How to remove extra NavigationBar in splash screen Xamarin - xaml

I'm building a Xamarin CrossPlatform App!
I added a splash screen in my app which is working fine, but the problem is it gives me an extra navigation bar on top which I don't want to be in my app MainPage
Screenshot:
Here is my code of splash screen :
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
namespace Last_MSPL.Views
{
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class SplashPage : ContentPage
{
Image splashImage;
public SplashPage()
{
NavigationPage.SetHasNavigationBar(this, false);
var sub = new AbsoluteLayout();
splashImage = new Image
{
Source = "truck.png",
WidthRequest = 300,
HeightRequest = 300
};
AbsoluteLayout.SetLayoutFlags(splashImage,
AbsoluteLayoutFlags.PositionProportional);
AbsoluteLayout.SetLayoutBounds(splashImage,
new Rectangle(0.5, 0.5, AbsoluteLayout.AutoSize, AbsoluteLayout.AutoSize));
sub.Children.Add(splashImage);
this.BackgroundColor = Color.FromHex("#FFF");
this.Content = sub;
}
protected override async void OnAppearing()
{
base.OnAppearing();
await splashImage.ScaleTo(1, 500); //Time-consuming processes such as initialization
await splashImage.ScaleTo(0.9,1800, Easing.CubicInOut);
//await splashImage.ScaleTo(0, 1600, Easing.Linear);
Application.Current.MainPage = new NavigationPage(new MainPage()); //After loading MainPage it gets Navigated to our new Page
}
}
}

If Main page is master detail then just replace
Application.Current.MainPage = new MainPage(); no need of Application.Current.MainPage = new NavigationPage(new MainPage());
May be because of that its giving you extra navigation bar on top.

Related

Why does 'InputField' not contain a definition for 'text'?

I'm currently working on a Unity project for a college assignment, and I'm currently trying to connect a login/registration through PlayFab into a teammate's main menu for the game.
I've connected the PlayFabManager.cs script to the Input Fields for the email and password in the Unity editor, and something about my InputFields.cs file is preventing me from making any more progress.
I had to change the passwordInput and emailInput variables to TMP_InputField variables to achieve this, but now I am getting a compilation error in my project that says the following:
Assets\Scripts\InputField.cs(13,24): error CS1061: 'InputField' does not contain a definition for 'text' and no accessible extension method 'text' accepting a first argument of type 'InputField' could be found (are you missing a using directive or an assembly reference?)
Most places I look have people not including the "using UnityEngine.UI;" header at the top of the file, but that's included in my InputField.cs file.
Here's the code for my InputField.cs file:
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.
public class InputField : MonoBehaviour
{
public InputField mainInputField;
public void Start()
{
mainInputField.text = "Enter text here...";
}
}
Here's the code for my PlayFabManager.cs file:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PlayFab;
using PlayFab.ClientModels;
using Newtonsoft.Json;
using UnityEngine.UI;
using TMPro; // Needed for login input fields
public class PlayFabManager : MonoBehaviour
{
[Header("UI)")]
public Text messageText;
public TMP_InputField emailInput;
public TMP_InputField passwordInput;
// Register/Login/ResetPassword
public void RegisterButton() {
var request = new RegisterPlayFabUserRequest {
Email = emailInput.text,
Password = passwordInput.text,
RequireBothUsernameAndEmail = false
};
PlayFabClientAPI.RegisterPlayFabUser(request, OnRegisterSuccess, OnError);
}
void OnRegisterSuccess(RegisterPlayFabUserResult result) {
messageText.text = "Registered and Logged in";
}
public void LoginButton() {
}
// Start is called before the first frame update
void Start() {
Login();
}
// Update is called once per frame
void Login() {
var request = new LoginWithCustomIDRequest {
CustomId = SystemInfo.deviceUniqueIdentifier,
CreateAccount = true
};
PlayFabClientAPI.LoginWithCustomID(request, OnSuccess, OnError);
}
void OnSuccess(LoginResult result) {
Debug.Log("Successful login/account create.");
}
void OnError(PlayFabError error) {
Debug.Log("Error while loggin in/creating account.");
Debug.Log(error.GenerateErrorReport());
}
}
I would just remove the InputField.cs class as it fixes my errors, but it changes the functionality of the following code that my teammate has contributed:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class MenuControl : MonoBehaviour
{
public string newGameLevel;
public void NewUser() {
SceneManager.LoadScene(newGameLevel);
}
public void ExitButton() {
Application.Quit();
}
}
Any help would be much appreciated!
Wanted to provide the solution in case this happens to anyone in the future:
I solved the problem by changing the
public InputField mainInputField;
into an input variable that could receive the TMP_Imput like so: public TMPro.TMP_InputField mainInputField;

