I'm writing a Forms app. How to position a view right at the bottom of the screen and when some entry is focused and the keyboard is visible, the view to be right above the keyboard? On android, it is possible to set Window.SetSoftInputMode(SoftInput.AdjustResize) and that will make the Content resize every time the keyboard is appearing/disappearing. However, I need the status bar to be transparent and SoftInput.AdjustResize doesn't work with WindowManagerFlags.TranslucentStatus. My question is, how do I position a view right above the keyboard without setting SoftInput.AdjustResize?
Take this example:
public Page1()
{
InitializeComponent();
var al = new StackLayout
{
HorizontalOptions = LayoutOptions.FillAndExpand,
VerticalOptions = LayoutOptions.FillAndExpand
};
var button = new BoxView {Color = Color.Red, VerticalOptions = LayoutOptions.EndAndExpand};
var entry = new Entry {HorizontalOptions = LayoutOptions.Fill};
al.Children.Add(entry);
al.Children.Add(button);
Content = al;
Content.SizeChanged += (sender, args) =>
{
button.Layout(new Rectangle(0, Content.Height - 120, App.Dimensions.Width, 120));
};
}
If you run this code, when you'll press the input, nothing will change, the "button" will remain on the bottom of the screen not visible because of the overlaying keyboard.
If we add Window.SetSoftInputMode(SoftInput.AdjustResize) in MainActivity's onCreate it works fine, the box is moved above the keyboard on entry's focus.
Also, if we change Content = al; to Content = new ScrollView {Content = al};, it works fine.
However, if we add Window.AddFlags(WindowManagerFlags.TranslucentStatus); in MainActivity's onCreate, none of those methods work anymore.
Thanks in advance.
I'm writing a Forms app. How to position a view right at the bottom of
the screen and when some entry is focused and the keyboard is visible,
the view to be right above the keyboard?
If you are using Xamarin Forms, then wrapping your UI elements in a ScrollView should do the trick. Something like this if you are using XAML:
<ScrollView>
<ScrollView.Content>
// Your Original XAML content here
</ScrollView.Content>
<ScrollView
EDIT:
Looking at the example you just added, I THINK I know what is happening. So, the ScrollView Trick only works for elements that require keyboard input. I.e if you instead had an entry element at the bottom of the screen, and wrapped everything in a ScrollView like I suggested, then the keyboard should push the entry element up for you. However in your case you have a boxview at the bottom of the screen, which the keyboard simply runs over.
What you have for Content.SizedChanged is a good idea, however I don't think the size of the view actually changes when the keyboard pops up (at least, Content.SizeChanged isn't called when the keyboard pops up), so that part of your code is really only called on loading of the page from the MCVE you provided.
HOWEVER, I was able to move the 'button' up when the keyboard appears by doing this:
Replace
Content.SizeChanged += (sender, args) =>
{
button.Layout(new Rectangle(0, Content.Height - 120, App.Dimensions.Width, 120));
};
With
entry.Focused += (sender, e) =>
{
button.TranslationY -= 120;
};
You may have a heck of a time getting that magic translation number for all the different devices and orientations though. When I tested it on the iPhone 6 simulator I had to push way above 120 before I could see it above the keyboard.
Hope that helps!
Related
I have a page created using Xamarin Forms. I want to add a toolbar at the bottom of the screen like an overlay but doesnt change the actual layout of the screen. It should just overlay above everything and always be at the bottom.
It should showup only when there is a particular event. SO it will be added dynamically.
Any ideas - or if you can send point me in the right direction. I do not want to use any nuget packages.
Have you tried to use AbsoluteLayout/Grid?
<Grid>
<StackLayout><Label Text="Your content"/></StackLayout>
<Button x:Name="toolbar" VerticalOptions="End" Text="Your toolbar" />
</Grid>
Show/hide the control based on your event.
