So, I know this is undocumented and unsupported and not recommended etc.
But, I haven't given up on trying to add a button to an Android watchface. If you are familiar with WatchMaker, you know they support this feature!
My guess is that is has something to do with implementing onCommand on the engine, but I have encountered 2 problems with this method:
For some reason the X and Y are always 0 there
I don't know how to disable the default tap action that takes you to the menu.
Anyways, if someone can guess or know how WatchMaker are doing this, please suggest a solution!
You can find an example here
In fact, these WatchFaces add views in the WindowManager that have an onClickListener when visible.
Related
We have a need in our app where the user will get turn by turn navigation to a location then need the ability to tell the app, "hey I'm here, don't need the turn by turn anymore."
Obviously I'm trying to stay cross platform. I tried this control which extends on Forms.Maps:
https://github.com/TorbenK/TK.CustomMap
It's closer, but it doesn't do actual turn by turn, it draws a path between 2 pins then exposes a list of instructions with no location tracking, so it won't fit the requirement.
Then I found the openuri method here:
https://developer.xamarin.com/recipes/cross-platform/xamarin-forms/maps/map-navigation/
That works GREAT. The only issue is the application completely disappears. I get this is expected behavior from openuri, but I can't find any other way to get the full on turn by turn guided navigation. Is anyone aware of any way I could use guided navigation and expose a button, or anything really, like a button that says "Dismiss Map" and returns to the application? I'm open to other suggestions as well.
Thanks.
I don't know what is the real name of what I want to do, but I would like to make a list similar as this website link (Standard Select part at the top), does anyone can help me? I know it's something easy but I can't find what I want to do it for Xamarin. Maybe I don't search in the right direction, I assume it too!
There's no 1-1 implementation of a dropdown control in Xamarin.Forms but you'll get very close by using the Picker control.
Please notice that the default Picker control doesn't support binding so you might want to look for an extended version with that support.
There is no such thing built in Xamarin.Forms. You can choose one of the controls described in documentation.
To implement what you are looking for you will have to use Custom Renderer with control like this from Android. Of course for iOS you will have to use something different because there is no such control on iOS platform, but you can use this.
Have you looked at the Syncfusion AutoComplete control?
I think this is the closest you will get to what you are looking for.
They also provide a free community licence for developers
RBLPopover is a Popover made by the Guys from Github that aims to mimimc NSPopover but fixes some of it's flaws, like canBecomeKeyWindow. It is part of the Rebel Framework they currently hosting on GitHub. I decided to use this Popover for my Statusbar Application and ran now into a problem. NSPopover is able to resize it's size dynamically and animated if it's shown and you use setContentSize. Then it will automatically resize animated to the newly given size. However, RBLPopover is not doing that. After 8 hours on looking into RBLPopover's Code I was not able to fix this, one reason will be lag of knowledge on my Part on how Views work internally in Detail.
The Code for RBLPopover can be found here:
https://github.com/github/Rebel/blob/master/Rebel/RBLPopover.m
Can someone give me a hint on how to fix this? I don't ask for code, just some advice/concept on how to achieve this. Is there some Method that is missing in it's parent class? I don't believe that showRelativeToRect:ofView:preferredEdge: is the right method to change. I believe that something more fundamental is missing but I don't get it.
I want to map the Xbox Guide button on the Xbox 360 controller.
I've been searching for a possible solution for some time now and from the looks of my google results it seems that the only way to do so is by using a custom driver.
However, I tried using Steam Big Picture mode today and was surprised to see that Valve has managed to achieve this to open the Steam Overlay. So how come I can't find any information on how to do this? Does anyone have any idea of how they've done it?
I've thought of possible solutions, aside from a custom driver, and I wonder if you could read the raw data from the controller? The button must send a signal so it should be possible detect when it's pressed, right?
Any help is much appreciated.
To mark as answered: #luke answered this in the comments with:
Assuming you are using XInput, it appears that use of the Guide button
is undocumented. However, people have figured out that it apparently
sets bit 0x0400 in the button bit flag. More information.
In my Mac app, I want to use a NSPopover, activated by a NSStatusItem. Activating works like a charm, but I would like to get rid of the standard window (white or HUD), that is provided by the NSPopover, and use my own view instead. Does anyone know if that is possible?
Thanks
no, it is not possible -- we tried hard and ended up reverting to the 10.7 way of using a custom class.. check MAAttachedWindow
well with enough swizzling and posing it'd be possible of course... but that is very evil and at least as much work as your own class!