Quasar Framework - How to conditionally change class based on orientation - vuejs2

I am using Quasar Framework VueJs.
In the below code snippen, i want to change the class from 'row' to 'column' based on orientation.
<div class="row">
<div>First column</div>
<div>Second column</div>
<div>Third column</div>
</div>
something like this
:class="orientation==='portrait'?column:row"
But I am not able to find the right code snipped to get this. Please suggest

I was able to get this working with <q-resize-observer #resize="onResize" />
https://quasar.dev/vue-components/resize-observer

:class="orientation==='portrait'? 'column':'row'"
You need to have single quote with column and row as well

try with
window.screen.orientation
o
if (orientation === "landscape-primary") {
console.log("That looks good.");
} else if (orientation === "landscape-secondary") {
console.log("Mmmh... the screen is upside down!");
} else if (orientation === "portrait-secondary" || orientation === "portrait-primary") {
console.log("Mmmh... you should rotate your device to landscape");
} else if (orientation === undefined) {
console.log("The orientation API isn't supported in this browser :(");
}
documentation

Related

Vue rerender from data by async method

I have an icon
that is displaying a favorite/not favorite state with a red or white heart.
html
<img :src="favoriteStatus ? '/icons/liked#3x.png' : '/icons/like#3x.png'">
I call the api to get the status
try {
const res = await .......... ;
if (res.cmd_data.code === 0) {
this.favoriteStatus = res.cmd_data.msg;
this.$forceUpdate();
} else {
....
}
} catch ......
res.cmd_data.msg is a Boolean.
My vue devtools are showing that favoriteStatus can be correctly changed (true or false).
But the heart icon not changing and $forceUpdate() is not working neither.
You could maybe try this form
<img :src="`url(${require('/icons/${favoriteStatus ? liked : like}#3x.png')})`
EDIT: At the end, it was just some lifecycle issue.
The OP fixed it by fiddling when fetching the API.

WebRTC ontrack how to tell if it is a screen sharing session?

function OnTrack(e) {
if (e.track.kind === "audio") {
}
else if (e.track.kind === "video") {
}
// Screen Sharing e.track.kind === 'video'
};
In the code above we can distrigush between Audio / Video. But how can I tell if the Video stream is actually coming from a screen sharing session?
Modify the SDP
Found a workaround, by modifying the SDP. I hope someone can come out with a better solution than this.
The getSettings() method contains the properties of the track, including cursor, displaySurface, logicalSurface which are only present on a screen sharing track.
With displaySurface as an example:
function OnTrack(e) {
let settings = e.track.getSettings()
if (e.track.kind === "audio") {
}
else if (e.track.kind === "video") {
if (settings.displaySurface && (
settings.displaySurface === "application" ||
settings.displaySurface === "browser" ||
settings.displaySurface === "monitor" ||
settings.displaySurface === "window")) {
// Screen Sharing
}
}
};
The values of displaySurface are application, browser, monitor, window.
You can also get displaySurface from the getConstraints() method of the track.
Update
It turned out you need to add these constraints/settings when you are calling the getDisplayMedia(constraints):
These constraints apply to MediaTrackConstraints objects specified as
part of the DisplayMediaStreamConstraints object's video property when
using getDisplayMedia() to obtain a stream for screen sharing.
Note from the MDN page
Not all user agents support all of these surface types.
More information
MediaStreamTrack getSettings()
MediaTrackSettings
MediaTrackSettings DisplaySurface
MediaStreamTrack getConstraints()
MediaDevices getDisplayMedia()

