Changing the colour of UIPageControl dots in MonoTouch - ios

I was wondering if MonoTouch allows the developer to change the colour of UIPageControl dots to suit a light background - they seem to be fixed white, which makes them very hard to see on a light textured background.
I am aware there is no public API available for this but I was wondering if anything was internally implemented in MonoTouch to improve on this.
Otherwise, what's the recommended approach to using a UIPageControl on a light background?

I took a stab at translating this. I'm not sure it will work, but it does compile. Note that the page linked to contains comments indicating that Apple frowns upon this code and may reject it:
using System;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace Whatever
{
public class StyledPageControl : UIPageControl
{
public StyledPageControl () : base()
{
}
public override int CurrentPage {
get {
return base.CurrentPage;
}
set {
base.CurrentPage = value;
string imgActive = NSBundle.MainBundle.PathForResource("activeImage", "png");
string imgInactive = NSBundle.MainBundle.PathForResource("inactiveImage", "png");
for (int subviewIndex = 0; subviewIndex < this.Subviews.Length; subviewIndex++)
{
UIImageView subview = this.Subviews[subviewIndex] as UIImageView;
if (subviewIndex == value)
subview.Image = UIImage.FromFile(imgActive);
else
subview.Image = UIImage.FromFile(imgInactive);
}
}
}
public override int Pages {
get {
return base.Pages;
}
set {
base.Pages = value;
string img = NSBundle.MainBundle.PathForResource("inactiveImage", "png");
for (int subviewIndex = 0; subviewIndex < this.Subviews.Length; subviewIndex++)
{
UIImageView subview = this.Subviews[subviewIndex] as UIImageView;
subview.Image = UIImage.FromFile(img);
}
}
}
}
}

Convert the following code to C#: http://apptech.next-munich.com/2010/04/customizing-uipagecontrols-looks.html

I combined this and this for monotouch. I hope this helps.
The usage is like this:
_pager.Change += delegate(object sender, EventArgs e) {
var pc = sender as PageControl;
Console.WriteLine ("Change Delegate== " + pc.currentPage);
var toPage = pc.currentPage;
var pageOffset = _scroll.Frame.Width*toPage;
PointF p = new PointF(pageOffset, 0);
Console.WriteLine (pageOffset);
_scroll.SetContentOffset(p,true);
};
And the class like this.
public class PageControl:UIView
{
#region ctor
public PageControl (RectangleF rect) :base(rect)
{
this.BackgroundColor = UIColor.Red;
this.CurrenColor=new CGColor(.2f,15f,10F);
this.OtherColor =new CGColor(.77F,.71F,.60F);
}
#endregion
#region Fields
float kDotDiameter= 7.0f;
float kDotSpacer = 7.0f;
int _currentPage;
int _numberOfPages;
CGColor CurrenColor{get;set;}
CGColor OtherColor{get;set;}
public int currentPage
{
set
{
_currentPage = Math.Min(Math.Max(0, value),_numberOfPages-1);
this.SetNeedsDisplay();
}
get{return _currentPage;}
}
public int numberOfPages
{
set
{
_numberOfPages = Math.Max(0,value);
_currentPage = Math.Min(Math.Max(0, _currentPage), _numberOfPages-1);
this.SetNeedsDisplay();
}
get{return _numberOfPages;}
}
#endregion
#region Overrides
public override void Draw (RectangleF rect)
{
base.Draw (rect);
CGContext context = UIGraphics.GetCurrentContext();
context.SetAllowsAntialiasing(true);
RectangleF currentBounds = this.Bounds;
float dotsWidth = this.numberOfPages*kDotDiameter + Math.Max(0,this.numberOfPages-1)*kDotSpacer;
float x = currentBounds.GetMidX() - dotsWidth/2;
float y = currentBounds.GetMidY() - kDotDiameter/2;
for (int i = 0; i < _numberOfPages; i++) {
RectangleF circleRect = new RectangleF(x,y,kDotDiameter,kDotDiameter);
if (i==_currentPage) {
context.SetFillColor(this.CurrenColor);
}
else {
context.SetFillColor(this.OtherColor);
}
context.FillEllipseInRect(circleRect);
x += kDotDiameter + kDotSpacer;
}
}
public override void TouchesBegan (MonoTouch.Foundation.NSSet touches, UIEvent evt)
{
base.TouchesBegan (touches, evt);
PointF touchpoint = (touches.AnyObject as MonoTouch.UIKit.UITouch).LocationInView(this);
RectangleF currentbounds = this.Bounds;
float x = touchpoint.X- currentbounds.GetMidX();
if (x<0 && this.currentPage>=0) {
this.currentPage--;
Change(this,EventArgs.Empty);
}
else if (x>0 && this.currentPage<this.numberOfPages-1) {
this.currentPage++;
Change(this,EventArgs.Empty);
}
}
#endregion
#region delegate
public event EventHandler Change;
#endregion
}

Related

How to implement ViewPagers with Dot Sliders in Xamarin.Android?

