Visual Studio 2017 Apache Cordova Project with Zoom - zooming

I have created a small test application using Visual Studio 2017, choosing the "Blank App (Apache Cordova)" option the JavaScript grouping. I have successfully built my application but as I dig further into capabilities, I am wondering how to implement zoom on android. I simply have text on the screen that I want the user to be able to zoom on double tap or pinch. I have done a lot of google searches and stack overflow searches on the subject and I haven't been successful yet. I have tested things such as using meta tags:
<meta name="viewport" content="user-scalable=yes, initial-scale=1, maximum-scale=2, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" />
But simple things like that hasn't worked. I have also tried implementing plugins such as Hammer.js to achieve my goals but haven't been successful yet. Can someone help out? Thanks.

Currently using javascript - hammer.js - is the only supported method of adding pinch zooming. Apache cordova is nothing more than a very basic web browser that lacks things like this.
The hammer.js package can be used add that functionality to it.
http://hammerjs.github.io/recognizer-pinch/
To implement it, follow the example given in this post -> Pinch to zoom using Hammer.js
function hammerIt(elm) {
hammertime = new Hammer(elm, {});
hammertime.get('pinch').set({
enable: true
});
var posX = 0,
posY = 0,
scale = 1,
last_scale = 1,
last_posX = 0,
last_posY = 0,
max_pos_x = 0,
max_pos_y = 0,
transform = "",
el = elm;
hammertime.on('doubletap pan pinch panend pinchend', function(ev) {
if (ev.type == "doubletap") {
transform =
"translate3d(0, 0, 0) " +
"scale3d(2, 2, 1) ";
scale = 2;
last_scale = 2;
try {
if (window.getComputedStyle(el, null).getPropertyValue('-webkit-transform').toString() != "matrix(1, 0, 0, 1, 0, 0)") {
transform =
"translate3d(0, 0, 0) " +
"scale3d(1, 1, 1) ";
scale = 1;
last_scale = 1;
}
} catch (err) {}
el.style.webkitTransform = transform;
transform = "";
}
//pan
if (scale != 1) {
posX = last_posX + ev.deltaX;
posY = last_posY + ev.deltaY;
max_pos_x = Math.ceil((scale - 1) * el.clientWidth / 2);
max_pos_y = Math.ceil((scale - 1) * el.clientHeight / 2);
if (posX > max_pos_x) {
posX = max_pos_x;
}
if (posX < -max_pos_x) {
posX = -max_pos_x;
}
if (posY > max_pos_y) {
posY = max_pos_y;
}
if (posY < -max_pos_y) {
posY = -max_pos_y;
}
}
//pinch
if (ev.type == "pinch") {
scale = Math.max(.999, Math.min(last_scale * (ev.scale), 4));
}
if(ev.type == "pinchend"){last_scale = scale;}
//panend
if(ev.type == "panend"){
last_posX = posX < max_pos_x ? posX : max_pos_x;
last_posY = posY < max_pos_y ? posY : max_pos_y;
}
if (scale != 1) {
transform =
"translate3d(" + posX + "px," + posY + "px, 0) " +
"scale3d(" + scale + ", " + scale + ", 1)";
}
if (transform) {
el.style.webkitTransform = transform;
}
});
}
To implement just call it with
hammerIt(document.getElementById("elementId")); after the element has
loaded. You can call this on as many elements as you like.

