MonoTouch.Dialog row animations - xamarin.ios

Just wondering if it is possible to have no animations in section when adding/removing elements in the section. Or even when adding/removing the section itself.
On ViewWillAppear I check a global boolean to see if the app has been exited/reopened. This will then cause it to reload new data. (Did have RefreshRequested set up, but the client wanted it this way). So on ViewWillAppear we call a function called UpdateCells which does the following.
// Using Bottom animation as its the closest to none (none has no fade effects
// but makes solid cells move upwards in the TableView and then suddenly disappear)
Root.Remove(mySection1, UITableViewRowAnimation.Bottom);
Root.Remove(mySection2, UITableViewRowAnimation.Bottom);
mySection1.Clear();
mySection2.Clear();
// Load stuff from SQLite DB and populate sections. Adding looks like:
// if (isThisWeek)
// {
// section1.Insert(0, UITableViewRowAnimation.None, newElement);
// }
// else
// {
// section2.Insert(0. UITableViewRowAnimation.None, newElement);
// }
// Now finally add sections back into Root if there exists elements in them.
if (sectionThisWeek.Count > 0)
{
Root.Insert(1, UITableViewRowAnimation.None, sectionThisWeek);
}
if (sectionCommingUp.Count > 0)
{
Root.Insert(1, UITableViewRowAnimation.None, sectionCommingUp);
}
I was hoping for some sort of, pause everything in the DialogViewController, work on it, then do a ReloadComplete() with no animations.. somehow...
Any ideas what I'm doing wrong, or a better way to do what I am trying to do.

If you are reloading all the data at once, you can just assign the entire new value to the Root property on the DialogViewController and no animations would be shown.

Related

Is it possible to recolor a lottie animation programmatically?

If I have a lottie animation in the form of a json file, is there a way to recolor it in code or even within the json itself?
(To be clear, I hope there's a way to do it without involving After Effects. For instance if I decide to change my app's primary color, the whole app will change except the animation unless there's a way to do that.)
I figured it out. For this example, let's say I want to recolor a specific layer to Color.RED.
You'll need your LottieAnimationView, a KeyPath, and a LottieValueCallback
private LottieAnimationView lottieAnimationVIew;
private KeyPath mKeyPath;
private LottieValueCallback<Integer> mCallback;
Then in your onCreate (or onViewCreated for a fragment) you'll get the animation with findViewById, as well as "addLottieOnCompositionLoadedListener" to the lottieAnimationView, in which you will setup the "mKeyPath" and "mCallback":
lottieAnimationVIew = findViewById(R.id.animationView);
lottieAnimationView.addLottieOnCompositionLoadedListener(new LottieOnCompositionLoadedListener() {
#Override
public void onCompositionLoaded(LottieComposition composition) {
mKeyPath = getKeyPath(); // This is your own method for getting the KeyPath you desire. More on that below.
mCallback = new LottieValueCallback<>();
mCallback.setValue(Color.RED);
checkBox.addValueCallback(mKeyPath, LottieProperty.COLOR, mCallback);
}
});
The argument "LottieProperty.COLOR" specifies which property I am changing.
There's probably a better way to do this, but here's my "getKeyPath" method for finding the specific thing I want to change. It will log every KeyPath so you can see which one you want. Then it returns it once you've supplied the correct index. I saw that the one I want is the 5th in the list, hence the hard-coded index of 4.
private KeyPath getKeyPath() {
List<KeyPath> keyPaths = lottieAnimationView.resolveKeyPath(new KeyPath("Fill", "Ellipse 1", "Fill 1"));
for (int i = 0; i < keyPaths.size(); i++) {
Log.i("KeyPath", keyPaths.get(i).toString());
}
if (keyPaths.size() == 5) {
return keyPaths.get(4);
}
else {
return null;
}
}
Note that the "Fill", "Ellipse 1", "Fill 1" are strings I supplied to narrow the list down to just the ones that have those keys, because I know that the layer I want will be among those. There's likely a better way to do this as well.
There is another thread on this topic with the same approach but a bit simplified:
How to add a color overlay to an animation in Lottie?
Here's directly an example (Kotlin):
yourLottieAnimation.addValueCallback(
KeyPath("whatever_keypath", "**"),
LottieProperty.COLOR_FILTER
) {
PorterDuffColorFilter(
Color.CYAN,
PorterDuff.Mode.SRC_ATOP
)
}
You can find the names of the keypaths also in the Lottie editor.

