Arrange GUI elements in WPF in a similar way to the applications on the iPhone - iphone

I would like to arrange UIControls in WPF in a similar way to the applications on the iPhone. They should be positioned on a grid, but a user should be able to drag them somewhere else, after releasing the mouse button (or the finger in case of an iPhone) the selected UIControl should snap back to the next position in the grid. The other UIElements should be rearranged automatically.
Further the user should also be connect two elements with a line or something.
I'm not experienced with WPF. The first question is if there is a container which is suitable for something (System.Windows.Controls.Grid ?) or if I have to extend canvas or somethig else for this.
I would like to know which elements from the WPF framework can be used and which elements I have to write myself.
For people who do not own an iPhone: http://www.youtube.com/watch?v=3omhu2AUWC8
Update
I've looked at AnimatedTilePanel in the BangOTricks examples (see below), this one explains how to create your own Panel and how to let it arrange things there.. However I still need an idea how to implement drag and drop correctly in this example..

Unfortunately, you'll have to write a lot of things yourself, as WPF doesn't automatically do what you're looking for.
For positioning the controls, you can use either UniformGrid or Grid. Assuming it's much like the iPhone video you showed, you can just use the UniformGrid with 4 columns and however many rows you need.
For the dragging animation, layout-wise, you could start by manipulating the RenderTransform property on whatever is being dragged, but you'll have to set a handler to check once you've met whatever threshold necessary to move into the another "cell" -- and at that point, you'll have to changed the order of the items in the tree.

Take a look at AnimatedTilePanel from Kevin's Bag-o-Tricks at:
http://j832.com/bagotricks/
It doesn't do everything you want but it will show you how to write a panel that animates its children when changing size or order.

New input to this old post in 09. Earlier this year (2012) someone has wrote a FluidWrapPanel and open sourced it. I tried it and it works like a charm - just like that on the iPhone menu.
You can also apply to other UI Elements or UserControl.

Related

Flip from one ViewController to another iBooks Style

I'm trying to load in content from a database and allow the user to flip through it like pages, then at the end of the content, give them options to go to another section of content (probably with buttons). The content is currently just formatted with html, but how do I implement the buttons to navigate? I'm a little new to Xcode so maybe I'm not even looking in the right direction.
refer a this opensource: https://github.com/devindoty/iBooks-Flip-Animation
this is very little code and perfectly works.

iPhone: Drag&Drop UIViews

That is what I suppose to have. UIViewController with a dynamic number of draggable UIViews.
The cases that should be covered is:
When user start to drag and than in some moment take his finger off, if UIView is in "place to drop" area than it should be there, if not, then it should be turned back where it was.
2.If user draged UIView3 to " place to drop", Than UIView4 should relocate on place UIView3.
Is there any tutorials how to implement that ?
Have u any ideas ?
You may check the DragKit. It's open source, so you may explore the logic and technic too.
As your views seems to be placed in grid, you may also check the AQGridView. Also an open source project, BTW. And it contains the Drag'n'Drop example.

Dynamics AX Form Item Ordering

For the most part, AX forms seem to follow the AOT layout and appear in order. However, in some cases, the form items appear in seemingly arbitrary order, and in others, the items in the AOT won't even reorder. No matter how you drag and drop items in the AOT, they are always in the same order. This problem happened on occasion in AX 2009, but seems to be worse in AX 2012. The only way I've found to get around it is to drop the non-reordering items and recreate them.
Has anyone else had similar experiences? Anyone have a fix?
Ok, I've found that dragging and dropping only works part of the time. However, if you use ALT+the arrow keys to move items up and down in the hierarchy, that seems to work just fine.
The way I read your question it seems you are referring to control layout within a form. If your question is about something else please clarify.
To change form control layout you need to use AOT \Forms[FormName]\Designs\Design node. You can drag and drop controls and control groups.
If you drag a control (let's call it "dragControl") and drop it on top of another control (say "dropControl"), then dragControl will be placed after dropControl. This means that if you want to change the first control of a control group, you need to drag the first control, as dropping any control on top of the first one will place them after the first control.
Also make sure your form does not have changes is some higher layer that would override the changes you are making in a lower layer.
Does this answer your question?

