Is there a way to add user defined runtime attributes to a button in Xamarin's storyboard designer?
I'm trying to get Pixate Freestyle to work and need to define the attributes. I can only find the place to define them within xcode.
I was working on a Xamarin Forms project and I figured out that on each platform, there is a method to update the style for a Control. The way I used to do this is something like this:
PixateFreestyle.SetStyleId(view, styleId);
or
PixateFreestyle.SetClassId(view, classId);
Where view is any UIView you want to style ann styleId/classId is a string with the style name in your default.css
Hope this works for you
This is where I based my project
XamarinForms-PixateFreestyle
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The Situation: I've got a mid-sized chunk of html/javascript that contains an authentication script/input (it's a text input, radio control, and a combo box and a few buttons). What it is is less important than the concept that it's a mass of static client side code that the marketing department can pretty easily accidentally the whole thing.
The Desire: I want the users to be able to add it as a whole to a page, but not be able to modify it. When something needs to change, I want to change it in one place and have it be changed on all the pages.
What I've Tried: Widget with a default text. It works, but feels wrong. Users can edit it, and if they do when I fix it one place it doesn't propagate to all the instances. I'm a bit of a Kentico noob, but it seems like there should be a better way to do this.
Also note: I'm using portal engine if that makes a difference.
A widget is the proper usage. What you make your widget inherit from is the key in this case. I'd suggest creating a new widget based on a static HTML webpart. This way you can set the static HTML markup and hide the property from the content editor on the front end. You can do this by going to the Properties tab of the widget and setting the visibility of the field on the form. Don't delete the field, just hide it. It should be a checkbox that says hide on public form or editing form.
** Edit **
As I read through my answer and comments, I realized I meant to say clone the static HTML webpart and set its default text to your javascript. Then create a widget based on that cloned webpart. The text will reside in the web part and will allow you to update it in one place later, if needed.
I will not do it this way because you will be not able to make changes in the future. You can better create a new webpart this can be an empty webpart and then create a custom layout. In this layout you can put you're code. In this way you can always change you're code in the future and then it will be changed on all the places where the widget is placed.
I'd use a new widget based on the Static HTML webpart (make the field read only or hide it as Brenden mentioned), but store the data in a new custom setting.
no coding needed (only a macro to read the custom setting)
able to edit the script on the fly on any instance in the settings module. If you have multiple of these settings you won't need to go through all kinds of widgets to adjust their default setting but find them on a central place.
Cheers!
David
In this case I think it makes sense to create a custom web part to store all your code in it and use it that way. If you want to achieve it without creating a custom web part, you have to store the code in some non-web part and not widget specific object. I like the suggestion of creating a custom setting. You can then access this custom setting via a macro. This macro can be used as a default property of a newly created web part (inherited e.g. from the static text web part, you'd use the text property). You may as well create a widget out of it. Another approach is to use Kentico localization keys as a workaround. you can create a key in the Localization application and access it again, via a macro, e.g. {?customkey.myhtml?}. The approach with a custom setting however sounds cleaner to me.
This syntax should be working to access a custom setting value via macro:
{%Settings.CustomSettings.xxx%}
{%Settings.CustomSettings["xxx"]%}
{%Settings.CustomSettings.GetValue("xxx")%}
I'm trying to build a Monogame view inside a RelativeLayout from my MvvmCross monodroid Activity view.
An android Activity inherits from Microsoft.Xna.Framework.AndroidGameActivity to be able to run a Monogame inside a RelativeLayout (working).
My MvvmCross Activity inherits from MvxBindingActivityView(working).
So, I need a way to run the game and bind some datas within the same activity.
Thanks in advance for your help.
Loosely speaking, you can translate any Activity to an MvxActivity by inheriting some interfaces and by then cutting and pasting a small amount of code which does the basic loading and assignation of the ViewModel.
e.g. see the #Region and IMvxAndroidView<TViewModel> added to make MvxActivityView.cs from a normal Activity.
e.g. it's the same region and interface used for adapting a specialised Activity like Google's MapActivity into MvxMapActivityView.cs
At this level, the Activity/View has a ViewModel which can be used in C# code, but has no clever xml inflation - it has no clever Binding support.
Code can be written at this level - I've shipped apps without binding - but many users prefer to add DataBinding too...
To add this DataBinding support, you need to add a bit more code which provides BindingInflate, storage of bindings, disposal of bindings, etc.
e.g. a raw MvxActivityView is extended using the IMvxBindingActivity interface and a #region like: MvxBindingActivityView.cs
e.g. MvxMapActivityView is extended using the same region and interface: MvxBindingMapActivityView.cs
So to extend your the custom AndroidGameActivity:
Inherit from AndroidGameActivity to get ViewModelOwningGameActivity<T> and cut and paste the IMvxAndroidView<TViewModel> interface and #region from MvxActivityView<T> to provide the ViewModel methods, fields and properties.
