Wrong map center in iOS using nativescript-google-maps-sdk - nativescript

In iOS when I put marker and mapView location, the map does not display centered, but if I move the phone to landscape and rotate again to portrait the map center displays fine.
In Android works fine.
You can get more information in this GitHub issue:
https://github.com/dapriett/nativescript-google-maps-sdk/issues/322

I have personally faced this and discovered that it's basically a layout problem on iOS. The height and width attribute values supplied to the MapView's XML element are somewhat differently treated by iOS. The solution to our problem, as described in the question itself is resizing the map on runtime (as rotating the screen makes it go through a resizing routine). Applying this absurd logic at the beginning of the map render, solves the problem.
This is how I did it:
Provide the width value of the MapView in XML:
<maps:mapView width="100%" mapReady="onMapReady" />
and set the height of the map inside onMapReady method, with a 100 millisecond delay.
/* if you want to set height in DIP */
setTimeout(() => this.mapView.height = 500, 100);
or if you want to set height in percentage
/* [0.85 means 85% here] */
setTimeout(() => this.mapView.height = {
unit: '%',
value: 0.85
}, 100);
100 millisecond delay makes it go through the resize effect. Tested on iOS 12.1

Related

Frame animation from outside screen and translateto inside screen

I'm new to animation with Xamarin Forms, I have a frame that I need to place it outside the screen like this:
The small frame is outside the device's screen
The small frame now inside the device screen
My problem is I need to know how I can place the frame like that (outside the screen) from the start, and how to know the width and the height of every device so I can use the TranslateTo() method to translate the frame to the exact same position for every device.
Thanks in advance
You can try this from your .cs page
Application.Current.MainPage.Width
Application.Current.MainPage.Height
You can use Xamarin.Essentials NuGet pakage to achieve this. And there is a useful class DeviceDisplay in there that should be helpful for you.
The documentation can be found here.
Usage example:
// Get Metrics
var mainDisplayInfo = DeviceDisplay.MainDisplayInfo;
// Orientation (Landscape, Portrait, Square, Unknown)
var orientation = mainDisplayInfo.Orientation;
// Rotation (0, 90, 180, 270)
var rotation = mainDisplayInfo.Rotation;
// Width (in pixels)
var width = mainDisplayInfo.Width;
// Height (in pixels)
var height = mainDisplayInfo.Height;
// Screen density
var density = mainDisplayInfo.Density;

iOS 11: Scroll to top when "adjustedContentInset" changes with larger title bars?

I noticed that this code doesn't quite work as expected on iOS 11, because the "adjustedContentInset" property value changes as the "navigationBar" shrinks during a scroll:
CGFloat contentInsetTop=[scrollView contentInset].top;
if (#available(iOS 11.0, *))
{
contentInsetTop=[scrollView adjustedContentInset].top;
}
////
[scrollView setContentOffset:CGPointMake(0, -contentInsetTop) animated:YES];
... For example, this might start out as 140, then reduce to 88 beyond a minimal scroll offset. This means if you call this, it doesn't actually scroll all the way to the top.
Aside from preserving the original offset in memory from when the UIScrollView loads, is there a way to recover this value later to ensure that it does indeed scroll to top consistently, no matter the "adjustedContentInset"?
Currently, there is indeed no way to do this with iOS 11, I have heard. The only way to do so is to capture the initial value and store it for the life of the navigation/view controller.
I will update my answer accordingly if I hear otherwise, but it will be broken in the base iOS 11 release forever unfortunately.
I had this same problem with a Large Title in iOS 11, and the following code worked for me.
The following code first scrolls the offset a reasonable size above where you want to be. The value -204.666666666667 was the tallest value from setting the Accessibility > Larger Text > Larger Accessibility Sizes to the highest. I'm sure this doesn't cover other possibilities, but it is working for me so far. -CGFloat.greatestFiniteMagnitude is otherwise too problematic.
tableView.setContentOffset(CGPoint(x: 0.0, y: -204.666666666667), animated: false)
This will now give you back the right adjusted content size. To avoid being scrolled too far higher, i.e. leaving white space, just use the value as follows.
var contentOffset = CGPoint.zero // Just setting a variable we can change as needed below, as per iOS version.
if #available(iOS 11, *) {
contentOffset = CGPoint(x: 0.0, y: -tableView.adjustedContentInset.top)
} else {
contentOffset = CGPoint(x: 0.0, y: -tableView.contentInset.top)
}
tableView.setContentOffset(contentOffset, animated: false)
In summary, set the offset higher first (-204.666666666667 in my case, or just -300 or whatever), then that readjusts the adjustedContentInset.top to include the Large Title, scroll bar, etc., then you can now set the content offset as needed.

reorganize layout on orientation change in titanium

I have a layout that has sum specifications when it is in portrait. But when I change the screen orientation the layout needs to reorganize to fit the entire screen. The problem is that the layout keeps he's dimensions. So if the layout starts portrait the I change to landscape the layout keeps the portrait configuration. How can I make my layout so it auto reorganizes on screen orientation changes?
How I create my views:
var deviceHeight = Ti.Platform.displayCaps.platformHeight,
deviceWidth = Ti.Platform.displayCaps.platformWidth,
platform = Ti.Platform.osname;
if (platform == 'android') {
deviceHeight = Math.round(Ti.Platform.displayCaps.platformHeight / Ti.Platform.displayCaps.logicalDensityFactor);
deviceWidth = Math.round(Ti.Platform.displayCaps.platformWidth / Ti.Platform.displayCaps.logicalDensityFactor);
}
var View = Ti.UI.createView({
height : deviceHeight,
width : deviceWidth,
backgroundColor : 'white',
layout : 'vertical'
});
Very important: Don't specify width in points/pixels, but in percentages. Or use relative width. For example, if you want a view that is full width, minus 10 left and 10 right, specify that:
Ti.UI.createView(){
left: 10,
right: 10
}
Treat Apps different as websites! Make everything relative. There are so many resolutions it is impossible to make a layout PER resolution. Make a single solution for mobile, and possible re-arrange some stuff for tablets.
If you really want to redraw manually, use this event and redefine all your views after again:
Ti.Gesture.addEventListener('orientationchange',function(e) {
});
For this to work, you need to keep a reference to all your views and adjust where you like.

