Xamarin iOS : Center UILabel inside UICollectionView Header created programmatically - xamarin.ios

The solution for centering any subview within a parent is usually simple, however, it doesn't seem to work in my case.
I'm working with a UICollectionView and have added a Header class programmatically. I have this constructor, where I also try to center the label within the screen:
[Export("initWithFrame:")]
public Header(System.Drawing.RectangleF frame) : base(frame)
{
label = new UILabel
{
Frame = new System.Drawing.RectangleF(frame.Size.Width / 2, 50, 200, 50),
BackgroundColor = UIColor.Clear,
TextColor = UIColor.White,
Font = UIFont.FromName("HelveticaNeueLTStd-ThCn", 35f),
Text = DateTime.Now.ToString("Y")
};
AddSubview(label);
}
And I initialize the class inside the UICollectionViewSource 's constructor like this:
public MyCollectionViewDataSource(MainController mainController, DateTime currentDate)
{
try
{
controller = mainController;
new Header(new RectangleF(0, 0, (float)mainController.View.Frame.Size.Width, 200));
}
catch (Exception ex)
{
Console.WriteLine(ex.Message + ex.StackTrace);
}
}
What exactly am I missing because this usually works in other instances but seems to fail here?
This is what it looks like :

I found an explanation here iOS Layout Gotchas by Adam Kemp which helped me resolve this issue.
The first solution
One very common mistake I made was adding the layout definition code in the constructor, instead of doing it in the rightful place : the LayoutSubviews override in this case.
Giving the label the frame size in the constructor assumes a static size set at the time of construction, which may later change depending on the screen size.
The second solution
He explains that :
Frame sets the position of a view within its parent while Bounds is in the coordinate system of the view itself (not its parent).
So, to center the UILabel, I used bounds and center together and this worked for me.
[Export("initWithFrame:")]
public Header(CGRect bounds) : base(bounds)
{
label = new UILabel
{
BackgroundColor = UIColor.Clear,
TextColor = UIColor.White,
Font = UIFont.FromName("HelveticaNeueLTStd-ThCn", 35f),
Text = DateTime.Now.ToString("Y"),
TextAlignment = UITextAlignment.Center
};
rectangle = bounds;
AddSubview(label);
}
public override void LayoutSubviews()
{
base.LayoutSubviews();
label.Bounds = new CGRect (rectangle.Size.Width / 2, 50, 200, 50);
label.Center = new PointF((float)rectangle.Size.Width/2,50);
}

Related

How do I change the background color of a tabbed page in Xamarin iOS?

I need to change the background color of the currently tabbed page in my UITabBarController. I've searched through every stackoverflow post I could find but nothing worked for me. I thought there would be something like UITabBar.Appearance.SelectedImageTintColor, just for the background color but it doesn't seem so.
For example, I want to change the color of that part when I am on the right tab:
Does someone know how to do that?
You could invoked the following code in your UITabBarController
public xxxTabBarController()
{
//...set ViewControllers
this.TabBar.BarTintColor = UIColor.Red;
}
Update
//3.0 here is if you have three child page in tab , set it as the current value in your project
//
var size = new CGSize(TabBar.Frame.Width / 3.0, IsFullScreen());
this.TabBar.SelectionIndicatorImage = ImageWithColor(size,UIColor.Green);
double IsFullScreen()
{
double height = 64;
if (UIDevice.CurrentDevice.CheckSystemVersion(11, 0))
{
if (UIApplication.SharedApplication.Delegate.GetWindow().SafeAreaInsets.Bottom > 0.0)
{
height = 84;
}
}
return height;
}
UIImage ImageWithColor(CGSize size, UIColor color)
{
var rect = new CGRect(0, 0, size.Width, size.Height);
UIGraphics.BeginImageContextWithOptions(size, false, 0);
CGContext context = UIGraphics.GetCurrentContext();
context.SetFillColor(color.CGColor);
context.FillRect(rect);
UIImage image = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return image;
}
The trick is to use the SelectionIndicatorImage Property of the UITabBar and generate a completely filled image with your desired color using the following method:
private UIImage ImageWithColor(CGSize size)
{
CGRect rect = new CGRect(0, 0, size.Width, size.Height);
UIGraphics.BeginImageContext(size);
using (CGContext context = UIGraphics.GetCurrentContext())
{
context.SetFillColor(UIColor.Green); //change color if necessary
context.FillRect(rect);
}
UIImage image = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return image;
}
To initialize everything we override ViewWillLayoutSubviews() like this:
public override void ViewWillLayoutSubviews()
{
base.ViewWillLayoutSubviews();
// The tabbar height will always be 49 unless we force it to reevaluate it's size on runtime ...
myTabBar.InvalidateIntrinsicContentSize();
double height = myTabBar.Frame.Height;
CGSize size = new CGSize(new nfloat(myTabBar.Frame.Width / myTabBar.Items.Length, height));
// Now get our all-green image...
UIImage image = ImageWithColor(size);
// And set it as the selection indicator
myTabBar.SelectionIndicatorImage = image;
}
As mentioned in this article (google translating it step by step when necessary lol) calling InvalidateIntrinsicContentSize() will force the UITabBar to reevaluate it's size and will get you the actual runtime height of the tab bar (instead of the constant 49 height value from XCode).

