I have a scroll view with an image at the top, then three sections with textfields below it.
code
How I want the UI to work is, when the user inputs more text, the section grows, pushing the any section below it downwards.
When more than 3 lines of text is entered, they start to stack on top of each other.
Though most responses have said to use TextView, the code actually works with textfields... Except when I comment out the top image, giving more space to the 3 sections.
commented
How can I make the scrollview work so that when a section increases in size, the scrollview expands?
Related
I want to nest two scrollviews. The outer one should allow only scrolling in x-drection the inner one only y-direction.
It seems that the MouseSync of the inner scrollview always takes the mouse-event and invokes prevent-default regardless of the direction-settings.
How can such behavior be implemented?
I tried to comment first to see your use case but didn't get a response.
I needed something similar to display a list of customers and their data where to see the next customers info the design wanted to be able to scroll right or left while still being able to scroll up or down for more details on that customer. Now you can just pipe the scrollviews together but that gives an odd effect where when you slide your finger down unless its directly down no left right the whole page swivels around. I ended up using a paginated scroll view for x-direction populated by views that where a standard scrollview in the y-direction. Doing it this way I was able to set a some rules that made the left right transition not kick in till after so many pixel drag in that direction.
The codes here:
https://github.com/vizidrix/famous/blob/master/page-swaper/PageSwaper.js
If that isn't what your looking for let me know your use case.
I'm making my own UI from scratch using OpenGL that is why I'm asking this and please don't make any discouragement as this is just a hobby project.
Currently, I'm stuck implementing how this scrollbars really work. In my current implementation, the content scrolls at the wrong step value as well as the thumb, meaning, I set the value manually like 1px step for each of them.
The structure of my scrollbar implementation is describe as follows:
I draw scrollbars i.e the main rectangle where the 3 button lies.
Those 3 buttons are, thumb, buttonBack and buttonNext.
All of them do the basic logic of scrollbars i.e when I click each one of them, they moved. But the whole part(scrollbar) don't know how to scroll contents
So what I did is: I make another object and I call it scrollarea
It has two scrollbars, vertical and horizontal scrollbar.
I made a function called scrollToX and scrollToY which
does what I named to them.
But the step values I set to them are
manually set up.
I try to google some scrollbar, scrollarea, scrollview or whatever you call to that scrollable rectangle thing, but all I see are implementation and I cannot find any guides how to build your own. I have no choice but to look at their implementation. I try my best to comprehend what they did but their implementation of how their whole UI structure is very different to mine, and I cannot find anything useful there.
So I ask again here if anybody can explain me well how to make a properly functional scrollbar.
Most specific things I'm really concerned of are:
How do I determine the thumb step value?
How do I determine the content step value?
All of these depend on your content -
Is it just an image ? If so, you only need to change the offset depending on the size of the image.
Is it a list of values like in Windows explorer ? Then you need to create a data structure first that contains all of it, and shows the content that fits within the window as it scrolls.
OpenGL does not fit into this discussion.
I have required styles (from designer) applied on my TABs used in Actionbar for navigation and I use Actionbar Sherlock. They look perfectly from ldpi to xhdpi devices, but situation changes on xxhdpi devices.
I have only 2tabs and except mentioned styling, I have the same code as Sherlock DEMO app in "Tab Navigation". I found 2 older simmilar questions not answered yet.
Stacked ActionBar tab bar not filling parent
(I've got a simmilar problem, centered tabs. Sorry for inconvenience, I can't attach images because of rep points.)
and
action bar tabs not fill screen in android
Since the time of their posts, this is not only the issue of tablets, but now, there are many FULLHD (flagship) smartphones and this is becomming the big "design" issue.
I want my 2tabs to fill/match the full width of ANY device size, so in my case to fill 50% width each. Default Holo styled tabs doesn't look that bad (as shown in previous link), but my styled tabs on this big screen look much worse.
PS: Situation doesn't change if I make a text in tabs bigger or longer. Tabs don't adujst their width, instead they change their height and text takes 2 lines.
Unfortunatelly, this is a another JB changes:
https://android.googlesource.com/platform/frameworks/base/+/b8139af3dcae80c0030afd0354dc424a7c72c3d9
One of solution: set target SDK 15 or lower.
I have a UITabBarController inside a UIPopoverController, which I am displaying solely from one UIBarButtonItem. When shown I want the popover to take up the maximum vertical height allowed. It works fine if I tap to display it, then dismiss, and then rotate. However if I have the popover displayed in landscape, and then rotate to portrait, it no longer will fill the entire vertical distance. I have the tab bar controller's content size property set to 320 by 1000, and I have even tried resetting this every time the device rotates. Worse yet, when the user activates the search bar the popover shrinks up extremely small, and stays that way until the app is restarted.
http://cl.ly/3JdC to http://cl.ly/3JdC
Also http://cl.ly/3JVF
How can I stop this, and have the popover always fill up the max vertical size?
I was just having the same problem and found out that it only happens when I present the UIPopoverController using the method:
- (void)presentPopoverFromBarButtonItem:(UIBarButtonItem *)item permittedArrowDirections:(UIPopoverArrowDirection)arrowDirections animated:(BOOL)animated
but it works fine when I use:
- (void)presentPopoverFromRect:(CGRect)rect inView:(UIView *)view permittedArrowDirections:(UIPopoverArrowDirection)arrowDirections animated:(BOOL)animated
Unfortunately UIBarButtonItem does not have a frame Rect you can use with this last method so my fix was to use the UIToolbar's frame and modify frame.origin.x and frame.size.width accordingly to make the popover appear on the right place next to the UIBarButtonItem.
Hopefully Apple will fix this in next releases of iOS.
Regards
I have a ListView-like control that displays a list of items of various heights. The contents of the list, and the heights of the items can change – a background thread is populating the list and calculating the layout of each item, possibly even while the user is scrolling the content.
Which brings me to my question: How do I display a useful vertical scrollbar for this view? I’ve seen cases (notably web browsers) where the slider “jumps away” from the mouse cursor while the user is dragging it, the result of the underlying content growing in height. I don’t want that.
So far
Instead of the slider representing the viewport height relative to the content height, maybe it could represent a point in a timeline instead? (The items are sorted by timestamp). This would at least prevent the scrollbar from changing as item layouts are calculated.
Get rid of the scrollbar altogether and use a forward/backward rocker switch like the one used in Picasa (the further the slider is pulled upwards or downwards, the faster the view is scrolled, until the user releases the slider). If I take this route, are there any controls you can recommend?
I am using Qt, but this applies to UI design in general.
IMO the fundamental problem with a classic scrollbar is that due to background population, the valid range is changing - and thus, the meaning of a scrollbar position changes.
If you can predict the full range of items, you can still provide a scrollbar and replace yet-unknown items with "loading...".
Otherwise, a rocker (is that an official name?) would be the next best thing to use.
However, since you have a dedicated scale (timeline), it might be better to have separate buttons that jump a dedicated time (e.g. one minute, one hour, one day, ..). For a fancier look, you could create a rocker with "hot" areas that jump for a specific time, whereas the areas inbetween are interpolated (linear or or logarithmic, depending on the scale to cover).
i.e. line this (drawing just the "backward" half):
--------------------------
|##|XXXXXXX|##|XXXXXXX|##|
--------------------------
-1h -1m -1s