I am learning Xamarin.Android recently, I was trying to implement pageviewers with dot sliders for my practice from the last few days but failed to implement it, I had refereed many solutions from popular hubs like stackoverflow and github but failed to do so.
Can any one please explain me how to implement the viewpagers with dot sliders in xamarin.android.
I am attaching a photo to this for your reference, which would give you a clear view on my requirement.
as you can see he is sliding the pages using the dot sliders i was trying to do so.
Please explain me how to do it in Xamarin.Android (Native)
First define your own custom circle page-indicator let it be CirclePageIndicator.cs add this to your project (not activity file)
using Android.Content;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Android.App;
using Android.Content;
using Android.OS;
using Android.Runtime;
using Android.Views;
using Android.Widget;
using Android.Graphics;
using Android.Support.V4.View;
using Android.Util;
using Java.Lang;
using Java.Interop;
namespace MyApplication.Droid.Library
{
public class CirclePageIndicator : View,PageIndicator
{
const int HORIZONTAL = 0;
const int VERTICAL = 1;
private float mRadius;
private Paint mPaintPageFill;
private Paint mPaintStroke;
private Paint mPaintFill;
private ViewPager mViewPager;
private ViewPager.IOnPageChangeListener mListener;
private int mCurrentPage;
private int mSnapPage;
private int mCurrentOffset;
private int mScrollState;
private int mPageSize;
private int mOrientation;
private bool mCentered;
private bool mSnap;
private const int INVALID_POINTER = -1;
private int mTouchSlop;
private float mLastMotionX = -1;
private int mActivePointerId = INVALID_POINTER;
private bool mIsDragging;
public CirclePageIndicator(Context context) : this(context, null)
{
}
public CirclePageIndicator(Context context, IAttributeSet attrs) : this(context, attrs, Resource.Attribute.vpiCirclePageIndicatorStyle)
{
}
public CirclePageIndicator(Context context, IAttributeSet attrs, int defStyle) : base(context, attrs, defStyle)
{
//Load defaults from resources
var res = Resources;
int defaultPageColor = res.GetColor(Resource.Color.default_circle_indicator_page_color);
int defaultFillColor = res.GetColor(Resource.Color.default_circle_indicator_fill_color);
int defaultOrientation = res.GetInteger(Resource.Integer.default_circle_indicator_orientation);
int defaultStrokeColor = res.GetColor(Resource.Color.default_circle_indicator_stroke_color);
float defaultStrokeWidth = res.GetDimension(Resource.Dimension.default_circle_indicator_stroke_width);
float defaultRadius = res.GetDimension(Resource.Dimension.default_circle_indicator_radius);
bool defaultCentered = res.GetBoolean(Resource.Boolean.default_circle_indicator_centered);
bool defaultSnap = res.GetBoolean(Resource.Boolean.default_circle_indicator_snap);
//Retrieve styles attributes
var a = context.ObtainStyledAttributes(attrs, Resource.Styleable.CirclePageIndicator, defStyle, Resource.Style.Widget_CirclePageIndicator);
mCentered = a.GetBoolean(Resource.Styleable.CirclePageIndicator_centered, defaultCentered);
mOrientation = a.GetInt(Resource.Styleable.CirclePageIndicator_orientation, defaultOrientation);
mPaintPageFill = new Paint(PaintFlags.AntiAlias);
mPaintPageFill.SetStyle(Paint.Style.Fill);
mPaintPageFill.Color = a.GetColor(Resource.Styleable.CirclePageIndicator_pageColor, defaultPageColor);
mPaintStroke = new Paint(PaintFlags.AntiAlias);
mPaintStroke.SetStyle(Paint.Style.Stroke);
mPaintStroke.Color = a.GetColor(Resource.Styleable.CirclePageIndicator_strokeColor, defaultStrokeColor);
mPaintStroke.StrokeWidth = a.GetDimension(Resource.Styleable.CirclePageIndicator_strokeWidth, defaultStrokeWidth);
mPaintFill = new Paint(PaintFlags.AntiAlias);
mPaintFill.SetStyle(Paint.Style.Fill);
mPaintFill.Color = a.GetColor(Resource.Styleable.CirclePageIndicator_fillColor, defaultFillColor);
mRadius = a.GetDimension(Resource.Styleable.CirclePageIndicator_radius, defaultRadius);
mSnap = a.GetBoolean(Resource.Styleable.CirclePageIndicator_snap, defaultSnap);
a.Recycle();
var configuration = ViewConfiguration.Get(context);
mTouchSlop = ViewConfigurationCompat.GetScaledPagingTouchSlop(configuration);
}
public void SetCentered(bool centered)
{
mCentered = centered;
Invalidate();
}
public bool IsCentered()
{
return mCentered;
}
public void SetPageColor(Color pageColor)
{
mPaintPageFill.Color = pageColor;
Invalidate();
}
public int GetPageColor()
{
return mPaintPageFill.Color;
}
public void SetFillColor(Color fillColor)
{
mPaintFill.Color = fillColor;
Invalidate();
}
public int GetFillColor()
{
return mPaintFill.Color;
}
public void setOrientation(int orientation)
{
switch (orientation)
{
case HORIZONTAL:
case VERTICAL:
mOrientation = orientation;
UpdatePageSize();
RequestLayout();
break;
default:
throw new IllegalArgumentException("Orientation must be either HORIZONTAL or VERTICAL.");
}
}
public int GetOrientation()
{
return mOrientation;
}
public void SetStrokeColor(Color strokeColor)
{
mPaintStroke.Color = strokeColor;
Invalidate();
}
public int GetStrokeColor()
{
return mPaintStroke.Color;
}
public void SetStrokeWidth(float strokeWidth)
{
mPaintStroke.StrokeWidth = strokeWidth;
Invalidate();
}
public float GetStrokeWidth()
{
return mPaintStroke.StrokeWidth;
}
public void SetRadius(float radius)
{
mRadius = radius;
Invalidate();
}
public float GetRadius()
{
return mRadius;
}
public void SetSnap(bool snap)
{
mSnap = snap;
Invalidate();
}
public bool IsSnap()
{
return mSnap;
}
protected override void OnDraw(Canvas canvas)
{
base.OnDraw(canvas);
if (mViewPager == null)
{
return;
}
int count = mViewPager.Adapter.Count;
if (count == 0)
{
return;
}
if (mCurrentPage >= count)
{
SetCurrentItem(count - 1);
return;
}
int longSize;
int longPaddingBefore;
int longPaddingAfter;
int shortPaddingBefore;
if (mOrientation == HORIZONTAL)
{
longSize = Width;
longPaddingBefore = PaddingLeft;
longPaddingAfter = PaddingRight;
shortPaddingBefore = PaddingTop;
}
else
{
longSize = Height;
longPaddingBefore = PaddingTop;
longPaddingAfter = PaddingBottom;
shortPaddingBefore = PaddingLeft;
}
float threeRadius = mRadius * 3;
float shortOffset = shortPaddingBefore + mRadius;
float longOffset = longPaddingBefore + mRadius;
if (mCentered)
{
longOffset += ((longSize - longPaddingBefore - longPaddingAfter) / 2.0f) - ((count * threeRadius) / 2.0f);
}
float dX;
float dY;
float pageFillRadius = mRadius;
if (mPaintStroke.StrokeWidth > 0)
{
pageFillRadius -= mPaintStroke.StrokeWidth / 2.0f;
}
//Draw stroked circles
for (int iLoop = 0; iLoop < count; iLoop++)
{
float drawLong = longOffset + (iLoop * threeRadius);
if (mOrientation == HORIZONTAL)
{
dX = drawLong;
dY = shortOffset;
}
else
{
dX = shortOffset;
dY = drawLong;
}
// Only paint fill if not completely transparent
if (mPaintPageFill.Alpha > 0)
{
canvas.DrawCircle(dX, dY, pageFillRadius, mPaintPageFill);
}
// Only paint stroke if a stroke width was non-zero
if (pageFillRadius != mRadius)
{
canvas.DrawCircle(dX, dY, mRadius, mPaintStroke);
}
}
//Draw the filled circle according to the current scroll
float cx = (mSnap ? mSnapPage : mCurrentPage) * threeRadius;
if (!mSnap && (mPageSize != 0))
{
cx += (mCurrentOffset * 1.0f / mPageSize) * threeRadius;
}
if (mOrientation == HORIZONTAL)
{
dX = longOffset + cx;
dY = shortOffset;
}
else
{
dX = shortOffset;
dY = longOffset + cx;
}
canvas.DrawCircle(dX, dY, mRadius, mPaintFill);
}
public override bool OnTouchEvent(MotionEvent ev)
{
if (base.OnTouchEvent(ev))
{
return true;
}
if ((mViewPager == null) || (mViewPager.Adapter.Count == 0))
{
return false;
}
var action = ev.Action;