Related

actionscript 3 TextField visible characters indexes

I'm implementing a scrollbar for my non editable textField, and i have to enable pageup, pagedown, end, mousewheel as well. everything works, except wheel sometimes. I'd need to get the first visible characters index to make sure that the keyboard 'cursor' is updated via setselection .
I tried with scrollV, but thats sometimes not ok.
update: Added code. Note: I've played a lot, and this is a semi-working solution.
on scrollbar scroll:
_TextField.scrollV = pValue*_TextField.maxScrollV
on keyboard:
if( pEvent.keyCode==Keyboard.UP ) {
_TextField.scrollV--
}
if( pEvent.keyCode==Keyboard.DOWN ) {
_TextField.scrollV++
}
if( pEvent.keyCode==Keyboard.END ) {
_TextField.setSelection(_TextField.length,_TextField.length)
_TextField.scrollV = _TextField.maxScrollV;
}
if( pEvent.keyCode==Keyboard.HOME ) {
_TextField.setSelection(0,0)workaround
_TextField.scrollV = 1;
}
setTimeout(scrollBarUpdate, 0, 0);
on wheel:
_TextField.scrollV -= pEvent.delta;
var firstShownLine:int = _TextField.getLineIndexAtPoint(10,10)
if( firstShownLine != -1 ){
if(stage.focus == _TextField){
var currentIndex:int = _TextField.getLineOffset(firstShownLine);
var offsetUp:int = _TextField.getLineLength(_TextField.scrollV) * 2 + 2;
var offsetDown:int = _TextField.getLineLength(_TextField.scrollV - 1) * 2 + 2;
if(pEvent.delta>0){
_TextField.setSelection(currentIndex-offsetUp,currentIndex-offsetUp);
}
else{
_TextField.setSelection(currentIndex+offsetDown,currentIndex+offsetDown);
}
}
}
scrollBarUpdate();

Add Custom Layer to Google Maps [closed]

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Closed 9 years ago.
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I am trying to apply the custom layer provided by WeatherBug for temperature/Radar/Humidity. etc into my google map using google javascript library.
I need to apply the transparant tile over my google map.
I get the tile images from the below url. So how can i bind this into my map?
http://i.wxbug.net/GEO/Google/Temperature/GetTile_v2.aspx?as=0&c=0&fq=0&tx=0&ty=0&zm=1&mw=1&ds=0&stl=0&api_key=xxxxx
You should be able to add this as a Google Custom Map Type. Basically when requesting the WeatherBug API, you get back a tile that you can use on Google Maps.
You can find the documentation from Google Maps here.
The code for you to start should probably look like this, you can work on from this point:
var tileLayerOverlay = new GTileLayerOverlay(
new GTileLayer(null, null, null, {
tileUrlTemplate: 'http://i.wxbug.net/GEO/Google/Temperature/GetTile_v2.aspx?as=0&c=0&fq=0&tx={X}&ty={Y}&zm={Z}&mw=1&ds=0&stl=0&api_key=xxxxx',
isPng:true,
opacity:1.0
})
);
map.addOverlay(tlo);
Also check the WeatherBug description and the links in there.
Here is a solution for WMS services inpired by : http://code.google.com/p/biodiversity-imageserver/source/browse/trunk/unittest/gmap3/MCustomTileLayer.js?r=49
You can simply ajust the function for your needs.
function MCustomTileLayer(map,url) {
this.map = map;
this.tiles = Array();
this.baseurl = url;
this.tileSize = new google.maps.Size(256,256);
this.maxZoom = 19;
this.minZoom = 3;
this.name = 'Custom Layer';
this.visible = true;
this.initialized = false;
this.self = this;
}
MCustomTileLayer.prototype.getTile = function(p, z, ownerDocument) {
for (var n = 0; n < this.tiles.length ; n++) {
if (this.tiles[n].id == 't_' + p.x + '_' + p.y + '_' + z) {
return this.tiles[n];
}
}
var tile = ownerDocument.createElement('IMG');
tile.id = 't_' + p.x + '_' + p.y + '_' + z;
tile.style.width = this.tileSize.width + 'px';
tile.style.height = this.tileSize.height + 'px';
tile.src = this.getTileUrl(p,z);
if (!this.visible) {
tile.style.display = 'none';
}
this.tiles.push(tile);
while (this.tiles.length > 100) {
var removed = this.tiles.shift();
removed = null;
}
return tile;
};
MCustomTileLayer.prototype.getTileUrl = function(p,z) {
var url = this.baseurl +
"&REQUEST=GetMap" +
"&SERVICE=WMS" +
"&VERSION=1.1.1" +
"&BGCOLOR=0xFFFFFF" +
"&TRANSPARENT=TRUE" +
"&SRS=EPSG:3857" +
"&WIDTH=256" +
"&HEIGHT=256" +
"&FORMAT=image/png" +
"&mode=tile" +
"&tilemode=gmap" +
"&tile="+ p.x + "+" + p.y + "+" + z
return url;
}
You can use it like that
var hMap = new MCustomTileLayer(map, "http://my_base_url");
map.overlayMapTypes.insertAt(0, hMap);
And to delete the overlay
map.overlayMapTypes.setAt(0,null);

