How to remove an internal frame from a QWidget that was added to a QWidget::layout()? I was trying to set setContetntMargins(0,0,0,0); but this did not work, but if I set setContetntMargins(10,10,10,10); I can see changes.
void riseUpWidget(QWidget* widget)
{
if (layout()->indexOf(widget) == -1)
{
layout()->addWidget(widget);
}
layout()->setCurrentWidget(widget);
}
QStackedLayout* layout() const
{
return static_cast<QStackedLayout*>(QWidget::layout());
}
Related
I am trying to make a custom renderer for an editor that changes the "return" key to a "done" button and fires the Completed event when you tap it instead of typing a newline. The code in OnElementChanged() is being hit, but it's not doing anything. The "return" key is still a "return" key and it still types newlines instead of making the editor go out of focus. What am I doing wrong?
Here is the class for the custom editor (in the .NET project):
using Xamarin.Forms;
namespace Partylist.Custom_Controls
{
public class ChecklistEditor : Editor
{
}
}
Here is the custom renderer for Android:
using Android.Content;
using Android.Runtime;
using Android.Views;
using Android.Views.InputMethods;
using Android.Widget;
using Partylist.Custom_Controls;
using Partylist.Droid.Custom_Renderers;
using Xamarin.Forms;
using Xamarin.Forms.Platform.Android;
[assembly: ExportRenderer(typeof(ChecklistEditor), typeof(ChecklistEditorRenderer))]
namespace Partylist.Droid.Custom_Renderers
{
class ChecklistEditorRenderer : EditorRenderer
{
// Constructor because it needs to exist.
public ChecklistEditorRenderer(Context context) : base(context)
{
}
// This gets overridden so I can change what I want to change.
protected override void OnElementChanged(ElementChangedEventArgs
<Editor> e)
{
// Make it do what is should normally do so it will exist.
base.OnElementChanged(e);
// Make the "Return" button on the keyboard be a "Done" button.
Control.ImeOptions = ImeAction.Done;
// Make the thing watch for when the user hits the "Return" button.
Control.EditorAction += OnEditorAction;
}
// This makes the "Return" button fire the "Completed" event
// instead of typing a newline.
private void OnEditorAction(object sender, TextView
.EditorActionEventArgs e)
{
e.Handled = false;
if (e.ActionId == ImeAction.Done)
{
Control.ClearFocus();
e.Handled = true;
}
}
}
}
Here is the custom renderer for iOS:
using Foundation;
using Partylist.Custom_Controls;
using Partylist.iOS.Custom_Renderers;
using UIKit;
using Xamarin.Forms;
using Xamarin.Forms.Platform.iOS;
[assembly: ExportRenderer(typeof(ChecklistEditor), typeof(ChecklistEditorRenderer))]
namespace Partylist.iOS.Custom_Renderers
{
class ChecklistEditorRenderer : EditorRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs
<Editor> e)
{
base.OnElementChanged(e);
Control.ReturnKeyType = UIReturnKeyType.Done;
}
protected override bool ShouldChangeText(UITextView textView,
NSRange range, string text)
{
if (text == "\n")
{
textView.ResignFirstResponder();
return false;
}
return true;
}
}
}
The code-behind for the page where I'm using these custom renderers (there's nothing in the XAML that should conflict with it, I think, but I'll add it to the post if people want to make sure):
using Partylist.Custom_Controls;
using System;
using System.Collections.ObjectModel;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace Partylist.Views
{
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class ChecklistPage : ContentPage
{
// Struct for items on the checklist.
struct Item
{
public ChecklistEditor ItemEditor { get; set; }
public CheckBox ItemCheckbox { get; set; }
}
// Create a list of contact structs to populate the ListView.
ObservableCollection<Item> items;
// Flag for when an item is added to the list.
bool itemAdded = false;
// Constructor.
public ChecklistPage()
{
// Whatever setup stuff it was going to do anyway.
InitializeComponent();
// Set the label's BindingContext to the
// App class so it can update its text.
tipLabel.BindingContext = (App)App.Current;
}
// Override for OnAppearing().
protected override void OnAppearing()
{
// Makes the page appear.
base.OnAppearing();
// Set the page's title to be the name of the selected list.
Title = App.selectedList.Name;
// Make a toolbar item appear to access the Main Checklist
// unless we are already there.
if (App.selectedList.ListFile.Name.EndsWith(".mchec"))
{
ToolbarItems.Remove(MainChecklistButton);
}
// Set the binding context of the page to itself.
