ios multitasking keyboard issue - uikeyboard

i implemented a custom component which will popup a radial shortcut with overlapping on keyboard.
it works fine if i use application without multitasking(screen sharing) please see below screen shot
but when i run my app with multitasking component go behind keyboard like below image
but when i again goes in full screen it all start working fine..
Please let me know what to do with such problem.
UIWindow *lastWindow = (UIWindow *)[windows lastObject];
window.windowLevel = lastWindow.windowLevel + 1;
above code is already used, please let me know if any way around to increase custom uiwindow rendering priority.

Related

Codename One show image only on specific device

I'm coding an app via Codename One. Since the screen of an iPad or other tablet is bigger than a phone's display and that would leave me with a bunch of open space, I was wondering if there is something in Codename One to have an image pop-up on a tablet but that it is not visible on a phone's display.
So is there something like that? How can I use it?
Thank you in advance!
Nick van Kesteren
You can use Display.isTablet() to adapt the UI for a tablet. Normally you don't do this at the image level but rather at a Container level.
E.g. I could do something like this:
Form myForm = new Form("My Title", new BorderLayout());
// add the stuff that's always here...
if(Display.getInstance().isTablet()) {
myForm.add(BorderLayout.EAST, createAdditionalTabletUI());
}
You can also enable other things such as permanent side menu to make the UI use the tablet aspects more intelligently.

(Unity3d) How do I make a "move pad" on the screen? (Mobile)

In my game you can control the character by moving left and right, jumping and attacking. (This is a mobile game) I have a button that I use to jump and attack, which is easy because I just make a button and jump or attack with OnClick(). But for moving, I don't know how to find out if the user is pressing the button, I only know when it is clicked. How can I find this out? thanks.
If you dont understand what Im trying to say, basically here is my web game: http://dugelstudios.weebly.com/weapon-plus-plus.html
(Does not work on chrome, using safari or internet exploror)
and i am porting it to mobile, and i dont know how to make the player move left and right with touch controls.
You can use other MonoBehaviour methods such as OnMouseOver to check if a button is pressed, OnMouseEnter when a user begins to press a button, and OnMouseExit to check if a user has released the button.
You can also use OnMouseUpAsButton to mimic the behaviour of Button.onClick
For draggings movements, (like movement. For example, if you have a thumbstick, or something similar for movement), you can use OnMouseDrag.
Also, completely unrelated to your question, but something you have mentioned, you can enable NPAPI to enable WebPlayer builds in Chrome.
Just paste chrome://flags/#enable-npapi in a new tab in Chrome, and click the "Enable" button to get it running
I believe there is a thumb stick asset the standard Unity asset pack that's available on the store.

WPf Loading screen

I have window with loading icon.
In application I do like this
// create loading window
loadingWindow.Show();
//do some operations
loadingWindow.Visibility = Visibility.Hide;
loading window is not showing.
Can you tell me guys what I do wrong?
Maybe this will give you some help in the right direction. I believe you have to use threads to get the loading effect.
Edit: You show the loadingWindow, then you do operations and then you hide the loadingWindow. Since there is nowhere stated that the app should wait with making the loadingWindow hidden till the operations are done it won't show up. If you look at the link I posted you should get a general idea of how to make a loadingscreen. If it so happens to be you do need help with it, just say so in a comment.
Hope it helps.
If you want a splash screen, use the SplashScreen class.
Note that it can only display an image, so it's not suitable if you need something more complex (e.g. animations or interactivity)

Nested NavigationFrame in Silverlight App (Multi animation)

I would like to build a navigation enabled Silverlight app with a slight difference. I don't want to load the entire screen area just a part of it and only in some scenarios.
For example #/Customer/Cases loads /Customer/Cases.xaml in the entire screen area. But #/Customer/Cases/Orders loads /Customer/Cases/Orders.xaml in an area where a data grid was displayed (slides to the right maybe).
How do I tell the parent navigation frame not to load the entire #URL but just a part of it? And vis versa for the child navigation frame?
Has anyone done anything like this before?
Please let me know if doesn't make any sense, it's quite hard to explain :)
One possibility would be to have two frames.
In the inner-frame you set:
InnerFrame.JournalOwnership = JournalOwnership.OwnsJournal;
The link #/Customer/Cases/Orders loads the page /Customer/Cases.xaml?Orders in the outer-frame. The outer-frame than knows it should navigate the inner frame to /Customer/Cases/Orders.xaml
Check out Ultimate Framework - Silverlight Navigation Framework that supports unlimited parallel and nested frames with Prism

Is there any way to make a MapPolyline have better performance on WP7

I'm currently using the Silverlight Map control for WP7, and am trying to visualize driving directions on the map. In order to highlight the route needed, I am using a MapLayer with a MapPolyline. The problem is that even with CacheMode set to BitmapCache, the MapPolyline area gets redrawn whenever the user pans or zooms the map. I've used other controls such as Ellipses or Pushpins, and with BitmapCache on, none of them redraw and give the same performance hit as MapPolyline.
Here's a quick example
<maps:Map ZoomLevel="3">
<maps:MapPolyline Name="line" Stroke="Red" StrokeThickness="9">
<maps:MapPolyline.CacheMode>
<BitmapCache/>
</maps:MapPolyline.CacheMode>
<maps:MapPolyline.Locations>
<maps:LocationCollection>
<geo:GeoCoordinate Latitude="33" Longitude="33"/>
<geo:GeoCoordinate Latitude="36" Longitude="33"/>
<geo:GeoCoordinate Latitude="33" Longitude="36"/>
</maps:LocationCollection>
</maps:MapPolyline.Locations>
</maps:MapPolyline>
</maps:Map>
If you set App.Current.Host.Settings.EnableRedrawRegions = true; you can see the redrawing that occurs. The performance is particularly bad when you have a larger polyline and zoom in closer.
Is there anything that can be done to help? The native Bing Maps has pretty smooth route drawing, so I would think that there should be a way to solve this?
Thanks!
Can you explain a bit more what the problem is?
I've got an app - RunSat - in which I draw polylines with several hundred points (e.g. I just looked at a 3 hour long bike ride) and this draws fine - including during zoom operations.
I don't understand the problem - even using the sample code above. To help - are you testing on a phone or on the emulator?
As for CacheMode and BitmapCache, I'm really not sure about using these settings for the map - I don't use them in RunSat if that helps - I just leave the phone alone to work out its own GPU drawing.

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