UILabel overlap in UICollectionView Xamarin.ios

I needed to create a UICollectionView containing the profiles of users searched in my database.
The UICollectionView must contain a UILabel and a UIImage, the name and image must be taken from PHP. I currently get both, but when I go to do a new search, the old information overlaps the new, creating a confusing effect like this:
I am developing on xamarin.ios, I am attaching the portion of code that deals with the visual output of the UILabel and UIImage elements.
public void UpdateCell(string elemento)
{
img = new UIImageView(UIImage.FromBundle("ProfiloImgNotFound"));
UILabel name = new UILabel { Text = elemento, TextColor = UIColor.SecondaryLabelColor, TextAlignment = UITextAlignment.Center };
Console.WriteLine(name.Text);
name.Font = UIFont.FromName(".AppleSystemUIFont", 20);
var labelHeight = 20;
var labelWidth = img.Bounds.Width;
name.Frame = new CGRect(0, img.Bounds.Height + 10, labelWidth, labelHeight);
AddSubviews(new UIView[] { img, name });
}

Change color title UITable static section

I have two UITable static sections in my application with both different headers.
The color of the header must be changed because the custom background.
How can I do this solution like ( link ) in my MonoTouch application?
Because I use static sections, I don't have a UITableViewSource where I can do stuff in.
My solution (thanks to Krumelur)
[Export("tableView:viewForHeaderInSection:")]
UIView GetViewForHeaderInSecion (UITableView tableview, int section)
{
UIView view = new UIView (new RectangleF (0, 0, 300, 0));
view.BackgroundColor = UIColor.Clear;
UILabel label = new UILabel (new RectangleF (15, 5, 300, 25));
label.BackgroundColor = UIColor.Clear;
label.TextColor = UIColor.White;
label.ShadowColor = UIColor.Black;
label.ShadowOffset = new SizeF(0, 1);
label.Font = UIFont.BoldSystemFontOfSize(18);
if (section == 0) {
label.Text = "First section";
} else {
label.Text = "Second section";
}
view.AddSubview(label);
return view;
}
You'll have to export the missing method in your controller. Something like:
[Export("tableView:viewForHeaderInSection:")]
UIView GetViewForHeaderInSection(UITableView tableview, int section
{
// return your UIView with whatever background color here
}
Note that you cannot change the color of the predefined view but have to return an entire view instead.

JavaFX 2.0 - How to change legend color of a LineChart dynamically?

