Repeating (menu) background in HaxeFlixel? - haxe

I've tried to load a 16x16 image as a FlxSprite, but I don't know how to make it repeat to span across the whole Window. How would I do that?
Where I load the sprite:
class MainMenuState extends FlxState {
var _menuBg:FlxSprite;
override public function create ():Void {
_menuBg = new FlxSprite(16, 16, 'assets/img/block1_16.png');
add(_menuBg);
super.create();
}
override public function destroy ():Void {
super.destroy();
}
override public function update ():Void {
super.update();
}
}

You can use a FlxBackdrop (from flixel-addons) for that.

Related

What's the alternative of onAfterLayout() of GXT2 in GXT3?

I migrate a project from GXT2 to GXT3. I can't find an alternative of the method onAfterLayout(). Any one have an idea please?
One option is to onAttach handler with a schedule deferred wrapped around a function should provide the behavior you want in the next event loop.
final GridWithRadiosWidget grid = new GridWithRadiosWidget();
grid.asWidget().addAttachHandler(new Handler() {
#Override
public void onAttachOrDetach(AttachEvent event) {
if (grid.asWidget().isAttached()) {
Scheduler.get().scheduleDeferred(new ScheduledCommand() {
#Override
public void execute() {
// Do something in the next event loop after it's rendered
}
});
}
}
});
And another option is to extend the layout container and extend onResize.

MvvmCross binding iOS Gestures

I'm searching a way how can i bind ios gesture like UILongPressGestureRecognizer to ICommand or MvxCommand in MvvmCross, thanks.
PS : I found an example here but i can't figure out how to do that.
From the example you found and from the current MVVM Cross source I did the following
public static class MvxBehaviourExtensions
{
public static MvxLongPressGestureRecognizerBehaviour LongPress(this UIView view)
{
var toReturn = new MvxLongPressGestureRecognizerBehaviour(view);
return toReturn;
}
}
and
public class MvxLongPressGestureRecognizerBehaviour
: MvxGestureRecognizerBehavior<UILongPressGestureRecognizer>
{
protected override void HandleGesture(UILongPressGestureRecognizer gesture)
{
// Long press recognizer fires continuously. This will ensure we fire
// the command only once. Fire as soon as gesture is recognized as
// a long press.
if (gesture.State == UIGestureRecognizerState.Began)
{
FireCommand();
}
}
public MvxLongPressGestureRecognizerBehaviour(UIView target)
{
var lp = new UILongPressGestureRecognizer(HandleGesture);
AddGestureRecognizer(target, lp);
}
}
and to bind
set.Bind(this.LongPress()).For(lp => lp.Command).To(c => c.DoTheStuffCommand);

ViewModel property sort of fatal with VMDisconnectedException

EDIT 2: If you're looking for an answer to a similar problem, check Stuart's answer and my comments on it.
EDIT: I am actually getting a Mono.Debugger.Soft.VMDisconnectedException. I also recently installed Windows 8.1 and Resharper (though Resharper is suspended now).
When I access a very simple list property of my view model in my MVVMCross Xamarin iOS application, the program fails. It doesn't quit most of the time: it acts like it's running. The simulator has a black screen and there is no exception. If I breakpoint on if (messagesViewModel != null) source.ItemsSource = messagesViewModel.Messages; and then type messagesViewModel.Messages into the Immediate Window, everything stops, so I can tell it is failing at this line. If instead I "step over", it never moves to the next line.
I was having similar behavior when I was toggling this code in the MvxTableViewSource:
public override int RowsInSection(UITableView tableview, int section)
{
return 1;
}
My view model looks like this:
public class MessagesViewModel : MvxViewModel
{
private List<BaseMessage> _messages = null;
public List<BaseMessage> Messages
{
get
{
return _messages; //yes, I know I'm returning null
//I wasn't at first.
}
}
public MessagesViewModel()
{
}
}
This is my ViewDIdLoad on the MvxTableViewController:
public override void ViewDidLoad()
{
base.ViewDidLoad();
var source = new MessagesTableViewSource(TableView);
//was binding here, removed it for debug purposes
//failure on second line here
var messagesViewModel = ViewModel as MessagesViewModel;
if (messagesViewModel != null) source.ItemsSource = messagesViewModel.Messages;
TableView.Source = source;
TableView.ReloadData();
}
Some initialization code:
public class App : MvxApplication
{
public App()
{
var appStart = new MvxAppStart<MessagesViewModel>();
Mvx.RegisterSingleton<IMvxAppStart>(appStart);
}
}
public partial class AppDelegate : MvxApplicationDelegate
{
//empty functions removed.
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
Window = new UIWindow(UIScreen.MainScreen.Bounds);
var presenter = new MvxTouchViewPresenter(this, Window);
var setup = new Setup(this, presenter);
setup.Initialize();
var startup = Mvx.Resolve<IMvxAppStart>();
startup.Start();
Window.MakeKeyAndVisible();
return true;
}
}
I suspect whatever the error is, it isn't in any of the code you have posted.
I just created a simple ViewModel:
public class FirstViewModel
: MvxViewModel
{
private List<string> _items = new List<string>() { "One", "Two", "Three"};
public List<string> Items
{
get { return _items; }
set { _items = value; RaisePropertyChanged(() => Items); }
}
}
And a simple View:
[Register("FirstView")]
public class FirstView : MvxTableViewController
{
public override void ViewDidLoad()
{
base.ViewDidLoad();
// ios7 layout
if (RespondsToSelector(new Selector("edgesForExtendedLayout")))
EdgesForExtendedLayout = UIRectEdge.None;
var firstViewModel = ViewModel as FirstViewModel;
var source = new MessagesTableViewSource(TableView);
source.ItemsSource = firstViewModel.Items;
TableView.Source = source;
}
public class MessagesTableViewSource : MvxTableViewSource
{
public MessagesTableViewSource(UITableView tableView) : base(tableView)
{
tableView.RegisterClassForCellReuse(typeof(MessagesCell), new NSString("MessagesCell"));
}
protected override UITableViewCell GetOrCreateCellFor(UITableView tableView, NSIndexPath indexPath, object item)
{
return tableView.DequeueReusableCell("MessagesCell");
}
}
public class MessagesCell : MvxTableViewCell
{
public MessagesCell(IntPtr handle)
: base(handle)
{
var txt = new UILabel(new RectangleF(0, 0, 320, 44));
Add(txt);
this.DelayBind(() =>
{
this.CreateBinding(txt).Apply();
});
}
}
}
And this code runs fine...
I wouldn't completely trust the integration of Xamarin.iOS with the Immediate window - it is better now than it used to be, but I've seen several problems with it before.
Some things to possibly check:
does the above code work for you?
if it does, then what's in your BaseMessage and MessagesTableViewSource classes - perhaps they are causing the problem?
can you use Mvx.Trace("The list is {0}", messagesViewModel.Messages ?? "-null") to view the list? Can you use trace within the ViewModel property get - is it being called? Can you use trace within the ViewModel constructor?
are all your assemblies building against the same versions of things? Are all your assemblies definitely rebuilt? (Check "Build|Configuration Manager")- what version of Xamarin.iOS are you running in VS and in the Mac?

