I have a bit of doubt regarding my application which is being created using Mate framework. The first thing user has to do is to log in, so I created Login.mxml view. After a successful login I need to display the main view with applicationControlBar at the top and a workspace below. At the moment I have two separate views, so if I understand correctly it makes sense using ViewStack.
Thing is, I'd like also to display some kind of panel with buttons on top of the workspace after login - here is screenshot. After clicking on a button the panel should dissapear. To complicate things a little bit more, there is a possibility for this panel to change state. Clicking on a specific button may result in showing progress bar at the bottom of panel.
I feel I should create separate view, MenuDialog.mxml and put there buttons, progress bar and states, but how to display it on the top of the workspace? I hope my problem is clear enough :)
I would make the panel a popUp, with the main application (or the ViewStack's parent container) as the parent of the popUp. You can use the PopUpManager Class to close it based on user actions within the Panel.
Assuming that perhaps you do not want a modal login style panel (which many apps these days eschew) then you should absolutely use states rather than ViewStacks.
States are a much cleaner way to distinguish the various, uh, states that your UI can be in -LOGGED_IN, LOGGED_OUT, etc.
It may take a little to get used to working with states, but once you do, you'll never go back. :-)
Related
I'm working on a bookshelf project. I'm still new to programming, but i managed to make the Google Books API work so far, but when I receive the search results, my side drawer (side menu) doesn't expand.
Also, if I want to make a "load more results", what would be the best approach?
Video of the problem: https://www.loom.com/share/12ab331cf37f41038f6da294f5e5ea29
Vercel: https://academicshelf.vercel.app/discover
Best regards,
Frederik
So rather than "expanding" the side bar, make it's height: 100vh and position: fixed. That way, as the user scrolls, the side bar scrolls with them.
As for the "load more results" bit, this is dependent upon your implementation. You're either going to want to paginate or do "infinite scrolling". Pagination can take on the look of a bar at the bottom with total results and different pages, or a simplified version of it would literally just add an element to the bottom that says "load more..." and will load the next set of elements by expanding upon the current list. This prevents the client from downloading a lot of content for items they will never see. For performance, I would recommend lazily loading the next set of results so that when the user clicks the button, it loads the next set instantaneously.
So I am having this issue with using Google VR reticle where I cannot click a button. I have an image attached showing the heirarchy and the PlayButton is what I am trying to click. The Canvas has a Graphic Raycaster, the button has an Event Trigger that calls the method to navigate to the next scene. The UpScrollPanel, and DownScrollPanel work just fine. The EventSystem has the Gaze Input Module, as well as Event System, and Touch Input Module.
Any ideas on how to get this working? I have watched a few videos from NurFACEGAMES and while they helped a little, I haven't gotten the click to work yet.
Oh, and I am using Unity 5.3.4f
Sometimes things can get in the way of the button, make sure that no other UI elements overlap it, for example text borders (which are actually larger than they appear). You can also fix this by moving the button up the hierarchy among its siblings, I believe the first child is top.
Also try moving the button up the hierarchy if possible, sometimes UI having certain parents makes them not work
The canvas object should have a graphic raycaster
I found the issue to be unrelated to anything I thought it was. The menu I was using is a prefab I also use in another view that isn't VR. The scrollrect was loading that prefab, instead of the modified one I was using in the VR menu, and therefore the triggers I had added to the button were no being used when the app loaded.
I have two options. I need 48 of a certain type control; it needs to respond to clicks and taps (for touch devices).
I could use Buttons, using the TextButtonStyle, and the Click event. Or I could use TextBlock, with the Tapped event.
I reckon buttons may be more "expensive" to create. OTOH, although I believe "Tapped" is also called when the user clicks the component, this makes me a little nervous due to its nomenclature, I guess.
Another difference is that a button takes up only the width necessary, whereas a TextBlock takes everything; and I want the underlying Grid to be tappable, so the TextBlock is kind of a problem that way. Is there a property that will make it more modest like the button?
There is design guidance for Windows Store apps on when and how to use buttons at http://msdn.microsoft.com/en-US/library/windows/apps/hh465470. Based on your description and this guidance, it sounds like buttons are the way to go. Responding to click events is what they were made for, and TextBlocks add the extra issues that you describe.
Short Version:
"How do you get a simple UITable drill down UINavigationController-styled non-full-screen modal dialog on the iPad?"
Long version:
I have a very specific set of requirements that I can't seem to get working...
I have a functioning iPad program that that needs to pop up a non-full-screen modal view. This modal needs to have a navigation controller and a simple drill-down table that displays a detailed view that I can have edit some values related to the selected item in the table.
Of course I am looking to have the regular "Back" and "Delete" buttons in the Navigation Bar.
I can handle the detailed view, what I am having issues with:
Non-full-screen popup (mine is
always full screen no matter what I
try).
The Navigation controller will not display the Table View I tell it to and the navigation bar does not even have the title I assigned to it in IB.
I can't seem to get any of this working. If anyone has a step by step example of how to do this, that would be great,
~Eric
P.S. I am not afraid of doing this 100% programmatically, but all the examples I have been trying to follow (and failing at extending to my problem) use IB.
As for the fullscreen issue, you need to set modalPresentationStyle to UIModalPresentationFormSheet or UIModalPresentationPageSheet on the controller you want to present modally. I'm not sure of a way to do this through IB.
As for your navigation controller/table view, I think more information is needed to provide an answer.
I am denying a user the ability to drop into my tree during certain conditions, it's all going well, but I want to tell the user why I'm denying the drop. I would prefer to do it with a toolTip, but it doesn't seem to work. Can I not have a toolTip during a drag operation? How can I force one?
Flex seems to treat toolTips as a property of the UI component, with the component deciding when and if to show it. I would like it to force it to be like doing one in javaScript where it was always just like saying "Show it now" "stop showing it now"
Does anyone know about doing this during drag?
Thanks
~Mike
What you could try is to show the tooltip yourself with the mx.managers.ToolTipManager. Create for example a VBox that implements mx.controls.ToolTip and displays the message you want to show to the user.
You can see a working example at FlexExamples.
Another idea is to show a programmatic mouse cursor when the drop is denied. I've just read an article about that on Inside Ria.