Resize frame layout after value animator animation - android-layout

I've faced serious problem, which I couldn't solve for hours.
I have host activity with relativeLayout header and frameLayout below it for fragment.
[RelativeLayout]
[FrameLayout
].
I need to hide relative layout when keyboard appears, and show it when it hides with animation.
I solved that problem in that way:
ValueAnimator animator = ValueAnimator.ofFloat(1.0f, 0.0f);
animator.setDuration(250);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
int offset = (int) (mHeaderLayout.getHeight());
float value = (Float) valueAnimator.getAnimatedValue();
LinearLayout.LayoutParams headerParams = (LinearLayout.LayoutParams) mHeaderLayout
.getLayoutParams();
LinearLayout.LayoutParams fragmentParams = (LinearLayout.LayoutParams) mFragmentLayout
.getLayoutParams();
headerParams.setMargins(0, (int) (-1 * value * offset), 0,
(int) (value * offset));
fragmentParams.setMargins(0, (int) (-1 * value * offset), 0,
(int) (value * offset));
mHeaderLayout.setLayoutParams(headerParams);
mFragmentLayout.setLayoutParams(fragmentParams);
}
});
animator.start();
But I've faced the problem, when keyboard appears, there is extra space which I need to fill,(height of RelativeLayout) due to moving layout.

Once your animation is done set the visibility of header to GONE and set the FrameLayout height to fill_parent. This will automagically make the FrameLayout to take the full space.

Related

How to resize a SVG element composed of multiple paths in JavaFX?

I'm remaking the design of an old javafx app and I need to include an icon for the wifi strength. The designer sent me an svg icon for that, and I thought it was smarter to just keep one icon and use different fill colors for the 3 bars depending of the said wifi strength.
I found a nice approach for that, and it works quite well until you need to resize the wifi icon. It seems like even if I change the -fx-pref-width (or height, or min/max) the svg icon keeps its size.
I also tried to resize each svg path one by one but it only goes messy with the spaces between them. And using a unique shape to resize later is not an option, as I need at least 2 colors. FYI the goal is to apply a 5em or 3em size depending of the context.
Here's the code I currently have, where everything looks great if you don't matter the icon size :
public class WifiStrengthRegion extends Pane {
public WifiStrengthRegion() {
getStyleClass().setAll("wifi-strength");
SVGPath round = new SVGPath();
SVGPath bar1 = new SVGPath();
SVGPath bar2 = new SVGPath();
SVGPath bar3 = new SVGPath();
round.setContent("M253.5,336.5c-18.9,0-34.2,15.3-34.2,34.1c0,18.8,15.4,34.1,34.2,34.1c18.9,0,34.2-15.3,34.2-34.1 C287.7,351.8,272.4,336.5,253.5,336.5z");
bar1.setContent("M337,290.1c-22.3-22.3-51.9-34.5-83.5-34.5c-31.4,0-61,12.2-83.3,34.3c-9,9-9,23.5,0,32.5 c4.4,4.4,10.2,6.8,16.3,6.8c6.2,0,11.9-2.4,16.3-6.7c13.6-13.5,31.6-20.9,50.7-20.9c19.2,0,37.3,7.5,50.8,21 c4.4,4.4,10.2,6.8,16.3,6.8c6.2,0,11.9-2.4,16.3-6.7C346,313.6,346,299,337,290.1z");
bar2.setContent("M389.3,238c-36.3-36.2-84.5-56.1-135.8-56.1c-51.2,0-99.3,19.9-135.6,55.9c-4.4,4.3-6.8,10.1-6.8,16.3 c0,6.1,2.4,11.9,6.7,16.3c4.4,4.3,10.2,6.7,16.3,6.7c6.2,0,11.9-2.4,16.3-6.7c27.5-27.4,64.1-42.5,103-42.5 c39,0,75.6,15.1,103.1,42.6c4.4,4.4,10.2,6.8,16.3,6.8c6.2,0,12-2.4,16.3-6.7c4.4-4.3,6.8-10.1,6.8-16.3 C396,248.1,393.6,242.3,389.3,238z");
bar3.setContent("M444.3,183.2c-50.9-50.8-118.7-78.8-190.8-78.8c-72,0-139.7,27.9-190.6,78.6c-9,9-9,23.5,0,32.5 c4.4,4.3,10.2,6.7,16.3,6.7c6.2,0,12-2.4,16.3-6.7c42.2-42,98.3-65.2,158-65.2c59.7,0,115.9,23.2,158.1,65.3 c4.4,4.3,10.2,6.7,16.3,6.7c6.2,0,11.9-2.4,16.3-6.7C453.2,206.7,453.3,192.1,444.3,183.2z");
round.getStyleClass().add("wifi-base");
bar1.getStyleClass().add("wifi-bar1");
bar2.getStyleClass().add("wifi-bar2");
bar3.getStyleClass().add("wifi-bar3");
this.getChildren().addAll(round, bar1, bar2, bar3);
}
public void setWifiStrength(Integer strength) {
if (strength == null) {
setManaged(false);
setVisible(false);
} else {
setManaged(true);
setVisible(true);
getStyleClass().removeAll("wifi-excellent", "wifi-good", "wifi-fair", "wifi-weak", "wifi-off");
if (strength < 0 && strength >= -100) {
if (strength >= -50) {
getStyleClass().add("wifi-excellent");
} else if (strength >= -70) {
getStyleClass().add("wifi-good");
} else if (strength >= -80) {
getStyleClass().add("wifi-fair");
} else {
getStyleClass().add("wifi-weak");
}
} else {
getStyleClass().add("wifi-off");
}
}
}
}
(and then a css stylesheet applies -fx-fill to each .wifi-barX depending of the main element class)
And here is an example of how the svg icon looks like:
I'm a very beginner in Java (and obv JavaFX), so any constructive criticism will be appreciated!
If you want to resize only (I hope this works):
public void resize(SVGPath svg, double width, double height) {
this.width = width;
this.height = height;
double originalWidthR = svg.prefWidth(-1);
double originalHeightR = svg.prefHeight(originalWidthR);
double scaleXr = width / originalWidthR;
double scaleYr = height / originalHeightR;
svg.setScaleX(scaleXr);
svg.setScaleY(scaleYr);
}
And if you want to set bounds use this:
public void setBounds(SVGPath svg, double width, double height, double x, double y) {
this.width = width;
this.height = height;
double originalWidthR = svg.prefWidth(-1);
double originalHeightR = svg.prefHeight(originalWidthR);
double scaleXr = width / originalWidthR;
double scaleYr = height / originalHeightR;
svg.setScaleX(scaleXr);
svg.setScaleY(scaleYr);
svg.setLayoutX((originalWidthR - width) + x);
svg.setLayoutY((originalHeightR - height) + y);
}

