In WinUI, I want to create a Decimal NumberBox (like a regular number box, but accepting and returning decimals instead of doubles) and base the style off the existing NumberBox control. How do I do this?
This is what the code behind the control looks like:
public class DecimalBox : NumberBox
{
public DecimalBox()
{
this.DefaultStyleKey = typeof(DecimalBox);
}
public new decimal Value
{
get { return Convert.ToDecimal(base.Value); }
set { base.Value = Convert.ToDouble(value); }
}
}
And this is how I tried to style it:
<Style TargetType="controls:DecimalBox" BasedOn="{StaticResource DefaultNumberBoxStyle}"/>
But I don't know what to put in for the existing DefaultNumberBoxStyle. There is no "DefaultNumberBoxStyle" in the default generic resource dictionary. In the old days, we'd use something like:
<Style TargetType="controls:DecimalBox" BasedOn="{StaticResource {x:Type NumberBox}}"/>
But I don't know what the analog is in WinUI.
If you just want to use the default NumberBox template, you can do it this way:
public sealed class DecimalBox : NumberBox
{
public DecimalBox()
{
this.DefaultStyleKey = typeof(NumberBox);
}
public new decimal Value
{
get => Convert.ToDecimal(base.Value);
set => base.Value = Convert.ToDouble(value);
}
}
If you want to modify the template, you need to bring the entire template from generic.xaml since there's no "DefaultNumberBoxStyle".
Related
Given I have the following setup (simplified version, removed logic to add to parent view and constraints etc).
public class TestViewModel : MvxViewModel
{
string _text;
public string Text
{
get => _text;
set
{
_text = value;
RaisePropertyChanged(() => Text);
}
}
}
public class TestViewController : MvxViewController<TestViewModel>
{
CustomViewA customViewA;
public TestViewController()
{
}
public override void ViewDidLoad()
{
base.ViewDidLoad();
var bindingSet = this.CreateBindingSet<TestViewController, TestViewModel>();
bindingSet
.Bind(customViewA)
.For(v => v.Text)
.To(vm => vm.Text);
bindingSet.Apply();
}
}
public class CustomViewA : UIView
{
CustomViewB customViewB;
public string Text
{
get => customViewB.Text;
set => customViewB.Text = value;
}
}
public class CustomViewB : UIView
{
UITextField textField;
public string Text
{
get => textField.Text;
set => textField.Text = value;
}
}
Why is it that the bindings do not work? Only if I would make the UITextField in CustomViewB public and directly bind to it in the ViewController rather than the public property that directs to the Text property it seems to work. Like so:
bindingSet
.Bind(customViewA.customViewB.textField)
.For(v => v.Text)
.To(vm => vm.Text);
What am I missing here?
It depends on the requirements you have.
Binding in one direction should work (view model-to-view), I have tested your code and when the ViewModel property changes, the change is propagated to CustomViewA and from there to CusomViewB and finally to the UITextField.
However, the problem is with the opposite direction (view-to-view model). When the user updates the text field, its Text property changes. However, there is nothing notified about this change.
Although the property Text points to the text field, it is not "bound" to it, so when TextField's Text changes, the property itself doesn't know about it and neither does the MvvmCross binding.
In fact, MvvmCross binding in the control-to-view model direction is based on the ability to observe an event that tells the binding to check the new value of the bining source. This is already implemented for UITextField's Text, and it hooks up the EditingChanged event (see source code).
You can still make custom bindings work in the view-to-view model direction by implementing them manually. This is described in the documentation.
I am working on a C# class that imports text data from a web site. That works OK. Where I'm losing it is how to display the text in Unity 4.6 once I have all the text in a string variable. Any advice is appreciated.
Unity 4.6 UI system has component named Text. You can watch video tutorial here. Also I suggest you to check out its API.
As always, you have two options on how to add this component to the game object. You can do it from editor (just click on game object you want to have this component in hierarchy and add Text component). Or you can do it from script using gameObject.AddComponent<Text>().