If you could show the code of displayToolbar it would be easier to write a code that suits your needs, but it should be pretty easy even without the code :)
You could do this with a RelativeLayout, AbsoluteLayout or a Grid but I recommend doing it with a Grid because is much lighter than RelativeLayout and has a lot more functions than AbsoluteLayout.
So, make the root of every page that you want to use displayToolbar a Grid with one row and one column. Add the actual content of the page to that Grid as a child view.
Now comes the part that would be easier with your code. When you want to display the toolbar, add the toolbar view as a child of the root Grid with VerticalOptions set to LayoutOptions.End.
That's it. The toolbar will be added in front of every view of the page and if you want to dynamically remove the toolbar, remove the root Grid's last child.
The layout would be something like this:
Grid root;
internal SomePageConstructor()
{
root = new Grid
{
ColumnDefinitions =
{
new ColumnDefinition { Width = new GridLength(1, GridUnitType.Star) }
},
RowDefinitions =
{
new RowDefinition { Height = new GridLength(1, GridUnitType.Star) }
}
};
root.Children.Add(actualPageContent, 0, 0);
Content = root;
}
void DisplayToolbar()
{
var toolbar = new StackLayout { VerticalOptions = LayoutOptions.End };
root.Children.Add(toolbar, 0, 0);
}
void RemoveToolbar()
{
root.Children.Remove(root.Children[1]);
}
Note: I did this directly on StackOverflow, code could need some corrections.
From this sample, you could do an animation of the toolbar coming from below the page or something like it. Just change the DisplayToolbar and the RemoveToolvar methods.
Obs. Method names on C# are PascalCased (every word is capitalized) so your displayToolbar is DisplayToolbar.
Hope it helps! :)
I have written a windows universal app under windows 10 that has a ListView.
This ListView updates every five seconds if new data if available. Its data source is an ObservableCollection that only allows a maximum of ten items to be shown, with the newest being inserted at the front of the collection. This seems to work well as you see the ListView with items slowly scrolling down the screen.
What I want to do is add some sort of colour transition to the new items in the ListView, so that when they appear, the background of the item starts off grey and fades to white. I want this effect so that a user can easily see the new item or items that have just appeared in the ListView.
The new objects added to the collection have a flag set to indicate they are new. I thought this could be used as an indicator if the animation process was able to reset this flag after the animation? Or should I look to use an event off the ListView, if there is one?
I’m new to storyboards so am not sure the best approach. Can anyone advise on the areas I should research to get the animation or even if it's possible under the UWP?
Basically, whenever a new item has been added, you want to animate its color to light gray and then animate it right back.
So the key thing is to find the event that's invoked during the item container creation. In this case, ContainerContentChanging is your friend.
Since you need to animate the color a few times during an animation, you will need ColorAnimationUsingKeyFrames rather than a normal ColorAnimation. The whole Timeline and Storyboard syntax can be a bit confusing at times so I have created a simple demo for you here. Hope it helps. :)
private void OnListViewContainerContentChanging(ListViewBase sender, ContainerContentChangingEventArgs args)
{
if (args.ItemContainer != null && !args.InRecycleQueue && args.Phase == 0)
{
var colorAnimation = new ColorAnimationUsingKeyFrames
{
// 'cause the new item comes in with an animation of which duration is about 300s, we add a little delay here to only
// animate the color after it appears.
BeginTime = TimeSpan.FromMilliseconds(300)
};
var keyFrame1 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0)), Value = Colors.White };
var keyFrame2 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(400)), Value = Colors.LightGray };
var keyFrame3 = new LinearColorKeyFrame { KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(1200)), Value = Colors.White };
colorAnimation.KeyFrames.Add(keyFrame1);
colorAnimation.KeyFrames.Add(keyFrame2);
colorAnimation.KeyFrames.Add(keyFrame3);
Storyboard.SetTarget(colorAnimation, args.ItemContainer);
Storyboard.SetTargetProperty(colorAnimation, "(Control.Background).(SolidColorBrush.Color)");
var storyboard = new Storyboard();
storyboard.Children.Add(colorAnimation);
storyboard.Begin();
}
}
Here's how it looks like in a demo app.