How to add an absolute element in a NativeScript page

I want to be able to just place a View component (plugin) into the page through code and have it appear at some X\Y on the page... but I'm a bit stumped.
Any attempt to add via page.content kinda adds it to the layout\render pass so it occupies space.
So this would get injected into "any" page at "any" time, I have no control over the markup this would be used in (know what I mean?) There is no XML for it and unfortunately the answer can't just be wrap everything in an AbsoluteLayout because one can't mandate that on users apps\layouts.
Thoughts, even possible?
Basically the simplest way to do this is to dynamically and be fully cross platform compatible is to create a AbsoluteLayout item in your JavaScript code, and dynamically insert your item and the AL into the page container.
Code would be something like this:
var AbsoluteLayout = require('ui/layouts/absolute-layout').AbsoluteLayout;
var myAL = new AbsoluteLayout();
var myItem = new myPluginItem();
// Set you left, right, top, bottom coords.
myItem.top = x;
// Add our item to the AbsoluteItem
myAL.addChild(myItem);
var frame = require('ui/frame');
var page = frame.topmost().currentPage;
var LayoutBase = require('ui/layouts/layout-base').LayoutBase;
page._eachChildView(function(view) {
if (view instanceof LayoutBase) {
view.addChild(myAL);
return false;
}
return true;
});
However, if you don't want to do this the really simple way; the only other way is to actually go a bit lower level. You can natively access the iOS view controller (page._ios.view) and the android view (page._nativeView), and then manually add it to the view by using things like addView (https://developer.android.com/reference/android/view/ViewManager.html) or addSubview (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/).
I would like to add you can set the Top and Left properties in TypeScript by importing AbsoluteLayout like so
import {AbsoluteLayout} from 'ui/layouts/absolute-layout';
and then using the exposed functions setLeft or setTop
AbsoluteLayout.setLeft(YourItem, LeftValue);
or
AbsoluteLayout.setTop(YourItem, TopValue);

How can you control visibility of datasource in Cesiumjs?

I want to display multiple datasources in a cesiumjs viewer but need to allow the user to select which ones they want to see at any given time. For example, if I load a kml and a czml file, how do I hide one and show the other? I can't find the cesiumjs way to do this with its API.
Update Feb 2016: A show flag has been proposed and may be added to a future version of Cesium.
Original answer:
Currently there is no show flag on the dataSource, however it is easy to add and remove the dataSource from the list of available dataSources, and this is used to get the show/hide functionality.
Here's a working demo: Load the Cesium Sandcastle Hello World example, and paste the following code into the left side, then hit Run (F8). It should display a checkbox in the upper-left with show/hide functionality.
var viewer = new Cesium.Viewer('cesiumContainer');
// Create a typical CzmlDataSource.
var dataSource1 = new Cesium.CzmlDataSource();
dataSource1.load('../../SampleData/simple.czml');
// Add a checkbox at the top.
document.getElementById('toolbar').innerHTML =
'<label><input type="checkbox" id="showCheckbox" /> Show CZML</label>';
var checkbox = document.getElementById('showCheckbox');
checkbox.addEventListener('change', function() {
// Checkbox state changed.
if (checkbox.checked) {
// Show if not shown.
if (!viewer.dataSources.contains(dataSource1)) {
viewer.dataSources.add(dataSource1);
}
} else {
// Hide if currently shown.
if (viewer.dataSources.contains(dataSource1)) {
viewer.dataSources.remove(dataSource1);
}
}
}, false);
This code could be improved, for example it could be a "lazy load" where the dataSource.load does not get called until the first time it's shown. Also if a dataSource has been hidden a while, you have to consider at what point should you be saving memory by destroying the dataSource rather than continuing to hold onto it (triggering a new lazy load if it is later shown again).
as of now, show is a property of the data source, you can control it by accessing the property in dot or bracket notation:
https://cesiumjs.org/Cesium/Build/Documentation/CzmlDataSource.html#show
const src = new Cesium.CzmlDataSource();
src.show = false;

