this is my very first entry here, may it not be the last....
I am having a bit of a struggle with some GUI stuff.
I really have an animation up front my eyes and it should look like the following: using c# with desktop application.
This Form looks like a login window with server address, username and pw textboxes and with a connect button as well, so nothing special. Size wise it can be small or at least same as size as the turned window. doesnt matter at the end.
once you entered your credentials and all turns out to be fine, connection is there and valid.
The main Form is suppost to flip then (doesnt matter horizontal or vertical),
and shows you your options you got then in this newly window. kind of an animated sign, that you are logged in and have now these options.
But the flip is suppost to stay on the same place. Like a card flip or a coin flip, but just the whole form and it ends then at the same place as before.
(sounds really wired to explain)
This can also be done with a new form poping up, just with a animated turn over, no problem with that.
And this is exactly where I am stuck.
I really cant find any information on how this would look like in code or even in animation.
I am using c# and the basic project started as a desktop application project, which it will be at the end.
Its been a while since my last coding, please be gentle.
i know there are plenty of entries in here also in google as well, but i didnt found anything which will do this for the main window as a total. images etc: yes, but for the whole form: no.
Any help out there?
May be tehr eis a trick i am not aware of? Its been a while since the last coding work, I need to admit that.#greyhairsarecomming
many thanks in advance! much appreciated
kind regards TG
Related
Right now, I'm working on Server Fixing Simulator.
I'm working on the Error Popup GUI.
I wanted to add the Error Icon.
The ImageLabel gets cutoff.
The ImageLabel is CutOff! WHAT A WAY ROBLOX MAKES THE GUIs! HOW NICE
so I need help fixing the Cut-Off GUIs.
Problem Info -
When the Properties Menu looks like this
And the ErrorIcon looks like this.
It just makes me mad.
This happens a lot in Roblox. When an image is new, it looks like that for about an hour. I suggest you wait a little bit or upload a new one.
I have a Java GUI that I'm developing and I've run into a snag with regard to the default size of the "thumb" on a JSlider I need for user input for the simple and unavoidable reason that the application has to run on a touch-screen, there is no mouse, and the precision of the touch of a finger is just not good enough to make it easy to "get a grip" on the slider to move it. The touch screen is all there is... it just isn't that precise.
NO PROBLEM, I thought! I'll just customize it and make the "thumb" bigger! In doing my research I found this previously asked question, and it has what looks like helpful data, but I couldn't figure out how to get that to work. In the answers to that question it points to this page where it purports to show how it's done, but ... it then doesn't show it?!
I guess they presume you know what to do with the likes of:
Slider.thumbHeight Integer
Slider.thumbWidth Integer
But, I don't! Anybody got any code snippet of an example?
I played around, incompetently, with stuff like this that I really don't quite understand:
UIDefaults defaults = UIManager.getDefaults();
defaults.put("Slider.thumbHeight", 45);
defaults.put("Slider.thumbWidth", 15);
...With no success, though it does compile just fine. I tried creating the slider after this. Nope. I tried mySlider.updateUI(); Nope. And, of course, this won't compile at all: mySlider.thumbHeight(40); ...I just don't quite grock how one is supposed to customize these things.
Thanks in advance.
Old post I know, but still may be relevant for others anyway.
"Slider.thumbHeight Integer" just tells you that the variable is of type integer and thus expects a whole number as an argument when you set it.
You have to change the UIdefaults (as in your example) before you create the JSlider.
This said it seems to be operating system dependent whether it works or not. It worked well on my Windows10 PC but not on Raspbian Linux where I really needed it :-(
I'm in the process of comparing MvvmCross with ReactiveUI for a major pharma project on Win Store, WP8, iOS, Droid. We've already selected Xamarin.
I'm totally new to ReactiveUI. I really like what I see in principle, and I think Paul is a genius. However the details are becoming a real bear. I've spend several days tracking down documentation (the manual is from 2011 and seems almost entirely outdated - it doesn't even contain the word "Router") and sample code.
I'm looking at the sample from ReactiveUI.Samples
Also the project MobileSample-RT from the ReactiveUI solution.