React Native - Derectional Pad support Android TV App

I would want to build an Android TV app using React-Native. I have followed up the recommendation on this document: Building For TV Devices.
After, update the AndroidManifest.xml file I run the application using the command line - react-native run android. The app running without any issue; however, I tried to use the Directional-pad option from android emulator TV (720p) API 23 emulator and it didn't work. I was expecting to catch the event listed on the code below and write to the console respective test for each event. On the other hand, even the component that was used for text didn't get highlighted either focus on when I try to navigate using Directional-pad.
I am reaching out to the community to see if someone had this issue in the past and what was your issue and what you have done to resolve it? Also, as I am listing the steps below, if you could let me know if I missing something?
Please, let me know if you need any extra information in order to help me.
react-native init Dpad
cd Dpad
Update code based on - Building For
TV Devices
Start Android TV (720p) API 23 emulator.
react-native run-android
ANNEX:
Android TV (720p) API 23
Here is the code:
import React, { Component } from 'react';
import { Text, View } from 'react-native';
import Channel from '../channel/channel.component';
import styles from './presentation.component.styles';
var TVEventHandler = require('TVEventHandler');
export default class Grid extends Component {
constructor(props){
super(props);
this.state = {
command: 'undefined'
}
}
setcomand( command) {
this.setState( () => { return { command: command }; });
}
_tvEventHandler: null;
_enableTVEventHandler() {
this._tvEventHandler = new TVEventHandler();
this._tvEventHandler.enable(this, function(cmp, evt) {
if (evt && evt.eventType === 'right') {
setcomand('Press Right!');
} else if(evt && evt.eventType === 'up') {
setcomand('Press Up!');
} else if(evt && evt.eventType === 'left') {
setcomand('Press Left!');
} else if(evt && evt.eventType === 'down') {
setcomand('Press Down!');
}
});
}
_disableTVEventHandler() {
if (this._tvEventHandler) {
this._tvEventHandler.disable();
delete this._tvEventHandler;
}
}
componentDidMount() {
this._enableTVEventHandler();
console.warn("component did mount");
}
componentWillUnmount() {
this._disableTVEventHandler();
console.warn("component Will Unmount");
}
render() {
return (
<View style={styles.container}>
<Text>{this.state.command}</Text>
<Channel name="Globo" description="Its brazilian TV channles for news"/>
<Channel name="TVI" description="Its Portuguese TV channles for news"/>
<Channel name="TVI" description="Its Portuguese TV channles for news"/>
</View>
);
}
}
I'm also struggling with this problem for a month. Still can't find help/solution.
I testing this on Android Studio Emulator and also on few real android TV boxes with real remote d-pads.
I still can't figure out if it's React Native problem (bug) or Android TV devices don't emit response (keyCode) on directional d-pad arrows.
I can reproduce events like: focus, blur, select, fastForward, playPause, rewind, but no way to get events like e.g. "left".
I search a lot of google and other sites, you are first one who struggling with same issue.
I feel like no one cares about Android TV in React-Native.
You can also comment my Issue thread on React-Native github page.
https://github.com/facebook/react-native/issues/20924
I hope we figure it out soon.
Cheers
I was not able to verify that Directional-pad works with react-native. That was my goal of this demo. I am learning to build android Tv using react-native and so far Directional-pad it's being a big challenge given that TV user won't use touch screen event.
However, I couldn't find out why my app was not responding to the Directional-pad keyboard (left, right, up and down). There was no code error.
Have you tried to use Directional-pad to navigate on your react-native app?
Thank you,
Dave -
I decided to develop Android TV app using React Native because the video that react-native team shared - [https://www.youtube.com/watch?v=EzIQErHhY20] and the tutorial page [https://facebook.github.io/react-native/docs/building-for-apple-tv]. I think that's everything we have; other than that we won't get further support.
GOOD NEWS - I have started a new project from scratch using react native version 0.57.0, node version V10.7.not and **npm Version 4.6.1. Also, for navigation, I am using react-navigation version 2. I was able to see that my Directional-pad emulator was working, however, I was not able to see the focus on the element that I am navigating (left, right, down, up).
I will be working to see how I can fix the focus issue.
Let's keeping share our progress and feel free to reach out.
Thank you,
Justimiano Alves
use this code and u can see the console on debugger
_tvEventHandler: any;
_enableTVEventHandler() {
var self = this;
this._tvEventHandler = new TVEventHandler();
this._tvEventHandler.enable(this, function (cmp, evt) {
console.log("kcubsj"+evt.eventType)
if (evt && evt.eventType === 'right') {
console.log('right');
} else if (evt && evt.eventType === 'up') {
console.log('up');
} else if (evt && evt.eventType === 'left') {
console.log('left');
} else if (evt && evt.eventType === 'down') {
console.log('down');
} else if (evt && evt.eventType === 'select') {
//self.press();
}
});
}
_disableTVEventHandler() {
if (this._tvEventHandler) {
this._tvEventHandler.disable();
delete this._tvEventHandler;
}
}
componentDidMount() {
this._enableTVEventHandler();
}
componentWillUnmount() {
this._disableTVEventHandler();
}
I have really good news about support for D-Pad arrow events (up, down, left, right).
It turned out that one of Android TV contributor for react-native is person from my country. I reach out contact with him and tell about this problem. He check that out and actually, there is missing code for that.
He made pull request to support that in react-native. It should be fixed in one of upcoming new version releases (he said it might took about month).
Temporarly I know how to handle this (add code and recompile java files), I already tested it and its work great. All events now working. If you really need that support now and don't want to wait, I can share how to do that.
Cheers
Yes. I would like to see your solution because I am able to navigate using the D-pad but I couldn't see which element I am navigating to. I need to highlight or show focus on the element that I navigating to.
Having console.log inside the TVEventHandler callback seems to break it when running without remote js debugger on.
I have observed that D-pad does not work if there is no focusable component. To solve this, I have placed a transparent touchable opacity component on my screen. After that D-pad started working. My code for D-pad key event is given below:
enableTVEventHandler() {
this.tvEventHandler = new TVEventHandler();
this.tvEventHandler.enable(this, (cmp, { eventType, eventKeyAction }) => {
// eventKeyAction is an integer value representing button press(key down) and release(key up). "key up" is 1, "key down" is 0.
if (eventType === 'playPause' && eventKeyAction === 0)
{
console.log('play pressed')
}
else if(eventType === 'fastForward' && eventKeyAction === 0){
console.log('forward pressed')
}
else if (eventType === 'rewind' && eventKeyAction === 0){
console.log('rewind pressed')
}
else if (eventType === 'select' && eventKeyAction === 0)
{
console.log('select pressed')
}else if(eventType === 'left' && eventKeyAction === 0){
console.log('left pressed')
}
else if(eventType === 'right' && eventKeyAction === 0){
console.log('right pressed')
}
else if(eventType === 'up' && eventKeyAction === 0){
console.log('up pressed')
}
else if(eventType === 'down' && eventKeyAction === 0){
console.log('down pressed')
}
});
}

