adding textfield over movieclip images - textfield

I have several images, which are Symbols (movieClip) with Alpha parameter.
And i'm creating dynamic textfield from AS3 to be able change text every few seconds.
Problem is that everything worked good till i converted images to MovieClips. But after that my textfields are not visible.
Here is the code:
textFormat = new TextFormat();
textfield = new TextField();
textFormat.font = new customFonts().fontName;
textFormat.size = 16;
textFormat.align = "center";
textFormat.color = 0xFFFFFF;
textfield.defaultTextFormat = textFormat;
textfield.embedFonts = true;
textfield.width = 480;
textfield.height = 95;
textfield.x = 185;
textfield.y = 22;
textfield.wordWrap = true;
addChild (textfield);
So the question is - how to bring this textfield to the top so it would be visible?

You're adding your Text field after the movie clips are being initiated. Think of it as a layer, the text field is at the bottom layer, hence they will not be seen.
I would look at the container class
The Container class is an abstract base class for components that controls the layout characteristics of child components. You do not create an instance of Container in an application. Instead, you create an instance of one of Container's subclasses, such as Canvas or HBox.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/mx/core/Container.html
You should be able to change what is displayed.
EDIT:
Anytime you add a clip it is added on top by default.
You should also look into Z-Index.
If you are coding with Flash Develop then it can get tricky, whilst using Flash Adobe CC can make your life so much easier!
Sorry if it's not that much of an answer.

Related

Implementing Detachable Panel in UWP App

I have an Image in a grid where I display some custom content by setting the Image's source to a WritableBitmap and updating the bitmap. What I want to do is to implement a "detach" button that will put my Image on a separate window allowing the user to move it to a different screen, resize it etc. independent of my main app window. If the new window is closed, I would like to bring it back to its original spot. While the Image is on the new window, I want to continuously update it with new content via updating source bitmap (as it would have been before it was detached).
I initially thought I would be able to create a new window and "move" my Image control there by first removing it from its original parent then adding it as a child to a layout in the new window. I used the code below:
CoreApplicationView^ newCoreView = CoreApplication::CreateNewView();
int mainViewId = Windows::UI::ViewManagement::ApplicationView::GetApplicationViewIdForWindow(
CoreApplication::MainView->CoreWindow);
uint indexOfObjectToDetach = -1;
bool found = originalGrid->Children->IndexOf(imageToMove, &indexOfObjectToDetach);
if(found)
{
myGrid->Children->RemoveAt(indexOfObjectToDetach);
}
DispatchedHandler^ dispatchHandler = ref new DispatchedHandler([this, mainViewId]()
{
newView_ = Windows::UI::ViewManagement::ApplicationView::GetForCurrentView();
Windows::UI::Xaml::Controls::StackPanel^ newWindowGrid = ref new Windows::UI::Xaml::Controls::StackPanel();
Window::Current->Content = newWindowGrid;
Window::Current->Activate();
newWindowGrid->Children->Append(imageToMove); // Add to new parent
});
create_task(newCoreView->Dispatcher->RunAsync(Windows::UI::Core::CoreDispatcherPriority::Normal, dispatchHandler)).then([this, mainViewId]()
{
auto a = newView_->Id;
create_task(ApplicationViewSwitcher::TryShowAsStandaloneAsync(a, ViewSizePreference::Default, mainViewId, ViewSizePreference::Default));
});
However in the line where I add the Image to its new parent, I get an Interface was marshalled for a different thread error. Upon more reading, this is due to the fact that each new window is in its own thread and I'm moving an object to another thread.
I am new to UWP and I am not sure how to approach implementing this UI behavior. How do I access/transfer my state in one view to another ?
The problem is indeed the fact that each application view in UWP has its own thread and its own UI dispatcher. When you create a control, it is tied to the UI thread it was created on, hence you cannot place it onto another application view.
The solution is to create the new Image next to the StackPanel within the new view's UI thread. I don't really use C++, but in C# I would implement it as follows:
await newCoreView.Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
StackPanel panel = new StackPanel();
Image image = new Image();
panel.Children.Add( panel );
image.Source = ...; //your source
Window.Current.Content = frame;
Window.Current.Activate();
newViewId = ApplicationView.GetForCurrentView().Id;
});
To further clarify - you can safely "transfer" normal data types into other view, the problem is mainly with the UI-tied types like controls, pages, etc.