Then assuming you want binding:
Inherit from ViewModelOwningGameActivity<T> to get BindingGameActivity<T> and cut and paste the IMvxBindingActivity and #region from MvxBindingActivityView<T> to get the binding methods
For specialist Activities you may want to add more - e.g. you may could add some custom helper methods for the MapActivity to plot points and lines, or for GameActivity to do whatever games do... but this is up to individual implementations.
Sorry about the cut and paste of code required in adapting Activities - I have tried to keep this to a minimum. However, writing Mvx is the one time so far that I've really wanted Multiple Inheritance or Mixins in C#
I need to create a Custom view in android which will have dynamic text like price, address etc. and also an ImageView inside it as shown in the image below. I tried to find google some tutorial for custom view but didn't find something satisfactory to do all these things. I also need to use onClick event on this view. Please guys, some code would be of great help. I'm a novice to android. I read google tutorial to create custom view but couldn't implement this.
https://lh4.ggpht.com/HmwmRTx3g9ddkHbgvZXpZOB3Am-O9OQARQ2qpxJ16zTDZbG57CmvgxUC75sGFzC3cqrH
Thanks for attention.
This is called Custom Overlay for MapView.
You can check example and implement as per your requirement - Android MapView Balloons
You can use FrameLayouts. It is very simple to use. FrameLayout can add several views on top of each other. It creates a stack of the views. Just add whatever views you want to inside FrameLayout and use the property setVisibility() to control when to show which view.
I want to add a simple panel to a dialog created using Visual Studio resource editor, but the resource editor doesn't allow this - I need to add my own CWnd as a dialog child. However that way I think I have to use CWnd::Create manually, and pass in names for the class and the window.
I want to create an ID like IDC_MYPANEL, and as much as possible add the window so it works like something defined in the template. What's the right way to do this, and what's the best MFC class to use as a simple panel... just use CWnd itself?
What do you mean by 'a simple panel'? If it's a custom control, derive from CWnd, override Create() and call CWnd::Create() with NULL as the class name so that MFC makes its own, and add a line to resource.h with the IDC_XXX value of your control. If it's a sub-dialog, with controls on it, derive from CDialog and call CDialog::Create() with the IDD that you define in your dialog.
The only difference when creating a control at runtime is that in OnInitDialog, you do some Create() and initialisation things, and you don't include a DDX_Control() line for that control. For the rest everything works the same.
I'm a C# programmer dabbling in a bit of iPhone development using MonoTouch.
I add a new View Interface Definition to my project and double click to open it up in Interface Builder. I add a UIButton. I save the file, and inspect the xib.designer.cs file, and I can see no reference to the new button.
I downloaded the code from http://monotouchexamples.com/ where I could see an example of autogenerated code behind :
[MonoTouch.Foundation.Connect("infoButton")]
private MonoTouch.UIKit.UIButton infoButton {
get {
return ((MonoTouch.UIKit.UIButton)(this.GetNativeField("infoButton")));
}
set {
this.SetNativeField("infoButton", value);
}
}
I opened up MainWindow.xib in interface builder. I notice a few differences. File's Owner is of type UIApplication instead of NSObject. What is the importance of this? There is an App Delegate object of type AppDelegate. I can't add an AppDelegate to my own view, or at least I can't find it in the Library. Do I need to add one? I can see that the existing controls on MainWindow.xib have Referencing Outlets to the App Delegate. I add a new button and I want to hook it up. When I click and drag a New Referencing Outlet to the App Delegate a context menu appears that lists the existing controls. How do I add a new element to this list, or where does this list come from?
I've been spoilt by the Visual Studio world where I just dump a button on a form and start writing code for the click event. Could someone provide some pointers about the steps needed to get this working on MonoTouch?
Thanks,
Patrick
Adding a button by itself is not enough. The button is not accessible outside the Interface Builder. You need add an Outlet, and connect the button with the outlet in Interface Builder.
Remember: Outlets are the members in your Controller class that get a reference to the controls, you can't just access the controls without them.
As Dave says, you need to add an outlet to your controller class, and connect your button to that outlet, before any auto-generated code will appear. This caught me out too initially.
You choose your controller class in the Interface Builder library window, choose 'outlets' in the bottom part of the library, and add an outlet there. You then need to select your button, choose the connections tab of the inspector window, and drag from the "New referencing outlet" circle over to your controller class. Interface Builder will then prompt you to choose an outlet to connect to. Then when you save, you should get the auto-generated code appear in the .xib.designer.cs file, and then you should be able to reference your button via that outlet variable in your .xib.cs file.
It sounds like the project I created is out of date - I remember there were quite a few changes around how the generated buttons are created in the designer file. I will update the project soon for you.
As Dave said, to get the code to be auto generated you need to add an outlet with Interface Builder. There should be an example on this video here - http://bit.ly/aWoItN but the server seems to be down at the moment.
Hope this helps,
ChrisNTR