I'm new to StackOverflow community!
I need help with one problem with android in Xamarin Forms. To be precise... I tried with some friends to build our first app. We choose(with the help of our University professor) Xamarin for the cross-platform development of Android and iOS for both systems using the Xamarin Forms. I created the interface part of the app and now I am stuck in a fort with big walls. When I try to add a Tabbed Page the icon for the functional bar, the app crashes(Android) but in iOS, the problem doesn't appear...
I'd try with some solution... like :
-Render in the NameApp.Droid adds different renderer only for the android part but no result...
-Try another way to insert the icon in the .xaml file directly but no result...
-Try to follow another way to modify the .axam file for the "Theme" part
but no result...
I want to integrate all the stuff on time only in the "Main Project". I don't want for now touch the "nameProject.Droid" or "nameProject.iOS" part, But try to make in one shoot both(Andriod & iOS). I've found a different bug in Android (è.é) but for this, I am going crazy...
But I need to modify the ".Droid" no problem I accept the challenge!
This is the result I aspire to create.
"https://storage.googleapis.com/material-design/publish/material_v_12/assets/0B6Okdz75tqQsbHJuWi04N0ZIc0E/components-tabs-usage-mobile7.png"
This is the way I add the Icon in the Tabbed Page. An assumption I add all the stuff in the "Resource" in ".Droid" and ".iOS :
var MainPageTabbed = new MPageTabbed();
var Profile = new Profile();
var ListChat = new ListChat();
if (Device.RuntimePlatform == Device.Android)
{
MainPageTabbed.Icon = "ldpi.png";
Profile.Icon = "ldpi2.png";
Chat.Icon = "ldpi1.png";
}
if (Device.RuntimePlatform == Device.iOS)
{
MainPageTabbed.Icon = "ldpi.png";
Profile.Icon = "ldpi2.png";
ListChat.Icon = "ldpi1.png";
}
NavigationPage.SetHasNavigationBar(this, false);
Children.Add(MainPageTabbed);
Children.Add(Profile);
Children.Add(ListChat);
Someone can help me please to find a solution?
Here you have an example of how to use the TabbedPage in xamarin forms:
https://developer.xamarin.com/guides/xamarin-forms/application-fundamentals/navigation/tabbed-page/
... Xamarin.forms renders Android tabbed-pages as something called a viewpager combined with a TabPagerStrib, and it looks like the example in the link above.
You might read about BottomNavigationBar for Android instead, or look at this link for a TabPagerStrip with an image:
https://forums.xamarin.com/discussion/39937/adding-icons-to-a-pagertabstrip-instead-of-text
If anyone is interested in a FontAwesome custom icon implementation I followed this tutorial to begin with: FontAwesome with Xamarin Forms
Unfortunately he doesn't give an example of integrating with tabbed pages but after some experimenting I finally figured out a simplified Xaml way to render it without a custom tabbed renderer:
<ContentPage xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
xmlns:local="clr-namespace:IBMobile.Views"
xmlns:local2="clr-namespace:FontAwesome"
x:Class="IBMobile.Views.HomePage"
Visual="Material">
<ContentPage.IconImageSource>
<FontImageSource FontFamily="{StaticResource FontAwesomeSolid}" Glyph="{x:Static local2:IconFont.Home}" />
</ContentPage.IconImageSource>
Related
I am running the latest Xamarin Forms on VS 2019 community edition.
I just started the basic Xamarin Forms project and added a Flyout page template to it.
When running this on the Android emulator it works fine, but the menu won't close after selecting a page.
The code has not changed apart from adding another page to the menu items.
The code isPresented = false is still there but has no effect whatsover.
Is it simply not possible to have the menu collapse in landscape mode? Then what are my alternatives?
You just have to add in the MenuPage (the main file, the first one that is generated) the following property:
FlyoutLayoutBehavior = "Popover"
public MasterMenuItem ()
{
InitializeComponent ();
MasterBehavior = MasterBehavior.Popover; // This solve my problem
}
I'm new to Xamarin and I'm trying to use the Iconize NuGet package for Xamarin, but I'm not having much luck. At the moment I'm working with a simple Android app. I've installed Iconize per the instructions and, save for an error on the line:
FormsPlugin.Iconize.Droid.IconControls.Init(Resource.Id.toolbar, Resource.Id.tabs);
(the compiler didn't like the Resource.Id.toolbar or Resource.Id.tabs so I removed it) everything compiles and runs. However, when I try to add an IconButton with a Fontawesome image, I get "System.NullReferenceException: Object reference not set to an instance of an object." error that points back to
the line LoadApplication( new App() ); in the MainActivity.cs.
I'm trying to add the IconButton to a grid in code (not XAML) using
grid.Children.Add( new IconButton
{
Image = "fa-info-circle"
}, 3, 2 );
Any ideas on how to make this work? The examples on the Iconize page haven't been very useful and I haven't found any examples on Google.
Okay I finally found something that was useful. I found a clue on this page and some other information on the project issues page on Github.
Ultimately, to get the icon to display I used
grid.Children.Add( new IconButton
{
Text = "fa-info-circle",
}, 3, 2 );
It was the Text property and not the Image property that I should have used.
Hope this helpful to someone else.
navigation in Android TV.
How do I create just the navigation android tv. I do not care to use the entire theme, it provides android studio.
And I do not understand much of what is in the example given by android studio.
I understand that is something the String.