Famo.us/Angular Sticky Background Position ScrollView Sync

I'm trying to create functionality very similar to most websites these days.
The concept is 3 sections the size of the browser, the background images are supposed to be fixed positioned and revealed by the div scrolling up and down.
We need this to function as beautifully on mobile as it does on desktop, and it looks like Famous/angular is the solution.
Here is a pen.
http://codepen.io/LAzzam2/pen/XJrwbo
I'm using famous' Scroll.sync, firing javascript that positions the background image on every start / update / end.
scrollObject.sync.on("update", function (event) {
console.log('update');
test(event);
});
here is the function positioning the backgrounds.
function test(data){
var scroller = document.getElementsByClassName('famous-group');
styles = window.getComputedStyle(scroller[0], null);
tr = styles.getPropertyValue("-webkit-transform").replace('matrix(1, 0, 0, 1, 0,','').replace(')','');
var distanceTop = -(parseInt(tr));
var sections = document.getElementsByClassName('section');
sections[3].style.backgroundPosition="50% "+distanceTop+"px";
sections[4].style.backgroundPosition="50% "+(-(window.innerHeight)+distanceTop)+"px";
sections[5].style.backgroundPosition="50% "+(-(window.innerHeight*2)+distanceTop)+"px";
};
Any input / suggestions / advice would be wonderful, really just looking for a proof of concept with these 3 background images scrolling nicely.
That jittery-ness is unfortunate, I can't tell what would be causing the issue, except maybe the order in which events are fired?
**There are known issues, only works in -webkit browsers as of now
I think your idea to use Famous is good, but probably what I would do, would be taking a different approach to the problem.
You are solving this by touching the DOM, that is exactly what both Angular and Famous are meant to avoid.
If I had to face the same goal, I would probably use a Famous surface for the background instead of changing the property of the main one and synchronize its position with the scrolling view.
So, in your code, it would be something like this:
function test(data){
var scrollViewPosition = scrollObject.getAbsolutePosition();
var newBackgroundPosition = // Calculate the new background position
var newForegroundPosition = // Calculate the new foreground position
var backgroundSurface = backgroundSurface.position.set(newBackgroundPosition);
var foregroundSurface = foregroundSurface.position.set(newForegroundPosition);
};

When the frame become too small, the buttons in a panel are hidden

I use a class that extends Frame and in the constructor after defining all the propriety of the new Frame i append with the BorderLayout.SOUTH a new Panel that contains some buttons.
When I reduce the size of the Frame, if the space for the buttons isn't enough some of these disappear from the Frame.
How can I fix this problem?
public AdventureUI(Tappa tappa){
setTitle("Adventure Game");
//DIMENSIONE STANDARD DELLA FINESTRA
setSize(700,500);
setMinimumSize(new Dimension(400,300));
pannelloPrincipale = new Panel(new BorderLayout());
pannelloBottoni = new Panel();
testoTappa = new TextArea(tappa.toString(),25,50,TextArea.SCROLLBARS_NONE);
testoTappa.setEditable(false);
testoTappa.setBackground(new Color(211,211,211));
areaUtente = new TextArea("",25,30,TextArea.SCROLLBARS_VERTICAL_ONLY);
//ADD BUTTONS TO PANEL
setBottoni(pannelloBottoni,tappa.getTappeCollegate());
//AGGIUNGIAMO ELEMENTI AL PANNELLO PRINCIPALE
pannelloPrincipale.add(testoTappa,BorderLayout.CENTER);
pannelloPrincipale.add(areaUtente,BorderLayout.EAST);
//AGGIUNGIAMO PANNELLI AL FRAME
add(pannelloPrincipale,BorderLayout.CENTER);
add(pannelloBottoni,BorderLayout.SOUTH);
// ASCOLTATORE FINESTRA
addWindowListener(new AdventureUIListener());
setVisible(true);
}
Images of the problem:
As you can see the button with 26 is hidden.
As you can see the button with 26 is hidden.
Yes that is because a FlowLayout always displays components at their preferred size. If there is not enough room then the component wraps to the next line, but unfortunately the height of the panel is not increased so you don't see the button.
Check out the Wrap Layout, it was designed to handle this situation. That is it will recalculate the height of the panel so all the buttons are displayed on multiple lines. At least it works with Swing. I've never test it with AWT because most people don't use AWT anymore.

How to resize image to a fixed height and width without losing aspect ratio in winjs?