switch ((int)action & MotionEventCompat.ActionMask)
{
case (int)MotionEventActions.Down:
mActivePointerId = MotionEventCompat.GetPointerId(ev, 0);
mLastMotionX = ev.GetX();
break;
case (int)MotionEventActions.Move:
{
int activePointerIndex = MotionEventCompat.FindPointerIndex(ev, mActivePointerId);
float x = MotionEventCompat.GetX(ev, activePointerIndex);
float deltaX = x - mLastMotionX;
if (!mIsDragging)
{
if (Java.Lang.Math.Abs(deltaX) > mTouchSlop)
{
mIsDragging = true;
}
}
if (mIsDragging)
{
if (!mViewPager.IsFakeDragging)
{
mViewPager.BeginFakeDrag();
}
mLastMotionX = x;
mViewPager.FakeDragBy(deltaX);
}
break;
}
case (int)MotionEventActions.Cancel:
case (int)MotionEventActions.Up:
if (!mIsDragging)
{
int count = mViewPager.Adapter.Count;
int width = Width;
float halfWidth = width / 2f;
float sixthWidth = width / 6f;
if ((mCurrentPage > 0) && (ev.GetX() < halfWidth - sixthWidth))
{
mViewPager.CurrentItem = mCurrentPage - 1;
return true;
}
else if ((mCurrentPage < count - 1) && (ev.GetX() > halfWidth + sixthWidth))
{
mViewPager.CurrentItem = mCurrentPage + 1;
return true;
}
}
mIsDragging = false;
mActivePointerId = INVALID_POINTER;
if (mViewPager.IsFakeDragging)
mViewPager.EndFakeDrag();
break;
case MotionEventCompat.ActionPointerDown:
{
int index = MotionEventCompat.GetActionIndex(ev);
float x = MotionEventCompat.GetX(ev, index);
mLastMotionX = x;
mActivePointerId = MotionEventCompat.GetPointerId(ev, index);
break;
}
case MotionEventCompat.ActionPointerUp:
int pointerIndex = MotionEventCompat.GetActionIndex(ev);
int pointerId = MotionEventCompat.GetPointerId(ev, pointerIndex);
if (pointerId == mActivePointerId)
{
int newPointerIndex = pointerIndex == 0 ? 1 : 0;
mActivePointerId = MotionEventCompat.GetPointerId(ev, newPointerIndex);
}
mLastMotionX = MotionEventCompat.GetX(ev, MotionEventCompat.FindPointerIndex(ev, mActivePointerId));
break;
}
return true;
}
public void SetViewPager(ViewPager view)
{
if (view.Adapter == null)
{
throw new IllegalStateException("ViewPager does not have adapter instance.");
}
mViewPager = view;
mViewPager.SetOnPageChangeListener(this);
UpdatePageSize();
Invalidate();
}
private void UpdatePageSize()
{
if (mViewPager != null)
{
mPageSize = (mOrientation == HORIZONTAL) ? mViewPager.Width : mViewPager.Height;
}
}
public void SetViewPager(ViewPager view, int initialPosition)
{
SetViewPager(view);
SetCurrentItem(initialPosition);
}
public void SetCurrentItem(int item)
{
if (mViewPager == null)
{
throw new IllegalStateException("ViewPager has not been bound.");
}
mViewPager.CurrentItem = item;
mCurrentPage = item;
Invalidate();
}
public void NotifyDataSetChanged()
{
Invalidate();
}
public void OnPageScrollStateChanged(int state)
{
mScrollState = state;
if (mListener != null)
{
mListener.OnPageScrollStateChanged(state);
}
}
public void OnPageScrolled(int position, float positionOffset, int positionOffsetPixels)
{
mCurrentPage = position;
mCurrentOffset = positionOffsetPixels;
UpdatePageSize();
Invalidate();
if (mListener != null)
{
mListener.OnPageScrolled(position, positionOffset, positionOffsetPixels);
}
}
public void OnPageSelected(int position)
{
if (mSnap || mScrollState == ViewPager.ScrollStateIdle)
{
mCurrentPage = position;
mSnapPage = position;
Invalidate();
}
if (mListener != null)
{
mListener.OnPageSelected(position);
}
}
public void SetOnPageChangeListener(ViewPager.IOnPageChangeListener listener)
{
mListener = listener;
}
protected override void OnMeasure(int widthMeasureSpec, int heightMeasureSpec)
{
if (mOrientation == HORIZONTAL)
{
SetMeasuredDimension(MeasureLong(widthMeasureSpec), MeasureShort(heightMeasureSpec));
}
else
{
SetMeasuredDimension(MeasureShort(widthMeasureSpec), MeasureLong(heightMeasureSpec));
}
}
/**
* Determines the width of this view
*
* #param measureSpec
* A measureSpec packed into an int
* #return The width of the view, honoring constraints from measureSpec
*/
private int MeasureLong(int measureSpec)
{
int result = 0;
var specMode = MeasureSpec.GetMode(measureSpec);
var specSize = MeasureSpec.GetSize(measureSpec);
if ((specMode == MeasureSpecMode.Exactly) || (mViewPager == null))
{
//We were told how big to be
result = specSize;
}
else
{
//Calculate the width according the views count
int count = mViewPager.Adapter.Count;
result = (int)(PaddingLeft + PaddingRight
+ (count * 2 * mRadius) + (count - 1) * mRadius + 1);
//Respect AT_MOST value if that was what is called for by measureSpec
if (specMode == MeasureSpecMode.AtMost)
{
result = Java.Lang.Math.Min(result, specSize);
}
}
return result;
}
/**
* Determines the height of this view
*
* #param measureSpec
* A measureSpec packed into an int
* #return The height of the view, honoring constraints from measureSpec
*/
private int MeasureShort(int measureSpec)
{
int result = 0;
var specMode = MeasureSpec.GetMode(measureSpec);
var specSize = MeasureSpec.GetSize(measureSpec);
if (specMode == MeasureSpecMode.Exactly)
{
//We were told how big to be
result = specSize;
}
else
{
//Measure the height
result = (int)(2 * mRadius + PaddingTop + PaddingBottom + 1);
//Respect AT_MOST value if that was what is called for by measureSpec
if (specMode == MeasureSpecMode.AtMost)
{
result = Java.Lang.Math.Min(result, specSize);
}
}
return result;
}
protected override void OnRestoreInstanceState(IParcelable state)
{
try
{
SavedState savedState = (SavedState)state;
base.OnRestoreInstanceState(savedState.SuperState);
mCurrentPage = savedState.CurrentPage;
mSnapPage = savedState.CurrentPage;
}
catch
{
base.OnRestoreInstanceState(state);
// Ignore, this needs to support IParcelable...
}
RequestLayout();
}
protected override IParcelable OnSaveInstanceState()
{
var superState = base.OnSaveInstanceState();
var savedState = new SavedState(superState);
savedState.CurrentPage = mCurrentPage;
return savedState;
}
public class SavedState : BaseSavedState
{
public int CurrentPage { get; set; }
public SavedState(IParcelable superState) : base(superState)
{
}
private SavedState(Parcel parcel) : base(parcel)
{
CurrentPage = parcel.ReadInt();
}
public override void WriteToParcel(Parcel dest, ParcelableWriteFlags flags)
{
base.WriteToParcel(dest, flags);
dest.WriteInt(CurrentPage);
}
[ExportField("CREATOR")]
static SavedStateCreator InitializeCreator()
{
return new SavedStateCreator();
}
class SavedStateCreator : Java.Lang.Object, IParcelableCreator
{
public Java.Lang.Object CreateFromParcel(Parcel source)
{
return new SavedState(source);
}
public Java.Lang.Object[] NewArray(int size)
{
return new SavedState[size];
}
}
}
}
}
Now add PageIndicator.cs file to your project (not activity file)
using Android.Support.V4.View;
namespace MyApplication.Droid.Library
{
public interface PageIndicator : ViewPager.IOnPageChangeListener
{
/**
* Bind the indicator to a ViewPager.
*
* #param view
*/
void SetViewPager(ViewPager view);
/**
* Bind the indicator to a ViewPager.
*
* #param view
* #param initialPosition
*/
void SetViewPager(ViewPager view, int initialPosition);
/**
* <p>Set the current page of both the ViewPager and indicator.</p>
*
* <p>This <strong>must</strong> be used if you need to set the page before
* the views are drawn on screen (e.g., default start page).</p>
*
* #param item
*/
void SetCurrentItem(int item);
/**
* Set a page change listener which will receive forwarded events.
*
* #param listener
*/
void SetOnPageChangeListener(ViewPager.IOnPageChangeListener listener);
/**
* Notify the indicator that the fragment list has changed.
*/
void NotifyDataSetChanged();
}
}
Now add the following files to your values file:
vpi__styles.xml
<?xml version="1.0" encoding="utf-8" ?>
<resources>
