize', get(this, 'onResize').bind(this));
},
didInsertElement() {
jQuery(window).on('resize', get(this, 'boundOnResize'));
},
willDestroyElement() {
jQuery(window).off('resize', get(this, 'boundOnResize'));
}
You can not use computed properties for this because they need to depend on observable properties. This will not work for plain JS properties, because this in an ember functionality. So you need to kind of wrap them like this.

Is it possible to apply CSS styles to a dialogue or wizard modal window in Eclipse?

Is it possible to apply CSS styles to a dialogue or wizard modal window in Eclipse? I've been able to use the CSS Spy plug-in to figure out most elements but when I bring a modal up, Spy becomes inactive.
Yes it is possible for dialogs and wizards that you create. However changing some of the styles of a dialog or wizard can be quite tricky (such as the dialog background). To some extent you can also apply styles to existing dialogs.
For dialogs you create you probably want to set a CSS class for the dialog area to make it easier to specify styles applying just to the dialog:
#Override
protected Control createDialogArea(final Composite parent)
{
Composite composite = new Composite(parent, SWT.NONE);
composite.setBackgroundMode(SWT.INHERIT_DEFAULT);
WidgetElement.setCSSClass(composite, "DialogClass");
...
This sets the CSS class and the composite background mode.
You can also apply styles to any dialog using CSS selectors in the form:
Shell[style~='SWT.APPLICATION_MODAL'] > Composite > Text
{
font-size: 14pt;
}
which applies the style to a Text control in a application model dialog.
An example Dialog with styling:
No. The CSS styling feature works on Eclipse 4 workbench model which represents the workbench window along with editors and views within it, but not the content of editors, views or dialogs.

importing flash library symbol into flex

I am embedding a flash file in my flex file and then trying to add it to the stage. IU try addChild to a canvas element and to a container element, but it keeps giving me the error, the symbol "myBtn" is cannot be converted to a IUIcomponent.
I understand that I need to place everything inside some sort of component, but what is the proper way to do this in flex?
Adding to rawChildren isn't the way to go here. Containers ignore rawChildren when doing things such as layout, measurement, etc.
Instead, simply wrap it in a UIComponent:
[Embed(source="...")]
public var someSwf:Class;
public function addSwf():void
{
var swf:Sprite = new someSwf();
var wrapper:UIComponent = new UIComponent();
wrapper.addChild(swf);
this.addChild(wrapper);
}
Look here for info on Embedding swf files and embedding swf symbols.
I figured it out thanks to this post: http://craiggrummitt.blogspot.com/2007/11/how-to-add-children-in-flex.html
you use something called rawChildren. so I would do myComponent.rawChildren.addChild('mymc');
Here you can downlod a complement to conver a symbol into a flex component from Flash
www.adobe.com/go/flex_ck_en
You can add all your move into a symbol then convert to flex component
Select the symbol from the libary then go to:
Commands > Convert Symbol to Flex Component
then import the swc resultant in flex
finally add the elemento into flex:
public var swfImported:NameOfTheSymbol=new NameOfTheSymbol();
private function init():void{
stage.addChild(swfImported);
}

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