Customising navbar in Xamarin.forms

I want to replace the navbar of a Xamarin.forms application with a custom navbar which includes a image in the centre rather than the page title. Is there any documentation or tutorial for the same?
Try this code it should work
[assembly: ExportRenderer(typeof(NavigationPage), typeof(CustomMapRenderer))]
namespace XamarinFormsMaps.Droid
{
public class CustomMapRenderer : NavigationPageRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs<NavigationPage> e)
{
base.OnElementChanged(e);
var bar = (Android.Support.V7.Widget.Toolbar)typeof(NavigationPageRenderer)
.GetField("_toolbar", BindingFlags.NonPublic | BindingFlags.Instance)
.GetValue(this);
bar.SetLogo(Resource.Drawable.icon);
}
}
}

Using Rg Plugins Popup with Xamarin Forms

I am very new to Xamarin Forms development and I need a popup dialog. I found exactly what I am looking for in https://github.com/rotorgames/Rg.Plugins.Popup, but I cannot for the life of me figure out how to use it. Could someone point me to a working example or provide some direction on use? The README.md on the site is not helping me much.
I want the the popup dialog to appear when a info button is clicked in the top navigation bar. All the popup needs is 1-2 buttons (and labels) for setting user settings.
This is for Xamarin.Forms: iOS and Android.
In simple steps:
Install the plugin in all the projects
Add the PopUp in your
Xaml
Use the methods they provide on the documentacion for Show/Hide the PopUp:
Task PushAsync(PopupPage page, bool animate = true)
Task PopAllAsync(bool animate = true)
They also provide a demo, check it:
https://github.com/rotorgames/Rg.Plugins.Popup/tree/master/src/Demo
Add a reference to the library, i.e. from nuget, to all projects.
Within your Android project, add this Rg.Plugins.Popup.Popup.Init(this, savedInstanceState); inside the MainActivity.cs OnCreate method, before Xamarin Forms Inits.
And the same for the iOS project, inside AppDelegate.cs FinishedLaunching method()
//Android
protected override void OnCreate(Bundle savedInstanceState)
{
base.OnCreate(savedInstanceState);
Rg.Plugins.Popup.Popup.Init(this, savedInstanceState); /*Must add before the other Xamarin Inits*/
Xamarin.Essentials.Platform.Init(this, savedInstanceState);
Xamarin.Forms.Forms.Init(this, savedInstanceState);
}
//iOS
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
Rg.Plugins.Popup.Popup.Init(); /* place at the top*/
....
}
Add a new ContentPage (.xaml) to your Views directory.
<?xml version="1.0" encoding="utf-8" ?>
<pages:PopupPage
xmlns="http://xamarin.com/schemas/2014/forms"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
xmlns:pages="clr-namespace:Rg.Plugins.Popup.Pages;assembly=Rg.Plugins.Popup"
