I'm developing a Xamarin.Forms application with a Xamarin.Forms.Map map displaying movable objects. I would like to add my own CustomPin that looks exactly like the Pin showing the own location, without a needle, but maybe with a different color. Is there an easy way to achieve this?
I already found this tutorial on the MS website, which is pretty detailed. But I was hoping there was a way to simply overwrite the default pin (annotation view on iOS) with the view of the user's current position.
Related
I have an app that displays properly in portrait view but truncates in landscape view:
From the research I have done it looks like I need to understand Size Classes and Adaptive Layout. However, I am only concerned with layout on iPhone 6, not across different devices (eg iPad).
Before jumping into Adaptive Layout and Size Classes, which seems quite a complex topic, I just wanted to ask if there is a simple way to make this app display properly in both portrait and landscape for iPhone 6.
Thanks in advance!
Yes, you can do it without size classes, but it requires a reasonable modification to your UI.
If you think about it then having a picker always visible makes no sense for you. Looking at your image I am puzzled as to which date is currently being adjusted.
What you want to do instead, is to make your picker appear after user clicks on one of the dates. You can make it slide up from the bottom. In addition, you can add a label above it which will clearly indicate which date the user is currently modifying. That label can be placed in the toolbar to make it easy to add "Done" and "Cancel" buttons to the left and to the right.
In my view it would make much more sense and would also solve your problem. The rest of the UI can be put in the scroll view if you don't have enough space on old devices (e.g. 3.5 inch iPhones)
I was reading Apple Watch Human Interface Guidelines and i'm curious if there is any way in displaying custom UI elements, other than those provided by default by Apple (like tables, buttons or labels). How did they managed to do this:
Did they use images?
While we haven't seen everything that Apple are doing with the core Watch OS apps, it is already clear there are many API functions that they are reserving for their own use at this stage. It's almost certain they were using some of those API functions to create these views.
There is no way to create truly custom UI elements with the current WatchKit API (i.e. entirely new custom classes doing custom drawing). That said, with some creativity, it would be possible to create most of the interface you depict with the current tools available to third party developers. This is almost certainly not the way Apple created it, but you could:
Create a group.
Put inside the group a button with a background image that represents one state of the coloured circle.
At runtime, visually animate the button image as needed by swapping through multiple images that rendered the various states of progress of the circle x colour options. Yes, the starting point would be thinking about 360 images for the circle states x the number of tints. (It is possible to apply a tint to a template image in WatchKit, but as far as I am aware you cannot apply a gradient.)
Add two labels to the group for the large number and subscript, and align both of these to be centred vertically and horizontally in the group.
You can set the tint of the page title at top left by setting the global tint of the application. By changing the global tint at runtime you could change these for each page.
It is not currently possible to change the colour of the page dots at the bottom. These are not set by the global tint and it is not possible currently to change these programatically.
Apple have indicated that later in 2015 third party developers will be able to build fully native apps, but even then, they have not given any indication of whether the API functionality available to us is broader, or whether our API will be essentially the same as it is now, with the one addition that at least some of the current WatchKit App Extension code will be able to run on the device when the iPhone is not present/charged.
How do you create a drop shadow on a button or label using Xamarin Forms. I am currently using Xamarin Forms 1.3 and trying to do this in XAML if possible. Does anyone have a working example they can point me to.
I have not tried this but you could create 2 instances of the same control and put them both inside a grid so that they lay directly over each other. Then with the first control (underneath) change the opacity to 0.2 so that it is very faint, then give it a small top and left margin so it sits slightly offset from the version above it. This should result in a drop-shadow type of effect.
A much better (but more involved) way of doing this is to subclass the controls you want to add the effect to and then create custom renderers to add the effect for each platform using native code
I've spent 2 hours looking for a solution. I need to make a design
like the Youtube UI (Tablet UI) where it shows a vertical scroll, but
in each row there are 4 videos (landscape view). I've tried to do
something similar, but i couldn't =(
Is there any place where i can get the source code of the youtube
application for Tablet? Or maybe some resource to solve this? :(
BTW, my try was designing UI with scrollView, LinearLayout and my_item.xml, i tried to inflate my_item.xml adding programmatically into the linearlayout (horizontal orientation), but it doesn't work in the way that i want. I need something like a linearlayout but with horizontal and vertical orientation at the same time (something like a div).
I was thinking to use a ListView and a custom adapter (with my_item.xml), but i'm not sure if this can be the best solution.
Thxs
You should create seperate resources for each layout.
For example if the user is in Portrait mode you would have the correct layout in.
layout-port: layout for portrait orientation
layout-land: layout for landscape orientation
Read more on providing alternative resources here
Also i would recommend to read more on Handling runtime changes
This will help you with recognizing when the user changes orientation. You could actually use this guide and when the user flips the devices orientation you could then change the layout. Keep in mind hard coding this can be dangerous though. I would recommend using the layout folders.
Good luck!
Finally i solve my problem.
It works with a linearLayout(vertical) and adding linearlayout(horizontal) for each row. And obviously managing my scrollview.
BTW, i still think android should have a layout like a "div".
Thxs all
Is there any Cocoa control that is capable of drawing tile maps with multiple layers and multiple texture sources which can also intercept touches into single tiles? Having multiple layer support is not a real requirement but an optional feature (the views could still be stacked). Hardware acceleration is not needed at all.
So far I have toyed around with NSMatrix, IKImageBrowser and NSCollectionView but non of them felt like a good solution for the problem. Ideally I need an control similar to the one in Tiled.app. Is there anything, third party or built-in, or do I have to handcraft this control?
I fear that you will be hardly able to find a ready-to-use control for managing tile maps.
If I had to implement something like that on my own, I would consider using CATiledLayer, since this is the closest thing to a tile map control that I know of.
From CATiledLayer Reference:
CATiledLayer is a subclass of CALayer providing a way to asynchronously provide tiles of the layer's content, potentially cached at multiple levels of detail.
There is a nice sample by Bill Dudney (the author of "Core Animation for MacOS and the iPhone"). This sample could provide you a solid foundation for your own project, though it only displays one single PDF, allowing you to zoom in the area you clicked on (this requires rereading the tile at a different detail level).
Another interesting introduction can be found here. This is more step-by-step, so you might start with this.
Finally, on Cocoa is my Girlfriend there is a nice article, although it focuses on iOS, but you may find it anyway relevant.
Cocos2D supports building mac applications now
Article on cocos2d stating this: http://www.cocos2d-iphone.org/archives/1444
Aee here for how to do it: http://chris-fletcher.com/tag/cocos2d-os-x/
Aee here on how to use TMX tile maps with Cocos2D to build tile based maps: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
This means you can use the power of Cocos2d and you will have to write much less code to get to where you want with a tile based map.
If you don't want to use Cocos2D:
It seems you would have to code it yourself, but it shouldn't be too hard to do.
First you can create your .TMX file using the tile editor "Tiled.app" then you would need to parse the XML using a standard xml library for Cocoa.
To lay out the tiles use a UIView for the overall container and then create a tile class that holds your tile display information and responds to clicks the tile class should extend UIView. For the tile class allow the assigning of a click delegate and assign your ViewController as the click delegate for all tiles so you can handle clicks easily with the clicked tile being passed to you.
Loop through your xml data and create and position the tiles in the overall UIView by using the tiles width/height and your tilemaps rows/columns.
I think in about a day or 2 you could have the tile map being rendered and clickable using the standard TMX format which will allow you to edit your map in "Tiled.app"
The TMX standard is covered here: https://github.com/bjorn/tiled/wiki/TMX-Map-Format
route-me might fit the bill.