Universal Image Loader did not apply the displayImageOptions in loadImage - android-imageview

Universal Image Loader did not apply the display image options in the imageLoader.loadImage
This is my code
DisplayImageOptions options = new DisplayImageOptions.Builder()
.showStubImage(R.drawable.loading_image_background)
.showImageForEmptyUri(R.drawable.ic_launcher)
.showImageOnFail(R.drawable.loading_image_background)
.cacheInMemory()
.cacheOnDisc()
.bitmapConfig(Bitmap.Config.RGB_565)
.displayer(new RoundedBitmapDisplayer (20))
.build();
ImageSize targetSize = new ImageSize(50, 50);
imageLoader.loadImage(image_poster_url, targetSize, options,
new SimpleImageLoadingListener() {
#Override
public void onLoadingComplete(String imageUri,
View view, Bitmap loadedImage) {
holder.posterImage.setImageBitmap(loadedImage);
}
});
Image is re sized and display perfectly in listview. but the display option(rounded bitmap diplayer)are does not applied to the image. any suggestions?

.displayer(...) is applied only for ImageLoader.displayImage(...) calls.
For ImageLoader.loadImage(...) you can use displayers yourself directly:
ImageSize targetSize = new ImageSize(50, 50);
imageLoader.loadImage(image_poster_url, targetSize, options,
new SimpleImageLoadingListener() {
#Override
public void onLoadingComplete(String imageUri,
View view, Bitmap loadedImage) {
new RoundedBitmapDisplayer(20).display(holder.posterImage);
}
});