Display a new view from within a custom control

I have a custom button which inherits from UIButton. I'm handling the TouchUpInside event and want to display a view on top of the current View. Is there such a thing as Dialogs like in Windows development? Or should I do this in another way?
[MonoTouch.Foundation.Register("HRPicker")]
public class HRPicker : UIButton
{
public HRPicker () : base()
{
SetUp();
}
public HRPicker(NSCoder coder) : base(coder)
{
SetUp();
}
public HRPicker(NSObjectFlag t) : base(t)
{
SetUp();
}
public HRPicker(IntPtr handle) : base(handle)
{
SetUp();
}
public HRPicker(RectangleF frame) : base(frame)
{
SetUp();
}
public void SetUp()
{
TouchUpInside += HandleTouchUpInside;
}
void HandleTouchUpInside (object sender, EventArgs e)
{
//I want to display a View here on top of the current one.
}
}
Thanks,
Yes, you have a couple options:
ModalViewController - is called from any UIViewController and overlays a ViewController in the foreground.
UIPopoverController - is a native control that takes a UIViewController and has hooks for presentation and dismissal
WEPopoverController - is a re-implementation of UIPopoverController and allows you to customize the layout, size, and color of the Popover container.
ModalViewController: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIViewController_Class/Reference/Reference.html
UIPopoverController: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIPopoverController_class/Reference/Reference.html
WEPopoverController: https://github.com/mono/monotouch-bindings/tree/master/WEPopover
Update: Regardless of which option you use you must call the presentation of the Popover / Modal view from the main thread:
using(var pool = new NSAutoReleasePool()) {
pool.BeginInvokeOnMainThread(()=>{
// Run your awesome code on the
// main thread here, dawg.
});
}
The equivalent of dialog in Cocoa is UIAlertView: http://developer.apple.com/library/ios/#documentation/uikit/reference/UIAlertView_Class/UIAlertView/UIAlertView.html
Check out this question for an example of how to use it: Showing an alert with Cocoa
The code should be pretty easy to translate to c# and MonoTouch. But here is a simple example: http://monotouchexamples.com/#19

How can I animate a View to fly in from the bottom of the screen?

I'm trying to figure out how to have a view. Let's call it ThirdView. It should slide up from the bottom of the screen when a user clicks a particular button on SecondView.
You'll want to create the ThirdView in your SecondView and present it as a modal view, passing in the secondView in the constructor. This will be the easiest way of animating it in the way you would like.
var thirdView = new ThirdView(secondView);
this.PresentModalViewController(thirdView, true);
In your third view, you'll want to call the passed-in SecondView and call:
secondView.DismissModalViewControllerAnimated(true);
Here is a complete working example. It is a tad simpler than in chrisntr's answer...though the above example is what I used to figure everything out.
The coolest thing about this method is that for an artistic custom UI (like the one I am building for a game), there is no off-the-shelf UI elements like the TabBar, Navigation bars, etc. The most creative applications don't use standard UI stuff.
In your main.cs file, in your finishedlaunching block:
ViewController myUIV = new ViewController();
window.AddSubview(myUIV.View);
window.MakeKeyAndVisble();
And then in a new code file add this code:
using System;
using System.Drawing;
using MonoTouch.UIKit;
namespace AnimationTest
{
public class ViewController : UIViewController
{
UIButton uib = new UIButton(new RectangleF(100, 100, 40, 40));
public override void ViewDidLoad()
{
Console.WriteLine("UI1");
this.View.BackgroundColor = UIColor.Blue;
uib.BackgroundColor = UIColor.White;
uib.TouchUpInside += delegate {
Console.WriteLine("Hey!");
var vc2 = new SecondController();
PresentModalViewController(vc2, true);
};
this.View.AddSubview(uib);
base.ViewDidLoad();
}
}
public class SecondController : UIViewController
{
UIButton uib = new UIButton(new RectangleF(100, 100, 40, 40));
public override void ViewDidLoad()
{
this.View.BackgroundColor = UIColor.White;
uib.BackgroundColor = UIColor.Red;
uib.TouchUpInside += delegate {
this.DismissModalViewControllerAnimated(true);
};
this.View.AddSubview(uib);
base.ViewDidLoad();
}
}

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