<style name="Widget"></style>
<style name="Widget.CirclePageIndicator" parent="Widget">
<item name="centered">#bool/default_circle_indicator_centered</item>
<item name="fillColor">#color/default_circle_indicator_fill_color</item>
<item name="pageColor">#color/default_circle_indicator_page_color</item>
<item name="orientation">#integer/default_circle_indicator_orientation</item>
<item name="radius">#dimen/default_circle_indicator_radius</item>
<item name="snap">#bool/default_circle_indicator_snap</item>
<item name="strokeColor">#color/default_circle_indicator_stroke_color</item>
<item name="strokeWidth">#dimen/default_circle_indicator_stroke_width</item>
</style>
</resources>
vpi__defaults.xml
<?xml version="1.0" encoding="utf-8" ?>
<resources>
<bool name="default_circle_indicator_centered">true</bool>
<color name="default_circle_indicator_fill_color">#FFFFFFFF</color>
<color name="default_circle_indicator_page_color">#00000000</color>
<integer name="default_circle_indicator_orientation">0</integer>
<dimen name="default_circle_indicator_radius">3dp</dimen>
<bool name="default_circle_indicator_snap">false</bool>
<color name="default_circle_indicator_stroke_color">#FFDDDDDD</color>
<dimen name="default_circle_indicator_stroke_width">1dp</dimen>
</resources>
vpi__colors.xml
<?xml version="1.0" encoding="utf-8" ?>
<resources>
<color name="vpi__background_holo_dark">#ff000000</color>
<color name="vpi__background_holo_light">#fff3f3f3</color>
<color name="vpi__bright_foreground_disabled_holo_dark">#ff4c4c4c</color>
<color name="vpi__bright_foreground_disabled_holo_light">#ffb2b2b2</color>
</resources>
vpi__attrs.xml
<?xml version="1.0" encoding="utf-8" ?>
<resources>
<declare-styleable name="ViewPagerIndicator">
<!-- Style of the circle indicator. -->
<attr name="vpiCirclePageIndicatorStyle" format="reference"/>
</declare-styleable>
<declare-styleable name="CirclePageIndicator">
<!-- Whether or not the indicators should be centered. -->
<attr name="centered" format="boolean" />
<!-- Color of the filled circle that represents the current page. -->
<attr name="fillColor" format="color" />
<!-- Color of the filled circles that represents pages. -->
<attr name="pageColor" format="color" />
<!-- Orientation of the indicator. -->
<attr name="orientation">
<enum name="horizontal" value="0" />
<enum name="vertical" value="1" />
</attr>
<!-- Radius of the circles. This is also the spacing between circles. -->
<attr name="radius" format="dimension" />
<!-- Whether or not the selected indicator snaps to the circles. -->
<attr name="snap" format="boolean" />
<!-- Color of the open circles. -->
<attr name="strokeColor" format="color" />
<!-- Width of the stroke used to draw the circles. -->
<attr name="strokeWidth" format="dimension" />
</declare-styleable>
</resources>
Now add this code to design file.
Here you have to notice that MyApplication.Droid.Library is my name space and CirclePageIndicator is my page indicator file name so replace it with your's
<MyApplication.Droid.Library.CirclePageIndicator
android:id="#+id/indicator"
android:padding="10dip"
android:layout_height="wrap_content"
android:layout_width="fill_parent"
/>
now add the following in the activity file.
using Android.Support.V4.App;
using MyApplication.Droid.Library;
//global
public ViewPager mPager;
public PageIndicator mIndicator;
//in on create
var indicator = FindViewById<CirclePageIndicator>(Resource.Id.indicator);
mIndicator = indicator;
indicator.SetViewPager(mPager);
indicator.SetSnap(true);
I had solved this from the github
Look at this the sample project 'Android-ViewPagerIndicator to Xamarin.Android'. You need to include the library, where there are multiple implementation to display the indicators on viewpager.
https://github.com/Cheesebaron/ViewPagerIndicator
I got it working just like iOS PageControl.
Create the custom class as such:
using Android.Content;
using Android.Graphics;
using Android.Graphics.Drawables;
using Android.Runtime;
using Android.Util;
using Android.Widget;
using System;
using System.Collections.Generic;
namespace myProject.CustomWidgets
{
public class PageControl : LinearLayout
{
#region Properties
private int _currentPage = 0;
public int CurrentPage
{
get
{
return _currentPage;
}
set
{
_currentPage = value;
SetCurrentPageIndicator();
}
}
public int Pages = 0;
public Color PageIndicatorTintColor = ColorHelper.Clear;
public Color CurrentPageIndicatorTintColor = ColorHelper.Clear;
private readonly Context context;
private List<ImageView> ivList = new List<ImageView>();
private List<Drawable> drawableList = new List<Drawable>();
private readonly int circleSize = 7;
#endregion Properties
#region Constructor
protected PageControl(IntPtr javaReference, JniHandleOwnership transfer) : base(javaReference, transfer)
{
}
public PageControl(Context context) : base(context)
{
this.context = context;
InitConfig();
}
public PageControl(Context context, IAttributeSet attrs) : base(context, attrs)
{
this.context = context;
InitConfig();
}
public PageControl(Context context, IAttributeSet attrs, int defStyleAttr) : base(context, attrs, defStyleAttr)
{
this.context = context;
InitConfig();
}
public PageControl(Context context, IAttributeSet attrs, int defStyleAttr, int defStyleRes) : base(context, attrs, defStyleAttr, defStyleRes)
{
this.context = context;
InitConfig();
}
#endregion Constructor
#region Methods
private void InitConfig()
{
Orientation = Orientation.Horizontal;
}
protected override void OnAttachedToWindow()
{
base.OnAttachedToWindow();
Render();
}
private void Render()
{
// Start with a clean slate
RemoveAllViews();
ivList = new List<ImageView>();
drawableList = new List<Drawable>();
if (Pages <= 0)
{
return;
}
for (int i = 0; i < Pages; i++)
{
var iv = new ImageView(context);
var size = ConvertionHelper.DensityToPixels(context, circleSize);
var margin = (int)(size / 2.5);
var lp = new LayoutParams(size, size);
lp.SetMargins(margin, 0, margin, 0);
iv.LayoutParameters = lp;
/* By default, all drawables instances loaded from the same resource share a common state.
* If you modify the state of one instance, all the other instances will receive the same modification.
* Calling this method on a mutable Drawable will have no effect */
var drawable = ResourcesHelper.GetDrawable(context, Resource.Drawable.ic_circle_separator).Mutate();
drawable.SetColorFilter(PageIndicatorTintColor, PorterDuff.Mode.SrcAtop);
iv.SetImageDrawable(drawable);
drawableList.Add(drawable);
ivList.Add(iv);
AddView(iv);
}
// Initial current page indicator set-up
SetCurrentPageIndicator();
}
private void SetCurrentPageIndicator()
{
if (ivList.Count == 0 || drawableList.Count == 0 || ivList.Count != drawableList.Count ||
CurrentPage < 0 || CurrentPage >= ivList.Count)
{
return;
}
// Reset all colors
for (int i = 0; i < ivList.Count; i++)
{
drawableList[i].SetColorFilter(PageIndicatorTintColor, PorterDuff.Mode.SrcIn);
ivList[i].SetImageDrawable(drawableList[i]);
}
// Change color of current page indicator
drawableList[CurrentPage].SetColorFilter(CurrentPageIndicatorTintColor, PorterDuff.Mode.SrcIn);
ivList[CurrentPage].SetImageDrawable(drawableList[CurrentPage]);
}
#endregion Methods
}
}
Then use on your xml file such as:
<myProject.PageControl
android:id="#+id/pagecontrol"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center"/>
Then on your activity you would have:
var pagecontrol = FindViewById<PageControl>(Resource.Id.pagecontrol);
pagecontrol.PageIndicatorTintColor = ColorHelper.PositiveBlue;
pagecontrol.CurrentPageIndicatorTintColor = ColorHelper.Orange;
pagecontrol.CurrentPage = 0;
pagecontrol.Pages = 3;

