In a view for my TornadoFX app, I have a borderpane that has a VBox on the left and right sides of the view (nothing in the center). As of right now, each VBox has the same background color so they kinda blend together. I would like to show some sort of separation between the two VBoxes (i.e. either one VBox has a slightly darker tint, a border color, or both). Would anyone happen to know how to add border styling to a vbox? Or add a background color?
For clarification, I'm looking for a way to do this inside the body of my View class definition so I'm not using a CSS or FXML for styling.
The best way to do this is to create a type safe style sheet where you define a class for each vbox and assign those classes to the vbox. Here is a complete app with the stylesheet, app definition and main view:
class MyApp : App(MainView::class, MyStyles::class)
class MyStyles : Stylesheet() {
companion object {
val leftBox by cssclass()
val rightBox by cssclass()
}
init {
leftBox {
backgroundColor += c("#cecece")
borderColor += box(c("#a1a1a1"))
minWidth = 200.px
}
rightBox {
backgroundColor += c("#fefefe")
borderColor += box(c("#222222"))
minWidth = 200.px
}
}
}
class MainView : View("My View") {
override val root = borderpane {
setPrefSize(800.0, 600.0)
left {
vbox {
addClass(MyStyles.leftBox)
}
}
right {
vbox {
addClass(MyStyles.rightBox)
}
}
}
}
If you're allergic to stylesheets you could set these properties inline or use an inline stylesheet as well:
class MainView : View("My View") {
override val root = borderpane {
setPrefSize(800.0, 600.0)
left {
vbox {
style {
backgroundColor += c("#cecece")
borderColor += box(c("#a1a1a1"))
minWidth = 200.px
}
}
}
right {
vbox {
style {
backgroundColor += c("#fefefe")
borderColor += box(c("#222222"))
minWidth = 200.px
}
}
}
}
}
Lastly, you can configure the corresponding properties of the nodes instead of applying styles. I won't give an example of that as you really shouldn't do it :)
Related
I have 2 views: LoginScreen and MainScreen. I use replaceWith() to switch to the MainScreen. They both have the same prefHeight and prefWidth. The problem is that when I go from LoginScreen to MainScreen, the bottom part of the window snaps and gets bigger for like 30-40px.
This was my code:
loginScreen.replaceWith(mainScreen, sizeToScene = true, transition=metroAnimation)
and then I tried it with sizeToScene=false and it worked, no more snapping... however I noticed another problem, around 30-40px of MainScreen's top was gone:
sizeToScene=true with growing bottom:
sizeToScene=false, bottom doesn't grow but top part is eaten:
How can I fix it, is there something that I am doing wrong?
This is my MainScreen:
class MainScreen : View("MainScreen") {
private val toolbarLayout: ToolbarLayout by inject()
override val root = borderpane {
addClass(screen)
top = toolbarLayout.root
center = flowpane {
vgap = 20.0
hgap = 20.0
paddingAll = 20
for (i in 0..14) {
add(MobileAppGridItemLayout(i))
}
}
}
}
This is my ToolbarLayout
class ToolbarLayout : View() {
override val root = borderpane {
addClass(PanelStyle.toolbar)
paddingAll = 20
left {
hbox(20) {
label("MainView") {
addClass(PanelStyle.titleText)
textFill = Color.WHITE
}
}
}
right {
vbox {
button("Logout") {
addClass(toolbarButton)
}
}
}
}}
This is a style for default screen height and width used in both LoginScreen and MainScreen:
screen {
prefHeight = 720.px
prefWidth = 1280.px
}
Edited:
I tried replaceWith() without animation and here are the results:
When sizeToScene=false, no growing bottoms and no eaten tops.
When sizeToScene=true, bottom grows.
I think I found the issue, it was because items of flowpane were more than they could fit into the window. I added flawpane into the scrollpane and the problem was solved.
override val root = borderpane {
addClass(screen)
top = toolbarLayout.root
center = scrollpane {
isFitToHeight = true
isFitToWidth = true
vbarPolicy = ScrollPane.ScrollBarPolicy.AS_NEEDED
content = flowpane {
vgap = 20.0
hgap = 20.0
padding = insets(20, 40, 20, 40)
for (i in 0..15) {
add(MobileAppGridItemLayout(i))
}
}
}
}
I would like to create a View (stage, window) with partially transparent background. I have an image containing alpha channel
I used this kind of scenes in JavaFx, where I had to set the scene fill to null and the root node background color to transparent. I tried the same with TornadoFX:
class NextRoundView : View("Következő kör") {
override val root = vbox {
style {
backgroundColor = multi(Color.TRANSPARENT)
backgroundImage = multi(URI.create("/common/rope-bg-500x300.png"))
backgroundRepeat = multi(BackgroundRepeat.NO_REPEAT
to BackgroundRepeat.NO_REPEAT)
}
prefWidth = 500.0
prefHeight = 300.0
spacing = 20.0
padding = insets(50, 20)
text("A text") {
font = Font.font(40.0)
alignment = Pos.CENTER
}
button("OK")
{
font = Font.font(20.0)
action {
close()
}
}
sceneProperty().addListener{ _,_,n ->
n.fill = null
}
}
}
I'm calling the view like this:
NextRoundView().apply {
openModal(stageStyle = StageStyle.TRANSPARENT, block = true)
}
However, the stage is still has background:
What have I missed?
