Titanium ImageView animation width and height - ios

I try to create an ImageView in Titanium like this:
var animationView = Titanium.UI.createImageView
(
{
images:animationImages,
duration:50,
repeatCount:0,
width: '90dp',
height: '270dp'
}
);
On android it gets its size as expected, but on IOS, it simply doesn't gets scaled. Is there something, i'm doing wrong? Or should i do it frame by frame by creating the ImageViews manually then changing them with setInterval?

This is actually not a consistent solution, it should be a comment, but since I don't have enough rep I have to write it as an answer.
For starters I would try to give it a top and left properties.
Secondly, are those images retrieved from a remote URL? Remote URLs are only supported in Android. If that is the case you could do a workaround as you said in the question.
Finally, the 'dp' only works for android, so it won't scale at all in iOS, it will simply erase the 'dp' and use the number as "points", on non-retina screens it will be the same number of pixels and on a retina display it will be the double.

I finally decided to create my own animation class, which look like this:
function Animation(data)
{
var width = data.hasOwnProperty("width") ? data.width : Ti.UI.SIZE;
var height = data.hasOwnProperty("height") ? data.height: Ti.UI.SIZE;
var duration = data.hasOwnProperty("duration") ? data.duration : 50;
var imageFiles = data.hasOwnProperty("images") ? data.images : [];
var images = [];
var container = Ti.UI.createView
(
{
width:width,
height: height
}
);
for(var i=0; i<imageFiles.length; i++)
{
var image = Ti.UI.createImageView
(
{
image:imageFiles[i],
width:width,
height:height
}
);
if(i!=0)
image.setVisible(false);
container.add(image);
images.push(image);
}
container.activeImage = 0;
container.intervalId = null;
container.setActiveImage = function(index)
{
if(container.intervalId == null)
container.activeImage = index;
}
container.start = function()
{
var callback = function()
{
for(var i=0; i<images.length; i++)
{
if(i == container.activeImage)
images[i].setVisible(true);
else
images[i].setVisible(false);
}
container.activeImage = (container.activeImage + 1) % images.length;
}
container.intervalId = setInterval ( callback, duration );
}
container.stop = function()
{
clearInterval(container.intervalId);
container.intervalId = null;
}
return container;
}
module.exports = Animation;
And you can use it like this:
var Animation = require('...path to your animation file');
var myAnimation = new Animation
(
{
width:'100dp',
height:'100dp',
duration:50, //duration while one frame is showing
images:['one.png', 'two.png'...], //full paths
}
);
//start:
myAnimation.start();
//stop
myAnimation.stop();

Related

for embedded PDFs, can PDFJS support both scrolling and jump to a page number at the same time?

This seems like it should be very standard behavior.
I can display a scrollable PDF with:
var container = document.getElementById('viewerContainer');
var pdfViewer = new PDFJS.PDFViewer({
container: container,
});
PDFJS.getDocument(DEFAULT_URL).then(function (pdfDocument) {
pdfViewer.setDocument(pdfDocument);
});
and I can display the PDF page by page with something like:
PDFJS.getDocument(URL_ANNOTATED_PDF_EXAMPLE).then(function getPdfHelloWorld(pdf) {
pdf.getPage(pageNumber).then(function getPageHelloWorld(page) {
var scale = 1.5;
var viewport = page.getViewport(scale);
var canvas = document.getElementById('the-canvas');
var context = canvas.getContext('2d');
canvas.height = viewport.height;
canvas.width = viewport.width;
var renderContext = {
canvasContext: context,
viewport: viewport
};
page.render(renderContext);
});
But can't seem to find any reference in the API to both allow scrolling and jumping to a particular page, besides:
pdfViewer.currentPageNumber = 3;
which doesn't work...
So I found a way to make this work (mixed with a little Angular code, "$scope.$watch...") I now have other problems with font decoding. But here is a solution that might help someone else.
var me = this;
PDFJS.externalLinkTarget = PDFJS.LinkTarget.BLANK;
var container = document.getElementById('capso-court-document__container');
function renderPDF(url, container) {
function renderPage(page) {
var SCALE = 1;
var pdfPageView = new PDFJS.PDFPageView({
container: container,
id: page.pageIndex + 1,
scale: SCALE,
defaultViewport: page.getViewport(SCALE),
textLayerFactory: new PDFJS.DefaultTextLayerFactory(),
annotationLayerFactory: new PDFJS.DefaultAnnotationLayerFactory()
});
pdfPageView.setPdfPage(page);
return pdfPageView.draw();
}
function renderPages(pdfDoc) {
var pageLoadPromises = [];
for (var num = 1; num <= pdfDoc.numPages; num++) {
pageLoadPromises.push(pdfDoc.getPage(num).then(renderPage));
}
return $q.all(pageLoadPromises);
}
PDFJS.disableWorker = true;
return PDFJS.getDocument(url)
.then(renderPages);
}
$scope.$watch(function() {
return {
filingUrl: me.filingUrl,
whenPageSelected: me.whenPageSelected,
};
}, function(newVal, oldVal) {
if (newVal.filingUrl) {
//newVal.filingUrl = URL_EXAMPLE_PDF_ANNOTATED;
//newVal.filingUrl = URL_EXAMPLE_PDF_ANNOTATED_2;
//newVal.filingUrl = URL_EXAMPLE_PDF_MULTI_PAGE;
if (newVal.filingUrl !== oldVal.filingUrl &&
newVal.whenPageSelected &&
newVal.whenPageSelected.page) {
scrollToPage(newVal.whenPageSelected.page);
}
//HACK - create new container for each newly displayed PDF
container.innerHTML = '';
var newContainerForNewPdfSelection = document.createElement('div');
container.appendChild(newContainerForNewPdfSelection);
renderPDF(newVal.filingUrl, newContainerForNewPdfSelection).then(function() {
if (newVal.whenPageSelected &&
newVal.whenPageSelected.page) {
scrollToPage(newVal.whenPageSelected.page);
}
});
}
}, true);
function scrollToPage(pageNumber) {
var pageContainer = document.getElementById('pageContainer' + pageNumber);
if (pageContainer) {
container.scrollTop = pageContainer.offsetTop;
} else {
console.warn('pdf pageContainer doesn\'t exist for index', pageNumber);
}
}