I have created a Scrollviewer in WP7, which harbors 3 usercontrol, each one of which hold as their content XAML created UserControls. This works fine. This scrollviewer should be able to scroll between these items, but make this not possible for the user to scroll. So when an item in one of these contents are clicked upon, the scrollviewer slides left or right depending on the item selected, and bring into view one of the other usercontrols. I use a mediator to accomplish this:
<Grid.Resources>
<Storyboard x:Name="ItemAnimation">
<DoubleAnimation x:Name="ItemAnimationContent"
Storyboard.TargetName="Mediator"
Storyboard.TargetProperty="ScrollableWidthMultiplier"/>
</Storyboard>
</Grid.Resources>
<ScrollViewer Name="ScrollableItemPanel"
Grid.Row="2"
Grid.RowSpan="3"
Grid.ColumnSpan="3"
VerticalScrollBarVisibility="Disabled"
HorizontalScrollBarVisibility="Disabled">
<StackPanel Orientation="Horizontal">
<UserControl Name="NewsListBoxControl" Width="480" />
<UserControl Name="DetailedItemControl" Width="480"/>
<UserControl Name="ExternalBrowserItemControl" Width="480"/>
</StackPanel>
</ScrollViewer>
<local:ScrollableItemAnimationMediator x:Name="Mediator"
ScrollViewer="{Binding ElementName=ScrollableItemPanel}"/>
In basic, this works fine too, I can navigate between the items, and load upon them the content as usercontrols. But the problem lies in granting the user the abillity to scroll. Before the item scrolls, I set the hittestvisibilty to true, and the horizontalscrollbarvisibility to visible. After the animation is done, I want to grant back the hittestvisibility and set the horizontalscrollbarvisibility to Disabled again. This latter is where the problem is: when I set the horizontalscrollbarvisibility to Disabled, the scrollviewer automatically brings back into view the first of three items in the stackpanel. How can I stop this? This is the code I use to scroll the mediator:
private void CreateDetailedArticleItem( Dictionary<string, string> itemQuery )
{
_articleDetailPage.ItemQuery = itemQuery;
DetailedItemControl.Content = _articleDetailPage as UserControl;
Animate( _articleDetailPage, 0.0f, 0.5f, 250 );
}
private void Animate( IContentControl control, float from, float to, double milliseconds )
{
//this eventhandler will fire when the animation has completed
EventHandler handler = null;
//we take away the User Input just for the moment, so that we can animate without the user interfering. Also, we make horizontalScroll Visible
IsUserEnabled = false;
//we then set the content of the animation. Where from will it move, towards where and in what duration?
ItemAnimationContent.From = from;
ItemAnimationContent.To = to;
ItemAnimationContent.Duration = TimeSpan.FromMilliseconds( milliseconds );
//we start the animation
ItemAnimation.Begin( );
//we tell the new control that it will appear soon, so it can load its main content
control.ViewWillAppear( );
//also, we tell the currentcontrol that it will disappear soon, so it can unload its content and eventhandlers and so on
CurrentControl.ViewWillDisAppear( );
//the handler is a delegate. This way, it becomes rather easy and clean to fire the completed event, without creating a strong reference ( well, actually,
//we do create a strong reference, but as soon as it is fired, we remove it again, shhhh! ).
handler = delegate( object sender, EventArgs e )
{
//as stated, we remove the eventlistener again, so it won't keep firing all the time
ItemAnimation.Completed -= handler;
//after the animation, we tell the new control that it is now in screen, and can start downloading its data
control.ViewDidAppear( );
//at the same time, the "current" control has fully moved out of view, so it can now fully unload all its content.
CurrentControl.ViewDidDisAppear( );
//now, all we have to do is to make sure that the next time an item is being loaded, the new content is spoken to, not the old one
CurrentControl = control;
//and finally, enable the users input again, and remove the horizontal scrollbarvisibility
IsUserEnabled = true;
};
ItemAnimation.Completed += handler;
}
private bool IsUserEnabled
{
set
{
//when the user can control the scrollviewer, then the horizontal scrollvisibility is disabled, so that the user cannot move horizontally,
//otherwise, so we only make it visible when the program needs to animate.