Vue Draggable with touch - drop doesn't trigger

I have been working on a website that has to function on both desktop and tablets. Part of the website is having three columns and being able to drag orders from column to column. Sometimes on drop, the user has to answer a few questions or change some of the data of that specific order. This happens in a pop-up window that is triggered by an #drop function (for example #drop="approved()". The method approved() then checks the status of the dropped order and shows the pop-up window).
When I am on desktop, everything works just fine. But when I switch to iPad Pro in the developer tools, nothing happens. I implemented Vue Draggable, which says to work with touch devices. In their examples I can't find anything about touch events or adding new handles for touch, so I don't know what to do now.
The dragging works just fine with touch devices, it's just the #drop function that doesn't trigger.
The dropzone (it includes a component that contains the draggables and a lot of if-statements):
<div class="col-md-4 border" #dragover.prevent #drop="approved()">
<Wachtrij class="fullHeight" :data2="opdrachtenData2"></Wachtrij>
</div>
The method:
export default {
methods: {
...
approved() {
console.log("Function approved() is being executed.")
if (this.draggingOrder.status === 5) {
this.popupGekeurd = true;
}
else if (this.draggingOrder.status === 6) {
this.popupTochGoed = true;
}
else if ([40, 52, 42,41,49,55,54].indexOf(this.draggingOrder.status) !== -1) {
this.back = true;
}
},
...
}
}
The problem seems to be that you are using native events, while the touch implementation does not (always?) use these events. It is intended that you use a draggable component with one of the events outlined in the documentation. In your case the start and end events look promising. This event has a few properties (docs), some of them being to and from.
Let's assume that we have the following code:
<draggable v-for="(zone, index) in zones" v-model="zones[index]" :class="['dropzone', `zone-${index}`]" :key="`dropzone-${index}`" :options="options" #start="start" #end="end">
<div v-for="item in zones[index]" class="dropitem" :key="`dropitem-${item.id}`">
{{ item.title }}
</div>
</draggable>
This creates a few zones, each filled with their own items. Each array item of zones is changed based on where you move each item. You can then use start to have information on when you start moving an item, and end to have information on when you stop moving an item, and where that item came from and where it ended up. The following methods show off what you can do with that in this case:
methods: {
start (event) {
console.log('start', event);
},
end (event) {
console.log('end', event);
const { from, to } = event;
if (to.className.match(/\bzone-2\b/)) {
console.log('Zone 2 has something added!')
}
if (from.className.match(/\bzone-0\b/)) {
console.log('Zone 0 had something removed!');
}
}
}
We make our dropzones with a class zone-0, zone-1 or zone-2 in this case, so we can use the class name to determine which dropzone we ended up in.
An alternative way to determine which zone was changed is to simply use a watcher. Since zones changes based on where you move items, you can simply watch a particular dropzone for changes and do things based on that.
watch: {
'zones.1': {
handler (oldZone, newZone) {
if (Array.isArray(oldZone) && Array.isArray(newZone) && oldZone.length !== newZone.length) {
console.log('Zone 1 was changed from', oldZone, 'to', newZone);
}
}
}
}
A full example can be found on codesandbox.

Titanium - animation is v. v. choppy

So i have an image that i want to drop down the page.
Should the user click a button, the image will stop said dropping down the page.
I've used the eventListener 'complete' style to execute this... and it works, in a fashion. The problem is that the dropping down is choppy ~ irritatingly so.
Is there a more efficient way for titanium to do some form of simple animation?
Here is a code slice:
ballAnimation = Ti.UI.createAnimation({
top: ballDown.top + 0.01*heightOfScreen,
duration: someSpeedHere
}, function(){
if (hasBeenPressed){
return;
}
else if (!hasBeenPressed && ballAnimation.top > lowestPointForBall){
someFunctionHere(); //this isn't part of the problem.
}
}
);
ballAnimation.addEventListener('complete', function(){
if (hasBeenPressed){
return;
}
else if (!hasBeenPressed && ballAnimation.top > lowestPointForBall){
someFunctionHere(); //this isn't part of the problem.
} else {
ballAnimation.top = ballAnimation.top + 0.01*heightOfScreen;
ballDown.animate(ballAnimation);
}
});
ballDown.animate(ballAnimation);
For animations it is advised to use a 2D matrix with a translation like this:
var translation = Titanium.UI.create2DMatrix(), deltaX, deltaY; // set the deltaX and deltaY according
translation = translation.translate(deltaX, deltaY);
ballDown.animate({
transform : translation,
duration : someSpeedHere
});