Codenameone : Custom Component doesn't get right height

I was trying to print rectangle in Codenameone.
fun showCustomForm() {
val hi = Form("", BorderLayout())
hi.add(BorderLayout.CENTER, getGreenLine())
hi.show()
}
fun getGreenLine(): Component {
return object : Component() {
override fun paint(g: Graphics) {
println("Graphics Printing starts")
g.color = 0x00ff00
g.fillRect(x, y, width, height)
}
override fun calcPreferredSize(): Dimension {
return Dimension(1, 20)
}
}
}
As showing above, the rectangle is supposed to have a width of 1 and height of 20
The height seems to be correct but the width goes across the screen.
What is the right way to display the rectangle with the correct dimension?
I've never used Kotlin, however... in this example, try to replace BorderLayout() with BorderLayout(BorderLayout.CENTER_BEHAVIOR_CENTER) to give to the component its preferred size.
In general, the layout managers can or cannot use the preferred size, see: https://www.codenameone.com/manual/basics.html
For example, FlowLayout always gives a component its preferred size; BoxLayout.y() always gives a component its preferred height, but using the maximum available width; etc.

How can i draw circle at Xamarin?

Hello dear developers,
Im using xamarin (monotouch) i want to draw circle image view like google plus profile image or like otherones...
I was search on net but didnt find useful thing.
Somebody help me?
Thank you..
For your purposes you can use UIView or UIButton. With UIButton it is easier to handle touch events.
The basic idea is to create a UIButton with specific coordinates and size and set the CornerRadius property to be one half of the size of the UIButton (assuming you want to draw a circle, width and height will be the same).
Your code could look something like this (in ViewDidLoad of your UIViewController):
// define coordinates and size of the circular view
float x = 50;
float y = 50;
float width = 200;
float height = width;
// corner radius needs to be one half of the size of the view
float cornerRadius = width / 2;
RectangleF frame = new RectangleF(x, y, width, height);
// initialize button
UIButton circularView = new UIButton(frame);
// set corner radius
circularView.Layer.CornerRadius = cornerRadius;
// set background color, border color and width to see the circular view
circularView.BackgroundColor = UIColor.White;
circularView.Layer.CornerRadius = cornerRadius;
circularView.Layer.BorderColor = UIColor.Red.CGColor;
circularView.Layer.BorderWidth = 5;
// handle touch up inside event of the button
circularView.TouchUpInside += HandleCircularViewTouchUpInside;
// add button to view controller
this.View.Add(circularView);
At last implement the event handler (define this method somewhere in your UIViewController:
private void HandleCircularViewTouchUpInside(object sender, EventArgs e)
{
// initialize random
Random rand = new Random(DateTime.Now.Millisecond);
// when the user 'clicks' on the circular view, randomly change the border color of the view
(sender as UIButton).Layer.BorderColor = UIColor.FromRGB(rand.Next(255), rand.Next(255), rand.Next(255)).CGColor;
}
Xamarin.iOS is a wrapper over Cocoa Touch on UI side,
https://developer.apple.com/technologies/ios/cocoa-touch.html
So to draw circle you need to use the Cocoa Touch API, aka CoreGraphics,
http://docs.xamarin.com/videos/ios/getting-started-coregraphics/