Restrict Pan outside WMS extent in OpenLayers3

I have rectangle WMS of small area and want to restrict panning outside WMS extends, so there aren't white or black area outside the map visible at all.
Adding extent to View does not work for me and in documentation about this option is written
The extent that constrains the center, in other words, center cannot
be set outside this extent.
But as I understand this if center is in the area of extent, but on the very corner, it will show white area outside this extent, but I don't want to see white area at all.
Is it possible to achieve this with OL3?
Here's my solution. I wrote it just now, and so it is not extensively tested. It would probably break if you start rotating the map, for example, and it may be glitchy if you zoom out too far.
var constrainPan = function() {
var visible = view.calculateExtent(map.getSize());
var centre = view.getCenter();
var delta;
var adjust = false;
if ((delta = extent[0] - visible[0]) > 0) {
adjust = true;
centre[0] += delta;
} else if ((delta = extent[2] - visible[2]) < 0) {
adjust = true;
centre[0] += delta;
}
if ((delta = extent[1] - visible[1]) > 0) {
adjust = true;
centre[1] += delta;
} else if ((delta = extent[3] - visible[3]) < 0) {
adjust = true;
centre[1] += delta;
}
if (adjust) {
view.setCenter(centre);
}
};
view.on('change:resolution', constrainPan);
view.on('change:center', constrainPan);
This expects the variables map, view (with obvious meanings) and extent (the xmin, ymin, xmax, ymax you want to be visible) to be available.
Here's a more robust implementation that should work really well in any case. It's written in ES6, and requires isEqual method (from lodash or anything else ...)
const extent = [-357823.2365, 6037008.6939, 1313632.3628, 7230727.3772];
const view = this.olMap.getView();
const modifyValues = {};
// Trick to forbid panning outside extent
let constrainPan = (e) => {
const type = e.type;
const newValue = e.target.get(e.key);
const oldValue = e.oldValue;
if (isEqual(oldValue, newValue)) {
// Do nothing when event doesn't change the value
return;
}
if (isEqual(modifyValues[type], newValue)) {
// Break possible infinite loop
delete modifyValues[type];
return;
}
if (type === 'change:resolution' && newValue < oldValue) {
// Always allow zoom-in.
return;
}
const visibleExtent = view.calculateExtent(this.olMap.getSize());
const intersection = ol.extent.getIntersection(visibleExtent, extent);
const modify = !isEqual(intersection, visibleExtent);
if (modify) {
if (type === 'change:center') {
const newCenter = newValue.slice(0);
if (ol.extent.getWidth(visibleExtent) !== ol.extent.getWidth(intersection)) {
newCenter[0] = oldValue[0];
}
if (ol.extent.getHeight(visibleExtent) !== ol.extent.getHeight(intersection)) {
newCenter[1] = oldValue[1];
}
modifyValues[type] = newCenter;
view.setCenter(newCenter);
} else if (type === 'change:resolution') {
modifyValues[type] = oldValue;
view.setResolution(oldValue);
}
}
};
view.on('change:resolution', constrainPan);
view.on('change:center', constrainPan);
This is an extension to #tremby answer, but to long for a comment.
First of all, his solution works really well for me, but it was called way to often. Therefore I wrapped it in a debounce function.
So
view.on('change:resolution', constrainPan);
view.on('change:center', constrainPan);
becomes
var dConstrainPan = debounce(constrainPan);
view.on('change:resolution', dConstrainPan);
view.on('change:center', dConstrainPan);
This will result in a slight flicker, when moving outside the bounding box, bot zooming/ moving works without delay.
Still not perfect but a useful improvement from my point of view.
Debounce code:
// Returns a function, that, as long as it continues to be invoked, will not
// be triggered. The function will be called after it stops being called for
// N milliseconds. If `immediate` is passed, trigger the function on the
// leading edge, instead of the trailing.
function debounce(func, wait, immediate) {
var timeout;
return function() {
var context = this, args = arguments;
var later = function() {
timeout = null;
if (!immediate) func.apply(context, args);
};
var callNow = immediate && !timeout;
clearTimeout(timeout);
timeout = setTimeout(later, wait);
if (callNow) func.apply(context, args);
};
};
Soruce: https://davidwalsh.name/javascript-debounce-function , in underscore.js

