I am trying to render a checkbox in a Xamarin Forms app. There is nothing rendered at runtime, as far as I can tell the renderer is not even getting called.
Does anyone understand what I am missing or doing incorrectly?
Here is my class in Forms:
public class LegalCheckbox : View
{
public LegalCheckbox ()
{
}
}
And my custom renderer class in Droid:
public class CheckBoxRenderer : ViewRenderer<LegalCheckbox, CheckBox>
{
protected override void OnElementChanged (ElementChangedEventArgs<LegalCheckbox> e)
{
base.OnElementChanged (e);
CheckBox control = new Android.Widget.CheckBox(this.Context);
control.Checked = false;
control.Text = "I agree to terms";
control.SetTextColor (Android.Graphics.Color.Rgb (60, 60, 60));
this.SetNativeControl(control);
}
}
Along with the Assembly Directive:
[assembly: ExportRenderer(typeof(demo.LegalCheckbox), typeof(demo.Droid.CheckBoxRenderer))]
Took your code and fired up a new project with it. The code appears to function fine.
Only thin I can think that might be causing you an issue is the location of you assembly attribute. I typically place them just above the namespace declaration in the same file as my renderer.
I threw what I created up on my github maybe you can spot the difference.
https://github.com/DavidStrickland0/Xamarin-Forms-Samples/tree/master/RendererDemo
#Thibault D.
Xlabs isn't a bad project but its basically just all the code the opensource community came up with during the first year or so of Xamarin.Forms life. Its not really "Their Labs projects" and considering how much of it is marked up with Alpha Beta and the number of bugs in their issues page it's probably best not to imply that the Xamarin company has anything to do with it.
I am not sure if that is the issue but it would make more sense to me if your LegalCheckbox would inherit from a InputView rather than View.
Also, even if Xamarin.Forms does not have a Checkbox control you can still have a look at their "Labs" project here:
https://github.com/XLabs/Xamarin-Forms-Labs/wiki/Checkbox-Control
(And I can actually see that they inherit from View...)
Related
I tried implementing react-native-draggable-flatlist to my project, but I'm not able to drag the elements. I am able to "pick them" (They get bigger if I press them), but I can't move them to another position.
I had this problem before and found a working soloution in a GitHub issue, but as it seems, MainActivity.java has changed in some version and I don't know how to correctly upgrade it.
The soloution I found:
When I add the #Override for the ReactActivityDelegate, my App crashes after the build.
I noticed that my MainActivity.java looks a little bit different, it seems like the ActivityDelegate is Managed through a class called MainActivityDelegate which extends ReactActivityDelegate:
public static class MainActivityDelegate extends ReactActivityDelegate {
public MainActivityDelegate(ReactActivity activity, String mainComponentName) {
super(activity, mainComponentName);
}
#Override
protected ReactRootView createRootView() {
ReactRootView reactRootView = new ReactRootView(getContext());
// If you opted-in for the New Architecture, we enable the Fabric Renderer.
reactRootView.setIsFabric(BuildConfig.IS_NEW_ARCHITECTURE_ENABLED);
return reactRootView;
}
}
It seems like I have to change something here to achieve the same result, but I don't really know what.
EDIT:
According to the RNGH docs you shouldn't change your MainActivity.java that way anymore and wrap your whole App into a GestureHandlerRootView. Some Libaries like react-native-navigation do this by default (in my case). BEcause of that (I think) my App gets completely grey when I use a GestureHandlerRootView. If I don't addd it myself, so I use the one from neavigaion, I still can't drag the items in my list.
I fixed it by wrapping my screen component in a GestureHandlerRootView
We're currently working on an app for one of our customers, and we've decided to use React Native as the technology to use for creating the app.
I'm pretty new to this technology, and I'm used to developing apps with either C# or Java, where I have full-fledged IDEs that provide all the functionality I need.
I'm currently creating a login screen, and would like to change to different views, depending on the type of login (e.g.: Facebook, Google, Twitter, Email, etc.).