BindingContext = this;
// Start the timer for the tips banner if it is stopped.
App.tipTimer.Start();
// Set the banner's text to the current tip's sumamry.
tipLabel.Text = ((App)App.Current).CurrentTip.Summary;
OnPropertyChanged("CurrentTip");
// Subscribe the OnTipUpdate function to the tipUpdate event in the app
// class.
App.TipUpdate += OnTipUpdate;
// Make the ObservableCOllection reference something.
items = new ObservableCollection<Item>();
// Open a stream to the list that we want to display.
using (StreamReader listReader = new StreamReader(App.selectedList
.ListFile.FullName))
{
// Loop through the file and read data into the list.
while (!listReader.EndOfStream)
{
// Create a blank item.
Item newItem = new Item()
{
ItemEditor = new ChecklistEditor()
{
Text = listReader.ReadLine(),
Placeholder = "New Item",
IsTabStop = true,
AutoSize = EditorAutoSizeOption.TextChanges,
WidthRequest = 310
},
ItemCheckbox = new CheckBox()
{
Color = App.selectedList.ListItemColor,
IsChecked = bool.Parse(listReader.ReadLine())
}
};
// Subscribe OnCompleted() to the new item's "Completed"
// event.
newItem.ItemEditor.Completed += OnCompleted;
// Subscribe OnTextChanged() to the new item's
// "TextChanged" event.
newItem.ItemEditor.TextChanged += OnTextChanged;
// Add the new item to the list.
items.Add(newItem);
// Make the ListView update.
ChecklistView.ItemsSource = items;
OnPropertyChanged("contacts");
}
// Once everything is loaded, close the file.
listReader.Close();
}
}
// Override for OnDisappearing().
protected override void OnDisappearing()
{
// Makes the page disappear.
base.OnDisappearing();
// Open a stream to the file for the list.
StreamWriter listWriter = new StreamWriter(App.selectedList
.ListFile.FullName);
// Loop through the contacts list to write the contacts to the
// file.
for (int i = 0; i < items.Count; i++)
{
// Write each item to the file.
listWriter.WriteLine(items.ElementAt(i).ItemEditor.Text);
listWriter.WriteLine(items.ElementAt(i).ItemCheckbox.IsChecked);
}
// Close the stream.
listWriter.Close();
}
// Function for when the "Add New Contact" button is clicked.
private void OnAddNewItemClicked(object sender, EventArgs e)
{
// Create a blank item.
Item newItem = new Item()
{
ItemEditor = new ChecklistEditor()
{
Placeholder = "New Item",
IsTabStop = true,
AutoSize = EditorAutoSizeOption.TextChanges,
WidthRequest = 310
},
ItemCheckbox = new CheckBox()
{
Color = App.selectedList.ListItemColor,
IsChecked = false
}
};
// Subscribe OnCompleted() to the new item's "Completed"
// event.
newItem.ItemEditor.Completed += OnCompleted;
// Subscribe OnTextChanged() to the new item's
// "TextChanged" event.
newItem.ItemEditor.TextChanged += OnTextChanged;
// Add the new contact to the list.
items.Add(newItem);
// Set the "itemAdded" flag to true.
itemAdded = true;
// Make the ListView update.
ChecklistView.ItemsSource = items;
OnPropertyChanged("contacts");
// Select the new item.
ChecklistView.SelectedItem = items.ElementAt(items.Count - 1);
}
// Function for when an item is selected, used to set the focus to
// a newly added item in the list.
private async void OnItemSelected(object sender, SelectedItemChangedEventArgs e)
{
// Only runs this if an item was added (as opposed to being
// read in from the file).
if (itemAdded)
{
if (e.SelectedItem == null) return;
await Task.Delay(100); // Change the delay time if Focus() doesn't work.
((Item)e.SelectedItem).ItemEditor.Focus();
ChecklistView.SelectedItem = null;
itemAdded = false;
}
}
// Function for when the user presses "Return" on the keyboard in
// an editor.
private void OnCompleted(object sender, EventArgs e)
{
// We just want to unfocus the editor.
((Editor)sender).Unfocus();
}
// Function for when the user types anything in the editor, used
// to make sure it resizes.
private void OnTextChanged(object sender, TextChangedEventArgs e)
{
// Makes the cell resize. The cell is the parent of the
// StackLayout which is the parent of the ContentView which is
// the parent of the Editor that fired the event.
((ViewCell)((Editor)sender).Parent.Parent.Parent)
.ForceUpdateSize();
}
}
}
In Android , you need to set Single Line for EditTextView , then it will works .