You've made a couple of mistakes that causes this. First of all, you must never manually instantiate UICompoenents (View, Fragment). Doing so will make them miss important life cycle callbacks. One important callback is onDock, which is the perfect place to manipulate the assigned scene. Changing these two issues and also cleaning up some syntax leads to this code, which successfully makes the background transparent:
class MyApp : App(MyView::class)
class MyView : View() {
override val root = stackpane {
button("open").action {
find<NextRoundView>().openModal(stageStyle = StageStyle.TRANSPARENT, block = true)
}
}
}
class NextRoundView : View("Következő kör") {
override val root = vbox {
style {
backgroundColor += Color.TRANSPARENT
backgroundImage += URI.create("/common/rope-bg-500x300.png")
backgroundRepeat += BackgroundRepeat.NO_REPEAT to BackgroundRepeat.NO_REPEAT
}
prefWidth = 500.0
prefHeight = 300.0
spacing = 20.0
padding = insets(50, 20)
text("A text") {
font = Font.font(40.0)
alignment = Pos.CENTER
}
button("OK") {
font = Font.font(20.0)
action {
close()
}
}
}
override fun onDock() {
currentStage?.scene?.fill = null
}
}
Here is a screenshot of the app with the changes implemented:
Now before anyone ignores this as a duplicate please read till the end. What I want to achieve is this
I've been doing some googling and looking at objective c and swift responses on stackoverflow as well. And this response StackOverFlowPost seemed to point me in the right direction. The author even told me to use ClipsToBounds to clip the subview and ensure it's within the parents bounds. Now here's my problem, if I want to show an image on the right side of the entry(Gender field), I can't because I'm clipping the subview.
For clipping, I'm setting the property IsClippedToBounds="True" in the parent stacklayout for all textboxes.
This is the code I'm using to add the bottom border
Control.BorderStyle = UITextBorderStyle.None;
var myBox = new UIView(new CGRect(0, 40, 1000, 1))
{
BackgroundColor = view.BorderColor.ToUIColor(),
};
Control.AddSubview(myBox);
This is the code I'm using to add an image at the beginning or end of an entry
private void SetImage(ExtendedEntry view)
{
if (!string.IsNullOrEmpty(view.ImageWithin))
{
UIImageView icon = new UIImageView
{
Image = UIImage.FromFile(view.ImageWithin),
Frame = new CGRect(0, -12, view.ImageWidth, view.ImageHeight),
ClipsToBounds = true
};
switch (view.ImagePos)
{
case ImagePosition.Left:
Control.LeftView.AddSubview(icon);
Control.LeftViewMode = UITextFieldViewMode.Always;
break;
case ImagePosition.Right:
Control.RightView.AddSubview(icon);
Control.RightViewMode = UITextFieldViewMode.Always;
break;
}
}
}
After analysing and debugging, I figured out that when OnElementChanged function of the Custom Renderer is called, the control is still not drawn so it doesn't have a size. So I subclassed UITextField like this
public class ExtendedUITextField : UITextField
{
public UIColor BorderColor;
public bool HasBottomBorder;
public override void Draw(CGRect rect)
{
base.Draw(rect);
if (HasBottomBorder)
{
BorderStyle = UITextBorderStyle.None;
var myBox = new UIView(new CGRect(0, 40, Frame.Size.Width, 1))
{
BackgroundColor = BorderColor
};
AddSubview(myBox);
}
}
public void InitInhertedProperties(UITextField baseClassInstance)
{
TextColor = baseClassInstance.TextColor;
}
}
And passed the hasbottomborder and bordercolor parameters like this
protected override void OnElementChanged(ElementChangedEventArgs<Entry> e)
{
base.OnElementChanged(e);
var view = e.NewElement as ExtendedEntry;
if (view != null && Control != null)
{
if (view.HasBottomBorder)
{
var native = new ExtendedUITextField
{
BorderColor = view.BorderColor.ToUIColor(),
HasBottomBorder = view.HasBottomBorder
};
native.InitInhertedProperties(Control);
SetNativeControl(native);
}
}
But after doing this, now no events fire :(
Can someone please point me in the right direction. I've already built this for Android, but iOS seems to be giving me a problem.
I figured out that when OnElementChanged function of the Custom Renderer is called, the control is still not drawn so it doesn't have a size.
In older versions of Xamarin.Forms and iOS 9, obtaining the control's size within OnElementChanged worked....
You do not need the ExtendedUITextField, to obtain the size of the control, override the Frame in your original renderer:
public override CGRect Frame
{
get
{
return base.Frame;
}
set
{
if (value.Width > 0 && value.Height > 0)
{
// Use the frame size now to update any of your subview/layer sizes, etc...