Openlayers zoom in or out

I am quite new to Openlayers and was wondering if there is a method or event that returns the zooming direction, e.g. onzoomin/onzoomout events. I am using sproutcore 1.0 and trying to modify a feature font according to the zooming level. I tried working with Rules but according to the application structure this does not work. Here is my sample event of what I want to do:
this.map.events.on({ "zoomend": function (e) {
var sub = 0;
if (ZOOMOUT){
sub = this.getZoom();
} else {
sub = this.getZoom() * -1;
}
var font = myFeature.layer.styleMap.styles['default'].defaultStyle.fontSize;
font = font + sub*10;
myFeature.layer.redraw();
}});
Found a workaround using geometry bounds which gives a good result:
this.map.events.on({ "zoomend": function (e) {
var width = myFeature.geometry.bounds.right - myFeature.geometry.bounds.left;
var div = 0;
if (this.getZoom() > 12) {
div = 4;
} else {
div = 6;
}
myFeature.layer.styleMap.styles['default'].defaultStyle.fontSize = (width/((15 - this.getZoom())+1)) / div).toString() + "px";
myFeature.layer.redraw();
}});

Large fonts on canvas take long time in Chrome

has anyone noticed or found a solution to the problem I've been experiencing? It takes a long time to render large fonts (>100px) in Chrome on the canvas using fillText(). I need to have a much faster frame rate, but once the fonts get big it take like a second to load each frame. In firefox it runs well though...
UPDATE:
Here is the pertinent code that is running in my draw() function which runs every 10 milliseconds on interval. If anything pops out to you, that would be great. I'll try to profiler thing though, thanks.
g.font = Math.floor(zoom) + "px sans-serif";
g.fillStyle = "rgba(233,233,245," + (ZOOM_MAX-zoom*(zoom*0.01))/(ZOOM_MAX) + ")";
for (h=0; h<76; h++)
{
h_offset = 2.75*h*Math.floor(zoom);
// only render if will be visible, because it tends to lag; especially in Chrome
hpos = Math.floor(half_width + std_offset + h_offset);
if (hpos > (-half_width)-h_offset && hpos < WIDTH+h_offset)
{
g.fillText(1950+h, hpos, anchor_y - 0);
}
}
g.font = "600 " + Math.floor(zoom/40) + "px sans-serif";
g.fillStyle = "rgba(233,233,245," + (ZOOM_MAX-zoom*(zoom*0.0001))/(ZOOM_MAX) + ")";
for (h=0; h<76; h++)
{
h_offset = 2.75*h*Math.floor(zoom);
hpos = Math.floor(half_width + std_offset + h_offset);
if (hpos > (-half_width)-h_offset && hpos < WIDTH+h_offset)
{
// see if we should bother showing months (or will it be too small anyways)
if (zoom/40 > 2)
{
// show months
for (i=0; i<12; i++)
{
i_offset = 0.175*i*zoom;
ipos = Math.floor(WIDTH/2 + std_offset + i_offset + h_offset) + 10;
if (ipos > -half_width && ipos < WIDTH)
{
g.fillText(months[i], ipos, anchor_y - 20);
}
}
}
}
}
g.font = "600 " + Math.floor(zoom/350) + "px sans-serif";
g.fillStyle = "rgba(233,233,245," + (ZOOM_MAX-zoom/5)/(ZOOM_MAX*2.25) + ")";
for (h=0; h<76; h++)
{
h_offset = 2.75*h*Math.floor(zoom);
// only render if will be visible, because it tends to lag; especially in Chrome
hpos = Math.floor(half_width + std_offset + h_offset);
if (hpos > (-half_width)-h_offset && hpos < WIDTH+h_offset)
{
// see if we should bother showing months (or will it be too small anyways)
if (zoom/40 > 2)
{
// show months
for (i=0; i<12; i++)
{
i_offset = 0.175*i*zoom;
ipos = Math.floor(WIDTH/2 + std_offset + i_offset + h_offset) + 10;
// see if we should bother showing days (or will it be too small anyways)
if (zoom/350 > 2)
{
// show days
for (j=0; j<31; j++)
{
j_offset = 0.005*j*zoom + zoom*0.005;
jpos = Math.floor(half_width + std_offset + j_offset + i_offset + h_offset);
if (jpos > -half_width && jpos < WIDTH)
{
g.fillText(days[i][j], jpos, anchor_y - 20);
selected_days += 'm: '+i+', d: '+j+' | ';
}
}
}
}
}
}
}
We'd need a lot more information, I'm not convinced that drawing a large font is actually whats causing the performance issues. Drawing such a large font works extremely quickly on my machines for any browser that I've tried.
The first thing you should do is open up the Chrome profiler and then run the code, and see if it is actually the ctx.fillText call that is taking up the time. I imagine its actually something else.
It's possible you are calling something too much, like setting ctx.font over and over unnecessarily. Setting ctx.font on some browsers actually takes significantly longer to do than calls to fillRect! If your font changes in the app you can always cache.
Here's a test back from October: http://jsperf.com/set-font-perf
As you can see, in many versions of Chrome setting the font unnecessarily doubles the time it takes! So make sure you set it as little as possible (with caching, etc).