For example :
...
protected override void OnElementChanged(ElementChangedEventArgs<Editor> e)
{
base.OnElementChanged(e);
// set single line will works
Control.SetSingleLine();
Control.ImeOptions = ImeAction.Done;
Control.EditorAction += OnEditorAction;
}
private void OnEditorAction(object sender, TextView.EditorActionEventArgs e)
{
e.Handled = false;
if (e.ActionId == ImeAction.Done)
{
Control.ClearFocus();
e.Handled = true;
InputMethodManager imm = (InputMethodManager)Control.Context.GetSystemService(Context.InputMethodService);
imm.HideSoftInputFromWindow(Control.WindowToken, 0);
}
}
...
The effect :
About iOS to achieve that , you can refer to follow code :
[assembly: ExportRenderer(typeof(Editor), typeof(CustomEditorRenderer))]
namespace AppEntryTest.iOS
{
class CustomEditorRenderer : EditorRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs<Editor> e)
{
base.OnElementChanged(e);
Control.ReturnKeyType = UIReturnKeyType.Done;
}
protected override bool ShouldChangeText(UITextView textView, NSRange range, string text)
{
if (text == "\n")
{
textView.ResignFirstResponder();
return false;
}
return true;
}
}
}
The effect :
====================================Update================================
If need to wrap text in Android , you can set background for EditTextView :
Adding bg_gray_border.xml in Resources/drawable folder :
<?xml version="1.0" encoding="utf-8" ?>
<shape xmlns:android="http://schemas.android.com/apk/res/android">
<solid android:color="#ffffff" />
<stroke
android:width="1dp"
android:color="#DEDEDE" />
<corners android:radius="6dp" />
</shape>
Used in Renderer class :
...
protected override void OnElementChanged(ElementChangedEventArgs<Editor> e)
{
base.OnElementChanged(e);
Control.SetSingleLine();
Control.SetBackgroundResource(Resource.Drawable.bg_gray_border);
Control.ImeOptions = ImeAction.Done;
Control.EditorAction += OnEditorAction;
}
...
The effect :
Add wapped text in iOS ,
...
protected override void OnElementChanged(ElementChangedEventArgs<Editor> e)
{
base.OnElementChanged(e);
Control.ReturnKeyType = UIReturnKeyType.Done;
Control.Layer.BorderColor =UIColor.Gray.CGColor;
Control.Layer.BorderWidth = 1;
Control.Layer.CornerRadius = 5;
}
...
The effect :
Here is the sample project .
Its very common problem in iOS mobile development and that is while you are done with your UI and It contains too many UITextFields, If you try to input value in UITextFields those are added center bottom of the screen; these fields hides behind the keyboard. How can we get rid of this general problem?
You could use the AddObserver method in NSNotificationCenter for when keyboard is visible and hidden.
sample code(FYI: Got the code below from another post sometime last year, I can't remember link to the post but it works fine.)
Call the AddObserver in your viewdidload method
// Keyboard popup NSNotificationCenter.DefaultCenter.AddObserver(UIKeyboard.DidShowNotification, KeyBoardUpNotification);
// Keyboard Down NSNotificationCenter.DefaultCenter.AddObserver(UIKeyboard.WillHideNotification, KeyBoardDownNotification);
you can add the methods below in your base controller base if you have one
public void KeyBoardUpNotification(NSNotification notification) {
CGRect keyboardSize = UIKeyboard.BoundsFromNotification(notification);
// Find what opened the keyboard
foreach (UIView view in this.View.Subviews) {
if (view.IsFirstResponder)
activeview = view;
}
bottom = (activeview.Frame.Y + activeview.Frame.Height + offset);
scrollamount = (keyboardSize.Height - (View.Frame.Size.Height - bottom));
if (scrollamount > 0) {
moveViewUp = true;
MoveView(moveViewUp);
} else {
moveViewUp = false;
}
}
public void KeyBoardDownNotification(NSNotification notification) {
if (moveViewUp) {
MoveView(false);
}
}
private void MoveView(bool move) {
UIView.BeginAnimations(string.Empty, IntPtr.Zero);
UIView.SetAnimationDuration(0.3);
CGRect frame = View.Frame;
if (move) {
frame.Y -= scrollamount;
} else {
frame.Y += scrollamount;
scrollamount = 0;
}
View.Frame = frame;
UIView.CommitAnimations();
}
I have used a nuget package to get rid of this problem. I have overrides two methods and initialized code inside these methods.