Related

SwiftUI ScrollView to PDF

Currently, I am using this code to create a PDF, but it only creates a PDF of the part of the page the user is looking at, and not the entire scroll view. How can I create a multi-page PDF to get the entire scroll view?
func exportToPDF(width:CGFloat, height:CGFloat, airplane: String, completion: #escaping (String) -> Void) {
let documentDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
let outputFileURL = documentDirectory.appendingPathComponent("smartsheet-\(airplane.afterchar(first: "N")).pdf")
//Normal with
let width: CGFloat = width
//Estimate the height of your view
let height: CGFloat = height
let charts = SmartSheet().environmentObject(Variables())
let pdfVC = UIHostingController(rootView: charts)
pdfVC.view.frame = CGRect(x: 0, y: 0, width: width, height: height)
//Render the view behind all other views
let rootVC = UIApplication.shared.windows.first?.rootViewController
rootVC?.addChild(pdfVC)
rootVC?.view.insertSubview(pdfVC.view, at: 0)
//Render the PDF
let pdfRenderer = UIGraphicsPDFRenderer(bounds: CGRect(x: 0, y: 0, width: width, height: height))
DispatchQueue.main.async {
do {
try pdfRenderer.writePDF(to: outputFileURL, withActions: { (context) in
context.beginPage()
rootVC?.view.layer.render(in: context.cgContext)
})
UserDefaults.standard.set(outputFileURL, forKey: "pdf")
UserDefaults.standard.synchronize()
print("wrote file to: \(outputFileURL.path)")
completion(outputFileURL.path)
} catch {
print("Could not create PDF file: \(error.localizedDescription)")
}
pdfVC.removeFromParent()
pdfVC.view.removeFromSuperview()
}
}
I just posted this answer to another question as well.
https://stackoverflow.com/a/74033480/14076779
After attempting a number of solutions to creating a pdf from a SwiftUI ScrollView and landed on this implementation. It is by no means an implementation that is pretty, but it seems to work.
M use case is that I present a modal to capture a user's signature and when the signature is collected, the content of the current screen is captured. There is no pagination, just a capture of the content currently rendered to the width of the screen and as much length as is required by the view.
The content consists of an array of cards that are dynamically generated, so the view has no awareness of the content and cannot calculate the height. I have not tested on a list, but I imagine it would provide similar results.
struct SummaryTabView: View {
// MARK: View Model
#ObservedObject var viewModel: SummaryTabViewModel
// MARK: States and Bindings
#State private var contentSize: CGSize = .zero // Updated when the size preference key for the overlay changes
#State private var contentSizeForPDF: CGSize = .zero // Set to match the content size when the signature modal is displayed.
// MARK: Initialization
init(viewModel: SummaryTabViewModel) {
self.viewModel = viewModel
}
// MARK: View Body
var body: some View {
ScrollView {
content
.background(Color.gray)
// Placing the a geometry reader in the overlay here seems to work better than doing so in a background and updates the size value for the size preference key.
.overlay(
GeometryReader { proxy in
Color.clear.preference(key: SizePreferenceKey.self,
value: proxy.size)
}
)
}
.onPreferenceChange(SizePreferenceKey.self) {
// This keeps the content size up-to-date during changes to the content including rotating.
contentSize = $0
}
// There are issues with the sizing the content when the orientation changes and a modal view is open such as when collecting the signature. If the iPad is rotated when the modal is open, then the content size is not being set properly. To avoid this, when the user opens the modal for signing, the content size for PDF generation is set to the current value since the signature placeholder is already present so the content size will not change.
.onReceive(NotificationCenter.default.publisher(for: .openingSignatureModal)) { _ in
self.contentSizeForPDF = contentSize
}
}
// MARK: Subviews
var header: SceneHeaderView {
SceneHeaderView(viewModel: viewModel)
}
// Extracting this view into a variable allows grabbing the screenshot when the customer signature is collected.
var content: some View {
LazyVStack(spacing: 16) {
header
ForEach(viewModel.cardViewModels) { cardViewModel in
// Each card needs to be in a VStack with no spacing or it will end up having a gap between the header and the card body.
VStack(spacing: 0) {
UICardView(viewModel: cardViewModel)
}
}
}
.onReceive(viewModel.signaturePublisher) {
saveSnapshot(content: content, size: contentSizeForPDF)
}
}
// MARK: View Functions
/// Creates and saves a pdf data file to the inspection's report property. This is done asynchronously to avoid odd behavior with the graphics renering process.
private func saveSnapshot<Content: View>(content: Content, size: CGSize) {
let pdf = content
.frame(width: size.width, height: size.height)
.padding(.bottom, .standardEdgeSpacing) // Not sure why this padding needs to be added but for some reason without it the pdf is tight to the last card on the bottom. It appears that extra padding is being added above the header, but not sure why.
.toPDF(format: self.pdfFormat)
self.saveReport(data: pdf)
}
private var pdfFormat: UIGraphicsPDFRendererFormat {
let format = UIGraphicsPDFRendererFormat()
// TODO: Add Author here
let metadata = [kCGPDFContextCreator: "Mike",
kCGPDFContextAuthor: viewModel.userService.userFullName]
format.documentInfo = metadata as Dictionary<String, Any>
return format
}
private func saveReport(data: Data?) {
guard let data = data else {
log.error("No data generated for pdf.")
return
}
do {
try viewModel.saveReport(data)
print("Report generated for inspection")
} catch {
print("Failed to create pdf report due to error: \(error)")
}
// Used to verify report in simulator
let documentDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
var filename = "\(UUID().uuidString.prefix(6)).pdf"
let bodyPath = documentDirectory.appendingPathComponent(filename)
do {
let value: Data? = viewModel.savedReport
try value?.write(to: bodyPath)
print("pdf directory: \(documentDirectory)")
} catch {
print("report not generated")
}
}
// MARK: Size Preference Key
private struct SizePreferenceKey: PreferenceKey {
static var defaultValue: CGSize = .zero
static func reduce(value: inout CGSize, nextValue: () -> CGSize) {
value = nextValue()
}
}
}
// MARK: Get image from SwiftUI View
extension View {
func snapshot() -> UIImage {
let controller = UIHostingController(rootView: self)
let view = controller.view
let targetSize = controller.view.intrinsicContentSize
view?.bounds = CGRect(origin: .zero, size: targetSize)
view?.backgroundColor = .clear
let renderer = UIGraphicsImageRenderer(size: targetSize)
return renderer.image { _ in
view?.drawHierarchy(in: controller.view.bounds, afterScreenUpdates: true)
}
}
func toPDF(format: UIGraphicsPDFRendererFormat) -> Data {
let controller = UIHostingController(rootView: self)
let view = controller.view
let contentSize = controller.view.intrinsicContentSize
view?.bounds = CGRect(origin: .zero, size: contentSize)
view?.backgroundColor = .clear
let renderer = UIGraphicsPDFRenderer(bounds: controller.view.bounds, format: format)
return renderer.pdfData { context in
context.beginPage()
view?.drawHierarchy(in: controller.view.bounds, afterScreenUpdates: true)
}
}
}
I landed on using a size preference key because a lot of other options did not perform as expected. For instance, setting the content size in .onAppear ended up yielding a pdf with a lot of space above and below it. At one point I was creating the pdf using a boolean state that when changed would use the geometry reader's current geometry. That generally worked, but would provide unexpected results when the user would rotate the device while a modal was open.
References (as best I can recall):
SizePreferenceKey: https://swiftwithmajid.com/2020/01/15/the-magic-of-view-preferences-in-swiftui/
Snapshot View extension: https://www.hackingwithswift.com/quick-start/swiftui/how-to-convert-a-swiftui-view-to-an-image

How can I add border/outline for label text?

