I've been following this example, and now have a working live tile. However, my tile displays with a small cross on the bottom left hand corner of the tile. In the example, this displays as a little truck. How is this set?
I can't see where it specifies it in the article. At first, I thought this might be the "Badge" icon specified in the app manifest, but that doesn't display there.
The image in those tile updates draws from the "Small logo" 30x30 pixel image in the manifest (Package.appxmanifest).
Tile branding and can also be the app's name (or nothing if you'd like). Some design/usage pointers here - Guidelines and checklist for tiles and badges (Windows Store apps).
Default functionality is set via the "Small logo", "Display name"/"Short name", and "Show name" settings, but you can specify binding right in your tile update (e.g. to hide logo/name for certain tile updates).
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below i attached an app help guide screen. I am understanding how to build this screen.
If any body have idea please share here
View with semi transparent background color (backgroundColor:"rgba(0,0,0,0.5)";) and some images on top of it.
So, using images is bad. You'll need images for translations and if you do this as one image you'll need to ensure all devices are covered so your arrows point to the right element.
Minimise images == smaller app.
First thing you'll need to do is a create a blocker view -- so that's a view that will fill the screen and have a black background with opacity.
You can't apply that to the window as everything in it will be semi-transparent so:
Create a transparent Window that fills the screen.
Add to that window a view that fills the window and has opacity say 0.5 and black background
Add to the Window (not the view you just created) the other elements and button -- ideally, these should be individual graphics of the arrows, sized in such a way that you can position them based on the host element (the item they are pointing to / referring to). Use real text so you can handle translations / reduce file size.
So you'll need a way to associate each tip with a control they are anchored too, and that will ensure that regardless of the screen size, the tip will appear in the correct place.
First of all, always give a try before putting questions anywhere because it makes you learn things on your own for long time.
The easiest step for you to do this is to ask your designer to create a complete image just like that & you just have to show it on top.
If you have to show that image in different translations, then you can ask your designer to provide you required translations images.
Is it possible to create a UI controller that would look like a home screen? Or is there one already?
I am trying to make one using a Grid controller, but I am struggling with sizing - I could not find exact sizes for tiles, margins, only for their content, and it appears that margins and tile sizes change on over-scroll.
I would like to use this to display something like a picture album.
Your answer for photo album is WrapPanel.
One of the new controls in the Silverlight Toolkit is WrapPanel. It enables users to position child elements sequentially from left to right or top to bottom. When elements extend beyond the panel edge, they are positioned in the next row or column.
For more Refrence how to use it go here
I have some difficult time in creating iOS screen to match with visual design provided by design team.
The design team has provided the spacing info for each screen which shows how much space each text needs to be apart from other UI element on the screen. This is attached for your reference. You can see here that the two text labels "Activate Your Account" and "A Verification link...." are placed apart by 25px.
The same thing I am trying to achieve in the storyboard. I am attaching the storyboard screen snapshot for reference.
From this you can see that I cannot keep exactly 25px b/w the two text labels because for the following issue
The text font is custom font and I cannot load the same in storyboard. I have added the font file in the project, but when I try to open it in storyboard for UILabel, it doesn't list out. I am not sure why xcode doesn't show up. This makes me hard to resize the label's frame. If I try to decrease the empty space in the label (upper and lower part of the text), this will make label height less, but when I set the font programmatically, it doesn't fit in this small space.
When I try to increase the height of the label, the text inside the label starts displaying at the center leaving space at the top and bottom of the label frame.
So I want to know how to solve this problem. If anyone had this issues and sorted out, please let me know how to fix this.
Many Thanks
Your designers aren't speccing their designs correctly :) Show them how iOS renders text and have them spec their designs in the same way. This is what we do on the Facebook design team. I mocked up an example for you (each square is 4dp/8px).
http://i.stack.imgur.com/q4tZX.png
I'm trying to create a live tile for my application, using a user control.
The user control contains a grid, an image and a rectangle filled with color.
Now here comes the funny part.
I want the rectangle to act as a background for the tile's title, and the image to fill the rest of the tile. And i said to myself, well, lets put some rows in that grid and set the like you usually set them in a WPF/SL application.
I then write the entire thing in a WBM and save it to isostore.
The problem is, the parser seems to ignore the presence of grid's rows. regardless of what I try, the rectangle is not shown, and the image covers the full tile, when it should only cover the first row. It is as if the grid didn't even existed.
Another funny aspect is that it doesn't matter if I use rows or columns, the result is the same.
Any ideas?
Are you using the following method?
Dynamic LiveTile - adding background image?
I recently implemented a Live Tile using a Grid with Rows and Columns for layout of some TextBlocks. I encountered similar challenges, so I placed the control that I was using for my Live Tile on a blank page in my app to better see what was happening. Does the control render correctly when displayed on a page (versus being rendered to a WriteableBitmap)?
Another idea. Instead of trying to position the Rectangle relative to the tile's Title, why not leave the Title property blank and put the same text in a TextBlock within the user control?
If you are careful about the font and positioning of the TextBlock, the text on the resulting background image can appear indistinguishable from text displayed from the Title property. I decided to follow this strategy myself. I found the font information in the following answer:
Font size and family for a tile's title
Otherwise, could you post an example of the XAML you are using?
I'm trying to make an animation effect similar to the one on Safari(iPhone) when you add an element to the reading list. It's similar to the one that appears when starting to download an item from App Store application: the application item drops to the dock to start downloading.
First it bounces up and then goes to the dock. It's a very nice effect that Apple uses on their OS.
I have an image view on screen that I want to drop with this kind of animation to my toolbar in my application.
If there is someone who did it or know what's the name of the effect, could please tell me how to do it.
Thank you.
"Add to reading list" shows no animation on my phone but of your description it sounds like the "Open in background"-animation in Safari (iPhone). My answer describes that animation.
I wrote a thing like that a few months ago and much of it is doable while some of it is not. Your questions showed me that more people are to know how it is done so I wrote a blog post about it. I will describe the high level approach and challenges here but you can read more about it in that post.
Getting to content to animate
If you choose to animate the view that is on screen down to the (in your case) tool bar then you will only have to access its layer. If you want the original view to remain and animate a visual copy (like the "open in background"-Safari animation) down to the bar item then you should create a new layer and draw the content of your layer into an image and set that image as the content of the layer that you are animating
Calculating the end position
The start position of the animation is simply the frame of the view. The end position is very tricky since bar items (both tool bar items and tab bar items) are not UIView subclasses and doesn't have a public view property. This causes problems when you want to shake the bar item later on.
I decided to make a visual approximation of the end position using some simple heuristics. If you know before hand that you will only animate to a single bar item then the end position can be hard coded to a suitable frame.
Animating along a path
There is nothing special to moving, scaling and rotating the layer from the start to the end position. If you want to read more about how I did it you can look at the post I wrote.
Shaking the bar item
This cannot be done without a lot of custom code or using private API at the moment. Since bar items doesn't have a view or a layer there is no accessible layer for you to animate. I guess that you could have a custom animating image that does the shake and set that during the animation and set the new image afterwards. The approach of drawing into an image and animating that doesn't work that well either since there is no accessible layer who can draw its content into the image (you want this for the special effect of the tool bar item and tab bar item).
...put all this together and tweak it to your special needs and you will have an animation that resembles the animation you are looking for.