Titanium WebView.toImage on coverFlowView

A have several views with WebViews on them. I need to make it in a coverFlowView. For that i make my views toImage, to put after on the coverFlow, but the issue is that i get images with webView not loaded... I tried to make setTimeout, but it doesn't help.
var cover = Titanium.UI.iOS.createCoverFlowView({
images: forflowImages
});
for (var k = start; k < cData.length; k++) {
r = Ti.UI.createView({});
for (var j = 0; j < child.objects.length; j++) {
tmp = Ti.UI.createWebView({
left : 10,
top : 10,
right : 10,
bottom : 10,
width : Ti.UI.FILL,
height : Ti.UI.SIZE,
willHandleTouches: true,
backgroundColor : '#fff2df',
});
tmp.html = obj.html;
no.add(tmp);
r.add(no);
}
}
r.addEventListener("load", function(e) {
blob = r.toImage();
});
forflowImages.push(blob);
}
cover.setImages(forflowImages);
With this code, coverFlowView doesn't have any views.
setTimeout(function() {
blob = r.toImage();
}, 500);
Also doesn't help, i have activity indicator on the page saved, content seems didn't have time to load before toImage function acted.
You are ordering things the wrong way, and you have multiple syntax errors, also you are listeneing for the load event on the wrong type of view, you shold be listeneing on the WebView, try this instead:
var forflowImages = [];
var container = // This should already be in the view stack somewhere
var cover = Titanium.UI.iOS.createCoverFlowView();
function loadListener(e) {
forflowImages.push(e.source.toImage());
if(forFlowImages.length == child.objects.length) {
// We have all the images for cover flow
cover.setImages(forflowImages);
}
}
var containerView = Ti.UI.createView();
for (var j = 0; j < child.objects.length; j++) {
var tmp = Ti.UI.createWebView({html : obj.html);
tmp.addEventListener("load", loadListener);
container.add(tmp);
tmp.repaint();
}
I removed some of your code that was syntactically incorrect and trimmed it down so it would be easy to understand. All this code does is add an event listener that handles the conversion of a webview to an image.

AS2 Print External image

I have this script where I can print the movie that i indicated in the code.
function print_page()
{
var my_pj = new PrintJob();
var myResult = my_pj.start();
if (myResult)
{
myResult = my_pj.addPage("img_mc", null, {printAsBitmap:true}, 1);
my_pj.send();
delete my_pj;
trace("ok");
}
}
I need to know, how to print some image that is outside the flahs... clicking in the MC.... but i need in AS2...
ty for help!
This is the only way i sucess print external image with PrintJob() and AS2
#include "mc_tween2.as"
_root.myholder.loadMovie("teste_labirinto.jpg");
_root.myholder._x = 0; //i set the x and y position of image out of the screen area!
_root.myholder._y = 990; //
function print_page()
{
var my_pj = new PrintJob();
var myResult = my_pj.start();
if (myResult)
{
my_pj.orientation = portrait;
myResult = my_pj.addPage("myholder", {xMin:0, xMax:600, yMin:0, yMax:800}, {printAsBitmap:true}, 1);
my_pj.my_pj.send();
delete my_pj;
trace("ok");
}
}
btn.onRelease = function()
{
print_page();
};