In case you are not familiar with components yet, I suggest you to read this article.
Anyway, in your script you'll need to add using UnityEngine.UI; at the very top of it, because the Text class is in UnityEngine.UI namespace. Ok, so now back to script that will set the value of Text component.
First you need variable that refers to Text component. It can be done via exposing it to editor:
public class MyClass : MonoBehaviour {
public Text myText;
public void SetText(string text) {
myText.text = text;
}
}
And attaching gameObject with text component to this value in Editor.
Another option:
public class MyClass : MonoBehaviour {
public void SetText(string text) {
// you can try to get this component
var myText = gameObject.GetComponent<Text>();
// but it can be null, so you might want to add it
if (myText == null) {
myText = gameObject.AddComponent<Text>();
}
myText.text = text;
}
}
Previous script is not a good example, because GetComponent is actually expensive. So you might want to cache it’s reference:
public class MyClass : MonoBehaviour {
Text myText;
public void SetText(string text) {
if (myText == null) {
// looks like we need to get it or add
myText = gameObject.GetComponent<Text>();
// and again it can be null
if (myText == null) {
myText = gameObject.AddComponent<Text>();
}
}
// now we can set the value
myText.text = text;
}
}
BTW, the patter of ‘GetComponent or Add if it doesn’t exist yet’ is so common, that usually in Unity you want to define function
static public class MethodExtensionForMonoBehaviourTransform {
static public T GetOrAddComponent<T> (this Component child) where T: Component {
T result = child.GetComponent<T>();
if (result == null) {
result = child.gameObject.AddComponent<T>();
}
return result;
}
}
So you can use it as:
public class MyClass : MonoBehaviour {
Text myText;
public void SetText(string text) {
if (myText == null) {
// looks like we need to get it or add
myText = gameObject.GetOrAddComponent<Text>();
}
// now we can set the value
myText.text = text;
}
}
make sure you import the ui library - using UnityEngine.UI
gameObject.GetComponent<Text>().text - replace .text with any other field for UI Text
I assume that the issue is creating dynamic sized "textbox" rather than just assigning the string to a GUIText GameObject. (If not - just put a GUIText GameObject into your scene, access it via a GUIText variable in your script and use myGUIText.text = myString in Start or Update.)
If I am correct in my assumption, then I think you should just be using a GUI Label:
http://docs.unity3d.com/ScriptReference/GUI.Label.html
If you need to split the string up to place text into different labels or GUITexts, you will need to use substrings
I'm doing everything just like in the instruction.
Class Fonts.hx
import flash.text.Font;
#:font("assets/fonts/OPENSANS-REGULAR_0.TTF") class OpenSansFont extends Font { }
class Fonts
{
public static inline var OPEN_SANS_PATH = "assets/fonts/OPENSANS-REGULAR_0.TTF";
public static inline var OPEN_SANS_FONTNAME = "OPENSANS-REGULAR_0.TTF";
public function new()
{
Font.registerFont(OpenSansFont);
}
}
But when I try create TextFormat with this:
var tf:TextFormat;
var openSans:Font = Assets.getFont(Fonts.OPEN_SANS_PATH);
tf = new TextFormat(openSans.fontName);
I catch this error:
Assets.hx:257: [openfl.Assets] There is no Font asset with an ID of
"assets/fonts/OPENSANS-REGULAR_0.TTF"
What am I doing wrong?
My project structure:
You can't use openfl.Assets for Assets embedded via #:font / #:bitmap etc.
You should use the font's name for the TextFormat constructor. I assume you've already tried that, seeing how there's an OPEN_SANS_FONTNAME variable. However, that's not the font's name, just its file name.
On Windows, you should be able to find out the name by double-clicking on the font (right under the print / install buttons).