Unity3D ScrollView scroll range

I'm trying to create a scrollView, but I don't know how to determine the maximum range of the scroll (or even better, the maximum scroll position).
This is what I have tried to do without any positive results:
void Update()
{
//get the amount of space that my text is taking
textSize = gs.CalcHeight(new GUIContent(text), (screenWidth/2));
if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(0).tapCount==1)
{
var touch = Input.touches[0];
//check if touch is within the scrollView area
if(touch.position.x >= (screenWidth/2) && touch.position.x <= (screenWidth) && touch.position.y >= 0 && touch.position.y <= (screenHeight))
{
if(touch.phase == TouchPhase.Moved)
{
scrollPosition[1] += touch.deltaPosition.y;
if(scrollPosition[1] < 0)
{
scrollPosition[1] = 0;
}
//I subtracted this cause i read that the scrollbars take 16px
if(scrollPosition[1] > (textSize-scrollViewRect.yMax-16)) //scrollViewRect is a Rect with the size of my scrollView
{
scrollPosition[1] = textSize-scrollViewRect.yMax-16;
}
}
}
}
}
void OnGUI()
{
screenWidth = camera.pixelWidth;
screenHeight = camera.pixelHeight;
GUILayout.BeginArea(new Rect(screenWidth/2, 0, screenWidth/2, screenHeight));
GUILayout.BeginScrollView(scrollPosition/*, GUILayout.Width (screenWidth/2), GUILayout.Height (screenHeight/2)*/, "box");
GUILayout.Label (new GUIContent(text), gs);
// End the scrollview
GUILayout.EndScrollView ();
scrollViewRect = GUILayoutUtility.GetLastRect();
GUILayout.EndArea();
}
This was done assuming that the scrollView is on the right half of the screen.
Can you guys help me out on this?
Thanks in advance.
As shown in the API documentation for GUI.BeginScrollView, you can assign a Vector2 to the declaration of BeginScrollView to track and update where the box has been scrolled to.
I'll give an example:
using UnityEngine;
using System.Collections;
public class ScrollSize : MonoBehaviour {
private int screenBoxX = Screen.width;
private int screenBoxY = Screen.height;
private int scrollBoxX = Screen.width * 2;
private int scrollBoxY = Screen.height * 3;
public Vector2 scrollPosition = Vector2.zero;
void Awake()
{
Debug.Log ("box size is " + scrollBoxX + " " + scrollBoxY);
}
void OnGUI()
{
scrollPosition = GUI.BeginScrollView(new Rect(0, 0, screenBoxX, screenBoxY),
scrollPosition, new Rect(0, 0, scrollBoxX, scrollBoxY));
GUI.EndScrollView();
// showing 4 decimal places
Debug.Log ("Box scrolled # " + scrollPosition.ToString("F4"));
}
}
For the explanation of this example, let's assume that the screen resolution is 800 by 600.
Therefore the viewable scrollbox on the screen will be 800 wide and 600 high, with the internal area of the scrollbox being 1600 by 1800.
We create the scrollbox by assigning Gui.BeginScrollView() as the value of Vector2, scrollPosition. As the scrollbox is scrolled horizontally and vertically, the Vector2 will update with the scrolled value.
If the scrollbox is scrolled to the top-leftmost position, the value of scrollPosition will be 0,0.
If the scrollbox is scrolled to the bottom-rightmost position, the value of scrollPosition will be 816, 616, the size of the box on screen plus the thickness of the scroll bars.
I know this is 3 years later but maybe it will help others too...
I found that setting the scrollPosition to a very high number will force the scrollbar to the bottom:
scrollPosition.y = 999.9f;
Then you can read the position like this:
scrollPosition = GUILayout.BeginScrollView(scrollPosition,
GUILayout.Width(370),
GUILayout.Height(135));
And it will be set to whatever the maximum is.
Hope this helps!

Programmatically measure text string in pixels for Silverlight

In WPF there is the FormattedText in the System.Windows.Media namespace MSDN FormattedText that I can use like so:
private static Size GetTextSize(string txt, string font, int size, bool isBold)
{
Typeface tf = new Typeface(new System.Windows.Media.FontFamily(font),
FontStyles.Normal,
(isBold) ? FontWeights.Bold : FontWeights.Normal,
FontStretches.Normal);
FormattedText ft = new FormattedText(txt, new CultureInfo("en-us"), System.Windows.FlowDirection.LeftToRight, tf, (double)size, System.Windows.Media.Brushes.Black, null, TextFormattingMode.Display);
return new Size { Width = ft.WidthIncludingTrailingWhitespace, Height = ft.Height };
}
Is there a good approach in Silverlight to getting the width in pixels (at the moment height isn't important) besides making a call to the server?
An approach that I've seen used, that may not work in your particular instance, is to throw the text into an unstyled TextBlock, and then get the width of that control, like so:
private double GetTextWidth(string text, int fontSize)
{
TextBlock txtMeasure = new TextBlock();
txtMeasure.FontSize = fontSize;
txtMeasure.Text = text;
double width = txtMeasure.ActualWidth;
return width;
}
It's a hack, no doubt.

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