VisualState AdaptiveTrigger MinWindowWidth=2160 doesn't work - xaml

AdaptiveTrigger with MinWindowWidth=2160 doesn't seems to work. I need it to handle Microsoft Surface Pro 3 screen resolution (2160x1440).
Look at this simple code below:
<Page
x:Class="TestUWP.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:TestUWP"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d" d:DesignWidth="2160" d:DesignHeight="1440">
<Grid>
<VisualStateManager.VisualStateGroups>
<VisualStateGroup>
<VisualState>
<VisualState.StateTriggers>
<AdaptiveTrigger MinWindowWidth="2160" />
</VisualState.StateTriggers>
<VisualState.Setters>
<Setter Target="brdMain.Background" Value="#bbbbbb"></Setter>
</VisualState.Setters>
</VisualState>
<VisualState>
<VisualState.StateTriggers>
<AdaptiveTrigger MinWindowWidth="0" />
</VisualState.StateTriggers>
<VisualState.Setters>
<Setter Target="brdMain.Background" Value="#303030"></Setter>
</VisualState.Setters>
</VisualState>
</VisualStateGroup>
</VisualStateManager.VisualStateGroups>
<Border x:Name="brdMain">
<TextBlock Text="Testing"></TextBlock>
</Border>
</Grid>
</Page>
You will see, the background colour is always black (#303030). Is there a maximum Width that VisualState can handle? Any idea?
Thanks

You have to remember that measurements in UWP are done in effective pixels (epx). See MSDN. Surface Pro 3, like other Surface tablets, has HiDPI display and a default scale factor greater than 1 which means that its effective pixel resolution is smaller than 2160x1440 even though that is its native resolution.
The SP3's default scale factor is 150%, resulting in an epx resolution of 1440x960. So even if you maximize your window, the window width is only at most 1440 epx, which means the MinWindowWidth="2160" state trigger will never fire on an SP3 with default settings.
If you want your state trigger to fire only on tablets with HiDPI displays and/or a certain native resolution, you will probably need to implement a custom state trigger that detects all of these conditions. How you do this is beyond the scope of this question.

I think your sizing might be off. Have you tried any others?
According to the Official MSDN Screen Sizes and Layouts Documentation these are the sizes that you want to use
The reason you probably don't want the exact screen size is because what's stopping someone from adjusting it down a little or up a little?
Personally, for more complex layouts, I prefer to create separate views for each size. It gives me more control over the layout. Here's how I use it.
In a static application level class I have.
public enum DeviceType
{
Desktop = 0,
Phablet = 1,
Mobile = 2
}
public static DeviceType CurrentDevice
{
get
{
ApplicationView view = ApplicationView.GetForCurrentView();
Rect rect = view.VisibleBounds;
if (rect.Width >= 1024)
{
return DeviceType.Desktop;
}
else if (rect.Width >= 720)
{
return DeviceType.Phablet;
}
else
{
return DeviceType.Mobile;
}
}
}
Then in my control I just access my static class in my Static Constructor. If I am a mobile device I load a mobile DefaultStyleKey. If I am desktop then I load a DesktopDefaultStyleKey.
DeviceType device = ApplicationServices.CurrentDevice;
switch (device)
{
case (DeviceType.Desktop):
YoutubeVideosPresenter.Content = new YouTubeVideosLayoutDesktop();
break;
case (DeviceType.Mobile):
YoutubeVideosPresenter.Content = new YouTubeVideosLayoutMobile();
break;
}
Of course this is not very "adaptive" if someone manipulates the window width. You can easily get past this though by checking to see if the window width has changed and then your style can easily be switched out.