Grid like arrangements in UIScrollView(PhotoScroller)

I was using apple's scrollview sample code PhotoScroller for my app using numerous images (and by recycling logic)
in UIScrollView. I implemented that in my app and it works fine.
Now Im working in an app similar to the above, but with the
difference, loading images in grid like view. When I happen to use the
same sample code, every thing works fine except the recycling logic.
I think there is some problem with my frame set which don't tell the
xcode, the visible region.
Please some one temme how to set the visible set for the grid View
structure for scrollview? The code I use is,
CGRect visibleBounds = _scrollView.bounds;
// CGRect gridElementvisibleBounds = CGRectMake(0, 0, 212, 200);
int firstNeededPageIndex = floorf(CGRectGetMinX(visibleBounds) -
CGRectGetWidth(visibleBounds));
int lastNeededPageIndex = floorf((CGRectGetMaxX(visibleBounds)-1) -
CGRectGetWidth(visibleBounds));
firstNeededPageIndex = MAX(firstNeededPageIndex, 0);
lastNeededPageIndex = MIN(lastNeededPageIndex, [self imageCount] - 1);
where _scrollView is the UIScrollView instance that I use and the
gridElement that I use is of frame size (0, 0, 212, 200). The number
of grid elements that occupy the scrollView bounds is
3 x 3 (9).
I don't want to use grid like tableViews(AQGridView, etc,.) since Im gonna load more than 500 images.
Please some one help me finding out the thing that I should correct in
the above code.
I nearly fixed the issue by making use of contentOffset to get the visible area.
Here is the piece of code illustrating what I did to make it working.
int firstNeededPageIndex = ((int)_scrollView.contentOffset.y / 960) * 9;
int lastNeededPageIndex = ((int)_scrollView.contentOffset.y / 960) * 9 + 17;
where I found the visible area by getting the contentOffset.y/960 and got the firstNeededPageIndex as given above.
When the scrollview scrolls, the components of the page that is getting to hide contains 9 elements and the successive page(got by lastNeededPageIndex) that is getting to be visible contains no components.
Hence I made it visible by making 18 objects to the visible area while scrolling.
Hence the objects to be visible while scrolling became 0th object to 17th object.
And the result is whenever the scrollview scrolls, 18 components(0 to 17) in the visible area(got through contentOffSet ) are recycled.

Time Machine style Navigation

I've been doing some programming for iPhone lately and now I'm venturing into the iPad domain. The concept I want to realise relies on a navigation that is similar to time machine in osx. In short I have a number of views that can be panned and zoomed, as any normal view. However, the views are stacked upon each other using a third dimension (in this case depth). the user will the navigate to any view by, in this case, picking a letter, whereupon the app will fly through the views until it reaches the view of the selected letter.
My question is: can somebody give the complete final code for how to do this? Just kidding. :) What I need is a push in the right direction, since I'm unsure how to even start doing this, and whether it is at all possible using the frameworks available. Any tips are appreciated
Thanks!
Core Animation—or more specifically, the UIView animation model that's built on Core Animation—is your friend. You can make a Time Machine-like interface with your views by positioning them in a vertical line within their parent view (using their center properties), having the ones farther up that line be scaled slightly smaller than the ones below (“in front of”) them (using their transform properties, with the CGAffineTransformMakeScale function), and setting their layers’ z-index (get the layer using the view’s layer property, then set its zPosition) so that the ones farther up the line appear behind the others. Here's some sample code.
// animate an array of views into a stack at an offset position (0 has the first view in the stack at the front; higher values move "into" the stack)
// took the shortcut here of not setting the views' layers' z-indices; this will work if the backmost views are added first, but otherwise you'll need to set the zPosition values before doing this
int offset = 0;
[UIView animateWithDuration:0.3 animations:^{
CGFloat maxScale = 0.8; // frontmost visible view will be at 80% scale
CGFloat minScale = 0.2; // farthest-back view will be at 40% scale
CGFloat centerX = 160; // horizontal center
CGFloat frontCenterY = 280; // vertical center of frontmost visible view
CGFloat backCenterY = 80; // vertical center of farthest-back view
for(int i = 0; i < [viewStack count]; i++)
{
float distance = (float)(i - offset) / [viewStack count];
UIView *v = [viewStack objectAtIndex:i];
v.transform = CGAffineTransformMakeScale(maxScale + (minScale - maxScale) * distance, maxScale + (minScale - maxScale) * distance);
v.alpha = (i - offset > 0) ? (1 - distance) : 0; // views that have disappeared behind the screen get no opacity; views still visible fade as their distance increases
v.center = CGPointMake(centerX, frontCenterY + (backCenterY - frontCenterY) * distance);
}
}];
And here's what it looks like, with a couple of randomly-colored views:
do you mean something like this on the right?
If yes, it should be possible. You would have to arrange the Views like on the image and animate them going forwards and backwards. As far as I know aren't there any frameworks for this.
It's called Cover Flow and is also used in iTunes to view the artwork/albums. Apple appear to have bought the technology from a third party and also to have patented it. However if you google for ios cover flow you will get plenty of hits and code to point you in the right direction.
I have not looked but would think that it was maybe in the iOS library but i do not know for sure.

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