I have an image area in my application with width:530px and height:510px. I want to place images in that area but the images comes in different different sizes. how to crop or scale the image without losing aspect ratio to fill that area. Is there any native methods available in winjs?
You have a few options for that.
One is to use the ViewBox control that WinJS provides you. The ViewBox can only have a single child (so you would have your tag as its only child perhaps or a div that contains your img) and it will scale that child (using CSS transforms) up to fit into its container (without changing the aspect ratio). It's pretty slick.
Another option is to set the image as the CSS background-image property of a container (such as a div) and set the background-size property to contain. This will stretch the image up to the size of the container.
A final option that you have to resort to if your case is a bit special is not such a bad option after all. In the updateLayout method of your page, you can refer to the element and explicitly set its CSS properties to fit. At that point you'll know all about the layout and can easily do the math to figure out what size image should be. Here's some code from one of my projects where I do this. Notice that I'm comparing the aspect ratio of the screen and the image to determine whether I should size to the width or the height. Unlike your situation (I'm guessing), my code makes sure the image fills the screen and excess is clipped. I'm guessing you want your img to be contained.
function setImagePosition() {
var img = q(".viewCamera #viewport img");
if (outerWidth/outerHeight > img.naturalWidth/img.naturalHeight) {
img.style.width = format("{0}px", outerWidth);
img.style.height = "";
img.style.top = format("{0}px", (outerHeight - img.clientHeight) / 2);
img.style.left = "0px";
} else {
img.style.width = "";
img.style.height = format("{0}px", outerHeight);
img.style.top = "0px";
img.style.left = format("{0}px", (outerWidth - img.clientWidth) / 2);
}
}
Hope that helps!
Are you referring to scaling HTML images? If so, you can set either one, width or height. Whichever you set, the other will scale and keep image aspect ratio.

while I scroll between the layout it takes too long to be able to scroll between the gallerie's pictures. Is there any way to reduce this time?