Related

How to apply styles to all inner elements in MAUI on state change

This is basically simple UI that would conditionally render a label with text Triggered - plain in case the ShowContent property of binding is True. (Overly simplified example here but it works and I can see the label toggles).
<Grid>
<Button Click="ChangeState"/>
<ContentView>
<ContentView.Style>
<Style TargetType="ContentView">
<Style.Triggers>
<DataTrigger Binding="{Binding ShowContent}" Value="True" TargetType="ContentView">
<Setter Property="ControlTemplate">
<Setter.Value>
<ControlTemplate>
<Label>Triggered - Plain</Label>
</ControlTemplate>
</Setter.Value>
</Setter>
</DataTrigger>
</Style.Triggers>
</Style>
</ContentView.Style>
</ContentView>
</Grid>
There is also a button that would toggle the state of the Grid:
public void ChangeState(object sender, EventArgs e){
this.state = !this.state; // toggle
if(this.state){
VisualStateManager.GoToState(this, VisualStateManager.CommonStates.Selected);
} else {
VisualStateManager.GoToState(this, VisualStateManager.CommonStates.Normal);
}
}
Problem
I am not sure how to apply a different style to the label based on selected state.
If you use VisualStateManager, you need to have a name on the Label. I want to apply selected style in a blanket way on all inner labels.
Also, if we target the label with a name, when the Label is not on the UI (due to state ShowContent being False), GoToState fails with null exception as it cannot find the label.
The best solution seems to be using CSS but that does not support defined colors and dynamic resources (AFAIK).
Any idea what to do?
Update: one possible solution is to apply the state change to all inner elements:
private IList<T> FindAllChildren<T>()
where T : IVisualTreeElement
{
return this.GetVisualTreeDescendants()
.Where(e => e is T)
.Cast<T>()
.ToList();
}
private void ApplyState(string state)
{
VisualStateManager.GoToState(this, state);
FindAllChildren<VisualElement>().ForEach(e => VisualStateManager.GoToState(e, state));
}
public void ChangeState(object sender, EventArgs e){
this.state = !this.state; // toggle
if(this.state){
ApplyState(VisualStateManager.CommonStates.Selected);
} else {
ApplyState(VisualStateManager.CommonStates.Normal);
}
}
You still need to create VisualStateGroup styling for the labels and give labels a specific style/class:
<label class="Selectable">...</label>
<Style class="Selectable" TargetType="Label">
<Setter Property="VisualStateManager.VisualStateGroups">
<VisualStateGroupList>
<VisualStateGroup Name="all">
<VisualState Name="Normal">
<VisualState.Setters>
<Setter Property="Label.TextColor" Value="{DynamicResource Normal_Color}"/>
</VisualState.Setters>
</VisualState>
<VisualState Name="Selected">
<VisualState.Setters>
<Setter Property="Label.TextColor" Value="{StaticResource Selected_Color}"/>
</VisualState.Setters>
</VisualState>
</VisualStateGroup>
</VisualStateGroupList>
</Setter>
</Style>
I recommend that you work around this. Too many bugs, and too different behavior on the different platforms for containers.
Fixing the visual state is one thing. Then you need to fix "IsEnabled" for child problem. After that if you change the visibility, you will notice that on IOS it is doing one thing, on android - another. (You will start losing this visual state from time to time). At some point you will start looking for ways to force the page to redraw itself.
My advice is, for now, give up on this idea. Until those problems are solved. Wasted too many hours trying to make this work for all platforms.
(Some of the issues are 6+ months old, and they keep pushing them to backlog.)
This is me, asking the same thing, a month ago: Pass the VisualState of CollectionView Item VisualElement to its child VisualElements
Edit: So, what work arounds I use.
Besides styles, visual states, data triggers?
ControlTemplates and Messages between ViewModel <-> View.
Control templates are reusable pieces of user interface, and there isn't much you have to do. You can make all VisualElements bind to the same thing, using TemplatedParent as BindingContext of the container.
Messages I use for some sorts of animations (And other special requests). You can in the ViewModel generate a message, that will be handled (or not) by the View. You have very good control over your View, but you do not break MVVM by coupling them.
A Warning: Every work around is parasitic code (you do something the wrong way, because someone else has been doing his job the wrong way). That code sooner or later will have to be deleted/replaced. Mark it with TODO, because it may take huge part of your app, and later it will be hard to find out all usage places. For now test on IOS. It takes much less work to make it work on IOS, then fix Android, than the other way around.

How to do screen-size-aware layout?

