Xamarin Forms vertical align image at bottom programmatically - xamarin

In the (relatively) new Xamarin Forms I'm trying to vertically align an image to the bottom of a scrollview.
This is my code, this does exactly what I want (for larger images it scrolls). But when I have an image which is smaller than the height of the device, it should align to the bottom of the screen, instead of the center (probably default) of the screen. Since the documentation is (still) lacking, how can I achieve this in code?
return new ContentPage {
Content = new ScrollView {
Orientation = ScrollOrientation.Vertical,
BackgroundColor = Color.Black,
Content = new Image {
Source = ImageSource.FromFile (image)
}
}
};
I've tried it with this, but it gives an error that the call is ambiguous between the following methods or properties...
RelativeLayout rl = new RelativeLayout ();
rl.Children.Add (new ScrollView {
Orientation = ScrollOrientation.Vertical,
BackgroundColor = Color.Black,
Content = new Image {
Source = ImageSource.FromFile (image)
}
});
return new ContentPage {
Content = rl
};

From the Assembly Browser in Xamarin Studio, your options for Children.Add are:
void Add(T view, Expression<Func<Rectangle>> bounds);
void Add(T view, Expression<Func<double>> x = null, Expression<Func<double>> y = null, Expression<Func<double>> width = null, Expression<Func<double>> height = null);
void Add(T view, Constraint xConstraint = null, Constraint yConstraint = null, Constraint widthConstraint = null, Constraint heightConstraint = null);
Where Expression is the type from System.Linq.Expresssions.
You received an ambiguous call error because all these overloads have default values for all parameters besides view.
In order to use the object initializer for Children, you'll need to pass in your expressions or constraints like:
rl.Children.Add (
{
new ScrollView {
Orientation = ScrollOrientation.Vertical,
BackgroundColor = Color.Black,
Content = new Image {
Source = ImageSource.FromFile (image)
}
},
Constraint.Constant(0),
Constraint.Constant(0)
}
)
Constraint.RelativeToParent and Constraint.RelativeToView are useful in simple cases and Expression trees will solve arbitrary layout problems.

Related

Adding a bottom border to an Entry in Xamarin Forms iOS with an image at the end

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;
}
}

How to show ActivityIndicator in the middle of the screen?

I've created an activity indicator and added it to StackLayout and when I make it running, in the emulator it shows in the top right corner Android 4.4 and in iOS no show and in Android 6 phone, it don't show.
var indicator = new ActivityIndicator()
{
Color = Color.Blue,
};
indicator.SetBinding(ActivityIndicator.IsVisibleProperty, "IsBusy", BindingMode.OneWay);
indicator.SetBinding(ActivityIndicator.IsRunningProperty, "IsBusy", BindingMode.OneWay);
AbsoluteLayout.SetLayoutFlags(indicator, AbsoluteLayoutFlags.PositionProportional);
AbsoluteLayout.SetLayoutBounds(indicator, new Rectangle(0.5, 0.5, AbsoluteLayout.AutoSize, AbsoluteLayout.AutoSize));
mainLayout.Children.Add(indicator);
I want to show the activity indicator to the center of the screen because the operation takes time to complete.
The indicator that you are seeing in the status bar is the default behavior of the IsBusy property of the base page class. The reason your code isn't working is because you are attempting to bind visibility of your ActivityIndicator to that property - but you aren't specifying a binding source. If you look in your debugger's application output log then you will probably see messages along the lines of "Property 'IsBusy' not found on type 'Object'".
To fix it, you simply need to point the Binding Context of each binding to the form. Give this a try:
public partial class App : Application
{
public App ()
{
var mainLayout = new AbsoluteLayout ();
MainPage = new ContentPage {
Content = mainLayout
};
var containerPage = Application.Current.MainPage;
var indicator = new ActivityIndicator() {
Color = Color.Blue,
};
indicator.SetBinding(VisualElement.IsVisibleProperty, new Binding("IsBusy", BindingMode.OneWay, source: containerPage));
indicator.SetBinding(ActivityIndicator.IsRunningProperty, new Binding("IsBusy", BindingMode.OneWay, source: containerPage));
AbsoluteLayout.SetLayoutFlags(indicator, AbsoluteLayoutFlags.PositionProportional);
AbsoluteLayout.SetLayoutBounds(indicator, new Rectangle(0.5, 0.5, AbsoluteLayout.AutoSize, AbsoluteLayout.AutoSize));
mainLayout.Children.Add(indicator);
containerPage.IsBusy = true;
}
}
You add your activity indicator to stack layout, but you are setting Absolute layout LayoutFlags, they won't work.
to be able to achieve what you want, you need suck structure
AbsoluteLayout
StackLayout
ActivityIndicator
mainLayout should be AbsoluteLayout, all content should be contained in nested StackLayout.