I need to add borders for captions in my application, what's the best way to do it?
I've tried using outline fonts (examples) but they are transparent and I need white text with black border.
You could use custom renderer to achieve this effect.
For ios:
create a custom OutLineLabel which extends UILabel in ios project.
public class OutLineLabel:UILabel
{
public OutLineLabel(string text)
{
this.Text = text;
}
public override void DrawText(CGRect rect)
{
CGSize shadowOffset = this.ShadowOffset;
UIColor textColor = UIColor.White; //the text color
CGContext c = UIGraphics.GetCurrentContext();
c.SetLineWidth(2);
c.SetLineJoin(CGLineJoin.Round);
c.SetTextDrawingMode(CGTextDrawingMode.Stroke);
this.TextColor = UIColor.Black; //the outline border color
base.DrawText(rect);
c.SetTextDrawingMode(CGTextDrawingMode.Fill);
this.TextColor = textColor;
this.ShadowOffset = new CGSize(0, 0);
base.DrawText(rect);
this.ShadowOffset = shadowOffset;
}
}
create custom renderer OutLineLabelRenderer in ios project
[assembly: ExportRenderer(typeof(Label), typeof(OutLineLabelRenderer))]
namespace your namespace
{
class OutLineLabelRenderer:LabelRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs<Label> e)
{
base.OnElementChanged(e);
OutLineLabel outLineLabel = new OutLineLabel(Element.Text);
SetNativeControl(outLineLabel);
}
}
}
For android
You could refer to this link.

Is there any way to force execute the OnSizeAllocated method?

I have created a view using Xaml code behind. I did it using the code behind because I wanted to change the layout of the view based on the device orientation. So, the problem which I am facing is that the OnSizeAllocated method is being called after the view is loaded. So, it is unable to change the layout as per the device orientation. I just want to know if there is any way to invoke the OnSizeAllocated method before the view is loaded. Please click on the below link to view the code:
Please click Here to view the Code
1.Rearrange the Page
you could check if width is greater than height to determine if the device is now in landscape or portrait:
public partial class Page13 : ContentPage
{
private double _width ;
private double _height ;
private Grid grid;
private Label label;
private Entry entry;
private Button button;
public Page13 ()
{
_width = this.Width;
_height = this.Height;
label = new Label(){Text = "i am a laber"};
entry = new Entry(){WidthRequest = 200};
button = new Button(){Text = "Submit"};
grid = new Grid();
UpdateLayout();
StackLayout stackLayout = new StackLayout();
stackLayout.Children.Add(grid);
Content = stackLayout;
}
protected override void OnSizeAllocated(double width, double height)
{
base.OnSizeAllocated(width, height);
if (_width != width || _height != height)
{
_width = width;
_height = height;
UpdateLayout();
}
}
void UpdateLayout()
{
grid.RowDefinitions.Clear();
grid.ColumnDefinitions.Clear();
grid.Children.Clear();
if (_width > _height)
{
ScreenRotatedToLandscape();
}
else
{
ScreenRotatedToPortrait();
}
}
private void ScreenRotatedToLandscape()
{
grid.RowDefinitions.Add(new RowDefinition(){Height = new GridLength(1,GridUnitType.Auto)});
grid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(1, GridUnitType.Auto) });
grid.ColumnDefinitions.Add(new ColumnDefinition(){Width = new GridLength(1,GridUnitType.Auto)});
grid.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(1, GridUnitType.Auto) });
grid.Children.Add(label,0,0);
grid.Children.Add(entry, 1, 0);
grid.Children.Add(button, 0, 1);
Grid.SetColumnSpan(button,2);
}
private void ScreenRotatedToPortrait()
{
grid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(1, GridUnitType.Auto) });
grid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(1, GridUnitType.Auto) });
grid.RowDefinitions.Add(new RowDefinition() { Height = new GridLength(1, GridUnitType.Auto) });
grid.ColumnDefinitions.Add(new ColumnDefinition() { Width = new GridLength(1, GridUnitType.Auto) });
grid.Children.Add(label, 0, 0);
grid.Children.Add(entry, 0, 1);
grid.Children.Add(button, 0, 2);
}
}
This is the recommended implementation pulled right from the Xamarin.Forms documentation.
2.Using Xamarin.Essentials
It adds additional functionality to cross-platform applications built in Xamarin. One of these new features is the ability to ping the device for the current orientation by accessing the DeviceDisplay.ScreenMetrics.Orientation property. This returns the current device orientation, which can be used to determine which layout to render.
it's similar to the one above
private bool IsPortrait;
public Page13 ()
{
...
IsPortrait = DeviceDisplay.ScreenMetrics.Orientation == ScreenOrientation.Portrait;
UpdateLayout();
...
}
void UpdateLayout()
{
grid.RowDefinitions.Clear();
grid.ColumnDefinitions.Clear();
grid.Children.Clear();
if (IsPortrait)
{
ScreenRotatedToPortrait();
}
else
{
ScreenRotatedToLandscape();
}
}
You can't force run that since the SizeAllocation hasn't changed, but you could do this to get orientation on initial load:
If you add the Xamarin.Essentials nuget package, as you can see here, you can get the orientation using this line of code DeviceDisplay.MainDisplayInfo.Orientation and you will get Landscape, Portrait, Square, or Unknown.
If you don't want to add the package, you can just use Application.Current.MainPage.Width and Application.Current.MainPage.Height to figure out orientation.