xmlns:animations="clr-namespace:Rg.Plugins.Popup.Animations; assembly=Rg.Plugins.Popup"
x:Class="MyProjectName.Views.MyContentPageName">
<pages:PopupPage.Animation>
<animations:ScaleAnimation
PositionIn="Center"
PositionOut="Center"
ScaleIn="1.2"
ScaleOut="0.8"
DurationIn="400"
DurationOut="300"
EasingIn="SinOut"
EasingOut="SinIn"
HasBackgroundAnimation="True"/>
</pages:PopupPage.Animation>
<StackLayout HorizontalAlignment="FillAndExpand" VerticalAlignment="FillAndExpand">
<!-- place your layout content here ....fx a close popup button -->
<Button Clicked="CloseBtn_Clicked" Text="Close" />
</StackLayout>
</pages:PopupPage>
In the ContentPage (PopupPage) code behind file, add using Rg.Plugins.Popup.Services; and inherit from the following
using Rg.Plugins.Popup.Services;
using System;
using System.Threading.Tasks;
using Xamarin.Forms;
[XamlCompilation(XamlCompilationOptions.Compile)]
public partial class MyContentPageName: Rg.Plugins.Popup.Pages.PopupPage
{
public MyContentPageName()
{
InitializeComponent();
}
public void OnAnimationStarted(bool isPopAnimation)
{
// optional code here
}
public void OnAnimationFinished(bool isPopAnimation)
{
// optional code here
}
protected override bool OnBackButtonPressed()
{
// Return true if you don't want to close this popup page when a back button is pressed
return true;
}
// Invoked when background is clicked
protected override bool OnBackgroundClicked()
{
// Return false if you don't want to close this popup page when a background of the popup page is clicked
return false;
}
private async void CloseBtn_Clicked(object sender, EventArgs e)
{
await PopupNavigation.Instance.PopAsync(true);
}
}
From the .xaml.cs page, where you would like to open the popup, add this:
using System;
using Xamarin.Forms;
using Xamarin.Forms.Xaml;
using Rg.Plugins.Popup.Contracts;
using Rg.Plugins.Popup.Services;
public partial class MyOtherPage : ContentPage
{
private IPopupNavigation _popup { get; set; }
private MyContentPageName _modalPage;
public MyOtherPage()
{
_popup = PopupNavigation.Instance;
_modalPage = new MyContentPageName();
}
protected override void OnAppearing()
{
base.OnAppearing();
_popup.Popped += Popup_Popped;
}
protected override void OnDisappearing()
{
base.OnDisappearing();
_popup.Popped -= Popup_Popped;
}
private async void Tapped_OpenModal(object sender, EventArgs e)
{
await _popup.PushAsync(_modalPage);
}
/// <summary> Triggered when the MyContentPageName popup is closed "PopAsync()" </summary>
private async void Popup_Popped(object sender, Rg.Plugins.Popup.Events.PopupNavigationEventArgs e)
{
/* add your logic here, if necessary */
}
}
*Note: If your modal simply displays static content, there is no need for a _popped event delegate within the OnAppearing()/OnDisappearing().