xamarin forms label in a scroll view pinch and zoom android

I need a label with large text like a article which needs pinch to zoom capability for that I have written a ZoomableScrollview which works fine in IOS and Windows but not in android. Please see the code below.
Code in PCL
public class ZoomableScrollView:ScrollView
{
public static readonly BindableProperty MinimumZoomScaleProperty = BindableProperty.Create("MinimumZoomScale", typeof(float), typeof(ZoomableScrollView), default(float));
public float MinimumZoomScale
{
get { return (float)GetValue(MinimumZoomScaleProperty); }
set { SetValue(MinimumZoomScaleProperty, value); }
}
public static readonly BindableProperty MaximumZoomScaleProperty = BindableProperty.Create("MaximumZoomScale", typeof(float), typeof(ZoomableScrollView), default(float));
public float MaximumZoomScale
{
get { return (float)GetValue(MaximumZoomScaleProperty); }
set { SetValue(MaximumZoomScaleProperty, value); }
}
}
IOS renderer
public class ZoomableScrollViewRenderer : ScrollViewRenderer
{
protected override void OnElementChanged(VisualElementChangedEventArgs e)
{
base.OnElementChanged(e);
if (e.NewElement == null)
return;
if (e.OldElement == null)
{
ZoomableScrollView zsv = Element as ZoomableScrollView;
this.MinimumZoomScale = zsv.MinimumZoomScale;
this.MaximumZoomScale = zsv.MaximumZoomScale;
this.ViewForZoomingInScrollView += (UIScrollView sv) => { return this.Subviews[0]; };
}
}
}
Windows renderer
public class ZoomableScrollViewRenderer:ScrollViewRenderer
{
protected override void OnElementChanged(ElementChangedEventArgs<ScrollView> e)
{
base.OnElementChanged(e);
if (e.NewElement == null)
return;
if (e.OldElement == null)
{
ZoomableScrollView zsv = Element as ZoomableScrollView;
this.Control.ZoomMode = Windows.UI.Xaml.Controls.ZoomMode.Enabled;
this.Control.MinZoomFactor = zsv.MinimumZoomScale;
this.Control.MaxZoomFactor = zsv.MaximumZoomScale;
}
}
}
Android renderer
public class ZoomableScrollViewRenderer:ScrollViewRenderer
{
float originalDistanceX, currentdistanceX, originalDistanceY, currentdistanceY;
bool IsPinching = false;
double currentScale;
TeluguLabel lbl;
ScrollView svMain, svSub;
protected override void OnElementChanged(VisualElementChangedEventArgs e)
{
base.OnElementChanged(e);
svMain = ((ScrollView)e.NewElement);
lbl = svMain.Content as TeluguLabel;
svSub = new ScrollView();
svSub.Orientation = ScrollOrientation.Horizontal;
svSub.Content = lbl;
svMain.Content = svSub;
lbl.AnchorX = 0;
lbl.AnchorY = 0;
}
public override bool OnTouchEvent(MotionEvent e)
{
if (e.PointerCount > 1)
{
IsPinching = true;
currentScale = lbl.Scale;
originalDistanceX = Math.Abs(e.GetX(0) - e.GetX(1));
originalDistanceY = Math.Abs(e.GetY(0) - e.GetY(1));
}
else
{
IsPinching = false;
}
return base.OnTouchEvent(e);
}
public override bool DispatchTouchEvent(Android.Views.MotionEvent e)
{
switch (e.Action)
{
case MotionEventActions.Down:
this.Parent.RequestDisallowInterceptTouchEvent(true);
break;
case MotionEventActions.Move:
if(IsPinching && e.PointerCount > 1)
{
currentdistanceX = Math.Abs(e.GetX(0) - e.GetX(1));
currentdistanceY = Math.Abs(e.GetY(0) - e.GetY(1));
if (originalDistanceX < currentdistanceX || originalDistanceY < currentdistanceY)
lbl.Scale = currentScale + 0.01;
else if (originalDistanceX > currentdistanceX || originalDistanceY > currentdistanceY)
lbl.Scale = currentScale - 0.01;
}
break;
case MotionEventActions.Up:
this.Parent.RequestDisallowInterceptTouchEvent(false);
break;
}
return base.DispatchTouchEvent(e);
}
}
in android I was able to achieve zoom to some extent but the scrolling in not smooth, but I compromised for it. Now the problem is the text is getting stripped in the label. Somebody please help me my app itself is for reading which is he basic feature not working.
Thanks in advance
I got it. Basically android label has no of lines limit of 100, i have to override it in the renderer
label.SetMaxLines(4000);