Alternatively, this should work as well:
import flash.text.Font;
#:font("assets/fonts/OPENSANS-REGULAR_0.TTF") class OpenSansFont extends Font { }
class Fonts
{
public static var OPEN_SANS_FONTNAME;
public function new()
{
Font.registerFont(OpenSansFont);
OPEN_SANS_FONTNAME = new OpenSansFont().fontName;
}
}
Hi I want to make a "Query" and put a filter for returning all pages that has "Show on a menu" checked. I did not find a way to do that.. Is it possible?
Try something like this:
using Orchard.Localization;
using Orchard.Projections.Descriptors.Filter;
using Orchard.Navigation;
using IFilterProvider = Orchard.Projections.Services.IFilterProvider;
namespace MyProject.Filters
{
public class MenuPartFilter : IFilterProvider {
public Localizer T { get; set; }
public ProductPartFilter() {
T = NullLocalizer.Instance;
}
public void Describe(DescribeFilterContext describe)
{
describe.For(
"Content", // The category of this filter
T("Content"), // The name of the filter (not used in 1.4)
T("Content")) // The description of the filter (not used in 1.4)
// Defines the actual filter (we could define multiple filters using the fluent syntax)
.Element(
"MenuParts", // Type of the element
T("Menu Parts"), // Name of the element
T("Menu parts"), // Description of the element
ApplyFilter, // Delegate to a method that performs the actual filtering for this element
DisplayFilter // Delegate to a method that returns a descriptive string for this element
);
}
private void ApplyFilter(FilterContext context) {
// Set the Query property of the context parameter to any IHqlQuery. In our case, we use a default query
// and narrow it down by joining with the MenuPartRecord.
context.Query = context.Query.Join(x => x.ContentPartRecord(typeof (MenuPartRecord)));
}
private LocalizedString DisplayFilter(FilterContext context) {
return T("Content with MenuPart");
}
}
}
I have a situation where I want the variable to be capitalized for documentation eg
(trivalized for example)
///AT+$COMMAND$
void At$COMMAND$()
{
}
So I want the user of the template to type in something like "Blah" and that gets used in the method name, but the documentation part gets changed to "BLAH".
eg
///AT+BLAH
void AtBlah()
{
}
Can I do this? I see in the macros I can capitalize the first letter, but I'd like the whole word capitalized. Is it possible to create custom macros?
They just updated documentation to meet changes in macros in Resharper 8. You can check it at http://confluence.jetbrains.com/display/NETCOM/4.04+Live+Template+Macros+%28R8%29
With the new docs it is quite easy, my implementation goes here:
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using JetBrains.DocumentModel;
using JetBrains.ReSharper.Feature.Services.LiveTemplates.Macros;
using JetBrains.ReSharper.Feature.Services.LiveTemplates.Hotspots;
namespace ReSharperPlugin
{
[MacroDefinition("LiveTemplatesMacro.CapitalizeVariable", // macro name should be unique among all other macros, it's recommended to prefix it with your plugin name to achieve that
ShortDescription = "Capitalizes variable {0:list}", // description of the macro to be shown in the list of macros
LongDescription = "Capitalize full name of variable" // long description of the macro to be shown in the area below the list
)]
public class CapitalizeVariableMacro : IMacroDefinition
{
public string GetPlaceholder(IDocument document, IEnumerable<IMacroParameterValue> parameters)
{
return "A";
}
public ParameterInfo[] Parameters
{
get { return new[] {new ParameterInfo(ParameterType.VariableReference)}; }
}
}
[MacroImplementation(Definition = typeof(CapitalizeVariableMacro))]
public class CapitalizeVariableMacroImpl : SimpleMacroImplementation
{
private readonly IMacroParameterValueNew _parameter;
public CapitalizeVariableMacroImpl([Optional] MacroParameterValueCollection parameters)
{
_parameter = parameters.OptionalFirstOrDefault();
}
public override string EvaluateQuickResult(IHotspotContext context)
{
return _parameter == null ? null : _parameter.GetValue().ToUpperInvariant();
}
}
}