Nine-patch images for web development [closed]

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I'm wondering if there is something like 9-patch in Android, but for web development?
Disclosure: I have no idea about web development at all, but I was curious to know if it exists. And a simple web search with the term 9-patch didn't bring up any related results, so I figured it has either another term or it doesn't exist or is not used widely enough.
Anyone knows?
Yes. It is used for border-image in CSS 3:
http://www.css3.info/preview/border-image/
http://www.w3.org/TR/css3-background/#border-images
If you're still interested I created a Javascript file that uses canvas to create real nine patch image support for the web. The open source project can be found here:
https://github.com/chrislondon/9-Patch-Image-for-Websites
Well, I took the trouble to correct deserts errors I found in the link above.
Knowing NinePath android is a useful tool adding dynamic painting and recognition of padding (which was missing in the previous pluying). I could add one few scripts for complete functionality.
Replace the following code in the library path9.js!
function NinePatchGetStyle(element, style)
{
if (window.getComputedStyle)
{
var computedStyle = window.getComputedStyle(element, "");
if (computedStyle === null)
return "";
return computedStyle.getPropertyValue(style);
}
else if (element.currentStyle)
{
return element.currentStyle[style];
}
else
{
return "";
}
}
// Cross browser function to find valid property
function NinePatchGetSupportedProp(propArray)
{
var root = document.documentElement; //reference root element of document
for (var i = 0; i < propArray.length; i++)
{
// loop through possible properties
if (typeof root.style[propArray[i]] === "string")
{
//if the property value is a string (versus undefined)
return propArray[i]; // return that string
}
}
return false;
}
/**
* 9patch constructer. Sets up cached data and runs initial draw.
* #param {Dom Element} div El Elemento dom en donde se pinta el ninepath
* #param {function} callback La funcion que se llamara cuando se termina
* la carga de la imagen y el pintado del elemento div.
* #returns {NinePatch} Un objeto nine path
*/
function NinePatch(div,callback)
{
this.div = div;
this.callback =callback;
this.padding = {top:0,left:0,right:0,bottom:0};
// Load 9patch from background-image
this.bgImage = new Image();
this.bgImage.src = NinePatchGetStyle(this.div, 'background-image').replace(/"/g, "").replace(/url\(|\)$/ig, "");
var este = this;
this.bgImage.onload = function()
{
este.originalBgColor = NinePatchGetStyle(este.div, 'background-color');
este.div.style.background = 'none';
// Create a temporary canvas to get the 9Patch index data.
var tempCtx, tempCanvas;
tempCanvas = document.createElement('canvas');
tempCanvas.width = este.bgImage.width;
tempCanvas.height = este.bgImage.height;
tempCtx = tempCanvas.getContext('2d');
tempCtx.drawImage(este.bgImage, 0, 0);
// Obteniendo el padding lateral derecho
var dataPad = tempCtx.getImageData(este.bgImage.width-1,0,1,este.bgImage.height).data;
var padRight = este.getPadBorder(dataPad,este.bgImage.width,este.bgImage.height);
este.padding.top = padRight.top;
este.padding.bottom = padRight.bottom;
dataPad = tempCtx.getImageData(0,este.bgImage.height-1,este.bgImage.width,1).data;
var padBottom = este.getPadBorder(dataPad,este.bgImage.width,este.bgImage.height);