MonoGame/XNA Mouse Offsets

I am trying to use Mouse.GetState() for my menu selection. Currently, it will only highlight if I hover over a region left and up from where the menu is. I used DrawString to display the mouses coordinates and found that the 0,0 point wasn't in the top left of my monitor or in the top left of the game window. It was somewhere about 100,100 pixels from the top left of the screen. Also, the 0,0 point moves every time I run the programme.
I looked at others people who have had the same problem but wasn't able to solve it. I tried using Mouse.WindowHandle = this.Window.Handle; in my Initialize() but it didn't nothing. I have two monitors and when I forced the game in fullscreen it would open on my second monitor so I disabled it but the problem remains.
here is a link to my code http://pastebin.com/PNaFADqp
Game1 class:
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont spriteFont;
public const int WINDOW_HEIGHT = 800;
public const int WINDOW_WIDTH = 600;
public int tree;
public TitleScreen titleScreen;
public SATDemo satDemo;
public SeparatingAxisTest separatingAxisTest;
public SATWithAABB sATWithAABB;
GameState currentState;
public static Dictionary<string, Texture2D> m_textureLibrary = new Dictionary<string, Texture2D>();
public static Dictionary<string, SpriteFont> m_fontLibrary = new Dictionary<string, SpriteFont>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = WINDOW_HEIGHT;
graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
}
protected override void Initialize()
{
Mouse.WindowHandle = this.Window.Handle;
//enable the mousepointer
IsMouseVisible = true;
currentState = GameState.TitleScreen;
//sets the windows mouse handle to client bounds handle
base.Initialize();
}
public void RequestSATDemo()
{
currentState = GameState.RequestSATDemo;
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
m_textureLibrary.Add("Pixel", Content.Load<Texture2D>("White_Pixel"));
m_fontLibrary.Add("Font", Content.Load<SpriteFont>("MotorwerkOblique"));
titleScreen = new TitleScreen();
satDemo = new SATDemo();
separatingAxisTest = new SeparatingAxisTest();
sATWithAABB = new SATWithAABB();
}
public void RequestSeparatingAxisTest()
{
currentState = GameState.SeparatingAxisTest;
}
public void RequestSATWithAABB()
{
currentState = GameState.SATWithAABB;
}
protected override void Update(GameTime gameTime)
{
MouseTestState = Mouse.GetState();
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Update(gameTime);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Update(gameTime);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Update(gameTime);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
spriteBatch.DrawString(m_fontLibrary["Font"], MouseTestState.ToString(), new Vector2(0, 0), Color.White);
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Draw(spriteBatch, spriteFont);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Draw(gameTime, spriteBatch);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Draw(gameTime, spriteBatch);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
TitleScreen class:
public class TitleScreen : Screen
{
List<Button> buttonList = new List<Button>();
public Menu mainMenu;
public TitleScreen()
{
mainMenu = new Menu(new Vector2(200, 100), buttonList, 0);
buttonList.Add(new PushButton("Separating Axis Test"));
buttonList.Add(new PushButton("SAT With AABB"));
buttonList.Add(new PushButton("Awesome"));
buttonList.Add(new PushButton("Awesomere"));
buttonList.Add(new PushButton("Awesomere"));
}
public override void Update(GameTime gametime)
{
mainMenu.Update(gametime);
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
mainMenu.Draw(sB, sF);
}
}
PushButton class:
public class PushButton : Button
{
string m_text;
SpriteFont m_font;
Color m_static, m_onClick, m_onHover;
Texture2D m_sprite2D, m_onClick2D;
static public int Pbuttoncount;
//click processing
bool m_clickedInside = false,
m_releasedInside = false,
m_OnClicked = false,
selected = false;
Rectangle drawRectangle;
public PushButton(string Text)
{
m_text = Text;
drawRectangle = new Rectangle((int)Menu.m_position.X, (int)Menu.m_position.Y + (15 * Pbuttoncount), 200, 15);
ButtonRegion = new Rectangle((int)Position.X, (int)Position.Y, 200, 15);
Pbuttoncount++;
}
public PushButton(Rectangle ButtonRegion, SpriteFont Font, string Text, Color Static, Color OnClick, Color OnHover)
{
m_buttonRegion = ButtonRegion;
m_font = Font;
m_text = Text;
m_static = Static;
m_onClick = OnClick;
m_onHover = OnHover;
// drawRectangle = ButtonPosition(m_buttonRegion);
}
public PushButton(Rectangle ButtonRegion, Texture2D Sprite2D, Texture2D OnClick2D)
{
m_buttonRegion = ButtonRegion;
m_sprite2D = Sprite2D;
m_onClick2D = OnClick2D;
//drawRectangle = ButtonPosition(m_buttonRegion);
}
public override void Update(GameTime gameTime)
{
MouseState currentMouse = Mouse.GetState();
selected = MouseState(drawRectangle, currentMouse);
m_clickedInside = ClickInside(currentMouse, m_lastMouseState);
ReleaseInside(currentMouse, m_lastMouseState);
if (selected && m_clickedInside && m_releasedInside)
m_OnClicked = true;
else
m_OnClicked = false;
m_lastMouseState = currentMouse;
}
public override void Draw(SpriteBatch spriteBatch, SpriteFont spriteFont, int buttonCount, Vector2 Position)
{
spriteBatch.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)Position.X + 10, (int)(Position.Y + 15 * buttonCount), 180, 15), Color.Wheat);
if (selected)
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Orange);
else
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Black);
}
}
Menu class:
public class Menu
{
List<Button> m_buttonList;
float m_transparency;
public int n = 0;
public Rectangle buttonRegion, m_menuRegion, m_dimensions;
static public Vector2 m_position;
int m_WINDOW_HEIGHT = Game1.WINDOW_HEIGHT;
int m_WINDOW_WIDTH = Game1.WINDOW_WIDTH;
private Game1 m_managerClass;
public Menu(Vector2 Position, List<Button> ButtonList, float Transparency)
{
m_position = Position;
m_buttonList = ButtonList;
m_transparency = Transparency;
m_managerClass = new Game1();
}
public Rectangle MenuRegion
{
get { return m_menuRegion; }
set { m_menuRegion = value; }
}
static public Vector2 Position
{
get { return m_position; }
}
public void Update(GameTime gametime)
{
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Update(gametime);
if (m_buttonList[0].OnClicked)
{
SeperatingAxisTest();
}
}
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
sB.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)m_position.X - 5, (int)m_position.Y - 10, (m_buttonList[0].ButtonRegion.Width + 10), (m_buttonList[0].ButtonRegion.Height * m_buttonList.Count) + 20), Color.Blue);
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Draw(sB, sF, i, new Vector2(Position.X, Position.Y));
}
}
private void SeperatingAxisTest()
{
m_managerClass.RequestSeparatingAxisTest();
}
}
Program class:
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
Let me know if you need anything else. I'm still learning and will sell my soul to you for an answer.
Your Menu class is creating a new instance of Game1. This is, most likely, not what you want, since Game1 is instantiated in the entry point for you app. The Game1 instance has an instance of TitleScreen, which in turn has an instance of the Menu class, so a Menu should have no business creating its own game.
When this (other) instance is created, it invokes platform-specific (Windows) methods, creates an additional window handle (which is never shown) and configures the Mouse.WindowHandle.
And btw, setting WindowHandle manually does absolutely nothing in Monogame, so all these sources mentioning that are talking about XNA.
So, there are several remarks:
You should probably have a "screen manager" class which contains the current screen. It is strange to have a field of type TitleScreen in your game class, it should at least be of the base type (Screen), so that the game class draws and updates each screen transparently.
If you need a reference to the game class anywhere, don't instantiate a new one, but rather pass it along through the constructor.
m_managerClass is a bad name for a field which is actually a Game. Also google for C# naming conventions. Perhaps you even might want to download an existing monogame game template, e.g. check some of the samples online; the NetRumble sample seems to implement a screen manager.
Remove the Mouse.WindowHandle line, it should be set to your one-and-only game window by default.
tl;dr add the Game1 as a parameter wherever you might need it (but only where you need it).
abstract class Screen
{
private readonly Game1 _game;
public Game1 Game
{ get { return _game; } }
public Screen(Game1 game)
{
_game = game;
}
}
class TitleScreen : Screen
{
public TitleScreen(Game1 game)
: base(game)
{ ... }
}
class Menu
{
private readonly Screen _screen;
public Menu(Screen parentScreen, Vector2 pos, List<Button> list, float alpha)
{
_screen = parentScreen;
...
// if you need the game instance, just use _screen.Game
}
}

