Javafx 2 - multiple view in a anchorpane - animation

I would like to show an animation with two views - overview and closeup view in a same anchorpane.
The overview would show trucks travelling from point A to point B on a map background and the closeup view would show what is happening at point B (i.e. discharging cargo etc...). When we start the animation both the views should be in action.
I am not sure how to implement this in Javafx-2. I have created an AnchorPane called globalpane and have two children - (AnchorPane)overViewPane and (AnchorPane)closeViewPane. I have got the overview pane working. But to implement the close up view, can we make a copy of overViewPane, zoom it using scale method and present it in closeViewPane?
What is the best approach to do this ?
Thanks
Ps : I found this link which shows magnifying glass:
Why is my magnifying glass not following the mouse?
However, I am not sure if the same would work with animation running in the overview will also be updated simultaneously on the magnifying glass

I could not find anything regarding reflecting/copying/mirroring a same anchorpane twice. Therefore, I had to resort to coding them individually in my program.

Related

Detail View on Storyboard too zoomed in - creates misaligned objects in simulator

I have perhaps a beginner's question but have not found any solutions addressing this specific problem after searching endlessly on stackoverflow and other forums.
My detail view in the storyboard appears to be too zoomed in. At this point, zooming in and out simply zooms in and out on the storyboard, but not the detail view specifically.
Indicators of this are that the alignment arrow to the left of my button is not positioned at half-latitude of the Detail View box, although when I align my button to this marker I do see a crosshair indicating that my button is "centered".
Detail View - Further Out
Upon simulation, it is apparent that using these crosshairs produces a run-time alignment far right and up from being centered. Where my button is currently placed seems to be in the center of the simulator screen but would like my guidelines to allow the button to be centered using the guidelines suggested.
Simulator View
A) How do I "zoom out" within the Detail View so I can see the entire screen in the detail view?
B) How can I center my object if the guidelines are inherently off-center?
Thank you so much for you advice and input.
Are you using constraints to keep the various controls in place etc...?
If not try:
Select all elements in the UI of the detail view. Click on an empty spot somewhere in the View and press CMD + A.
Click on resolve auto layout issues at the bottom right of the Nib editor. (it's the right most icon)
Click on Clear Constraints
Click on resolve auto layout issues again, then Reset to Suggested Constraints
From here, tweak your constraints as per the UI you're working with i.e. iPhone, iPad and whatever orientation it's in etc...
I forgot to mention how I fixed the "too zoomed-in" problem.
In the storyboard controller, on the left navigator panel, within the file inspector, I simply unchecked "Use Size Classes" within the Interface Builder Document section. My view controller changed into a normal iPhone shape and everything finally fit into place.

Xcode 6.1.1 StoryBoard Size

Good morning,
I am new to Xcode and am learning to create iOS applications.
When I open a single view application and click on main.storyboard, my size is w Any h Any. When I decide to add a label and run the iOS simulator (iPhone 6 or iPhone 5S), the label appears somewhere else.
This is really frustrating and I have tried many approaches such as disabling use size classes, changing the storyboard size by clicking the w Any h Any button, and even messing with the constraints as mentioned here: Xcode 6 Storyboard the wrong size?
I am really trying to continue with this but I have seem to hit a wall for a couple of hours now, if someone could shed some light to why I am messing this up, that would be amazing.
EDIT: How can I get it to be a "normal" sized iPhone, such as the iPhone 5s?
You can click on the w Any h Any to change it to a normal iphone size by mousing over the squares and reading which devices they encompass.
You are going to have to use constraints though in order to make anything go where you want it to, I really didn't want to learn them but I couldn't do without them now: they are very useful.
EDIT
Constraints are simple in concept but can be tricky in certain situations:
For any view to have valid constraints that work correctly, it needs to know what the size of the view is and its position in it's "parent container" which is just whatever view or viewController it is inside of.
The little |-O-| shaped button and its neighboring buttons next to "w Any h Any" give you options for positioning and sizing the view. So if you click on a view and then click on that square button in the middle, check the width, height boxes and click the left and top lines in that top positioning thing with sizes in it like so:
Then click on add 4 constraints. You will notice blue lines appear around your view saying that it can properly put it where it needs to go when running the app. If there is any orange or red that means there are conflicting constraints on the view.
Sometimes that can mean you put to many constraints (more than you need) and you just need to delete them in size inspector tab. But more often than not, if that doesn't fix it, I've noticed that I usually have a neighboring view that isn't properly "constrained" and is actually the cause for the other views problems.
How can I get it to be a "normal" sized iPhone, such as the iPhone 5s
You don't. The view controller's main view will be resized correctly when the app runs (on a device or in the simulator), as appropriate for the device type and other aspects of its surroundings.
Your job is to use auto layout so that no matter how the view is resized, its subviews (labels and buttons and so forth) will look good. That is what auto layout is for - it's to help you compensate for the fact that you have no idea what the real size of this view will be at runtime.