Download KeyboardHandler and use as following:
using KeyboardHandler;
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(animated);
this.yourScrollView.SubscribeKeyboardManaqger();
}
public override void ViewWillDisappear(bool animated)
{
base.ViewWillDisappear(animated);
this.yourScrollView.UnsubscribeKeyboardManaqger();
}
I am having a hard time wrapping my head around GStreamer event sending and handling. I understand the process, but can not achieve my desired outcome. I am developing a series of GStreamer plugins in tandem with a GStreamer main application. I have 3 plugins my_src which inherits from GstPushSrc, my_transform which inherits from GstBaseTransform and my_sink which inherits from GstBaseSink, and a main application my_app.
I am trying to send a custom event from my_app to all elements in the pipeline telling them to reconfigure the processing parameters. This is different from GST_EVENT_RECONFIGURE because it does not involve any renegotiation of caps. I am sending the event from my_app with the following:
// my_app.c
GstStructure *reconfigureStructure = gst_structure_new("reconfigure", NULL);
GstEvent *reconfigureEvent = gst_event_new_custom(GST_EVENT_CUSTOM_DOWNSTREAM,
reconfigureStructure);
gst_element_send_event(pipeline, reconfigureEvent);
I have overridden the GstBaseSrc event() method as follows:
// my_src.c
static gboolean my_src_event(GstBaseSrc *bs, GstEvent *event);
static void
my_src_class_init(MySrcClass *msc)
{
GstBaseSrcClass *bsc = GST_BASE_SRC_CLASS(msc);
bsc->event = my_src_event;
}
static gboolean
my_src_event(GstBaseSrc *bs, GstEvent *event)
{
switch (GST_EVENT_TYPE(event)) {
case GST_EVENT_CUSTOM_DOWNSTREAM: {
const GstStructure *structure = gst_event_get_structure(event);
if (gst_structure_has_name(structure, "reconfigure")) {
g_print("MY SRC RECONFIGURE\n");
// do reconfigure things
}
break;
}
}
return GST_BASE_SRC_CLASS(parent_class)->event(bs, event);
}
Similarly, I have overridden the GstBaseSink event handler as follows:
// my_sink.c
static gboolean my_sink_event(GstBaseSink *bs, GstEvent *event);
static void
my_sink_class_init(MySinkClass *msc)
{
GstBaseSinkClass *bsc = GST_BASE_SINK_CLASS(msc);
bsc->event = my_sink_event;
}
static gboolean
my_sink_event(GstBaseSink *bs, GstEvent *event)
{
switch (GST_EVENT_TYPE(event)) {
case GST_EVENT_CUSTOM_DOWNSTREAM: {
const GstStructure *structure = gst_event_get_structure(event);
if (gst_structure_has_name(structure, "reconfigure")) {
g_print("MY SINK RECONFIGURE\n");
// do reconfigure things
}
break;
}
}
return GST_BASE_SINK_CLASS(parent_class)->event(bs, event);
}
Lastly, I have overridden the GstBaseTransform sink_event() method as follows:
// my_transform.c
static gboolean my_transform_sink_event(GstBaseTransform *bt, GstEvent *event);
static void
my_transform_class_init(MyTransformClass *mtc)
{
GstBaseTransformClass *btc = GST_BASE_TRANDFORM_CLASS(mtc);
btc->sink_event = my_transform_sink_event;
}
static gboolean
my_transform_sink_event(GstBaseTransfor *bt, GstEvent *event)
{
switch (GST_EVENT_TYPE(event)) {
case GST_EVENT_CUSTOM_DOWNSTREAM: {
const GstStructure *structure = gst_event_get_structure(event);
if (gst_structure_has_name(structure, "reconfigure")) {
g_print("MY TRANSFORM RECONFIGURE\n");
// do reconfigure things
}
break;
}
}
return GST_BASE_TRANSFORM_CLASS(parent_class)->sink_event(bt, event);
}
When I run my_app I would expect the output to be:
MY SRC RECONFIGURE
MY TRANSFORM RECONFIGURE
MY SINK RECONFIGURE
However, I am only getting:
MY SINK RECONFIGURE
Any ideas what I am doing wrong here?
I want extend an System.Windows.Forms.Panel(just inherit) and using a custom ControlDesigner.
I use a very minimalistic ControlDesigner implementation, just overwrite GetHitTest.
The problem is my custom panel instance is not ready to contains child controls any longer.
I play a little bit with AssociatedComponents but without effect. Remove custom designer attribute and it works great.
can someone help me to pin point whats wrong ???