Large scrollview table with buttons

We are trying to write a training manual application for the iPhone. On the top half of the screen is a diagram of a car engine, on the bottom half is some text. At the user repeatedly hits a "next" button, we highlight different parts of the engine, and in concert we highlight different parts of the descriptive text below.
We basically want "living text" in the text half, with the illustration following along on top to where the reader is in the text. What we'd like from the text is 1. user can scroll it using their thumb so possibly a UIScrollView 2. the software can explicitly drive a scroll to any part of the text (when they hit the "next" button). 3. the words in the text are interspersed with hotlinks e.g. "this is the camshaft... this is the piston..." and the user should be able to click on any of the keywords like camshaft, piston, and have the diagram highlight that. (The problem is not highlighting the diagram, its capturing the click). The text would have 300~400 buttons/links/keywords and about 600 words of text.
Since this is fairly similar to using a web browser, we tried using Apple's version of webkit using a UIWebView and handleOpenURL to register a service back to the app itself. But Webkit for internal links a popup comes up asking permission to access that link. Every single the user wants to go to a link (in our case just an internal event that we'd intercept so that we can highlight e.g. the camshaft). Tried to intercept the event from the HTML view, but that didn't work.
It seems like the best we can do is to abandon scrolling text, and make the text part more like flash cards or a power point presentation, breaking the text into custom UIViewCells with buttons inside a UIScrollView. However, this would impose an annoying constraint on the author that they would have to write everything to fit in the UIViewCells, sort of chunky.
Any ideas would be appreciated.
This is definitely something you can use a UIWebView for. Don't use handleOpenURL, rather, set your viewController as the webview's delegate, and override -webView:shouldStartLoadWithRequest:navigationType:. When this gets called, check the request, and pull out your link data from there.
It would probably be easier to implement that completely in JavaScript in the document you load in a UIWebView. You would have to use JavaScript (i.e. [UIWebView stringbyevaluatingjavascriptfromstring:]) anyway to achieve things like scrolling to a certain position.

Easy way to scroll overflow text on a button?