Actionscript 2: Tween running extremely slow

I am using the following code to tween an movieclip once _global.choiceMade equals 1...
onClipEvent (load) {
import mx.transitions.Tween;
import mx.transitions.easing.*;
}
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
This is contained within each frame of the main timeline. The first time it runs fine but on the next frame it runs incredibly slow (takes about 12 seconds not 0.5 and is very choppy), if I then return to the first frame and run it again now this time it is extremely slow.
I can't work out why its doing this my CPU stays around 6-15% while its running so it can't be too demanding.
Updated to show rest of my code:
On main timeline have a frame each containing a movieclip. On the timeline of each of these movieclips contains:
//tint an object with a color just like Effect panel
//r, g, b between 0 and 255; amount between 0 and 100
Color.prototype.setTint = function(r, g, b, amount) {
var percent = 100-amount;
var trans = new Object();
trans.ra = trans.ga=trans.ba=percent;
var ratio = amount/100;
trans.rb = r*ratio;
trans.gb = g*ratio;
trans.bb = b*ratio;
this.setTransform(trans);
};//Robert Penner June 2001 - http://www.robertpenner.com
MovieClip.prototype.scaleXY = function(to){
this.onEnterFrame = function(){
this._alpha = to-(to-this._alpha)/1.2;
if(this._alpha > to-1 && this._alpha < to+1){
this._alpha = to;
delete this.onEnterFrame
}
}
}
scoreUpdated = 0;
Answer = 1;
_global.choiceMade = 0;
Buttons = new Array(this.buttonHolder.True, this.buttonHolder.False);
Answers = new Array(this.Correct, this.Wrong);
for (i=0; i<Answers.length; i++) {
Answers[i]._alpha = 0;
}
for (b=0; b<Buttons.length; b++) {
Buttons[b].thisValue = b;
}
In this movieclip there are two movieclip buttons (True and False) containing this code:
onClipEvent (enterFrame) {
this.onRollOver = function() {
this.gotoAndStop("over");
};
this.onRollOut = function() {
this.gotoAndStop("up");
};
this.onPress = function() {
this.gotoAndStop("down");
};
this.onReleaseOutside = function() {
this.gotoAndStop("up");
};
this.onRelease = function() {
this.gotoAndStop("down");
whichChoice = this;
_global.choiceMade = 1;
counter = 0;
};
if (_global.choiceMade == 1) {
this.enabled = false;
this._parent.scoreNow = _global.score;
this._parent.scoreOutOf = (this._parent._parent._currentframe)- 1 + ( _global.choiceMade);
if (thisValue == this._parent._parent.Answer && whichChoice == this) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this._parent._parent.Answers[0]._alpha = 100;
this._parent._parent.Answers[0].scaleXY(100);
this.tick.swapDepths(1000);
if (counter == 0) {
_global.score++;
counter++;
}
}
else if (thisValue == this._parent._parent.Answer) {
myColor = new Color(this);
myColor.setTint(0,204,0,13);
this.tick.swapDepths(1000);
}
else if (whichChoice == this) {
this._parent._parent.Answers[1]._alpha = 100;
this._parent._parent.Answers[1].scaleXY(100);
myColor = new Color(this);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
else {
myColor = new Color(this);
myColor.setTint(255,0,0,13);
myColor.setTint(255,0,0,13);
this.cross.swapDepths(1000);
}
}
}
The script at the top is on a movieclip these buttons are contained in called buttonHolder which does what it says, and tweens the buttons across the screen to reveal a next button once an answer is chosen.
From what I can see, as long as you have choiceMade == 1 you create a new effect! which is not ok. because in 1 sec at 15 fps you will have 15 tweens running :(
try yo set choiceMade = 0 or somehting else than 1
onClipEvent (enterFrame)
{
if (_global.choiceMade == 1)
{
_global.choiceMade = -1;
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
}
}
Without seeing the rest of your code it's hard to see exactly what's going on. But it looks like you never change choiceMade and it continuously recreates the tween.
onClipEvent (enterFrame) {
if (_global.choiceMade == 1) {
var myTweenX:Tween = new Tween(this, "_x", mx.transitions.easing.Back.easeOut, this._x, -349, 0.5, True);
_global.choiceMade = 0;
}
}

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