[Designer(typeof(MyPanelDesigner)), ToolboxItem(true)]
public class MyPanel : System.Windows.Forms.Panel
{
// empty except for OnPaint
}
internal class DrawPanelDesigner : ControlDesigner
{
private MyPanel ParentControl
{
get
{
return Control as MyPanel;
}
}
public override System.Collections.ICollection AssociatedComponents
{
get
{
return ParentControl.Controls;
}
}
protected override bool GetHitTest(System.Drawing.Point point)
{
// hit detection for some owner drawed items in OnPaint
point = ParentControl.PointToClient(point);
var item = ParentControl.View.GetItemFromViewPoint(point.X, point.Y, true);
return null != item;
}
You are using the wrong designer. Try inheriting from the ScrollableControlDesigner instead:
internal class DrawPanelDesigner : ScrollableControlDesigner {
public DrawPanelDesigner() {
AutoResizeHandles = true;
}
private MyPanel ParentControl {
get {
return Control as MyPanel;
}
}
protected Pen BorderPen {
get {
Color penColor = Control.BackColor.GetBrightness() < .5 ?
ControlPaint.Light(Control.BackColor) :
ControlPaint.Dark(Control.BackColor);
Pen pen = new Pen(penColor);
pen.DashStyle = DashStyle.Dash;
return pen;
}
}
protected virtual void DrawBorder(Graphics graphics) {
Panel panel = (Panel)Component;
if (panel == null || !panel.Visible) {
return;
}
Pen pen = BorderPen;
Rectangle rc = Control.ClientRectangle;
rc.Width--;
rc.Height--;
graphics.DrawRectangle(pen, rc);
pen.Dispose();
}
protected override void OnPaintAdornments(PaintEventArgs pe) {
Panel panel = (Panel)Component;
if (panel.BorderStyle == BorderStyle.None) {
DrawBorder(pe.Graphics);
}
base.OnPaintAdornments(pe);
}
}
This is the view that appears when I click a button on a previous view.
The text boxes, the smiling face image and the labels are predesigned created by xCode.
Please see the image and the code of the view to clear why all the view's components are initializing very slowly and getting ready to give the last shoot that is captured by me when it is finished to be totally loaded . Moreover, It is very slow when I type letters, the letters are appearing very slowly while I am typing with the keyboard that iOS provides on every touch on the text box.
The Code of The View;
using System;
using System.Drawing;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace IstanbulCity
{
public partial class AskForNAme : UIViewController
{
public delegate void AskForNAmeClosingDelegate (AskForNAme form);
public event AskForNAmeClosingDelegate AskForNAmeClosed;
NSObject obs1;
float scrollamount = 0.0f;
float bottomPoint = 0.0f;
float yOffset = 0.2f;
bool moveViewUp = false;
public AskForNAme () : base ("AskForNAme", null)
{
}
public override void DidReceiveMemoryWarning ()
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}
public override void ViewDidAppear(bool animated)
{
base.ViewDidAppear(true);
obs1 = NSNotificationCenter.DefaultCenter.AddObserver (
"UIKeyboardDidShowNotification", KeyboardUpNotification);
this.tbOwnerMailAdress.ShouldReturn += TextFieldShouldReturn;
this.tbOwnerBirthDay.ShouldReturn += TextFieldShouldReturn;
this.uivGuguPhoto.Image = UIImage.FromFile ("image/fcuk.jpeg");
}
public override void ViewWillAppear(bool animated)
{
base.ViewWillAppear(false);
obs1 = NSNotificationCenter.DefaultCenter.AddObserver (
"UIKeyboardDidShowNotification", KeyboardUpNotification);
this.tbOwnerMailAdress.ShouldReturn += TextFieldShouldReturn;
this.tbOwnerBirthDay.ShouldReturn += TextFieldShouldReturn;
this.uivGuguPhoto.Image = UIImage.FromFile ("image/fcuk.jpeg");
}
public override void ViewDidUnload ()
{
base.ViewDidUnload ();
// Clear any references to subviews of the main view in order to
// allow the Garbage Collector to collect them sooner.
