Creating shapes in nativescript-angular project - nativescript

I am implementing cradle tab bar for my nativescript-angular project. I've already found a good example on nativescripting.com:
https://nativescripting.com/posts/cradle-tab-bar-animation-in-nativescript?utm_source=twitter&utm_medium=tweet&utm_campaign=nativescript
Proposed tab bar was implemented with help of three layouts:
left layout (left from the circle);
center layout (where the circle is);
right layout (right from the circle).
In order to achive smooth transition between center layout and adjacent layouts, center layout was implemented as circle with border that covers half-height white grid (Design of tab bar).
My goal is to make a space between circle and another part of tab bar transparent so scrolling of page was visible on background of tab bar.
Now I am trying to make custom shape for center layout (figure that is the result of excluding circle from rectangle). I found an article and video for creating simple shapes but it seems it has no support for nativescript-angular project:
https://nativescripting.com/posts/nativescript-shapes-2-methods-for-creating-shape-views
So, how can I create shapes in nativescript-angular project and how to create advanced ones?

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Xamarin forms material buttons corner radius issue

I am trying to implement material design in our cross platform app. when I use corner radius on button, on android it works fine but on iOS I get below result but when I remove corner radius it renders properly:
the code is as simple as with visual material in the contentpage
This weird appearance occurs when your button doesn't have enough height to display corner radius.
setting the height 2 multipliers to the radius resolves the issues and renders the button properly

how to make top left sharp corner in whatsapp chat message bubble in react native

enter image description here
In above image of whatsapp chat.
How to make top left corner in react native style sheet . in web we make with "before" pseudo class but in react native stylesheet . pseudo class is not work.
You can create a custom triangular shaped view and place it at the top left corner of bubble. Also keep the border radius of top left corner of bubble 0 so that the triangular view blends in perfectly.
You can refer the below link for creating the custom triangular shaped view.
https://reactnativecode.com/triangle-shape-view/

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.

Unity 4.6 - How to scale GUI elements to the right size for every resolution

The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.

how to set the right canvas in an firemonkey application?

I have 2d scene editor based on firemonkey. The user can select/move various complex 2d objects on his iPad. My problem, the objects are drawn on the scrollbar also.
The visual structure is simple. The form contains a tabcontrol. The tabcontrol's editor tab has two scrollbar (right, bottom). On the tab client area there is a TLayout type component (aligned alClient). The 2d objects parents are the layout component. The 2d object parent type is TShape.
I assume the application draw on the form directly instead of drawing on the editor tab. How to set the correct drawing canvas?
The solution:
Layout.ClipChildren := True;

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