Irregular layout in wp7 what can i do? - windows-phone-7

See this Chart
rules:
car1 car2
car3 car4
If news has image then use car1 and car3 layout ;not image ,use car2 or car3 layout. If news has large image then it height equal car1 height + car3 height or car2 height+car4 height
My question: how use listbox dispose the Irregular layout in WP7 ?

There is no straight forward answer to your problem. Shortly, you cannot do it readily. That is there is no "irregular" layout manager with the standard libraries (e.g. something like Grid or Stackpanel). Perhaps there is 3rd party library out there but i am not aware. If there is nothing out of the box, you have 2 options:
Make each listbox item a 2x2 grid and then have some logic behind for hiding content of a cell when an adjescent cell grows its rowspan to 2. Vice versa when a big tile becomes a smaller one then you have to change the rowspan and make the hidden tile visible again. I am taking about collapsing or making visible here as an effect. But, you could of course remove the tile and append it to the end of the list. There are many options on how you want your list to behave.
You could consider using a WrapPanel (from silverlight toolkit) inside a scrollviewer to achieve a similar effect. Again, you would have to do some work here as well for reorganizing the container.

Related

Can NSCollectionViewCompositionalLayout support "growing cells"

I have a collection view showing a simple one-column list with a NSCollectionViewCompositionalLayout. The cells take the full width and have a fixed height.
I would like that, upon an external event, one of the cell grows in height (animated).
That could be for example :
when the cell is selected
when an image shown in the cell is downloaded
I found no way to do this in Apple's doc, when I think this is a fairly common use case. It seems that NSCollectionViewCompositionalLayout is very flexible in positioning cells, but very static. All cell sizes are computed once and for all.
Is there any API for this ? What's the way ?

Unity 4.6 - How to scale GUI elements to the right size for every resolution

The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.

Center image horizontally & vertically on page with % margins and be resizable with window

It seemed so simple just a day ago, but I can't figure it out:
How do I center an image on a page, giving it fixed % margins (10% on all sides) and still have it scale with the window on resize?
It's very important that the page and the image display well on all platforms, without scrollers (!).
The page itself is very simple and only contains the image (which on different versions of the page has different dimensions), and a bar on the top with a link to send it to another page.
The max size of the image would be 1500x1000px, no minimum size.
I wholeheartedly hope someone can help me out with this, thanks so much!
Best way to do that is using JavaScript. Get the window size, subscribe for window.onresize event and update the image size and position accordingly.
Using CSS only will NOT work, because any position properties depend on the container. In your case the container is the window, which will size itself based on the content. This creates a sort of circular dependency (window size depends on the image, the image size and position depend on the window size).
For information about getting the exact available window size in cross-browser way you could check this post: Get the size of the screen, current web page and browser window - haven't done that in a while to provide you with exact code.
Also note that you don't mention keeping the aspect ratio of the image. If it should not be maintained there is no way to do it HTML/CSS only, because all operations with them do maintain AR of images.

Windows Phone dynamic layout in data template

I need to have a dynamic layout inside List box item.
Example of such layout would be the news feed on Facebook. To simplify, let's narrow it down to one news item type: Somebody added N photos. I already have an algorithm which takes image sizes and produces optimal layout.
I don't want to have 20 images with bound Width, Height, Margin, Visibility.
I do have to have virtualization enabled.
How can this be done on Windows phone platform?
Easiest method:
Place ItemsControl inside list box item. Set ItemsControl's width and height as your layout algorithm tells you to. Set ItemsPanel to be a grid. In the data template, place an Image, set margins as your layout algorithm tells you to.
Images wont be virtualized, listbox items (containing the whole ItemsControl with images) will.
Most correct method (only required if you have many images and/or large images so that single item exceeds 2048px):
Inherit from e.g. VirtualizingStackPanel, override MeasureOverride and ArrangeOverride to implement your custom layout, then spend ~2-10 days fixing virtualization-related issues in your code. This way virtualizes everything, however the time is estimate (i never did it myself), and I can't guarantee you'll eventually succeed.
Intermediate method:
redesign your layout algorithm so it layout images in the rows. Use single virtualizing listbox or ItemsControl, split your item into smaller rows, each row containing single row of images.

Set margins of view xcode

I have been programming android apps for a bit, and I am now making an iphone app. I want to make margins for my view. I would not like to explain my exact situation, but if someone helps me with this I'll be able to figure out what I need to do.
I have two views, I want the first view to take up the entire screen. Then I want another view to always be, lets say 20 pixels from the edge of the screen on all four sides. Is there a simple way to do that in xcode?
Thanks
I assume you're using Interface Builder (now part of Xcode).
Add the view as you suggest - leaving a 20 pixel border around all 4 sides. Set all 6 resize options (flexible height, width, top, bottom, left & right).
Ensure that 'autoresize subviews' is enabled on the parent view.
The view will now resize if the parent view also resizes, leaving a 20px margin as required.

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