After upgrading to iOS 13, several tab bar related issues have appeared. I have fixed most, but the remaining one is being unable to overrride the tabbar's shadowimage. The following code worked in iOS 12 and lower:
[[UITabBar appearance] setShadowImage:[UIImage imageName:#"CustomTabBarShadowImage"]];
I tried to override it by setting the new "standardAppearance" attributes. That does work, but I use a custom font in my app and no matter what I do, the tabbaritem titles seem to be limited to the tab icon width and therefore cut off.
That leaves 2 questions please:
Any ideas how to get a custom tabbar shadowimage in iOS 13 without using standardAppearance?
How to prevent tabbaritem titles being cut-off when using a custom font? (Note that I set them using the new UITabBarItemStateAppearance methods)
PS: As to number 1, I have found a hack to work around it - I simply add a uiview with frame CGRectMake(0, -0.5, [UIScreen mainScreen].bounds.size.width, 0.5) to the tab bar- ugly but it works.
Related
Using Surface pro touch screen to select element in viewer works sometimes other times it seems to translate to a rotate/zoom action. In this case the viewer rotates/moves and the element is NOT selected.
When logging the events there are plenty of mouse down/up events along with mouse moves when it doesnt work. When select does work a single click event occurs.
Double click seems to work ok.
Zoom/rotate etc using standard tools works ok.
Using the keyboard cover touch pad that you can get for the Surface pro to move and click works as expected and the element is selected.
Running same application on a GETAC Windows 10 ruggadised tablet the select element works correctly so it seems related to the Surface Pro.
Unable to change browsers as cordova apps use IE11 on windows and that is currently fixed.
The only solution i can think of for the moment is to remove the standard navigation tools completely (somehow) and recreate a select mode tool that would ignore any mouse moves and use button down event to select element.
Any suggestions on how to fix this?
Tech Details:
Windows 10 Pro,
Surface Pro,
Browser: IE11,
Viewer version 2.11,
Other: WINJS81 cordova application
Thanks for any help
We've had problems with touch events on the Surface Pro in the past. It sounds like the edges of the touch screen are overly sensitive and are triggering extra touch points.
Does the problem happen if you are holding the device up, gripping with one hand, and using your other hand to touch/select a 3D object ?
Could you try doing a selection again, but this time, make sure you other hand is not holding the edge of the screen? (Perhaps place the device on the surface of a desk, so you are not holding it up)
Found a fix to this issue. In viewer3D in the base toolcontroller there is line
var kClickThreshold = 2;
This value is used further down in code to determine if singleClick has occured. It does it by comparing XY on down and up events.
var deltaX = _downX - event.canvasX;
var deltaY = _downY - event.canvasY;
_downX = -1;
_downY = -1;
if( Math.abs(deltaX) <= kClickThreshold && Math.abs(deltaY) <= kClickThreshold )
_this.handleSingleClick( event );
If movement is above this threshold it does not trigger singleClick if below it does.
Did testing and increasing the value to around 5-7 means that the selection of elements worked consistently. (there is still a minor rotate or zoom at same time as select occurs but I assume that this would be another part of viewer that would need adjusting)
Unfortunately it does require edit of viewer code but easy enough. I added code to overwrite standard value if external variable existed.
Would be nice for future viewer dev if more of these types of properties be exposed so that direct edit of code is not required.
Still it is good to have the source code to be able to debug at this level.
At a guess the Surface Pro 4 must have a more sensitive touch system or it could just be related to IE11 as well.
I have few questions here, regarding creating app in Adobe Air using Starling and feathers.
I created yet a very simple app, which has Feathers list controller with static data provided to its dataProvider. According to the code it should work fine, but there are three major issues I am facing.
1: Touch/Click Positions
I am using:
list.addEventListener( Event.CHANGE, list_changeHandler );
Now the problem is, clicking coordinates are not correct. Clicking on 3rd Item triggered 4th item, to trigger 3rd, 2nd item needs to be clicked it's half way through etc.
2: Nothing, without Theme
I am using a custom theme, came along with a tutorial. If I don't use the theme, I am unable to see anything on the screen, somehow.
3: Resolution (Device Simulator) Problem
Though buggy, but it works with Theme, but my app doesn't fit with the resolution for each device simulator. Either its, iPad or iPhone 4 or any android simulator.
Also, can anyone please also explains, what is significance and use of Context3D render mode in starling class.
Any help is appreciated:
Thanks in advance
Waqar Iqbal
Starling is a Stage3D framework that displays content directly on graphic card using Context3D. Everything displayed by Starling is always under the regular display list. Feather is a component framework based on Starling.
Stage3D cannot handle any mouse operations so Starling and Feather simulate all their mouse event (those mouse event never really happen anywhere, they are created by calculation of mouse position on the stage)
not sure, never used Feather
Starling does not handle screen density and dpi calculation, if you want your app to fit any screen you'll have to handle it yourself.
I think you should see the example carefully. if u want to use any feathers component either you have to use feathers theme or custom theme.
if you use feather theme you need to provide theme path and before using any component you need to initialize that theme.Then use component any where.without theme you will not see any thing.
1: Touch/Click Positions
please provide minTouchHeight in class theme of DefaultListItemRenderer like:-
renderer.minWidth = this.gridSize;
renderer.minHeight = this.gridSize;
renderer.minTouchWidth = this.gridSize;
renderer.minTouchHeight = this.gridSize;
2: Nothing, without Theme,
3: Resolution (Device Simulator) Problem
Follow the example given in feather library
feathers-2.1.1\themes\MetalWorksMobileTheme\source\feathers\themes
I'm sure a lot of people need this, but so far I have not been able to find a good solution.