I am trying to style my JavaFX linechart but I have some trouble with the legend.
I know how to change the legend color of a line chart in the css file:
.default-color0.chart-series-line { -fx-stroke: #FF0000, white; }
.default-color1.chart-series-line { -fx-stroke: #00FF00, white; }
.default-color2.chart-series-line { -fx-stroke: #0000FF, white; }
.default-color0.chart-line-symbol { -fx-background-color: #FF0000, white; }
.default-color1.chart-line-symbol { -fx-background-color: #00FF00, white; }
.default-color2.chart-line-symbol { -fx-background-color: #0000FF, white; }
But this is not enough for my purposes. I have three or more colored toggle buttons and a series of data for every button. The data should be displayed in the same color the button has after I have selected the button. This should be possible with a multiselection of the buttons, so that more than one series of data can be displayed simultaneously.
For the chart lines I have managed it by changing the style after I clicked the button:
..
dataList.add(series);
..
series.getNode().setStyle("-fx-stroke: rgba(" + rgba + ")");
If I deselect the button I remove the data from the list.
dataList.remove(series);
That is working fine for the strokes, but how can I do the same for the legend?
You can see an example below. First I clicked the red button, thus the stroke and the legend is red (default-color0). After that I clicked the blue button. Here you can see the problem. The stroke is blue but the legend is green, because default color1 is used and I do not know how to change the legend color.
I ran into this issue as well. The issue seems to be that when data series are added to the chart, the legend isn't updated at the same time, so when you lookup components with that seriesN style class they don't exist yet. Came up with a work-around that detects when the legend items are created so that dynamic styling can be added to them.
I added a ListChangeListener to the chart legend's "getChildrenUnmodifiable()" ObservableList, which in turn adds a ListChangeListener to each of the legend's children as they get added. From within this listener, we can tell when new items are being added to the legend (or removed). This allow us to then make the dynamic style changes.
for (Node n : lineChart.getChildrenUnmodifiable())
{
if (n instanceof Legend)
{
final Legend legend = (Legend) n;
// remove the legend
legend.getChildrenUnmodifiable().addListener(new ListChangeListener<Object>()
{
#Override
public void onChanged(Change<?> arg0)
{
for (Node node : legend.getChildrenUnmodifiable())
{
if (node instanceof Label)
{
final Label label = (Label) node;
label.getChildrenUnmodifiable().addListener(new ListChangeListener<Object>()
{
#Override
public void onChanged(Change<?> arg0)
{
//make style changes here
}
});
}
}
}
});
}
}
For future reference, this problem can be solved by wrapping your relevant code in a call to Platform.runLater(). For example:
LineChart<Number, Number> plot;
....
Platform.runLater(() -> {
Node nl = plot.lookup(".default-color0.chart-series-line");
Node ns = plot.lookup(".default-color0.chart-line-symbol");
nl.setStyle("-fx-stroke: #333;");
ns.setStyle("-fx-background-color: #333, white;");
});
It seems that this guy is able to lookup the nodes used for legend using their class, and then calling setStyle() on those nodes. (I don't think his problem is relevant for yours)
This solution is based on #Chris' solution
if (checkCombo.getCheckModel().isChecked(0)) {
lineChart.getData().add(seriesTest1);
changeColorSeries(lineChart.getData().size() - 1, "darkgreen");
}
if (checkCombo.getCheckModel().isChecked(3)) {
lineChart.getData().add(seriesTest2);
changeColorSeries(lineChart.getData().size() - 1, "darkred");
}
private void changeColor(int position, String color) {
Platform.runLater(() -> {
Node nl = lineChart.lookup(".default-color" + position + ".chart-series-line");
Node ns = lineChart.lookup(".default-color" + position + ".chart-line-symbol");
Node nsl = lineChart.lookup(".default-color" + position + ".chart-legend-item-symbol");
nl.setStyle("-fx-stroke: " + color + ";");
ns.setStyle("-fx-background-color: " + color + ", white;");
nsl.setStyle("-fx-background-color: " + color + ", white;");
});
}
After digging a lot through google with no success I finally found a lean way to update the legend colors according line color through this method:
private void setLegendItemColor(String shop, String color, Legend lg) {
for (Node n : lg.getChildren()) {
Label lb = (Label) n;
if (lb.getText().contains(shop)) {
lb.getGraphic().setStyle("-fx-background-color:" + color + ";");
}
}
}
So you just need to call the method setLegendItemColor() when you´re going to update the chart lines to update the legend label symbols to the correspondent color.

C#/XNA/HLSL - Applying a pixel shader on 2D sprites affects the other sprites on the same render target