//
// e.g. myOutlet.Dispose (); myOutlet = null;
ReleaseDesignerOutlets ();
}
public override bool ShouldAutorotateToInterfaceOrientation (UIInterfaceOrientation toInterfaceOrientation)
{
// Return true for supported orientations
return (toInterfaceOrientation != UIInterfaceOrientation.PortraitUpsideDown);
}
void HandleIstanbulCityViewControllerClosed (babyAge form)
{
form.DismissModalViewControllerAnimated (true);
form = null;
}
partial void tbKadikoyHallEditDidEndOnExit (MonoTouch.Foundation.NSObject sender)
{
tbIstanbulName.ResignFirstResponder ();
}
private bool TextFieldShouldReturn (UITextField tf)
{
tf.ResignFirstResponder ();
if (moveViewUp) {
ScrollTheView (false);
}
return true;
}
private void KeyboardUpNotification (NSNotification notification)
{
ResetTheView ();
RectangleF r = UIKeyboard.BoundsFromNotification (notification);
if (this.tbOwnerMailAdress.IsEditing ) {
//Calculate the bottom of the Texbox
//plus a small margin...
bottomPoint = (this.tbOwnerMailAdress.Frame.Y + this.tbOwnerMailAdress.Frame.Height + yOffset);
//Calculate the amount to scroll the view
//upwards so the Textbox becomes visible...
//This is the height of the Keyboard -
//(the height of the display - the bottom
//of the Texbox)...
scrollamount = (r.Height - (View.Frame.Size.Height - bottomPoint));
}
else if (this.tbOwnerBirthDay.IsEditing)
{
bottomPoint = (this.tbOwnerBirthDay.Frame.Y + this.tbOwnerBirthDay.Frame.Height + yOffset);
scrollamount = (r.Height - (View.Frame.Size.Height - bottomPoint));
}
else
{
scrollamount = 0;
}
//Check to see whether the view
//should be moved up...
if (scrollamount > 0) {
moveViewUp = true;
ScrollTheView (moveViewUp);
} else
moveViewUp = false;
}
private void ResetTheView ()
{
UIView.BeginAnimations (string.Empty, System.IntPtr.Zero);
UIView.SetAnimationDuration (0.3);
RectangleF frame = View.Frame;
frame.Y = 0;
View.Frame = frame;
UIView.CommitAnimations ();
}
private void ScrollTheView (bool movedUp)
{
//To invoke a views built-in animation behaviour,
//you create an animation block and
//set the duration of the move...
//Set the display scroll animation and duration...
UIView.BeginAnimations (string.Empty, System.IntPtr.Zero);
UIView.SetAnimationDuration (0.3);
//Get Display size...
RectangleF frame = View.Frame;
if (movedUp) {
//If the view should be moved up,
//subtract the keyboard height from the display...
frame.Y -= scrollamount;
} else {
//If the view shouldn't be moved up, restore it
//by adding the keyboard height back to the original...
frame.Y += scrollamount;
}
//Assign the new frame to the view...
View.Frame = frame;
//Tell the view that your all done with setting
//the animation parameters, and it should
//start the animation...
UIView.CommitAnimations ();
}
}
}
The Recent Version - Still The Same User Experience' slow!
using System;
using System.Drawing;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace IstanbulCity
{
public partial class AskForNAme : UIViewController
{
public delegate void AskForNAmeClosingDelegate (AskForNAme form);
public event AskForNAmeClosingDelegate AskForNAmeClosed;
public AskForNAme () : base ("AskForNAme", null)
{
}
public override void DidReceiveMemoryWarning ()
{
// Releases the view if it doesn't have a superview.
base.DidReceiveMemoryWarning ();
// Release any cached data, images, etc that aren't in use.
}
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
// Perform any additional setup after loading the view, typically from a nib.
}
public override void ViewDidUnload ()
{
base.ViewDidUnload ();
// Clear any references to subviews of the main view in order to
// allow the Garbage Collector to collect them sooner.
//
// e.g. myOutlet.Dispose (); myOutlet = null;
ReleaseDesignerOutlets ();
}
public override bool ShouldAutorotateToInterfaceOrientation (UIInterfaceOrientation toInterfaceOrientation)
{
// Return true for supported orientations
return (toInterfaceOrientation != UIInterfaceOrientation.PortraitUpsideDown);
}
void HandleIstanbulCityViewControllerClosed (babyAge form)
{
form.DismissModalViewControllerAnimated (true);
form = null;
}
}
}
This does not look to be initialization related. You are adding notifications from both ViewDidAppear and ViewWillAppear. You're also always calling ResetTheView, which does animations, on every keyboard notification (even if nothing else changed).
My guess is that you are calling ResetTheView way more often that you realize - and the continuous animations are killing the performance of your application.
You can confirm this by putting a Console.WriteLine, and maybe a counter, in the ResetTheView method.