Environment: AIR app for iOS and Android created with Flash CS6.
What I'm trying to do: Display a table (5 columns, 200 rows). Nothing fancy, just text data. The table should be sortable and scroll smoothly in response to swipe gesture.
The DataGrid component is too "heavy" and not recommended for mobile. Is there a simple solution for this?
For table display (even fancy) I would use the StageWebView, of course if you can afford to not be able to overlay anything over it.
Quick Sample below:
webView = new StageWebView();
webView.viewPort = new Rectangle(0, 44, 480, 756);
webView.loadString('<html><head><style type="text/css">tr:nth-child(odd) { background-color:#eee; } tr:nth-child(even) { background-color:#fff; } .header_button { width:100%;}</style></head><body><table width="200" border="1"><tr><td><input name="Name" type="button" value="Name" class="header_button"></td><td>Id</td></tr><tr><td>Mark</td><td>0</td></tr><tr><td>Bob</td><td>1</td></tr></table></body></html>');
webView.stage = stage;
you should read through documentation as loadString is pretty limiting:) to see all possible ways of using this class, but the idea should by planted in you by now:) e.g. CSS, JQuery etc. can be used, and scrolling is really fast:)
I haven't tried them yet, but Mad Components (technically it's the Extended Mad Components lib) has a UIDataGrid class.
Other than that, since your grid/table is only intending to display text, you might want to give the components from Adobe a try. Their grids are flexible, and as a result can be "heavy".
Since you only want to render text, you won't pay the price of trying to render heavier objects (check boxes, buttons, etc) inside the grid. The performance (when only rendering text inside the grid) may be acceptable.
Forget the Flex DataGrid, even with static text you won't get acceptable scrolling performance (I got about 5fps for a real time data grid).
The way to go is a normal List with a custom LabelItemRenderer and a button group for the header. You can make the renderer look like a grid very easily.
I haven't tested Alex Harui's list based grid, but it should work out of the box. If not, you should get the idea. Just roll your own AS3 based renderer and performance should be over 25fps even with fast scrolling. I get around 30 on an iPad2.
I developed a mobile app inside Adobe Flex (4.6) and it includes using pinch-to-zoom functionality to zoom in on pictures to make it easier to read words in the pictures. In previous android versions (2.1 to 2.3.3 and 2.3.4 if you're running cyanogenmod) the pinch-to-zoom works fine. But if the app is run on an ICS (Android 4.x) device, the axes seem to handle the enlargement of the picture individually. i.e. when you move your fingers apart horizontally, the image gets very wide, but stays the same vertical size, and vice versa.
First, does anyone know why this is happening?
And second, does anyone know of a way to fix it to work as it did before?
I will update to include screenshots.
Update: I have confirmed this is also an issue with Honeycomb. i.e., 3.x OS acts the same as 4.x ICS.
Sense, running the latest HTC update:
ICS, on AOKP, but verified this is an issue with standard ICS distros as well:
Solved this. Code was previously:
protected function onZoom(e:TransformGestureEvent, img:Image):void
{
DynamicRegistration.scale(img, new Point(e.localX, e.localY), img.scaleX*e.scaleX, img.scaleY*e.scaleY);
}
change the final e.scaleY to e.scaleX. This makes it scale based on only one portion of the zoom (in the x direction) and scales both X and Y accordingly. Not exactly perfect, but it works very well in practice.
Final code is this:
protected function onZoom(e:TransformGestureEvent, img:Image):void
{
DynamicRegistration.scale(img, new Point(e.localX, e.localY), img.scaleX*e.scaleX, img.scaleY*e.scaleX);
}
I am hoping that someone can help shed some light on the underlying issue causing the bug that you see here:
As you can see, the FusionChart is incorrecly overlaying on top of the Modalbox when the it is opened. This issue only occurs in Google Chrome. All other browsers are ok.
Any ideas on the underlying issue here? And what can be done?
Last time I messed with overlaying a div on top of Flash (What is going on here) I could get it to work on all platforms except Linux. Are you using a Linux distribution? If not the solution is usually to add wmode="transparent" to the embed.
Otherwise, the only solution is to set .style.display="none"; on the FusionChart whenever the Modalbox is shown and .style.display=""; when the Modalbox is closed.
When Flash objects appear on top of every other HTML elements, it is most likely because the window mode (wMode) parameter of the Flash movie is set to "window".
In FusionCharts, one can set wMode in two ways:
A. Using .setTransparent() JavaScript function
setTransparent(false) changes the window mode to "opaque" and that solves the issue of FusionCharts appearing on top of modal windows and lightboxes.
setTransparent(true) also serves the same purpose. It sets wMode to "transparent". (Any value for wMode, except "window" would do the trick.)
Example JavaScript:
var myChart = new FusionCharts( "FusionCharts/Column3D.swf",
"myChartId", "400", "300", "0", "1" );
myChart.setXMLUrl("Data.xml");
myChart.setTransparent(false); // set wMode to opaque
myChart.render("chartContainer");
Since FusionCharts 3.2, setting setTransparent(null) restores wMode to "window" and you would NOT want to do that for your case! :)
B. Using wMode property during new FusionCharts construction
Also since FusionCharts 3.2 introduced object-style construction method, the value of wMode can be provided while doing new FusionCharts(...) itself by providing wMode: 'opaque'