Does anyone have any examples or resources where i might find information on scrolling text which is too long to display in a button control? I'm thinking something along these lines.
Display as much text will fit within the current rect with a '...' at the end to signify overflow.
Pause for say 1 second then slowly scroll the text to the right edge displaying the right part of the string.
Display as much text will fit within the current rect with a '...' at the beginning to signify overflow.
Start the whole thing over in reverse.
Is there an easy way to do this using the "core" or built in "animation" frameworks on a certain mobile device?
[edit]
Iwanted to add some more details as i think people are more focused on wether or not what i'm trying to accomplish is appropriate. The button is for the answers on a trivia game. It does not perform any speciffic UI function but is for displaying the answer. Apple themselves is doing this in their iQuiz trivia game on the iPod Nano and i think its a pretty elegant solution to answers that are longer than the width of my button.
In case its the '...' that is the difficult part of this. Lets say i removed this requirement. Could i have the label for the button be full sized but clipped to the client rect of the button and use some animation methods to scroll it within the clipping rect? This would give me almost the same effect minus the ellipses.
Here's an idea: instead of ellipses (...), use a gradient on each side, so the extra text fades away into the background color. Then you could do this with three CALayers: one for the text and two for fade effect.
The fade masks would just be rectangles with a gradient that goes from transparent to the background color. They should be positioned above the text layer. The text would be drawn on the text layer, and then you just animate it sliding back and forth in the manner you describe. You can create a CGPath object describing the path and add it to a CAKeyframeAnimation object which you add to the text layer.
As for whether you think this is "easy" depends on how well you know Core Animation, but I think once you learn the API you'll find this isn't too bad and would be worth the trouble.
Without wishing to be obtuse, maybe you should rethink your problem. A button should have a clear and predictable function. It's not a place to store and display text. Perhaps you could have a description show on screen with a nice standard button below?
Update with source code example:
Here is some ready to use source code example (actually a full zipped Xcode project with image and nib files and some source code), not for the iPhone, not using Core Animation, just using a couple of simple NSImages and a NSImageView. It is just a cheap hack, it does not implement the full functionality you requested (sorry, but I don't feel like writing your source code for you :-P), horrible code layout (hey, I just hacked this together within a couple of minutes, so you can't expect any better ;-)) and it's just a demonstration how this can be done. It can be done with Core Animation, too, but this approach is simpler. Composing the button animation into a NSImageView is not as nice as subclassing a NSView and directly paint to its context, but it's much simpler (I just wanted to hack together the simplest solution possible). It will also not scroll back once it scrolled all the way to the right. Therefor you just need another method to scroll back and start another NSTimer that fires 2 seconds after you drew the dots to the left.
Just open the project in Xcode and hit run, that's all there is to do. Then have a look at the source code. It's really not that complicated (however, you may have to reformat it first, the layout sucks).
Update because of comment to my answer:
If you don't use Apple UI elements at all, I fail to see the problem. In that case your button is not even a button, it's just a clickable View (NSView if you use Cocoa). You can just sub-class NSView as MyAnswerView and overwrite the paint method to paint into the view whatever you wish. Multiline text, scrolling text, 3D text animated, it's completely up to your imagination.
Here's an example, showing how someone subclassed NSView to create a complete custom control that does not exist by default. The control looks like this:
See the funny thing in the upper left corner? That is a control. Here's how it works:
I hate to say that, as it is no answer to your question, but "Don't do that!". Apple has guidelines how to implement a user interface. While you are free to ignore them, Apple users are used to have UIs following these guidelines and not following them will create applications that Apple users find ugly and little appealing.
Here are Apple's Human Interface Guidelines
Let me quote from there
Push Button Contents and Labeling
A push button always contains text, it
does not contain an image. If you need
to display an icon or other image on a
button, use instead a bevel button,
described in “Bevel Buttons.”
The label on a push button should be a
verb or verb phrase that describes the
action it performs—Save, Close, Print,
Delete, Change Password, and so on. If
a push button acts on a single
setting, label the button as
specifically as possible; “Choose
Picture…,” for example, is more
helpful than “Choose…” Because buttons
initiate an immediate action, it
shouldn’t be necessary to use “now”
(Scan Now, for example) in the label.
Push button labels should have
title-style capitalization, as
described in “Capitalization of
Interface Element Labels and Text.” If
the push button immediately opens
another window, dialog, or application
to perform its action, you can use an
ellipsis in the label. For example,
Mail preferences displays a push
button that includes an ellipsis
because it opens .Mac system
preferences, as shown in Figure 15-8.
Buttons should contain a single verb or a verb phrase, not answers to trivia game! If you have between 2 and 5 answers, you should use Radio Buttons to have the user select the answer and an OK button to have the user accept the answer. For more than 5 answers, you should consider a Pop-up Selector instead according to guidelines, though I guess that would be rather ugly in this case.
You could consider using a table with just one column, one row per answer and each cell being multiline if the answer is very long and needs to break. So the user selects a table row by clicking on it, which highlights the table cell and then clicks on an OK button to finish. Alternatively, you can directly continue, as soon as the user selects any table cell (but that way you take the user any chance to correct an accidental click). On the other hand, tables with multiline cells are rather rare on MacOS X. The iPhone uses some, but usually with very little text (at most two lines).
Pretty sure you can't do that using the standard API, certainly not with UILineBreakMode. In addition, the style guide says that an ellipsis indicates that the button when pressed will ask you for more information -for example Open File... will ask for the name of a file. Your proposed use of ellipsis violates this guideline.
You'd need some custom logic to implement the behaviour you describe, but I don't think it's the way to go anyway.
This is not a very good UI practice, but if you still want to do it, your best bet is to do so via a clickable div styled to look like a button.
Set the width of the div to an explicit value, and its overflow to hidden, then use a script executing on an interval to adjust the scrollLeft property of this div.