Xamarin Forms Page Transition Animation - user-interface

I am trying to animate my page so that when the settings icon(in the top right) is clicked, the settings page will expand from the top right as a circle over the current main page.Example settings page
Also when you click on the corner of the mainpage I want to close the circle.
Does anyone have any idea of how I could do this?

I found a solution to my question here: Popout frame
I created a frame with a corner radius such that the frame was a circle shape then I used a scale animation to make it pop in and out.

Related

Cube 3D React npm scrolling without a click effect

I am using Cube 3D react and I put some links in the cubes with links ,the problem that I have is when I scroll through different sides of the box if my mouse is still on the square while I end the scrolling it is clicked and the link redirects me ,I want if its possible while I scroll even if I end scrolling and my cursor is still on the side I started to scroll not to be clicked.

Electron, how to make a window slide from offscreen? (like the notifications center)

I'd like to achieve the same opening/closing animations as macOS' notifications center, basically having it slide from a side.
Is it possible to do this using electron?
I think it is possible. Electron has everything you need for it:
A Frameless Window is probably the way to go for this.
win.setPosition(x, y[, animate]), win.setSize(width, height[, animate]), win.hide() and win.show() is all you need to animate the window
screen and Display will help you put the window in the correct position
Initial state:
Place window at the side of the screen
Set to smallest possible width
Hidden
Opening:
Show window
Increase width and change position towards center of the screen until the window reaches the desired size
Closing:
Decrease width and change position towards side of the screen
Hide window when side is reached
The content of the window is then just CSS and JS magic, to make it look good.
Check out css animations here
You can position elements off screen with css and animate them in with css
No javascript required.

UI doesn't show up in #Screen tab in Unity 4.6

I have just upgraded Unity to version 4.6 and tried to create a button by Create -> UI -> Button.
However, this button doesn't show up in #Screen tab but it does in Game tab.
Please look at the screen shoot below:
Another question is: The default width and height when creating a new button is 160 x 30. When I change the source image with my own image button, I have to change the width and height parameters in rect transform. Is there any faster way to automatically obtain new width and height based on the image which I insert?
Thank you very much!
First, double click the button in your hierarchy and see that it indeed does not show in the Scene view, excluding any kind of zoom problem. (By the way, I'm assuming you mean "Scene" and not "Screen", right?) Things in different cameras or canvases might have very different scales but appear correctly in the Game view. I don't know how used you are to Unity, so I'm sorry if this sounds obvious. :)
Next, check the dropdown labeled "Layers" on top of Unity's editor, to the right of the Play, Pause and Step buttons. See if the layer of your button (which in this case is "UI") is visible. It should have an open eye icon next to it.
Regarding your other question, after dragging your sprite to the Image component, you can press the "Set Native Size" button, which will set the size of your object to the dimensions of your Sprite. Regarding the new UI, I think this is as automatic as it gets. Note that "Set Native Size" will only appear if your Image type is set to Simple (probably what you want) or Filled in the component.
I had the same problem before and here's a possible solution.
By default, the editor camera (Scene Tab) renders the World Space,
so your Canvas component's render mode should be set to "World Space".
The problem may only occur when you're trying to (or supposedly) render your UI in Screen Space - Overlay or Screen Space - Camera in the Canvas component.
So if you want to properly edit UI objects in the scene tab/window; set the Canvas component's render mode to World Space.
We don't have this problem in Unity 4.x before because I think Unity automatically renders any render mode from the Canvas component, however, that doesn't happen in Unity 5.x. I'm guessing it's either intentional that they do that or it's a bug on Unity UI feature.

How to get div X and Y (top left and bot right) , inside an image

Here is what exactly I am trying to do.
I have an image with square elements inside it. When i click on top left and bottom right corners of those elements they are surrounded with divs with border. I then have functions to drag and resize those divs(once they are created by two clicks). I want to be able to record the resized coordinates of those divs in text boxes. For example if the image is with height=700 and width=500. Then if i create a square div inside it with coordinates top left(x=190,y=150) and bottom right(x=290,y=250). Then if i drag this div around the image i want those coordinates to change accordingly. Same thing to happen if i resize it.
Here i have added the code in a web site. laughter.free.bg/imagemapping/Img1.html What you need to do is click on top left and bottom right corners of one of the snack packs. Then you`ll see a box on the right with the coordinates of this Green bordered div. I want those coordinates to change when i drag or resize this div. You can see the code in the source of the page.
Thanks a lot in advance.
It is possible to bind functions to the resize event through jQuery.
For example, ur kiroid has a class of ui-resizable. You could use something like:
$('.ui-resizable').resize(function() {
// refresh your coords here from $('kiroid').css maby?
})

Adobe Edge - Growing Circle Animation

I'm making a product site in Adobe Edge. I have a circle div that needs to grow in a span of, let's say, 2 seconds when mouseover. Then a text has to appear in it. When mouseout, the text must disappear and do the reverse animation back to normal size. The circle has also to grow from its center, not the top left corner. I'v been trying to do this for hours with jquery and css3 animations but failed to get a satisfying result.
This is very easy with edge animate.
make your circle element.
set a key frame at 00:00 on the timeline for the circles width and height.
press Q (the transform tool) or select the icon at the top left of the screen just to the right of the arrow.
The transform tool scales things based on the origin point, which is repositionable but is automatically in the center of the selected object.
go to 02:00 on the timeline.
resize your circle.
set a keyframe for your text at 0 opacity.
go forward on the timeline.
set another keyframe for your text at 100% opacity.
group the circle and text into a div.
right click on that div and press 'convert to symbol'.
go back to the stage by clicking 'stage' on the top left of the preview window.
select the object that you want to use to trigger the animation.
open the actions for that object.
paste the following code into a mouseover event: var mySymbolObject = sym.getSymbol("INSERT THE NAME OF YOUR SYMBOL").play();
now make a mouseout event and paste this code: var mySymbolObject = sym.getSymbol("INSERT THE NAME OF YOUR SYMBOL").playReverse();
now what should happen is that onMouseOver, the timeline for that symbol plays forward, and onMouseOut, the timeline for that symbol plays in reverse. This way, if the animation is half way through and they mouse out, it will reverse from where it's at back to the beginning.
Probably you would like also to use mouseenter/mouseleave events rather than mouseover/mouseout, if you will nest text div inside circle div.
http://www.bennadel.com/blog/1805-jQuery-Events-MouseOver-MouseOut-vs-MouseEnter-MouseLeave.html

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