Xna (MonoGame) DynamicSoundEffectInstance Buffer already Full exception

I'm making this game in MonoGame (basically Xna) that uses DynamicSoundEffectInstance class. MonoGame does not have an implementation of DynamicSoundEffectInstance yet, so I made my own:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#if MONOMAC
using MonoMac.OpenAL;
#else
using OpenTK.Audio.OpenAL;
#endif
using System.Threading;
namespace Microsoft.Xna.Framework.Audio
{
public sealed class DynamicSoundEffectInstance : IDisposable
{
private const int BUFFERCOUNT = 2;
private SoundState soundState = SoundState.Stopped;
private AudioChannels channels;
private int sampleRate;
private ALFormat format;
private bool looped = false;
private float volume = 1.0f;
private float pan = 0;
private float pitch = 0f;
private int sourceId;
private int[] bufferIds;
private int[] bufferIdsToFill;
private int currentBufferToFill;
private bool isDisposed = false;
private bool hasSourceId = false;
private Thread bufferFillerThread = null;
// Events
public event EventHandler<EventArgs> BufferNeeded;
internal void OnBufferNeeded(EventArgs args)
{
if (BufferNeeded != null)
{
BufferNeeded(this, args);
}
}
public DynamicSoundEffectInstance(int sampleRate, AudioChannels channels)
{
this.sampleRate = sampleRate;
this.channels = channels;
switch (channels)
{
case AudioChannels.Mono:
this.format = ALFormat.Mono16;
break;
case AudioChannels.Stereo:
this.format = ALFormat.Stereo16;
break;
default:
break;
}
}
public bool IsDisposed
{
get
{
return isDisposed;
}
}
public float Pan
{
get
{
return pan;
}
set
{
pan = value;
if (hasSourceId)
{
// Listener
// Pan
AL.Source(sourceId, ALSource3f.Position, pan, 0.0f, 0.1f);
}
}
}
public float Pitch
{
get
{
return pitch;
}
set
{
pitch = value;
if (hasSourceId)
{
// Pitch
AL.Source(sourceId, ALSourcef.Pitch, XnaPitchToAlPitch(pitch));
}
}
}
public float Volume
{
get
{
return volume;
}
set
{
volume = value;
if (hasSourceId)
{
// Volume
AL.Source(sourceId, ALSourcef.Gain, volume * SoundEffect.MasterVolume);
}
}
}
public SoundState State
{
get
{
return soundState;
}
}
private float XnaPitchToAlPitch(float pitch)
{
// pitch is different in XNA and OpenAL. XNA has a pitch between -1 and 1 for one octave down/up.
// openAL uses 0.5 to 2 for one octave down/up, while 1 is the default. The default value of 0 would make it completely silent.
return (float)Math.Exp(0.69314718 * pitch);
}
public void Play()
{
if (!hasSourceId)
{
bufferIds = AL.GenBuffers(BUFFERCOUNT);
sourceId = AL.GenSource();
hasSourceId = true;
}
soundState = SoundState.Playing;
if (bufferFillerThread == null)
{
bufferIdsToFill = bufferIds;
currentBufferToFill = 0;
OnBufferNeeded(EventArgs.Empty);
bufferFillerThread = new Thread(new ThreadStart(BufferFiller));
bufferFillerThread.Start();
}
AL.SourcePlay(sourceId);
}
public void Apply3D(AudioListener listener, AudioEmitter emitter)
{
Apply3D(new AudioListener[] { listener }, emitter);
}
public void Pause()
{
if (hasSourceId)
{
AL.SourcePause(sourceId);
soundState = SoundState.Paused;
}
}
public void Apply3D(AudioListener[] listeners, AudioEmitter emitter)
{
// get AL's listener position
float x, y, z;
AL.GetListener(ALListener3f.Position, out x, out y, out z);
for (int i = 0; i < listeners.Length; i++)
{
AudioListener listener = listeners[i];
// get the emitter offset from origin
Vector3 posOffset = emitter.Position - listener.Position;
// set up orientation matrix
Matrix orientation = Matrix.CreateWorld(Vector3.Zero, listener.Forward, listener.Up);
// set up our final position and velocity according to orientation of listener
Vector3 finalPos = new Vector3(x + posOffset.X, y + posOffset.Y, z + posOffset.Z);
finalPos = Vector3.Transform(finalPos, orientation);
Vector3 finalVel = emitter.Velocity;
finalVel = Vector3.Transform(finalVel, orientation);
// set the position based on relative positon
AL.Source(sourceId, ALSource3f.Position, finalPos.X, finalPos.Y, finalPos.Z);
AL.Source(sourceId, ALSource3f.Velocity, finalVel.X, finalVel.Y, finalVel.Z);
}
}
public void Dispose()
{
if (!isDisposed)
{
Stop(true);
AL.DeleteBuffers(bufferIds);
AL.DeleteSource(sourceId);
bufferIdsToFill = null;
hasSourceId = false;
isDisposed = true;
}
}
public void Stop()
{
if (hasSourceId)
{
AL.SourceStop(sourceId);
int pendingBuffers = PendingBufferCount;
if(pendingBuffers > 0)
AL.SourceUnqueueBuffers(sourceId, PendingBufferCount);
if (bufferFillerThread != null)
bufferFillerThread.Abort();
bufferFillerThread = null;
}
soundState = SoundState.Stopped;
}
public void Stop(bool immediate)
{
Stop();
}
public TimeSpan GetSampleDuration(int sizeInBytes)
{
throw new NotImplementedException();
}
public int GetSampleSizeInBytes(TimeSpan duration)
{
int size = (int)(duration.TotalMilliseconds * ((float)sampleRate / 1000.0f));
return (size + (size & 1)) * 16;
}
public void SubmitBuffer(byte[] buffer)
{
this.SubmitBuffer(buffer, 0, buffer.Length);
}
public void SubmitBuffer(byte[] buffer, int offset, int count)
{
if (bufferIdsToFill != null) {
AL.BufferData (bufferIdsToFill [currentBufferToFill], format, buffer, count, sampleRate);
AL.SourceQueueBuffer (sourceId, bufferIdsToFill [currentBufferToFill]);
currentBufferToFill++;
if (currentBufferToFill >= bufferIdsToFill.Length)
bufferIdsToFill = null;
else
OnBufferNeeded (EventArgs.Empty);
} else {
throw new Exception ("Buffer already full.");
}
}
private void BufferFiller()
{
bool done = false;
while (!done)
{
var state = AL.GetSourceState(sourceId);
if (state == ALSourceState.Stopped || state == ALSourceState.Initial)
AL.SourcePlay(sourceId);
if (bufferIdsToFill != null)
continue;
int buffersProcessed;
AL.GetSource(sourceId, ALGetSourcei.BuffersProcessed, out buffersProcessed);
if (buffersProcessed == 0)
continue;
bufferIdsToFill = AL.SourceUnqueueBuffers(sourceId, buffersProcessed);
currentBufferToFill = 0;
OnBufferNeeded(EventArgs.Empty);
}
}
public bool IsLooped
{
get
{
return looped;
}
set
{
looped = value;
}
}
public int PendingBufferCount
{
get
{
if (hasSourceId)
{
int buffersQueued;
AL.GetSource(sourceId, ALGetSourcei.BuffersQueued, out buffersQueued);
return buffersQueued;
}
return 0;
}
}
}
}
Now, I followed this tutorial on making dynamic sounds in Xna, which worked with my custom MonoGame class. However, when I run the project (Xamarin Studio 4, Mac OS X 10.8, with MonoGame 3.0.1), it throws this exception:
Buffer already full
Pointing at the code in my custom class:
public void SubmitBuffer(byte[] buffer, int offset, int count)
{
if (bufferIdsToFill != null) {
AL.BufferData (bufferIdsToFill [currentBufferToFill], format, buffer, count, sampleRate);
AL.SourceQueueBuffer (sourceId, bufferIdsToFill [currentBufferToFill]);
currentBufferToFill++;
if (currentBufferToFill >= bufferIdsToFill.Length)
bufferIdsToFill = null;
else
OnBufferNeeded (EventArgs.Empty);
} else {
throw new Exception ("Buffer already full."); //RIGHT HERE IS THE EXCEPTION
}
}
I commented out the exception, and ran it again. It played the sound, with pops in it, but it still played it. How can I clear the buffer, so it is not full? I followed this tutorial EXACTLY, so all the code I added to my project is in there.
Oh! Figured it out myself; I changed the pending buffer count from 3 to 2. My final submit buffer code was:
while(_instance.PendingBufferCount < 2)
SubmitBuffer();
Where the 2 is, used to be a 3. Now it no longer throws the exception.