Xamarin Forms: Change the size of scrollview on translateto

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.

Background image with Carousel effect

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.

SwapChainBackgroundPanel letterboxing Monogame Windows Store App

I am porting my space shooter game from Windows Phone to Windows Store App. In WP it always play in full portrait orientation.
For the Windows Store app though while in landscape mode, I want to center the game screen with letterboxing on the left and right. The problem is I can't adjust the margin property of SwapChainBackgroundPanel so the game always aligned to the left and the black screen is on the right.
Here's my code
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
double width = e.NewSize.Width;
double height = e.NewSize.Height;
// using Windows.Graphics.Display;
ResolutionScale resolutionScale = DisplayProperties.ResolutionScale;
string orientation = null;
if (ApplicationView.Value == ApplicationViewState.FullScreenLandscape)
{
orientation = "FullScreenLandscape";
//Does not work because it's start on the center of the screen
//Black screen is on the left and place the game screen on the right
GamePage.Current.HorizontalAlignment = Windows.UI.Xaml.HorizontalAlignment.Center;
//Gives error - WinRT information: Setting 'Margin' property is
//not supported on SwapChainBackgroundPanel.
GamePage.Current.Margin = new Thickness(centerMargin, 0, 0, 0);
}
else if (ApplicationView.Value == ApplicationViewState.FullScreenPortrait)
{
orientation = "FullScreenPortrait";
}
else if (ApplicationView.Value == ApplicationViewState.Filled)
{
orientation = "Filled";
}
else if (ApplicationView.Value == ApplicationViewState.Snapped)
{
orientation = "Snapped";
}
Debug.WriteLine("{0} x {1}. Scale: {2}. Orientation: {3}",
width.ToString(), height.ToString(), resolutionScale.ToString(),
orientation);
}
The GamePage.xaml is the default
<SwapChainBackgroundPanel
x:Class="SpaceShooterXW8.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:SpaceShooterXW8"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d">
</SwapChainBackgroundPanel>
After some researched I think I've figured it out thanks to this blog post. To those who are in a similar situation, here's what I did.
The beauty of the solution is that the letterboxing is automatically managed by the Resolution class. All I have to do is update the batch.begin() lines in my code to something like
batch.Begin(SpriteSortMode.Deferred,
null, SamplerState.LinearClamp,
null,
null,
null,
Resolution.getTransformationMatrix());
To handle resolution changes as the orientation changed I use this in my Game1.cs
public Game1()
{
graphics = new GraphicsDeviceManager(this);
GamePage.Current.SizeChanged += OnWindowSizeChanged;
Content.RootDirectory = "Content";
Resolution.Init(ref graphics);
Resolution.SetVirtualResolution(480, 800);
}
private void OnWindowSizeChanged(object sender, Windows.UI.Xaml.SizeChangedEventArgs e)
{
var CurrentViewState = Windows.UI.ViewManagement.ApplicationView.Value;
App.AppWidth = (int)e.NewSize.Width;
App.AppHeight = (int)e.NewSize.Height;
Resolution.SetResolution(App.AppWidth, App.AppHeight, true);
}
The initial values of App.AppWidth and App.AppHeight is set in the GamePage.xaml.cs.
public GamePage(string launchArguments)
{
this.InitializeComponent();
App.AppWidth = (int)Window.Current.Bounds.Width;
App.AppHeight = (int)Window.Current.Bounds.Height;
Current = this;
// Create the game.
_game = XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, this);
}
Both are global static property created in the App.xaml.cs
public static int AppWidth { get; set; }
public static int AppHeight { get; set; }
The only problem I've encountered so far, the mouse input does not scale to the screen resolution change. I do not have a touch screen to test unfortunately but I think touch input should scale. If anyone tested touch, please share your findings. Thanks.
Update
I've managed to scale the Mouse input using the following
public static Vector2 ScaleGesture(Vector2 position)
{
int x = (int)(position.X / (float)App.AppWidth * (float)Screen.ScreenWidth);
int y = (int)(position.Y / (float)App.AppHeight * (float)Screen.ScreenHeight);
var scaledPosition = new Vector2(x, y);
return scaledPosition;
}

Resources