ScrollableItemPanel.IsHitTestVisible = value;
ScrollableItemPanel.HorizontalScrollBarVisibility = value ? ScrollBarVisibility.Disabled : ScrollBarVisibility.Visible;
}
}
I had already asked this question, then regarded it as answered, as I thought it to be answered, namely using ScrollbarVisibility.Hidden instead of ScrollbarVisibility.Disabled, only the scrollbarvisibility stays visible this way, and the user can still scroll. Is there a native way to deal with this problem?
Any help would be greatly appreciated. Greetz
Rather than fight the behavior of the native control it may be easier to just manipulate the position of items yourself using a custom control (wrapping your other controls) which animates between different visual states (adjust the translate transform) depending on the "selected" item.
I have a textBlock which covers the entire screen. When the user flicks the screen horizontally, textBlock content is changed. I wanted to show that the new text is shown sliding on the screen when the user does flick gesture.
I tried this:
void listener_Flick(object sender, FlickGestureEventArgs e)
{
if (e.Direction == System.Windows.Controls.Orientation.Horizontal)
{
if (e.HorizontalVelocity.CompareTo(0.0) < 0)
{
SlideTransition sTx = new SlideTransition();
sTx.Mode = SlideTransitionMode.SlideLeftFadeIn;
ITransition transition = sTx.GetTransition(textBlock1);
transition.Completed += delegate
{
transition.Stop();
};
transition.Begin();
textBlock1.Text = "New Text";
}
}
}
Though, I do see a little animation for the new text But I don't see new text really sliding from right. How do I achieve this?
Thanks
I'm not clear how your process is supposed to work as you are only doing one animation. In theory you need to animations. One for sliding out and one for sliding in. If doing this with a single control you wouldn't be able to see the items moving in and out at the same time.
A very similar question was also asked previously: how to implement textblock flick animation windows mobile 7
I have two canvas's in a Grid, full scene "images" that I want to transition, I wonder how I would go about transitioning between these two Canvas controls.
Programatically I add the first canvas to the grid, then I add the second canvas to the grid, and remove the first, what I really want to do is transition between them.
Any suggestions on how I might achieve this programatically?
Thanks.
Edit: I have implemented this method, but am having problems, anyone able to tell me if I'm using it wrong?
private void doTransitionIn(Canvas slide)
{
SlideTransition slideLeft = new SlideTransition();
slideLeft.Mode = SlideTransitionMode.SlideDownFadeIn;
ITransition transition = slideLeft.GetTransition(slide);
transition.Completed += delegate { transition.Stop(); }; transition.Begin();
}
private void doTransitionOut(Canvas slide)
{
SlideTransition slideLeft = new SlideTransition();
slideLeft.Mode = SlideTransitionMode.SlideDownFadeOut;
ITransition transition = slideLeft.GetTransition(slide);
transition.Completed += delegate { transition.Stop(); }; transition.Begin();
}
And here is how I use it:
SceneGrid.Children.Add(nextCanvas);
doTransitionIn(nextCanvas);
doTransitionOut(currentCanvas);
SceneGrid.Children.Remove(currentCanvas);
The problem with this is that the animation only seems to start from part way down the screen, as in, i only see it slide the last 20 or so pixels, it doesn't slide all the way.
Depending on what you mean by "transition" I'd look at creating a StoryBoard to animate the hiding/showing of each canvas.
I would recommend using the TransitioningContentControl which is part of the Silverlight Toolkit. To use this control, make your first Canvas the Content of this control. To transition, simply change the Content to your next Canvas and the TransitioningContentControl does the rest!
There are a number of blog posts that provide tutorials for this control:
http://blogs.academicclub.org/uidev/2010/06/12/transitioning-content-in-silverlight/