este.padding.left = padBottom.top;
este.padding.right = padBottom.bottom;
// Loop over each horizontal pixel and get piece
var data = tempCtx.getImageData(0, 0, este.bgImage.width, 1).data;
// Use the upper-left corner to get staticColor, use the upper-right corner
// to get the repeatColor.
var tempLength = data.length - 4;
var staticColor = data[0] + ',' + data[1] + ',' + data[2] + ',' + data[3];
var repeatColor = data[tempLength] + ',' + data[tempLength + 1] + ',' +
data[tempLength + 2] + ',' + data[tempLength + 3];
este.horizontalPieces = este.getPieces(data, staticColor, repeatColor);
// Loop over each horizontal pixel and get piece
data = tempCtx.getImageData(0, 0, 1, este.bgImage.height).data;
este.verticalPieces = este.getPieces(data, staticColor, repeatColor);
// use this.horizontalPieces and this.verticalPieces to generate image
este.draw();
este.div.onresize = function()
{
este.draw();
};
if(callback !== undefined)
{
if (typeof(callback) === "function")
callback();
}
};
}
// Stores the HTMLDivElement that's using the 9patch image
NinePatch.prototype.div = null;
// Padding
NinePatch.prototype.padding = null;
// Get padding
NinePatch.prototype.callback = null;
// Stores the original background css color to use later
NinePatch.prototype.originalBG = null;
// Stores the pieces used to generate the horizontal layout
NinePatch.prototype.horizontalPieces = null;
// Stores the pieces used to generate the vertical layout
NinePatch.prototype.verticalPieces = null;
// Stores the 9patch image
NinePatch.prototype.bgImage = null;
// Gets the horizontal|vertical pieces based on image data
NinePatch.prototype.getPieces = function(data, staticColor, repeatColor)
{
var tempDS, tempPosition, tempWidth, tempColor, tempType;
var tempArray = new Array();
tempColor = data[4] + ',' + data[5] + ',' + data[6] + ',' + data[7];
tempDS = (tempColor === staticColor ? 's' : (tempColor === repeatColor ? 'r' : 'd'));
tempPosition = 1;
for (var i = 4, n = data.length - 4; i < n; i += 4)
{
tempColor = data[i] + ',' + data[i + 1] + ',' + data[i + 2] + ',' + data[i + 3];
tempType = (tempColor === staticColor ? 's' : (tempColor === repeatColor ? 'r' : 'd'));
if (tempDS !== tempType)
{
// box changed colors
tempWidth = (i / 4) - tempPosition;
tempArray.push(new Array(tempDS, tempPosition, tempWidth));
tempDS = tempType;
tempPosition = i / 4;
tempWidth = 1;
}
}
// push end
tempWidth = (i / 4) - tempPosition;
tempArray.push(new Array(tempDS, tempPosition, tempWidth));
return tempArray;
};
NinePatch.prototype.getPadBorder = function(dataPad,width,height)
{
var staticRight = dataPad[0] + ',' + dataPad[1] + ',' + dataPad[2] + ',' + dataPad[3];
var pad={top:0,bottom:0};
// Padding para la parte superior
for (var i=0;i<dataPad.length;i+=4)
{
var tempColor = dataPad[i] + ',' + dataPad[i + 1] + ',' + dataPad[i + 2] + ',' + dataPad[i + 3];
if(tempColor !==staticRight)
break;
pad.top++;
}
// padding inferior
for (var i=dataPad.length-4;i>=0;i-=4)
{
var tempColor = dataPad[i] + ',' + dataPad[i + 1] + ',' + dataPad[i + 2] + ',' + dataPad[i + 3];
if(tempColor !==staticRight)
break;
pad.bottom++;
}
return pad;
};
// Function to draw the background for the given element size.
NinePatch.prototype.draw = function()
{
var dCtx, dCanvas, dWidth, dHeight;
if(this.horizontalPieces === null)
return;
dWidth = this.div.offsetWidth;
dHeight = this.div.offsetHeight;
dCanvas = document.createElement('canvas');
dCtx = dCanvas.getContext('2d');