ASP.NET Core Integration Test for controller action

Microsoft documentation (https://learn.microsoft.com/en-us/aspnet/core/testing/integration-testing) explain how to implement an integration test using the TestServer class. It is easy in case we are using WEB API because we get the serialized model as response from the action.
But in case I want to test a Controller action returning an HTML View containing some data, how can I evaluate that the page content is what I expect (avoiding to scan the HTML page contents) ?
One option is to use Automated UI Testing using something like Selenium
In order to append this JSON serialized view model to your page, I implemented the following filter:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.AspNetCore.Http;
using Microsoft.AspNetCore.Mvc;
using Microsoft.AspNetCore.Mvc.Filters;
using Microsoft.AspNetCore.Mvc.ModelBinding;
using Newtonsoft.Json;
using Ticketino.Web.Components.Extensions.Request;
using Ticketino.Web.OnlineShop.Serializations;
using Ticketino.Web.OnlineShop.ViewModels.Base;
namespace Ticketino.Web.OnlineShop.Filters
{
/// <summary>
/// This is a filter used only for integration tests.
/// It format the ViewModel as jSon and appends it to the end of HMTL page, so that it can be deserialized from the test in order to check its values.
/// </summary>
/// <seealso cref="Microsoft.AspNetCore.Mvc.Filters.ResultFilterAttribute" />
[AttributeUsage(AttributeTargets.Method)]
public class IntegrationTestFilterAttribute : ResultFilterAttribute
{
public const string StartViewModelContainer = "<script type=\"model/json\">";
public const string EndViewModelContainer = "</script>";
public override void OnResultExecuting(ResultExecutingContext filterContext)
{
if (!filterContext.ModelState.IsValid)
{
var viewResult = filterContext.Result as ViewResult;
if (viewResult?.Model is BaseViewModel)
{
var errors = IntegrationTestFilterAttribute.GetModelErrors(filterContext.ModelState);
((BaseViewModel)viewResult.Model).ValidationErrors = errors;
}
}
base.OnResultExecuting(filterContext);
}
public override void OnResultExecuted(ResultExecutedContext filterContext)
{
if (!filterContext.HttpContext.Request.IsAjaxRequest())
{
var viewResult = filterContext.Result as ViewResult;
if (viewResult?.Model != null)
{
var jsonViewModel = string.Concat(
IntegrationTestFilterAttribute.StartViewModelContainer,
JsonConvert.SerializeObject(viewResult.Model, Formatting.None, CommonJsonSerializerSettings.Settings()),
IntegrationTestFilterAttribute.EndViewModelContainer);
filterContext.HttpContext.Response.WriteAsync(jsonViewModel);
}
}
base.OnResultExecuted(filterContext);
}
#region Private methods
private static IDictionary<string, string> GetModelErrors(ModelStateDictionary errDictionary)
{
var errors = new Dictionary<string, string>();
//get all entries from the ModelStateDictionary that have any errors and add them to our Dictionary
errDictionary.Where(k => k.Value.Errors.Count > 0).ForEach(i =>
{
foreach (var errorMessage in i.Value.Errors.Select(e => e.ErrorMessage))
{
errors.Add(i.Key, errorMessage);
}
});
return errors;
}
#endregion
}
}
Then, in ConfigureServices(IServiceCollection serviceCollection) method inject it when you run integration test as show:
// Filter to append json serialized view model to buttom html response page, in order to eveluate from integration test class
if (_hostingEnvironment.IsIntegrationTest())
{
mvcBuilder.AddMvcOptions(opt => { opt.Filters.Add(new IntegrationTestFilterAttribute()); });
}

display list data in textblock verses datagrid, sharepoint webpart

i'm building a silverlight webpart. i simply want to display sharepoint list data in a textblock verses a datagrid because i'm only planning to return one item from the list. i've managed to get my desired result in a datagrid but i'm not sure how to modify my code so i can display my data in a textblock.
i thought i could simple write
texblock1.text = projects;
but it throws an error.
here's the code behind in my xaml main page-------------------
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using Microsoft.SharePoint.Client;
namespace something{
public class Project{
public string Title {get; set;}
}
public partial class MainPage : UserControl
{
public string SiteUrl { get; set; }
private ListItemCollection _projects;
//private Web _web = null;
//private string _lastErrorMessage = null;
public MainPage()
{
InitializeComponent();
ClientContext context = new ClientContext(ApplicationContext.Current.Url);
context.Load(context.Web);
List Projects = context.Web.Lists.GetByTitle("projects");
context.Load(Projects);
CamlQuery query = new Microsoft.SharePoint.Client.CamlQuery();
string camlQueryXml = "<View><Query><Where><Eq><FieldRef Name=\"NameLast\" /><Value Type=\"Boolean\">1</Value></Eq></Where></Query></View>";
query.ViewXml = camlQueryXml;
_projects = Projects.GetItems(query);
context.Load(_projects);context.ExecuteQueryAsync(new ClientRequestSucceededEventHandler(OnRequestSucceeded), null);
}
private void OnRequestSucceeded(Object sender, ClientRequestSucceededEventArgs args)
{
// This is not called on the UI thread.
Dispatcher.BeginInvoke(BindData);
}
private void BindData()
{
List<Project> projects = new List<Project>();
foreach (ListItem li in _projects)
{
projects.Add(new Project()
{
Title = li["Title"].ToString(),
});
}
dataGrid1.ItemsSource = projects; // must be on UI thread
}
}
}
To run code in the UI thread use code as follows:
Dispatcher.BeginInvoke(() => {
//add code here to which are to be executed on the UI thread
});