How do I go about doing this. As I mention, with an IDE, it'd be a shortcut like SHIFT+ALT+A or something to create a new item, select type, name it and the IDE does the rest.
Do I have to create a new xx.android/ios.js file, and somehow call that, or do I need to go in to the native backend of the different projects?
What I tried was something along the lines of:
class Class extends Component {
render() {
<UI code here>
<Button onPress={this.eventHandler}
}
eventHandler(event) {
var xxLogin = new xxLogin();
xxLogin.render();
}
}
class xxLogin extends Component {
render() {
<UI code here>
}
}
But that failed, which I expected.
Thanks in advance for any help!
P.S.: I'm using Mac OS X El Capitan, if that helps.
I saw online this code used a lot:
public void onAccelerometerChanged(final AccelerometerData myAccelerometerData) {)
When I try to use it, eclipse will not recognize the AccelerometerData class.
I'm having a hard time:
Detecting tilt.
Using it to change the worlds physics with box2d.
It would help me if anyone could show me ways of detecting tilting and using it.
Thank you.
You can see this code used in the PhysicsExample where it is used to change the center of gravity.
You must use the same code branch as the one in the example you have found. Notice that I linked GLES2-AnchorCenter branch version of the PhysicsExample. This branch is the newest. There is no AccelerometerData class. It has been renamed to AccelerationData.
Tilting (phone orientation) can be detected in a similar fashion. You have to call the following methods in your Activity and pass the correct listener.
protected boolean enableOrientationSensor(final IOrientationListener pOrientationListener) {
return this.mEngine.enableOrientationSensor(this, pOrientationListener);
}
protected boolean enableOrientationSensor(final IOrientationListener pOrientationListener, final OrientationSensorOptions pLocationSensorOptions) {
return this.mEngine.enableOrientationSensor(this, pOrientationListener, pLocationSensorOptions);
}
I have 2 MyGameScreen objects that extends cocos2d::CCLayer. I am capturing the ccTouchesMove of the first screen so that I can create the moving effect exactly like sliding between pages of iOS application screen.
My class is like so:
class MyGameScreen: public cocos2d::CCLayer {
cocos2d::CCLayer* m_pNextScreen;
}
bool MyGameScreen::init() {
m_pNextScreen = MyOtherScreen::create();
}
void MyGameScreen::ccTouchesMoved(CCSet *touches, CCEvent *event){
// it crashes here... on the setPosition... m_pNextScreen is valid pointer though I am not sure that MyOtherScreen::create() is all I need to do...
m_pNextScreen->setPosition( CCPointMake( (fMoveTo - (2*fScreenHalfWidth)), 0.0f ) );
}
EDIT: adding clear question
It crashed when I try to setPosition on m_pNextScreen...
I have no idea why it crashed as m_pNextScreen is a valid pointer and is properly initialized. Could anybody explain why?
EDIT: adding progress report
I remodelled the whole system and make a class CContainerLayer : public cocos2d::CCLayer that contains both MyGameScreen and MyOtherScreen side by side. However, this looked like not an efficient approach, as when it grows I may need to have more than 2 pages scrollable side by side, I'd prefer to load the next page only when it is needed rather than the entire CContainerLayer that contains all the upcoming pages whether the user will scroll there or not... Do you have any better idea or github open source sample that does this?
Thank you very much for your input!
Use paging enable scrollview.download files from following link and place in your cocos2d/extenision/gui/ after that you have to set property of scrollview to enablepaging true with paging view size.
https://github.com/shauket/paging-scrollview
For Scene Transitions you can do this:
void MyGameScreen::ccTouchesMoved(CCSet *touches, CCEvent *event)
{
CCScene* MyOtherScene = CCTransitionFadeUp::create(0.2f, MyOtherScreen::scene());
CCDirector::sharedDirector()->replaceScene(MyOtherScene);
}
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