I based my little hello world on the ReactiveUI.Samples "Routing" example. Frankly this isn't much of an example as all it does is navigate from AppBootstrapper to the one and only view. I'm trying to do something similar to the "three page" example from MobileSample-RT. The problem is, if I try something like this in my project:
HostScreen.Router.Navigate.Execute(RxApp.DependencyResolver.GetService(typeof(LoginViewModel)));
It crashes (pdb symbols not loaded in ReactiveUI.dll)
If I try this:
HostScreen.Router.NavigateCommandFor<LoginViewModel>().Execute(HostScreen);
Same result - hard crash. That really threw me as it seems like something that should "just work".
I can call this:
HostScreen.Router.Navigate.Execute(new LoginViewModel(HostScreen));
And it does go to my view, as expected. I also wired up a back button in the main screen:
this.OneWayBind(AppBootstrapper, x => x.Router.NavigateBack, x => x.BackButton.Command);
And that indeed moves back from the view to which I'd just navigated.
So now I want to move forward again. I click on the button that does this (again):
HostScreen.Router.Navigate.Execute(new LoginViewModel(HostScreen));
And I go back to that view. However this time it takes 2 clicks on the back button to get actually move back. If I then move forward again, it takes 3 clicks the next time. The NavigationStack is filling up with new instances of LoginViewModel.
So, what IS the correct way to do routing/navigation? Why are those commands crashing? Rather than calling "new" each time in the Navigate.Execute, how do I navigate to a viewmodel that is already in the navigation stack (or should it be there in the first place?).
Many thanks for any clarity you can provide.
If you're building for iOS and Android, you simply don't want to use Routing - the notion of routing conflicts too much with what the platforms want you to do (even on WP8 it's a stretch but I was able to hacky make it work). You should stick with View-first location.
However, if you're using Xamarin Forms, ReactiveUI works great with VM-based routing (since Xamarin managed to do all the hacks to make it possible!). Check out https://github.com/paulcbetts/xamarinevolve2014 for a demo of it
I know the docs suck and I'm working on new ones:
https://github.com/reactiveui/ReactiveUI/pull/391 - Pull Request / Progress
https://github.com/reactiveui/ReactiveUI/tree/docs/docs/basics - Browsable version
I am trying to bring my secondary form to the Foreground, however when I do
MyForm.Show; // It may be hidden, therefore show it first
SetForegroundWindow(MyForm.Handle);
my Main Form appears aswell. The only way I can prevent that is to do MainForm.Hide; but I got to avoid that.
The idea is to have my secondary form appear on top of another application, without my Main Form having to do so as well.
If you consider to make another application for this functionality, then you may also consider the following compromise: minimize the MainForm to the taskbar (rather than hiding it) to prevent it popping up when activating another form.
If so, then try this answer. It does add an extra icon to your taskbar for the secondary form, but I guess that'll be no problem since a different application would either. However, if the MainForm is nót minimized but obfuscated by other windows, activating the secondary form wíll also popup the MainForm, just like you are experiencing now.
And for the completeness of this answer's sake, but not by any means meant as advice: this answer describes a (somewhat experimental) construction to make fully independent windows. The little time I tested that solution, it seemed to work, but be prepared not counting any longer on the full/default functionality of the VCL.
Try settings the state of the form to fsAlwaysOnTop.
This is kind of a silly question, but I cannot find the answer as I don't know the terms with which to search for it.
I am looking for a simple way of giving a 'status' message like 'Data updated' to the user without necessarily interrupting what he/she is doing (but have a option I guess in some instances to tab it an perform an action).
For example; some Apps give a rounded square semi-transparent with 'Lock screen/rotation' when an iPhone is rotated, I am look for something similar (or like the square box 'Build Complete in Xcode 4').
Is there an easy way of doing this?
Thanks a million in advance!
https://github.com/myell0w/MTStatusBarOverlay
MTStatusBarOverlay adds very subtle text to the phone's status bar. If you're looking for something a little more noticiable, try:
https://github.com/jdg/MBProgressHUD
As #kubi has pointed out, MTStatusBarOverlay is a good one, and I've passed Apple reviewer inspection with it. However I just found something that looks fraking awesome...
Tweetbot-Like Alert Panels (Blog), and the repository is MKInfoPanelDemo at Github.
Create a view that shows your message nicely, add it to the window, and start a UIView animation which makes it fade away. In the animation ended handler (delegate or block) remove the view.