xna how to setup controls in game

I want to be able to go to options menu in the game I am developing and set up my controls.
It is a simple game of pong (for now) and the controls for each player are just up and down.
This is how I want the process to look like: I click SETUP CONTROLS, game displays the name of the control I am supposed to change and it waits, I click the button on keyboard that i want it to be changed to, game reads it and displays the next control I am supposed to change and so on until i change all controls.
I have found a way how to do that here and my code now looks basicly like this:
if (optionsBList.IsButtonClicked("SETUP CONTROLS")) //when i click the
//SETUP CONTROLS button
//in the options menu
{
KeyboardState currentKeyboardState = new KeyboardState();
waitingForKey = true;
while (waitingForKey)
{
if(currentKeyboardState.GetPressedKeys().Count() > 0)
{
player1.upkey = currentKeyboardState.GetPressedKeys()[0];
//the path for the key isn't player1.upkey, but lets say it is.
waitingForKey = false;
}
}
}
In this short code my goal is to change just one key. If I can make it change 1 key, changing more wont be a problem.
The problem is, I don't see why does my game stop responding when i click the SETUP CONTROLS button. I don't see an infinite loop here nor a memory leak.
Why is my game crashing and is there a better way to load controls in options menu?
If you saw the answer from the link you placed in your question, you would have noticed that he actually deleted the while loop and he made it an if statement.
Like Nico Schertler said : "while(waitingForKey) is your infinite loop. That loop blocks the game thread, so no further input is recognized."
Link to the answer from your link: https://stackoverflow.com/a/15935732/3239917
if (optionsBList.IsButtonClicked("SETUP CONTROLS")) //when i click the
//SETUP CONTROLS button
//in the options menu
{
KeyboardState currentKeyboardState = new KeyboardState();
waitingForKey = true;
if (waitingForKey )
{
if(currentKeyboardState.GetPressedKeys().Count() > 0)
{
player1.upkey = currentKeyboardState.GetPressedKeys()[0];
//the path for the key isn't player1.upkey, but lets say it is.
waitingForKey = false;
}
}
}

Nivo Slider - Hide thumbnails if there is only one image and prevent slideshow transitions

I am using the Nivo Slider for the first time and it is absolutely awesome however I do have a couple of issues.
I have it integrated within a CMS and this allows the user to add up to 5 images.
If there is only one image however, I would like to just hide the thumbnails and stop any transitions, as in sliding the same image in again and again.
Now is this something I would do with JQuery or should I be editing the 'jquery.nivo.slider.js' file? Or is it potentially something I could potentially accomplis in both?
I guess I am looking to do something like:
if images < 1 {
transition = false;
thumbnails = hide;
}
Hopefully that makes sense.
Thanks for your time and help.
UPDATE
Okay so I have managed to hide the thumbnails if there is only one image by adding the following to the jquery.nivo.slider.js file:
if (vars.totalSlides < 2)
{
$('.nivo-controlNav').remove();
}
I now want to be able to change one of the settings in the following piece of code based on the same rule but am not sure how to do this:
$.fn.nivoSlider.defaults = {
pauseOnHover: 'false',
......
}
I would change the config array and initialize the slider like this:
// nivo config array
var nivoConfig = {
slices: 30, // For slice animations
boxCols: 16, // For box animations
// put all your init config here but exclude 'effects'
}
if(imagesCount < 2) {
nivoConfig['effects'] = 'none';
} else {
nivoConfig['effects'] = 'random';
}
$('#slider').nivoSlider(nivoConfig);
Try it out, it should work in a way like this.
I had this exact same problem; Johnny's code worked perfectly, but I wanted to elaborate for people who may be having problems with this. You'll want to insert:
if (vars.totalSlides < 2) {
$('.nivo-controlNav').remove();
}
on or around line 158 in the jquery.nivo.slider.js file (within the if(settings.controlNav) {} conditional). Otherwise it won't work.

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