I'm making a board game. To construct the board, I do the following:
// adapted from http://code.msdn.microsoft.com/windowsapps/Reversi-XAMLC-sample-board-816140fa/sourcecode?fileId=69011&pathId=706708707
// This is shit code.
async void PlayGame_Loaded(object sender, RoutedEventArgs e)
{
foreach (var row in Game.ALL_ROWS)
{
boardGrid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(BOARD_GRID_SIDE_LENGTH) });
}
var maxColIndex = Game.ALL_ROWS.Max();
foreach (var col in Enumerable.Range(0, maxColIndex))
{
boardGrid.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(BOARD_GRID_SIDE_LENGTH) });
}
// ...
}
(Feel free to suggest alternate approaches.)
Basically, I create a bunch of rows and columns based on a pre-set height and width, and fill those rows and columns with board spaces. This works fine when I set the row and column lengths to fit my laptop, but obviously it won't work on devices with different resolutions. (For instance, it's truncated on the Surface RT.) How do I get around this? Can I specify a side length that's a portion of the parent container? What's the best practice here?
Your best bet would probably be to use a ViewBox, assuming the board you want to draw has a constant number of rows/columns.
I use this:
var bounds = Window.Current.Bounds;
double height = bounds.Height;
double width = bounds.Width;
to find out the screen resolution on which my apps are, and then re-size my grid items on function of the size of the screen.
EDIT:
So for your code I would do:
async void PlayGame_Loaded(object sender, RoutedEventArgs e)
{
var bounds = Window.Current.Bounds;
double BOARD_GRID_SIDE_LENGTH = bounds.Height;
double BOARD_GRID_SIDE_WIDTH = bounds.Width;
foreach (var row in Game.ALL_ROWS)
{
boardGrid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(BOARD_GRID_SIDE_LENGTH) });
}
var maxColIndex = Game.ALL_ROWS.Max();
foreach (var col in Enumerable.Range(0, maxColIndex))
{
boardGrid.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(BOARD_GRID_SIDE_WIDTH) });
}
// ...
}
The sound solution is to divide your page so that the boardGrid takes 2/3 of the screen, the rest of your content (buttons, timer, score board...) in the other third.
Secondly, enclose it inside a Viewbox element so that the board dimensions are recalculated when you go to different view modes (Full, Portrait, Snapped, Filled)
Finally, make sure to make the page inherit LayoutAwarePage instead of Page so that it handles the changes of view modes gracefully
Here's a rough mockup:
<common:LayoutAwarePage
xmlns:UI="using:Microsoft.Advertising.WinRT.UI"
x:Class="ApexKT.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:MyApp"
xmlns:common="using:MyApp.Common"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:snaps="http://schemas.microsoft.com/netfx/2007/xaml/presentation"
mc:Ignorable="d" >
<Grid x:Name="bigGrid">
<StackPanel Orientation="Horizontal">
<StackPanel x:Name="OneThird">
<TextBlock x:Name="ScoreBoard" Text="Score:" />
<Button x:Name="Button1" Content="Button 1" Click="" />
</StackPanel>
<Viewbox x:Name="TwoThirds">
<Viewbox.Transitions>
<TransitionCollection>
<ContentThemeTransition />
</TransitionCollection>
</Viewbox.Transitions>
<Grid x:Name="boardGrid"><!-- insert row and column definitions here, or hard code them --></Grid>
</Viewbox>
</StackPanel>
<VisualStateManager.VisualStateGroups>
<VisualStateGroup x:Name="ApplicationViewStates">
<VisualState x:Name="FullScreenLandscape"/>
<VisualState x:Name="Filled"/>
<VisualState x:Name="Snapped" />
<VisualState x:Name="FullScreenPortrait" />
</VisualStateGroup>
</VisualStateManager.VisualStateGroups>
</Grid>
`

winrt usercontrol got clipped on animation

adding usercontrol out of bounds of view and animating it with storyboard translate transform x from right corner gets the usercontrol view get clipped
here is xaml code for animation
<Storyboard x:Name="gridstory">
<DoubleAnimation
Storyboard.TargetName="gdd"
Storyboard.TargetProperty="(UIElement.RenderTransform).(TranslateTransform.X)"
From="0" To="-200" />
</Storyboard>
<Storyboard x:Name="gridstory2">
<DoubleAnimation
Storyboard.TargetName="gdd"
Storyboard.TargetProperty="(UIElement.RenderTransform).(TranslateTransform.X)"
From="-200" To="0" />
</Storyboard>
</UserControl.Resources>
am adding the usercontrol like this
c2.Margin = new Thickness(1355, 0, 0, 0);
The 1355 in your margin means the control will be laid out in the bounds of a rectangle that has the left border 1355 logical pixels away from the left border of its parent. On most screens that means that the layout rectangle is almost empty if not negative size, so it will usually get clipped. The solution might be to leave the Margin set to 0 and set HorizontalAlignment to Right and animate from c2.ActualWidth to 0 instead of 0 to -200.
Also check this article for something that might help you:
Animating edge-based UI