Origami fold effect for UIView and NavigationController Bar

I need to implement the functionality that this library provides: XYOrigami. The main issue, is I must implement it to fold on the center view when the left view is revealed rather fold the side views. Unfortunately, this has become quite a task (and I'm currently looking at manipulating the library below to do so). The left tray should be just a tray with a width of 100 to 200. When it comes out, the center view should have a cringle origami effect and fold until the tray is hidden again. Is anyone aware of a library that does this or a way to accomplish this effect.
I think you will get the sample code in mpospese / EnterTheMatrix
repository.
Just have a look at the second last tab,"The Fold Animation" & then click view.
I think this view can be taken as the center view for your case & XYOrigami as the side menu.
You many need to tweak the EnterTheMatrix to fold-unfold horizontally unlikely as it fold-unfold vertically by default.
I hope you can make a new custom component hybridized from the above two Custom controls.
Happy Coding.
Hope that Helps.

Drawing on an image which is inside a QScrollArea?

If I subclass QLabel and I add a QLabel directly to my QDialog, it works fine. If I add this label inside a ScrollArea, the thing I’m drawing doesn’t show unless I resize the dialog itself. Yes, weird.
I’ve setup compilable example code that indicates what the problem is. What I am trying to do is to select an area of an image with my mouse, by drawing a rectangle on the corresponding area. The images my program is designed to work with can be very large, and thus, I need to have a scroll area so as the dialog to stay at a logical dimension, and not to fill the entire screen (or even multiple workspaces, if we are talking about a linux machine with multiple desktops).
Everything works fine, except that the drawing (selection-rectangle) isn’t visible unless the dialog is resized – manually. I think I have to update something while drawing, but I’m not sure what. Well, here’s the example code: http://paste.ubuntu.com/1151553/
Another issues that I don’t know how to solve (and I want your suggestions there) are (1) when the user is selecting an area, how to set it to automatically scroll when the user actually selects an area by pushing against to a wall of the scroll area (I guess I am understandable here). (2) is there a way to let the user select a rectangle and then, when he left-clicks on a position with holding down the [Shift] button, the bottom right edge of his previous selection to actually go through the point he clicks at?
The documentation indicates that you have to set a Layout somehow somewhere, but I'm not sure how to do this to my occassion.
Thanks in advance for any help.
about problem (1):
just use of Event. i think mouse Enter Event or Leave Event is good for that.
and to do that i think you can use a hidden rectangular that fill the whole of the screen.
and over write the mouse leave Event for that rectangular and tell in that function , to scroll the page.

Mouse events on overlay image interfering

I've added a few overlay images which I'm using as buttons/control for showing / hiding some custom layers and this works fine, however they still trigger the usual drag/move events on the map. This isn't that bad but when you go into street view and you click on on of these (the buttons are on the left of the screen) the camera shifts it's view to the left which is going to be very annoying for the users.
Just wondered if someone has encountered this and have advice? I guess I can move the buttons out of the maps area completely but it looks really nice on the map with the standard controls.
Thanks a lot!

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