this is my first question here, though I've being reading this forum for quite a while. Most of the answers to my doubts are from here :)
Getting back on topic. I'm developing an Android application. I'm drawing a dynamic layout that are basically Galleries, inside a LinearLayout, inside a ScrollView, inside a RelativeLayout. The ScrollView is a must, because I'm drawing a dynamic amount of galleries that most probably will not fit on the screen.
When I scroll inside the layout, I have to wait 3/4 seconds until the ScrollView "deactivates" to be able to scroll inside the galleries. What I want to do is to reduce this time to a minimum. Preferably I would like to be able to scroll inside the galleries as soon as I lift my finger from the screen, though anything lower than 2 seconds would be great as well.
I've being googling around for a solution but all I could find until now where layout tutorials that didn't tackle this particular issue. I was hoping someone here knows if this is possible and if so to give me some hints on how to do so.
I would prefer not to do my own ScrollView to solve this. But if that is the only way I would appreciate some help because I'm not really sure how would I solve this issue by doing that.
this is my layout:
public class PicturesL extends Activity implements OnClickListener,
OnItemClickListener, OnItemLongClickListener {
private ArrayList<ImageView> imageView = new ArrayList<ImageView>();
private StringBuilder PicsDate = new StringBuilder();
private CaWaApplication application;
private long ListID;
private ArrayList<Gallery> gallery = new ArrayList<Gallery>();
private ArrayList<Bitmap> Thumbails = new ArrayList<Bitmap>();
private String idioma;
private ArrayList<Long> Days = new ArrayList<Long>();
private long oldDay;
private long oldThumbsLoaded;
private ArrayList<Long> ThumbailsDays = new ArrayList<Long>();
private ArrayList<ArrayList<Long>> IDs = new ArrayList<ArrayList<Long>>();
#Override
public void onCreate(Bundle savedInstancedState) {
super.onCreate(savedInstancedState);
RelativeLayout layout = new RelativeLayout(this);
ScrollView scroll = new ScrollView(this);
LinearLayout realLayout = new LinearLayout(this);
ArrayList<TextView> texts = new ArrayList<TextView>();
Button TakePic = new Button(this);
idioma = com.mateloft.cawa.prefs.getLang(this);
if (idioma.equals("en")) {
TakePic.setText("Take Picture");
} else if (idioma.equals("es")) {
TakePic.setText("Sacar Foto");
}
RelativeLayout.LayoutParams scrollLP = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.FILL_PARENT,
RelativeLayout.LayoutParams.FILL_PARENT);
layout.addView(scroll, scrollLP);
realLayout.setOrientation(LinearLayout.VERTICAL);
realLayout.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT,
LayoutParams.FILL_PARENT));
scroll.addView(realLayout);
TakePic.setId(67);
TakePic.setOnClickListener(this);
application = (CaWaApplication) getApplication();
ListID = getIntent().getExtras().getLong("listid");
getAllThumbailsOfID();
LinearLayout.LayoutParams TakeLP = new LinearLayout.LayoutParams(LinearLayout.LayoutParams.WRAP_CONTENT,
LinearLayout.LayoutParams.WRAP_CONTENT);
realLayout.addView(TakePic);
oldThumbsLoaded = 0;
int galler = 100;
for (int z = 0; z < Days.size(); z++) {
ThumbailsManager croppedThumbs = new ThumbailsManager(Thumbails,
oldThumbsLoaded,
ThumbailsDays.get(z));
oldThumbsLoaded = ThumbailsDays.get(z);
texts.add(new TextView(this));
texts.get(z).setText("Day " + Days.get(z).toString());
gallery.add(new Gallery(this));
gallery.get(z).setAdapter(new ImageAdapter(this, croppedThumbs.getGallery(), 250, 175, true,
ListID));
gallery.get(z).setOnItemClickListener(this);
gallery.get(z).setOnItemLongClickListener(this);
gallery.get(z).setId(galler);
galler++;
realLayout.addView(texts.get(z));
realLayout.addView(gallery.get(z));
}
Log.d("PicturesL", "ListID: " + ListID);
setContentView(layout);
}
private void getAllThumbailsOfID() {
ArrayList<ModelPics> Pictures = new ArrayList<ModelPics>();
ArrayList<String> ThumbailsPath = new ArrayList<String>();
Pictures = application.dataManager.selectAllPics();
long thumbpathloaded = 0;
int currentID = 0;
for (int x = 0; x < Pictures.size(); x++) {
if (Pictures.get(x).walkname == ListID) {
if (Days.size() == 0) { Days.add(Pictures.get(x).day); oldDay = Pictures.get(x).day;
IDs.add(new ArrayList<Long>()); currentID = 0; }
if (oldDay != Pictures.get(x).day) {
oldDay = Pictures.get(x).day;
ThumbailsDays.add(thumbpathloaded);
Days.add(Pictures.get(x).day);
IDs.add(new ArrayList<Long>());
currentID++;
}
StringBuilder tpath = new StringBuilder();
tpath.append(Pictures.get(x).path.substring(0,
Pictures.get(x).path.length() - 4));
tpath.append("-t.jpg");
IDs.get(currentID).add(Pictures.get(x).id);
ThumbailsPath.add(tpath.toString());
thumbpathloaded++;
if (x == Pictures.size() - 1) {
Log.d("PicturesL", "El ultimo de los arrays, tamaƱo: " + Days.size());
ThumbailsDays.add(thumbpathloaded);
}
}
}
for (int y = 0; y < ThumbailsPath.size(); y++) {
Thumbails.add(BitmapFactory.decodeFile(ThumbailsPath.get(y)));
}
}
I had a memory leak on another activity when screen orientation changed that was making it slower, now it is working better. The scroller is not locking up. But sometimes, when it stops scrolling, it takes a few seconds (2/3) to disable itself. I just want it to be a little more dynamic, is there any way to override the listener and make it stop scrolling ON_ACTION_UP or something like that?
I don't want to use the listview because I want to have each gallery separated by other views, now I just have text, but I will probably separate them with images with a different size than the galleries.
I'm not really sure if this is possible with a listadapter and a listview, I assumed that a view can only handle only one type of object, so I'm using a scrollview of a layout, if I'm wrong please correct me :)
Also this activity works as a preview or selecting the pictures you want to view in full size and manage their values. So its working only with thumbnails. Each one weights 40 kb. Guessing that is very unlikely that a user gets more than 1000~1500 pictures in this view, i thought that the activity wouldn't use more than 40~50 mb of ram in this case, adding 10 more if I open the fullsized view. So I guessed as well most devices are able to display this view in full size. If it doesn't work on low-end devices my plan was to add an option in the app preferences to let user chop this view according to some database values.
And a last reason is that during most of this activity "life-cycle" (the app has pics that are relevant to the view, when it ends the value that selects which pictures are displayed has to change and no more pictures are added inside this instance of this activity); the view will be unpopulated, so most of the time showing everything wont cost much, just at the end of its cycle
That was more or less what I thought at the time i created this layout. I'm open to any sort of suggestion or opinion, I just created this layout a few days ago and I'm trying to see if it can work right, because it suits my app needs. Though if there is a better way i would love to hear it
PD: I've being toying to see how much it can actually draw. I managed to draw 530 galleries with 600 thumbnails on the same layout, the app is using 42 mb, and I don't have access to more memory to start my full sized view afterwards :( .I tried to do the same with 1000 but it throws OutOfMemory error, bitmap size exceeds vm budget. Is there any way to make more memory availeable on high-end devices? Or should I try to figure out a way not to draw everything at once? Would the listview work for more than one type of object?
Thanks
Mateo
Why not make your galleries items of a listview? That way you won't have to inflate all of them immediately and can the advantage of the listview recyling mechanism. Some of the slowness you are seeing might be coming from very heavy memory usage. Galleries aren't exactly light widgets so you might be seeing pauses from heavy GC activity once you stop scrolling. ListView with an adapter would also allow you to lazily bind the Galleries to the list, such that during a fling you aren't doing the expensive binding of the galleries.