I looked on the internet examples, but right now, android tv has no further information at this time.
I'm interested only create menu navigation side, nothing more.
Thank you very much.
I found a really nice tutorial : http://corochann.com/browsefragment-header-customization-android-tv-application-hands-on-tutorial-17-697.html
it shows you how to create a custom navigation side with an image and a text
Here what a tried in my application :
copy his IconHeaderItem class and in your loadRows paste
IconHeaderItem gridItemPresenterHeader = new IconHeaderItem(0, BEWELL_THERMO, R.drawable.bewell_thermo);
GridItemPresenter mGridPresenter = new GridItemPresenter();
ArrayObjectAdapter gridRowAdapter = new ArrayObjectAdapter(mGridPresenter);
gridRowAdapter.add(DERNIERE_MESURE);
gridRowAdapter.add(GRID_STRING_GUIDED_STEP_FRAGMENT);
gridRowAdapter.add(GRID_STRING_RECOMMENDATION);
gridRowAdapter.add(GRID_STRING_SPINNER);
mGridItemListRow = new ListRow(gridItemPresenterHeader, gridRowAdapter);
mRowsAdapter.add(mGridItemListRow);
setAdapter(mRowsAdapter);
thanks for checking my question out!
I'm currently working on a project using Qt C++, which is designed to be multi-platform. I'm a bit of a newcoming to it, so I've been asked to set up the ability to take screenshots from within the menu structure, and I'm having issues with the Android version of the companion app.
As a quick overview, it's a bit of software that send the content of a host PC's screen to our app, and I've been able to take screenshots on the Windows version just fine, using QScreen and QPixmap, like so:
overlaywindow.cpp
{
QPixmap screenSnapData = screenGrab->currentBackground();
}
screenGrabber.cpp
{
QScreen *screen = QGuiApplication::primaryScreen();
return screen->grabWindow( QApplication::desktop()->winId() );
}
Unfortunately, Android seems to reject QScreen, and with most suggestions from past Google searches suggesting the now-deprecated QPixmap::grab(), I've gotten a little stuck.
What luck I have had is within the code for the menu itself, and QWidget, but that isn't without issue, of course!
QFile doubleCheckFile("/storage/emulated/0/Pictures/Testing/checking.png");
doubleCheckFile.open(QIODevice::ReadWrite);
QPixmap checkingPixmap = QWidget::grab();
checkingPixmap.save(&doubleCheckFile);
doubleCheckFile.close();
This code does take a screenshot, but only of the button strip currently implemented, and not for the whole screen. I've also taken a 'screenshot' of just a white box with the screen's dimensions by using:
QDesktopWidget dw;
QWidget *screen=dw.screen();
QPixmap checkingPixmap = screen->grab();
Would anyone know of whether there was an alternative to using QScreen to take a screenshot in Android, or whether there's a specific way to get it working as compared to Windows? Or would QWidget be the right track? Any help's greatly appreciated!
as i can read in Qt doc : In your screenGrabber.cpp :
QScreen *screen = QGuiApplication::primaryScreen();
return screen->grabWindow( QApplication::desktop()->winId() );
replace with :
QScreen *screen = QGuiApplication::primaryScreen();
return screen->grabWindow( 0 ); // as 0 is the id of main screen
If you want to take a screenshot of your own widget, you can use the method QWidget::render (Qt Doc):
QPixmap pixmap(widget->size());
widget->render(&pixmap);
If you want to take a screenshot of another app/widget than your app, you should use the Android API...
I'm porting a simple tetris-like XNA app to Android, using Mono For Android and MonoGame; I have followed the suggested steps in this link and so far, everything compiles well, and no relevant warnings fire up. However, upon loading the contents, a null parameter exception breaks the program at the point below in my program:
protected override void LoadContent() {
// ...
_font = Content.Load<Microsoft.Xna.Framework.Graphics.SpriteFont>("SpriteFont1");
// ...
}
The content root directory is set in the game constructor class:
public Game2 (){
Content.RootDirectory = "Content";
Content.RootDirectory = "Assets/Content"; // TEST.
//...}
And I have tried several combinations, all to no avail.
I have also tried setting the xnb files as Content as well as Android Assets in the Build Action property; having the linked, copied always, copied only if newer... etc.
Either way, my problem is that I don't really understand WHY and HOW should I do this. I'm rather new to the platform and to XNA as well, so this may very well be a newbie question, but the truth is after several hours banging my head and fists against the monitor/keyboard I feel stuck and need your help.
I have a library that supports variable-width fonts (generated by BMFont) on MonoGame. Unfortunately it is a renderer and so has other code around it. However, the basic idea is very simple. You can take a look at the loader here and the mesh builder (given a string) here. This builder supports fonts that spread characters across multiple pages, too.
Hope this helps!
MonoGame (2.5.1) throws NotImplementedException in ContentManager.Load for SpriteFont type. Have the same not resolved problem. I'm trying not to use DrawString.
For loading textures in Win32 application I use:
Content.RootDirectory = #"../../Content";
var sampleTexture = Content.Load<Texture2D>("Sample.png");
You even must not add it to solution.
For Andoind (MonoDroid) application you must add "Content" folder to your solution and set "Andtoid Asset" in "Sample.png" properties.
Content.RootDirectory = "Content";
var sampleTexture = Content.Load<Texture2D>("Sample.png");
See also:
http://monogame.codeplex.com/discussions/360468
http://monogame.codeplex.com/discussions/267900