}
base.Frame = value;
}
}
What I am trying to do is:
I have a scrollview inside my view and it's height is like 2/9 of the parent height. Then user can translate this scrollview to make it bigger. However scrollview's size does not change obviously. So even though it is bigger scrollview's size remains the same, killing the point. I could make it bigger initially. However it won't scroll since the size is big enough not to scroll.
I don't know if was able to explain it right. Hope i did.
Regards.
Edit
-------------
Some code to explain my point further
This is the scrollview
public class TranslatableScrollView : ScrollView
{
public Action TranslateUp { get; set; }
public Action TranslateDown { get; set; }
bool SwipedUp;
public TranslatableScrollView()
{
SwipedUp = false;
Scrolled += async delegate {
if (!SwipedUp && ScrollY > 0) {
TranslateUp.Invoke ();
SwipedUp = true;
} else if (SwipedUp && ScrollY <= 0) {
TranslateDown.Invoke ();
SwipedUp = false;
}
};
}
}
And this is the code in the page
sv_footer = new TranslatableScrollView {
Content = new StackLayout {
VerticalOptions = LayoutOptions.FillAndExpand,
HorizontalOptions = LayoutOptions.FillAndExpand,
Children = {
l_details,
l_place
},
}
};
sv_footer.TranslateUp += new Action (async delegate {
Parent.ForceLayout();
await cv_scrollContainer.TranslateTo(0, -transX, aSpeed, easing);
});
sv_footer.TranslateDown += new Action (async delegate {
await cv_scrollContainer.TranslateTo(0, 0, aSpeed, easing);
});
cv_scrollContainer = new ContentView {
Content = sv_footer,
VerticalOptions = LayoutOptions.Fill
};
I put the scrollview inside a contentview otherwise Its scroll indexes becomes 0 when they are translated. Ref: Xamarin Forms: ScrollView returns to begging on TranslateTo
The problem was, translateTo only changes the position of the element. I could use scaleTo after the translation. However it changes the both dimensions. Someone from Xamarin Forums suggested me to use LayoutTo which I did not know existed. With layoutTo you can change both the size and location. Giving an instance of Rectangle type.
I would like to create a layout with a fullscreen background image and some UI elements on top of it. The twist is this:
I would like the background image to swipeable like a carousel, but I would like the UI elements to stay in place. That is if I swipe the screen, the background image should slide to the side and a new image should replace it. I know about CarouselPage, but it seems to me that it won't do the trick, since a Page can have only one child which it replaces on swipe, meaning that the UI elements would be descendants of the CarouselPage and therefore would also be animated.
I am guessing I need some sort of custom renderer here, but how should I go about designing it? Should it be one fullscreen Image control replaced be another fullscreen Image control with the UI elements on top of it? And how can I do this? Or is there an all together better approach?
I am developing for iOS and Android using Xamarin.Forms.
Thanks in advance.
I don't like repeating myself much, and I think that multiple layers of actionable items can lead to confusion, but the problems appeals to me and I can see a niche for this kind of UI, so here's my take on your question.
Let's assume this is the (Xamarin.Forms.)Page you want to render with a custom carousel background:
public class FunkyPage : ContentPage
{
public IList<string> ImagePaths { get; set; }
public FunkyPage ()
{
Content = new StackLayout {
VerticalOptions = LayoutOptions.Center,
HorizontalOptions = LayoutOptions.Center,
Spacing = 12,
Children = {
new Label { Text = "Foo" },
new Label { Text = "Bar" },
new Label { Text = "Baz" },
new Label { Text = "Qux" },
}
};
ImagePaths = new List<string> { "red.png", "green.png", "blue.png", "orange.png" };
}
}
The renderer for iOS could look like this:
[assembly: ExportRenderer (typeof (FunkyPage), typeof (FunkyPageRenderer))]
public class FunkyPageRenderer : PageRenderer
{
UIScrollView bgCarousel = new UIScrollView (RectangleF.Empty) {
PagingEnabled = true,
ScrollEnabled=true
};
List<UIImageView> uiimages = new List<UIImageView> ();
protected override void OnElementChanged (VisualElementChangedEventArgs e)
{
foreach (var sub in uiimages)
sub.RemoveFromSuperview ();
uiimages.Clear ();
if (e.NewElement != null) {
var page = e.NewElement as FunkyPage;
foreach (var image in page.ImagePaths) {
var uiimage = new UIImageView (new UIImage (image));
bgCarousel.Add (uiimage);
uiimages.Add (uiimage);
}
}
base.OnElementChanged (e);
}
public override void ViewDidLoad ()
{
Add (bgCarousel);
base.ViewDidLoad ();
}
public override void ViewWillLayoutSubviews ()
{
base.ViewWillLayoutSubviews ();
bgCarousel.Frame = View.Frame;
var origin = 0f;
foreach (var image in uiimages) {
image.Frame = new RectangleF (origin, 0, View.Frame.Width, View.Frame.Height);
origin += View.Frame.Width;
}
bgCarousel.ContentSize = new SizeF (origin, View.Frame.Height);
}
}
This was tested and works. Adding a UIPageControl (the dots) is easy on top of this. Autoscrolling of the background is trivial too.
The process is similar on Android, the overrides are a bit different.