I'm new to Navigator 2.0 in Flutter, and now I'm trying to achieve BottomSheet behavior using declarative approach. Unfortunately, I only managed to come up with quite a cumbersome way to do that so I'm wondering if there's an easier way.
I'm building a shopping app and I want to show the item details card that slides out from the bottom of the screen, dimming the previous page (as shown in picture), when user taps on item in a list. I also want to allow url support, so that /item/id opens home page and then shows the details card over it.
So how I think this could be done is to push (or to add to Navigator's pages array in case of Navigator 2.0) custom non-opaque page with no transition animation using TransitionDelegate and PageRouteBuilder, and then animate dimming and sliding by hand using animation controllers. But this approach seems unnatural (and genuinely scares me to be honest) and it's still not clear to me how to handle back button in this case (Do I need to somehow notify the page to play closing animation from Navigator's onPopPage, is this the way to do this?).
If anyone has an experience of implementing similar feature, I would really appreciate sharing it! Or maybe you have come up with more elegant solution, then tell me about it and I'll give it a try! Thanks!
Related
toolbarController?.floatingViewController = vc
to floating view controller. As expected, toolbar not showing and screen shows with full size. I want to dismiss back to rootViewController didnt achieve that.
Actually i showed apps in pagetabbar like google play and now i want to show app detail page. When user clicks app icon, app icon will animate and shows detail page and if he wants to, it will dismiss that. I used transition method first (it has animation parameter) but i want to figure out difference between floating usages etc. Is there any showcase ? Thank you for great library btw.
to hide the floatingViewController, set it to nil. There isn't a showcase at the moment. The transition method is for changing the rootViewController. Hope this helps :)
The current behavior of the sidemenu in Codename One is that the sidemenu pushes the current form aside as it comes out. I need to have the sidemenu slide over the form without displacing it instead.
It appears that the only options are to modify the underlying code for the sidemenu or to utilize some other component in a way that would mimic sidemenu behavior. From a conversation I had with CN1 support, modifying the underlying code sounds problematic and I haven't been happy with the results thus far of layering other components on top of the form.
Has anyone else been able to successfully implement this functionality? if so, can you please share how it was done?
Thanks!
I would hope we can do that for you but scheduling is making this really challenging. If all else fails try avoiding the sidemenu altogether and using a Container in the layered pane or alternatively a full blown InteractionDialog to simulate a sidemenu.
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
How can i handle this type of Rad window pop up by using watir.
<span id="RadWindowTitlectl00_ContentPlaceHolder1_rwmWinManager_rwMessage" class="RadWTitleText" onselectstart="return false;" unselectable="on">Check Results</span>
This is for button html...
<input id="btnOk" class="LoginButton" type="button" onclick="javascript:CallBackToEdit('1');" value="Ok">
Please give guidance for this.
Need more info to help you.
If you're trying to access a newly generated popup window, do it something like this:
browser.window(:title => "annoying popup").use do
browser.button(:id => "close").click
end
Given that the HTML you have supplied just seems to be an ordinary div element, my first guess is that this is not truly any kind of popup, but just a div that is using Ajax/javascript and CSS to simulate the effect of a popup (by manipulating the coloring of objects, and perhaps the 'enabled' state as well so it appears to be modal)
To be sure we'd need to see more than just fragments of the HTML Or better yet a reference to an example of a page that implements this control. It would also be helpful to know WHICH set of 'Rad' controls (since Telerik has multiple versions (Ajax, MS-MVC, Silverlight, WPF and Winforms) available) and knowing which one might make it easier to find an example of the control on the demo pages at Telerik's site
based on what little you've provided I would think that simply
browser.button(:id, 'btnOK').click #ought to work
Note that since this thing could well be coming into existence via client side scripting, potentially a brief wait might be necessary to ensure that the object exists, before trying to click it.
If that does not work for you, then use developer tools to look at the button input element and make sure it is not in a frame.
Otherwise please give us either more HTML, specifics on which RAD control this is (so we can perhaps find an example among their demos) or both.
if you use the Google Plus App on Android and switch to the Stream, you get a view where you can swipe to the left and right between the All circles/Incoming/Nearby-Stream. What view component is used for this? Is this a standard Android component? Or where can I find democode how i can build such a view component?
You should take a look at the ViewPager from Android Compatibility Package for the desired widget/swipe navigation. Find more about it here
http://developer.android.com/sdk/compatibility-library.html
Also, checkout this recently posted tutorial and some sample code on ViewPager by Richard:
http://geekyouup.blogspot.com/2011/07/viewpager-example-from-paug.html
It is a combination of a ViewPager together with an indicator for where you are currently and where you can go swiping left and right.
A sample of how this can be done along with code you can use in your own apps may for example be found here. I've played with this code a little and it works pretty well.
None of the default widgets/views. I guess, it's some kind of a custom view with swipe functionality.
Honeycomb opens up a few new widgets which seem to have these functionality. Have a look here.
http://developer.android.com/sdk/android-3.0.html (New Widgets)
I used APKTool to take a look at what's going on. Hopefully it is okay to post this here. This is from version 1.0.2 of the G+ APK.
removed google+ app code as per CommonsWare's suggestion
So, it looks like they're using standard views, though perhaps with a good deal of gesture detection and smooth animation magic.
EDIT) If you really want to know about the exact inner-workings of what is going on in the Stream activity, I suggest you use APKTool yourself and examine the .smali code