Background information
I have just started learning HLSL and decided to test what I have learned from the Internet by writing a simple 2D XNA 4.0 bullet-hell game.
I have written a pixel shader in order to change the color of bullets.
Here is the idea: the original texture of the bullet is mainly black, white and red. With the help of my pixel shader, bullets can be much more colorful.
But, I'm not sure how and when the shader is applied on spriteBatch in XNA 4.0, and when it ends. This may be the cause of problem.
There were pass.begin() and pass.end() in XNA 3.x, but pass.apply() in XNA 4.0 confuses me.
In addition, it is the first time for me to use renderTarget. It may cause problems.
Symptom
It works, but only if there are bullets of the same color in the bullet list.
If bullets of different colors are rendered, it produces wrong colors.
It seems that the pixel shader is not applied on the bullet texture, but applied on the renderTarget, which contains all the rendered bullets.
For an example:
Here I have some red bullets and blue bullets. The last created bullet is a blue one. It seems that the pixel shader have added blue color on the red ones, making them to be blue-violet.
If I continuously create bullets, the red bullets will appear to be switching between red and blue-violet. (I believe that the blue ones are also switching, but not obvious.)
Code
Since I am new to HLSL, I don't really know what I have to provide.
Here are all the things that I believe or don't know if they are related to the problem.
C# - Enemy bullet (or just Bullet):
protected SpriteBatch spriteBatch;
protected Texture2D texture;
protected Effect colorEffect;
protected Color bulletColor;
... // And some unrelated variables
public EnemyBullet(SpriteBatch spriteBatch, Texture2D texture, Effect colorEffect, BulletType bulletType, (and other data, like velocity)
{
this.spriteBatch = spriteBatch;
this.texture = texture;
this.colorEffect = colorEffect;
if(bulletType == BulletType.ARROW_S)
{
bulletColor = Color.Red; // The bullet will be either red
}
else
{
bulletColor = Color.Blue; // or blue.
}
}
public void Update()
{
... // Update positions and other properties, but not the color.
}
public void Draw()
{
colorEffect.Parameters["DestColor"].SetValue(bulletColor.ToVector4());
int l = colorEffect.CurrentTechnique.Passes.Count();
for (int i = 0; i < l; i++)
{
colorEffect.CurrentTechnique.Passes[i].Apply();
spriteBatch.Draw(texture, Position, sourceRectangle, Color.White, (float)Math.PI - rotation_randian, origin, Scale, SpriteEffects.None, 0.0f);
}
}
C# - Bullet manager:
private Texture2D bulletTexture;
private List<EnemyBullet> enemyBullets;
private const int ENEMY_BULLET_CAPACITY = 10000;
private RenderTarget2D bulletsRenderTarget;
private Effect colorEffect;
...
public EnemyBulletManager()
{
enemyBullets = new List<EnemyBullet>(ENEMY_BULLET_CAPACITY);
}
public void LoadContent(ContentManager content, SpriteBatch spriteBatch)
{
bulletTexture = content.Load<Texture2D>(#"Textures\arrow_red2");
bulletsRenderTarget = new RenderTarget2D(spriteBatch.GraphicsDevice, spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
colorEffect = content.Load<Effect>(#"Effects\ColorTransform");
colorEffect.Parameters["ColorMap"].SetValue(bulletTexture);
}
public void Update()
{
int l = enemyBullets.Count();
for (int i = 0; i < l; i++)
{
if (enemyBullets[i].IsAlive)
{
enemyBullets[i].Update();
}
else
{
enemyBullets.RemoveAt(i);
i--;
l--;
}
}
}
// This function is called before Draw()
public void PreDraw()
{
// spriteBatch.Begin() is called outside this class, for reference:
// spriteBatch.Begin(SpriteSortMode.Immediate, null);
spriteBatch.GraphicsDevice.SetRenderTarget(bulletsRenderTarget);
spriteBatch.GraphicsDevice.Clear(Color.Transparent);
int l = enemyBullets.Count();
for (int i = 0; i < l; i++)
{
if (enemyBullets[i].IsAlive)
{
enemyBullets[i].Draw();
}
}
spriteBatch.GraphicsDevice.SetRenderTarget(null);
}
public void Draw()
{
// Before this function is called,
// GraphicsDevice.Clear(Color.Black);
// is called outside.
spriteBatch.Draw(bulletsRenderTarget, Vector2.Zero, Color.White);
// spriteBatch.End();
}
// This function will be responsible for creating new bullets.
public EnemyBullet CreateBullet(EnemyBullet.BulletType bulletType, ...)
{
EnemyBullet eb = new EnemyBullet(spriteBatch, bulletTexture, colorEffect, bulletType, ...);
enemyBullets.Add(eb);
return eb;
}
HLSL - Effects\ColorTransform.fx
float4 DestColor;
texture2D ColorMap;
sampler2D ColorMapSampler = sampler_state
{
Texture = <ColorMap>;
};
struct PixelShaderInput
{
float2 TexCoord : TEXCOORD0;
};
float4 PixelShaderFunction(PixelShaderInput input) : COLOR0
{
float4 srcRGBA = tex2D(ColorMapSampler, input.TexCoord);
float fmax = max(srcRGBA.r, max(srcRGBA.g, srcRGBA.b));
float fmin = min(srcRGBA.r, min(srcRGBA.g, srcRGBA.b));
float delta = fmax - fmin;
float4 originalDestColor = float4(1, 0, 0, 1);
float4 deltaDestColor = originalDestColor - DestColor;
float4 finalRGBA = srcRGBA - (deltaDestColor * delta);
return finalRGBA;
}
technique Technique1
{
pass ColorTransform
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
I would be appreciate if anyone can help solving the problem. (Or optimizing my shader. I really know very little about HLSL.)
In XNA 4 you should pass the effect directly to the SpriteBatch, as explained on Shawn Hargreaves' Blog.
That said, it seems to me like the problem is, that after rendering your bullets to bulletsRenderTarget, you then draw that RenderTarget using the same spriteBatch with the last effect still in action. That would explain why the entire image is painted blue.
A solution would be to use two Begin()/End() passes of SpriteBatch, one with the effect and the other without. Or just don't use a separate RenderTarget to begin with, which seems pointless in this case.
I'm also very much a beginner with pixel shaders so, just my 2c.

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