dCanvas.width = dWidth;
dCanvas.height = dHeight;
var fillWidth, fillHeight;
// Determine the width for the static and dynamic pieces
var tempStaticWidth = 0;
var tempDynamicCount = 0;
for (var i = 0, n = this.horizontalPieces.length; i < n; i++)
{
if (this.horizontalPieces[i][0] === 's')
tempStaticWidth += this.horizontalPieces[i][2];
else
tempDynamicCount++;
}
fillWidth = (dWidth - tempStaticWidth) / tempDynamicCount;
// Determine the height for the static and dynamic pieces
var tempStaticHeight = 0;
tempDynamicCount = 0;
for (var i = 0, n = this.verticalPieces.length; i < n; i++)
{
if (this.verticalPieces[i][0] === 's')
tempStaticHeight += this.verticalPieces[i][2];
else
tempDynamicCount++;
}
fillHeight = (dHeight - tempStaticHeight) / tempDynamicCount;
// Loop through each of the vertical/horizontal pieces and draw on
// the canvas
for (var i = 0, m = this.verticalPieces.length; i < m; i++)
{
for (var j = 0, n = this.horizontalPieces.length; j < n; j++)
{
var tempFillWidth, tempFillHeight;
tempFillWidth = (this.horizontalPieces[j][0] === 'd') ?
fillWidth : this.horizontalPieces[j][2];
tempFillHeight = (this.verticalPieces[i][0] === 'd') ?
fillHeight : this.verticalPieces[i][2];
// Stretching :
if (this.verticalPieces[i][0] !== 'r') {
// Stretching is the same function for the static squares
// the only difference is the widths/heights are the same.
dCtx.drawImage(
this.bgImage,
this.horizontalPieces[j][1], this.verticalPieces[i][1],
this.horizontalPieces[j][2], this.verticalPieces[i][2],
0, 0,
tempFillWidth, tempFillHeight);
} else {
var tempCanvas = document.createElement('canvas');
tempCanvas.width = this.horizontalPieces[j][2];
tempCanvas.height = this.verticalPieces[i][2];
var tempCtx = tempCanvas.getContext('2d');
tempCtx.drawImage(this.bgImage,
this.horizontalPieces[j][1], this.verticalPieces[i][1],
this.horizontalPieces[j][2], this.verticalPieces[i][2],
0, 0,
this.horizontalPieces[j][2], this.verticalPieces[i][2]);
var tempPattern = dCtx.createPattern(tempCanvas, 'repeat');
dCtx.fillStyle = tempPattern;
dCtx.fillRect(
0, 0,
tempFillWidth, tempFillHeight);
}
// Shift to next x position
dCtx.translate(tempFillWidth, 0);
}
// shift back to 0 x and down to the next line
dCtx.translate(-dWidth, (this.verticalPieces[i][0] === 's' ? this.verticalPieces[i][2] : fillHeight));
}
// store the canvas as the div's background
var url = dCanvas.toDataURL("image/png");
var tempIMG = new Image();
var _this = this;
tempIMG.onload = function(event)
{
_this.div.style.background = _this.originalBgColor + " url(" + url + ") no-repeat";
};
tempIMG.src = url;
};
The usage is the following:
var elemDom = document.getElementById("idDiv");
var background = "border.9.png";
if (background.match(/\.9\.(png|gif)/i)) // Es nine path?
{
elemDom.style.backgroundRepeat = "no-repeat";
elemDom.style.backgroundPosition = "-1000px -1000px";
elemDom.style.backgroundImage = "url('"+background+"')";
var ninePatch = new NinePatch(elemDom,function()
{
elemDom.style.paddingLeft = ninePatch.padding.left;
elemDom.style.paddingTop = ninePatch.padding.top;
elemDom.style.paddingRight = ninePatch.padding.right;
elemDom.style.paddingBottom = ninePatch.padding.bottom;
});
}
I forked https://github.com/chrislondon/9-Patch-Image-for-Websites and fixed the bugs based on the above comments. Now the 9-Patch javascript works well. Please check out https://github.com/blackmonkey/jQuery-9-Patch