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
Related
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'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!
All is in the title. I'm actually developing a kind of image gallery and I would like the user slip with one finger to the right to see the next picture and to the left picture for the previous. Whence my question : Is there a way to capture the event when the user slip his finger on the screen in Windows Phone?
You can use the GestureService in the Silverlight Control Toolkit for Windows Phone. In your UI element, add the following piece of code.
XAML:
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener Flick="OnFlick"/>
</toolkit:GestureService.GestureListener>
.cs:
private void OnFlick(object sender, FlickGestureEventArgs e)
{
var vm = DataContext as SelectedCatalogViewModel;
if (vm != null)
{
// User flicked towards left
if (e.HorizontalVelocity < 0)
{
// Load the next image
LoadNextPage(null);
}
// User flicked towards right
if (e.HorizontalVelocity > 0)
{
// Load the previous image
LoadPreviousPage();
}
}
}
Have a look here : Implement Swipe event on WP8
Hope it helps!
I'm looking for a photo gallery for Windows Phone 7. Something that looks and works the same as the built-in photo viewer (slide photo's using a flick action, resize using pinch, drag). When you flick the image you can see it sliding to the next image...and snaps the list to that image.
I already built the resize and drag functionality for the images. I just can't figure out how to create the actual photo slider.
Can anyone point me into the right direction?
Things i've tried:
Pivot Viewer (doesn't work because it interferes with the drag functions of the image, haven't been able to disable the pivot viewer touch)
Plain listbox (can't find how to snap to the current image)
Thanks in advance
Actually I've implemented exactly what you are saying in one of my apps,
You need to use Silverlight Control TOolkit's gesture listener to capture Drag and Pinch from touch.
define a CompositeTransformation for your image and set it's scale (on pinch) and Offset (in drag).
Obviously when the image is not zoom, drag can trigger going to next image.
To make it feel smoother, you may want to define a storyboard on your page resources to use (instead of just settings Offset)
I hope it can help/
Drag handlers pseudo code for slider effect:
<Canvas>
<Image x:Name="imgImage" Source="{Binding ...}" Width="..." Height="...">
<Image.RenderTransform>
<CompositeTransform x:Name="imgImageTranslate" />
</Image.RenderTransform>
</Image>
</Canvas>
private void GestureListener_DragCompleted(object sender, DragCompletedGestureEventArgs e)
{
if (e.Direction == System.Windows.Controls.Orientation.Horizontal)
{
var abs = Math.Abs(PANEL_DRAG_HORIZONTAL);
if (abs > 75)
{
if (PANEL_DRAG_HORIZONTAL > 0) // MovePrevious;
else //MoveNext();
e.Handled = true;
}
}
}
double PANEL_DRAG_HORIZONTAL = 0;
private void GestureListener_DragDelta(object sender, DragDeltaGestureEventArgs e)
{
if (e.Direction == System.Windows.Controls.Orientation.Horizontal)
{
PANEL_DRAG_HORIZONTAL += e.HorizontalChange;
var baseLeft = -imgImage.Width / 2;
if (PANEL_DRAG_HORIZONTAL > 75) imgImageTranslate.OffsetX = baseLeft + PANEL_DRAG_HORIZONTAL;
else if (PANEL_DRAG_HORIZONTAL < -75) imgImageTranslate.OffsetX = baseLeft + PANEL_DRAG_HORIZONTAL;
else imgImageTranslate.OffsetX = baseLeft;
}
}
}
private void GestureListener_DragStarted(object sender, DragStartedGestureEventArgs e)
{
PANEL_DRAG_HORIZONTAL = 0;
}
What about using a ScrollViewer with horizontal orientation? Of course, you will have to manually detect user actions and implement the proper response (with a couple of properly set Storyboards).
Even a better approach would be writing your own custom control that will view images. A good place to start is this - a CoverFlow control in Silverlight. Once you get the idea how you can bind your image collection to a custom control, all you need is handle user gestures on the currently selected item.
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/