Creating reusable child views in Titanium Alloy (A - titanium

I'm new to Appcelerator Titanium, so one of the considerations that popped into my mind was this: how do I create reusable custom controls for use in Alloy? Take for example in Android:
The ColorPicker is a 3rd-party library that allows me to add it as a control to the .xml file so long as I reference the library. I would also be able to create my own controls and either reuse them locally or distribute them as an external library. Is there a similar concept for Titanium, more specifically for Alloy (i.e. the xml and all)?

Yes there is the concept of creating widgets and which can be reused locally in the projects. There are alot of widgets already available.
One of the important widgets for creation of the application Font Awsome Widget.
You can see the source code as well and check its implementation.

Related

Can a HTML/WinJS View use a user control built in XAML/C#?

I am hesitant to develop a Windows Phone app in the HTML/WinJS Universal App space because of the difficulty of building complex user controls. Before I go the XAML/C# route, I would like to find out if it is possible to use a user control built in XAML/C# inside of an HTML/WinJS view?
My initial feeling is that it is not possible due to XAML parsing not being available in the HTML space, but I am not certain that this is the case. Any thoughts?
Also, I am not interested in 3rd party solutions such as Xamerin. I am really trying to see if this is possible from a native approach.
No. The HTML and Xaml UI stacks in the Windows Runtime are separate and cannot be mixed. You can call non-UI C# or native Windows Runtime Components from JavaScript.
You can include HTML in a Xaml WebView, but there is no reverse hosting.
--Rob

How can I create a menu in levelhelper?

I want to create game with Spritehelper and Levelhelper. I wanted to know, how to create the menu with levelhelper.
How can I achieve this?
Look through this tutorial(http://www.raywenderlich.com/4622/how-to-use-spritehelper-and-levelhelper-tutorial), they provide detailed information and have LevelHelper/SpriteHelper tutorials provided by the developer himself.
After some research of instruments for new game I came to this conclusion:
Level Helper 2:
good levels editing
SpriteHelper support
no UI editor (no UI controls)
own class stack inherited from standard cocos2d classes (no way to create other nodes, not inherited from LHxxxx)
animations editor
physics editor
CocosBuilder
is not supported by developers (last update 2 years ago)
is universal: you can create UI and levels in it
has some bugs, but is open source, so you can easily fix some issues
uses default cocos2d class stack. You can instantiate any class inherited from Node
supports relative node positioning (in percents relative to parent size)
built in support of sprite sheets
animations editor
SpriteBuilder
new editor, based on idea of CocosBuilder (very similar to it)
is under active development by cocos2d developers
is universal (UI and levels)
very good layout features
supports only cocos2d-swift :-(
there is some 3rd party cocos2d-x loaders of SpriteBuilder scenes, but they are not always compatible with new versions of SpriteBuilder
animations editor
physics editor
Cocos Studio 1.x, 2.1
troubles with loading scenes from v1 in cocos2d-x v3 and above
new version of CocoStudio (2.1 for now) is still not ready for production and doesn't support many features from v1
supports relative node positioning (in percents relative to parent size)
animations editor

IBM Worklight 6.1 - Custom UI Pattern

I'm trying out the mobile pattern, and have been trying to crate my own custom pattern that is now supposedly supported in Worklight 6.1.
When I tried creating jquery UI pattern, several issues:
1. The rich page editor for the pattern.html does not display the jquery component correctly on the design page (e.g button is displayed as link).
2. When I added a new page (into a jquery hybrid app) based on the custom UI pattern, it does not create a new page. It only adds the content code into the index.html, and I had to create the page myself.
Is this the correct behaviour?
I'm also having difficulty in creating Dojo UI pattern… as there is no Dojo component available on the palette when I open up the dojo > pattern.html file.
Do I have to add the libraries and code manually (i.e. no Drag-and-Drop)?
Appreciate any pointers on this.
PS: I'm using Eclipse Juno R2
1) For jQuery based patterns you need to append a jQuery core file to the project besides the jQuery mobile ones, for example, append this one: http://code.jquery.com/jquery-1.10.2.js to your project, next to jquery mobile JS file. This is just because "UI Pattern" projects don't have this file available, but they need it to handle a proper preview.
2) For Dojo patterns, there is still no official support (for example Drag and drop), so even you can modify pattern.html to get some "insertable" code, you may still need some additional tuning to get a valid pattern.

Library or API for file browser view?

I would like to implement a file browser view in my application so users can open files using a side panel similar to the browsers in XCode, Text Wrangler and some other programs.
Before I go off implementing another one of those browsers from scratch, does anyone know if there are existing libraries or APIs that already does this?
Google doesn't turn up with much and most of the searches point me to NSOpenPanel which I believe doesn't do what I want.
Thanks in advance.
The Cocoa class that is used to display hierarchical lists is called NSOutlineView.
Outline views provide several configuration options to adjust the appearance.
The content can be provided by implementing a data source protocol or via Cocoa bindings.
Apple has some sample code online that should get you started (it's a file browser - so maybe you can use larger parts of that sample):
https://developer.apple.com/library/mac/#samplecode/SourceView/Introduction/Intro.html

How build a custom control in Xcode for the iPhone SDK?

I want to build a custom control to reuse in my project which consists of two UITextFields that are linked together + a label.
It is starting to become repetitive across my App and smells of code duplication ;)
However, I wonder what is the best aproach here.
Is it best do everything by code in a controller or is posible do a visual thing like the ones built-in in Xcode?
You can build an Interface Builder plug-in for this. It's fairly straight-forward. To get started, read the Interface Builder Plug-In Programming Guide. It even has a quick, step-by-step tutorial to get you started. Apple recommends creating a plug-in to IB for just your case...
I don't think this is possible. I briefly looked at the IB Plug-In Programming Guide and apparently Interface builder plugins are implemented through Custom Cocoa Frameworks. That is, your plugin is defined in a framework which is loaded in Interface Builder. IB looks in the current projects frameworks to find any custom components defined and will load plugins accordingly. It is not possible to use custom or third party frameworks on the iPhone so I don't see how IB would make a connection here. If somebody has more info I'd love to see this discussion continued.
This is fine except it is for the iPhone. The iPhone presents a more difficult environment to create the plug-in for interface builder. It should be possible but I have yet to see a Xcode project that does this. They are all limited to creation of desktop "AppKit" versions, not iPhone "UIKit" versions of the plugins for IB.