I can't finish the design of my page. I have a relative layout inside a linear layout inside a scrollview. My relative layout has a max width of 800, the drag and drop feature can only see the size of the current device screen size you are using.
How can I view the area below it? I can't get this app done, I'm still getting around on how to use the android studio IDE. I've just been guessing the alignment manually through the xml file and I just wasted 4 hours.
This is just for aligning the elements properly. But I can't do it if I can't see it.
ScrollView class holds some API to allow you to scroll based on a given offset.
If you can calculate when the touch event has reached the limit of your view ( I imagine it would be the bottom or top edge of your screen, but I guess it does not restrict to this ) you can tell your scrollView to scroll a bit.
I've thrown out a few quick tests and found some troubles caused by event delegates (like, ScrollView touch event is bad handled and interrupted when the dragNDrop event handler of the views kicks in, or the other way around). Haven't tested this, but having a top level transparent clickthrough layout could help in some cases, but that's just an un-tested idea
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I want a screen to arrange rectangles with drag & drop. Elements can be moved freely, so it's not a grid or list. I think I should use absolute positions.
My main problem is that I need an endless screen (when drag to right, scroll the screen to the right). One solution I found was to set width and height to 10000dp and a 2d scroll. Another way is to resize the container each time the user drags an element.
I need a better solution if possible. Any suggestions?
Resize the container each time the user drags an element out of the current view bounds should be the most performant idea.
By the way you should put some max size limit to the view, otherwise you will run out of RAM fast and your app will crash.
So I have multiple very long images (like 2000x100) that i want to have scrolling across the screen at different speeds. and my original solution is not working out. Originally, I placed them all in a HorizontalScrollView, and made a runnable that used setPadding to adjust the position of the ImageViews within the scrollView. This works, however, the background that is supposed to remain mostly stationary on the screen, shakes back and forth as you scroll, and lags behind the scroll location significantly. It's choppy and it looks bad.
Is there any other way that I can move images across the screen to achieve the desired effect?
(could I perhaps use a frame layout, and set an ontouchlistener? then how would you move the layout across the screen?)
I set up a layout so that the images protrude off of the right of the screen correctly, but I can't seem to move them off of the left of the screen (setpadding(-50,0,0,0) does not work)
Thanks in advance!
I solved this by using relative layouts within a frame layout. I set an ontouchlistener for the frame layout and used the scrollTo method for each image with a modifying coefficient. I had not previously noticed the scrollTo and scrollBy methods of the layout.
I am starting a new application and I am willing to use the Dashboard pattern.
For example: The Google IO app uses it:
My issue is that the amount of buttons will be more than six.
I'm not sure if I should use vertical or horizontal scrolling.
Vertical scrolling could be done with a ScrollView or a GridView but I am not sure which would be the easier way to implement the horizontal version.
I was thinking of using an HorizontalScrollView but it doesn't have pagination. It should feel similar to the tweetdeck app.
How would you implement it?
My issue is that the amount of buttons will be more than six. I'm not sure if I should use vertical or horizontal scrolling.
IMHO, do neither. Reduce the number of buttons. Watch the 2010 Google I|O presentation on this design pattern -- the point behind the dashboard is to only surface a few items.
I would go with a vertical scroll. It is way more natural to scroll down to view more content of the same view.
A horizontal scroll kind of feels like you switch to another part of the application.
I have an app that uses a gridview with vertical scrolling but I dynamically adjust the number of rows in the gridview based on the width of the actual screen so that it in landscape or in a bigger display it uses more columns and avoid scrolling alltogether in most cases.
However in my case it is more of a search results display of categories and not a dashboard. I believe the whole point of a dashboard is to have only a small number of button (e.g. max six or so).
What you could do is dynamically interrogate the screen real estate and if there is not enough room just show e.g. 6 buttons of which one is a more/utils or whatever button. Sort of like the options menu does it.. but on a bigger screen display them all.
It would be interesting to scroll based on the orientation of the device, so you would scroll horizontally or vertically if the device is oriented that way. This would let you maximize the screen real estate.
I'm trying to layer graphics one top of each other, like an icon over a background, with the second layer (icon) at a certain pixel offset from the top left corner of first layer (background). Since each layer will eventually have its own animation, I'm placing each in its own View.
For my implementation I have two ImageViews, one for each layer, inside a RelativeLayout, which in turn is inside a ScrollView. ImageViews are positioned using layout_margin relative to the top left corner (0,0). The first ImageView is larger than the screen (background), while the second ImageView is smaller than it (icon). ScrollView automatically resizes the first ImageView (background) since it is larger than the screen, it does not resize the second since it is smaller (icon).
I need both of them to scale together, and I also need the positioning of the second layer over the first layer to adjust itself accordingly. This actually works well in a layer-list, but due to the animations I am forced to use Views. How can I scale and position multiple Views together, or do I need to build my own class for something that seems like it should be fairly basic?
Thanks in advance.
I had a similar problem in my android application. Android has introduced new set of API's to help us on this, setScaleX() and setScaleY().
Just call layout.getParent().setScaleX(); and layout.getParent().setScaleY();
This might be a "duh" question but I'm going to go ahead and ask it anyway.
I have an oversized (bigger than the screen) RelativeLayout, and I'm using swipes to start a TranslateAnimation from viewing one part of the layout to another. Say for instance the layout is two screen wide and two screens tall. After the nice animation to shift the screen, I was using View.scrollTo() to set the new position. This works fine going from the first screen (top left at 0,0) to one of the others. When I swipe to animate back to the first screen though, because the View.scrollTo() invalidated that part of the layout (I assume), that part of the layout is all black as I animate through it. I tried a couple things to get it to redraw itself after the scrollTo() but haven't had any luck, so I figured I'd ask here.
thanks!
joe d
I can't help with your specific problem since I've never tried working with a layout bigger than the screen, but there might be another way to achieve what you're trying to do. If you simply want to be able to finger-swipe from one View to another, without ever displaying part of one screen and part of another (i.e. you aren't smoothly panning around a large View but rather just jumping from one distinct section of the layout to another), then these tutorials might help, here and here. They show you how to use touch events and the ViewFlipper widget to change between Views using animations.