how to set xaml mapcontrol mapicon always visible

I'm fairly new to programming in XAML and I'm making a test application on windows phone 8.1 emulator with a MapControl.
I wanted to add a MapIcon to my map but the icon doesn't appear when the map is zoomed out. I've searched the internet and couldn't find anything regarding my problem.
I want my zoomlevel 12 and show the mapicon on that zoomlevel.
namespace TEST.APPLICATION
{
public partial class MapView : Page
{
Geolocator geo = null;
public MapView()
{
this.InitializeComponent();
this.NavigationCacheMode = NavigationCacheMode.Required;
HardwareButtons.BackPressed += HardwareButtons_BackPressed;
}
void HardwareButtons_BackPressed(object sender, BackPressedEventArgs e)
{
if (Frame.CanGoBack)
{
e.Handled = true;
Frame.GoBack();
}
}
protected override void OnNavigatedTo(NavigationEventArgs e)
{
map.Center = new Geopoint(new BasicGeoposition()
{
Latitude = 51.5856935784736,
Longitude = 4.79448171225132
});
map.ZoomLevel = 12;
displaySightings();
}
private void displaySightings()
{
MapIcon sighting1 = new MapIcon();
sighting1.Location = new Geopoint(new BasicGeoposition()
{
Latitude = 51.5940,
Longitude = 4.7795
});
//sighting1.NormalizedAnchorPoint = new Point(0.5, 1.0);
sighting1.Title = "VVV";
map.MapElements.Add(sighting1);
}
}
Is there any way to make the MapIcon always visible?
The MapIcon is not guaranteed to be shown. It may be hidden when it obscures other elements or labels on the map.
For some stupid reason, Microsoft thought that labels and other map elements should outrank map icons when rendering the display. So, if you're making an app displaying the locations of all the nearby Starbucks, the name of the high school across the street from the Starbucks is more important than the pushpin, according to them.
You'll need to render the pushpins using XAML instead.

Cannot show user input with a textfield

I'm trying to use a TextField to get some user input:
public void render() {
Gdx.gl.glClear(GL11.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearColor(0, 0, 0, 0);
batch.begin();
batch.end();
stage = new Stage();
Gdx.input.setInputProcessor(stage);
Skin skin = new Skin(Gdx.files.internal("assets/uiskin.json"));
TextButton btnLogin = new TextButton("Click", skin);
btnLogin.setPosition(300, 300);
btnLogin.setSize(300, 60);
btnLogin.addListener(new ClickListener() {
public boolean touchDown(InputEvent e, float x, float y, int point, int button) {
System.out.println(txfUsername.getText());
return false;
}
});
txfUsername = new TextField("", skin);
txfUsername.setPosition(300, 250);
txfUsername.setSize(300, 40);
stage.addActor(txfUsername);
stage.addActor(btnLogin);
stage.act();
stage.draw();
}
All I get is a blank field. The user can't interact with it in any way.
I followed the instructions in this video
How do I make the textfield editable?
You use txfUsername = new TextField ("", skin); in your render method. That creates a new TextField from scratch on each render.
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
// do other rendering ...
batch.end();
Gdx.app.log("MyTextField", txfUsername.getText());
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
In your class variables:
private TextButton btnLogin;
TextField txfUsername;
In your method show or create (not render):
#Override
public void show() {
btnLogin = new TextButton("Click", skin);
btnLogin.setPosition(300, 300);
btnLogin.setSize(300, 60);
btnLogin.addListener(new ClickListener() {
public boolean touchDown(InputEvent e, float x, float y, int point, int button) {
System.out.println(txfUsername.getText());
return false;
}
});
txfUsername = new TextField("", skin);
txfUsername.setPosition(300, 250);
txfUsername.setSize(300, 40);
stage.addActor(txfUsername);
stage.addActor(btnLogin);
}
Use txfUsername.getText(); written for the field
Edit: I do not know how you worked with GL11, if GL10, I could understand a you malfunction, if you get error in GL10, you should update libgdx, GL10 is an interface and I think last versions for in libgdx not bring already