Custom container not drawing

I've been reading about Vala over the past couple of days and decided to dive into it and make some Clutter widgets along the way. I'm currently trying to draw a private actor from my custom actor subclass. Here is a simplified version of what I've got so far.
public class MyContainer : Clutter.Actor, Clutter.Container {
private Clutter.Group group;
public MyContainer() {
group = new Clutter.Group();
group.set_parent(this);
}
public void add_actor(Clutter.Actor actor) {
group.add_actor(actor);
actor.show();
set_size(group.width, group.height);
actor_added(actor);
queue_redraw();
}
public void foreach(Clutter.Callback callback) {
group.foreach(callback);
queue_redraw();
}
public override void get_preferred_height(
float for_width,
out float min_height_p,
out float natural_height_p) {
group.get_preferred_height(
for_width,
out min_height_p,
out natural_height_p);
}
public override void get_preferred_width(
float for_height,
out float min_width_p,
out float natural_width_p) {
group.get_preferred_width(
for_height,
out min_width_p,
out natural_width_p);
}
public override void paint() {
group.paint();
}
public void remove_actor(Clutter.Actor actor) {
group.remove_actor(actor);
set_size(group.width, group.height);
actor_removed(actor);
queue_redraw();
}
public void sort_depth_order() {
group.sort_depth_order();
queue_redraw();
}
}
int main(string [] args) {
// Start clutter.
var result = Clutter.init(ref args);
if (result != Clutter.InitError.SUCCESS) {
stderr.printf("Error: %s\n", result.to_string());
return 1;
}
var stage = Clutter.Stage.get_default();
// Build a MyCollection object.
var myc = new MyContainer();
myc.x = 100;
myc.y = 100;
var r1 = new Clutter.Rectangle();
r1.width = 50;
r1.height = 50;
r1.color = Clutter.Color.from_string("rgb(255, 0, 0)");
var t1 = new Clutter.Text();
t1.text = "The red square.";
t1.y = r1.height;
// Build a Group object similar to the previous.
var group = new Clutter.Group();
group.x = 300;
group.y = 100;
var r2 = new Clutter.Rectangle();
r2.width = 50;
r2.height = 50;
r2.color = Clutter.Color.from_string("rgb(255, 0, 0)");
var t2 = new Clutter.Text();
t2.text = "The red square.";
t2.y = r2.height;
// Display.
myc.add_actor(r1);
myc.add_actor(t1);
group.add_actor(r2);
group.add_actor(t2);
stage.add_actor(myc);
stage.add_actor(group);
stage.show_all();
Clutter.main();
return 0;
}
The example paints the group added directly to the stage, but not the group wrapped by the custom collection that is added to the stage. How can I get this to work and what is wrong with the above?
I've been working on ubuntu 11.10 with valac --pkg clutter-1.0 above_code_example.vala.
This answer is from buz on gnome.irc's #clutter room.
The problem is a missing override for the allocate function.

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