How to animate height of control in Windows 8 XAML

I'm having trouble performing a simple storyboard-based animation of a controls height in a Metro-style C#/XAML application on Windows 8.
The following trivial XAML and code behind snippets work fine in Silverlight 5 and Windows Phone 7, yet do nothing in Windows 8 (at least for me):
<Page.Resources>
<Storyboard x:Name="expandAnimation">
<DoubleAnimation Storyboard.TargetName="scaleButton" Storyboard.TargetProperty="Height" From="50" To="200" Duration="0:0:1"/>
</Storyboard>
</Page.Resources>
<StackPanel Width="200">
<Button x:Name="scaleButton" Click="scaleButton_Click" Content="Scale"/>
<Button Content="Another button"/>
<Button Content="Yet another button"/>
</StackPanel>
C# code:
private void scaleButton_Click(object sender, RoutedEventArgs e)
{
expandAnimation.Begin();
}
The same code can be altered to animate other properties of the control such as Opacity which works as expected.
I can animate a ScaleTransform to do the scaling, but it alters the internal rendering of the control, and does not affect the layout of neighbouring controls which is a problem for me.
Hopefully I'm not missing anything obvious here, but shouldn't this just work?
You just need to add EnableDependentAnimation="True" and then it should work fine.
A dependent animation is one that will cause the Xaml to re-layout. Expensive; therefore requiring an "opt-in".
http://msdn.microsoft.com/en-us/library/windows/apps/xaml/windows.ui.xaml.media.animation.pointanimation.enabledependentanimation.aspx
If possible you should use a render transform and scale the element's visual instead. This is independent meaning that the rest of the elements on the page will not need to move to accommodate.

How to detect orientation changes and change layout?

Lets say that I have a grid with 2 rows, 2 columns and many controls inside each cell.
When the application is changed to snap mode, I meant 1/3 of the screen I would like the application to be only, one Column, 2 rows and show only some controls I would decide.
What kind of control do I have for this?
thx
You should make use of the VisualStateManager in xaml, for a full xaml solution:
<Grid x:Name="LayoutRoot">
<VisualStateManager.VisualStateGroups>
<VisualStateGroup x:Name="OrientationStates">
<VisualState x:Name="Full"/>
<VisualState x:Name="Fill"/>
<VisualState x:Name="Portrait"/>
<VisualState x:Name="Snapped"/>
</VisualStateGroup>
</VisualStateManager.VisualStateGroups>
</Grid>
Create StoryBoards for each VisualState and hide/show elements in your xaml. Microsoft examples use the same solution.
--
Update
I searched the net and found the proper states, an example is behind this link: MSDN.
<VisualStateManager.VisualStateGroups>
<VisualStateGroup x:Name="ApplicationViewStates">
<VisualState x:Name="FullScreenLandscape"/>
<VisualState x:Name="Filled"/>
<VisualState x:Name="FullScreenPortrait"/>
<VisualState x:Name="Snapped"/>
</VisualStateGroup>
</VisualStateManager.VisualStateGroups>
The states reflect the ApplicationViewState enum. Even more information can be found here.
Using DisplayProperties.OrientationChanged event (as suggested by #Jan K.) may not be exactly what you are looking for, considering the remarks section to this event:
The DisplayProperties.OrientationChanged event occurs only when orientation of the display or monitor changes and not necessarily when the orientation of your app changes. To determine the orientation of your app for layout purposes, use the ApplicationView.Value property.
but since ApplicationView.Value probably will be abandoned after Windows 8.1 release MS suggest to use ApplicationView.GetForCurrentView() instead:
ApplicationView static methods may be altered or unavailable for releases after Windows 8.1 Preview. Instead, use ApplicationView.GetForCurrentView() to get an instance of ApplicationView.
So for now I've end up with that code (have a kind of dynamic view and can't pre-design everything in XAML via VisualStateManager, unfortunately):
public MainPage()
{
InitializeComponent();
Window.Current.SizeChanged += (sender, args) =>
{
ApplicationView currentView = ApplicationView.GetForCurrentView();
if (currentView.Orientation == ApplicationViewOrientation.Landscape)
{
// when args.Size.Width > args.Size.Height
}
else if (currentView.Orientation == ApplicationViewOrientation.Portrait)
{
// when args.Size.Width < args.Size.Height
}
};
}
Have a look on the DisplayProperties.OrientationChanged-Event. When it fires you can modify your grid and rearrange your controls.