custom-view | project demonstrates how to create a custom view
kandi X-RAY | custom-view Summary
kandi X-RAY | custom-view Summary
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Top functions reviewed by kandi - BETA
- Initialize the RequiredEditText
- Manage the field when required
- Set this EditText s value
- Checks if the field is filled up
- Shows error drawable
- Set the error message
- Reset the view
- Invoked when the activity is saved
custom-view Key Features
custom-view Examples and Code Snippets
Community Discussions
Trending Discussions on custom-view
QUESTION
By default, Laravel looks for error views under resources/views/errors
, returning the corresponding view for the relevant status code, eg. 404 or 403. Instead of creating all these views manually I want to use my own custom view for all error codes, with the actual error code and message shown dynamically in the view using getMessage()
and any other helper functions that might be available to me.
This would allow me to do this as normal:
...ANSWER
Answered 2022-Jan-31 at 23:14In the default exception handler, a method called getHttpExceptionView()
determines the view to return. Simply override it in your App\Exceptions\Handler
class with your desired logic.
QUESTION
I have the following View
extension that allows the use of a .toolbar
if it is available, but allows the code to compile if it is not:
ANSWER
Answered 2022-Jan-14 at 01:21Each of your item
parameters is defined as (V) -> V
-- this means a closure that takes V
as a parameter and returns V
. In fact, all you want is () -> V
(a closure that takes no parameters and returns V
). That gets you the trailing closure you want -- then, you can pass just the V
to the view modifiers.
QUESTION
I've placed a UIButton inside a custom UIView, CustomButtonView. The UIButton is not responding to tap/click events, and its appropriate selector method is not being triggered. Here's my code below; what have I done wrong?
As well, the custom view has a background color of red. When I add the custom view to my view controller's view, the red rectangle displays. However, when I add my UIButton to my custom view (with the background color of red), only the UIButton displays, not the red rectangle. Why is this happening?
...ANSWER
Answered 2021-Nov-18 at 09:17When you disable user interaction for a specific view then this user interaction is not forwarded to its subviews. Or in other words; for user interaction to work you need to make sure that all superviews in chain (superview of superview of superview) do have user interaction enabled.
In your case you have self.userInteractionEnabled = NO;
which means that any subview of self
(including your button) will not accept any user interaction.
Next to this issues it is still possible that other issues are present. For instance: A subview will accept user interaction only within physical area of all of its superviews. That means that if a button with frame { 0, 0, 100, 100 }
is placed on a superview of size { 100, 50 }
then only the top part of the button will be clickable.
As for the size changes this is a completely different story...
You decided to disable translation of autoresizing mask on your custom view by writing _customButtonView.translatesAutoresizingMaskIntoConstraints = NO;
. That means that you will not use frame
in conjunction with other constraints. It means that whatever frame you set (in your case CGRectMake(0, 0, 100, 100)
) this frame will be overridden by anything else that may effect the frame of your custom view.
In case where your button code is commented out there is no such thing that "may effect the frame of your custom view" and the view stays as size of { 100, 100 }
. But as soon as you added a button you added additional constraints which most likely lead to resizing your button to sizeToFit
and with it its superview which is your custom view.
To avoid this you need to either remove disabling of translation of autoresizing mask into constraint on your custom view. Or you need to define custom view size by adding constraints to it so that they are set to { 100, 100 }
. You can simply constrain heightAnchor
and widthAnchor
to 100
.
QUESTION
My ViewController looks like follows. Here I am calling my custom view and setting it programmatically. The Problem I am facing is the tap gesture is not working. Even it is not getting called.
This [https://stackoverflow.com/questions/60931438/uitapgesturerecognizer-not-working-with-custom-view-class][1] is also similar to this but I can't understand what is happening in my case. I am Stuck here for hours.
...ANSWER
Answered 2021-Aug-27 at 21:44I think that the problem is that you have the function tu run outside the ViewController. Just do the following:
QUESTION
I am implementing a custom component in HarmonyOS using Java SDK. In Android to draw a custom view, we override the onDraw method from the View class.
In HarmonyOS the Component class doesn’t have the onDraw method. How to resolve it?
...ANSWER
Answered 2021-Jul-30 at 06:20You are right, onDraw()
is not available in Component class. But, we have another way to achieve the same functionality. You can implements
Component.DrawTask in your custom component to implement the same functionality. You would need to call addDrawTask in the constructor to add a drawing task.
So, your Custom component code will look like this -
QUESTION
I using Vaadin LitTemplate
. So I have my .ts file
and .java file.
Now I want to use an Custom-View(LitTempalte"Standorte")
in an other Custom-View(LitElement"Standort")
Thats my standort-view.ts
. I also tried to add width:100% into :host
but I did not work.
ANSWER
Answered 2021-Jul-05 at 19:31You are not using shadow DOM (createRenderRoot() {return this;}
), which means that the way you are defining styles does not work the way you intend to.
You can add a CSS selector in your global CSS:
QUESTION
I'm confused with instructions in this page this. Working on the below function.
...ANSWER
Answered 2021-Jul-05 at 17:59You're starting the animation in onDraw
, which doesn't make any sense. onDraw
should only be used for drawing, not anything else.
To highlight why it would be nonsensical, consider what your code is actually doing:
onDraw
starts the animation, which repeatedly calls invalidate
. This then triggers onDraw
to be called again, which then starts another animation, which repeatedly calls invalidate
, ...., etc.
You should be starting the animation when you want it to start, like when the view is instantiated, or manually if it responds to some sort of trigger. For example:
QUESTION
I've encountered a weird behaviour when using a Custom View together with a Navigation Component and a back button.
For user text input, I'm using the Material Design text field (which is a combination of TextInputLayout and TextInputEditText). In order to avoid code duplication, I've created a Custom View - CustomTextField (following this guide) that combines those two views into a single one.
I'm also using Navigation Component to navigate between Fragments in a single Activity.
The problem - in my LoginFragment, I'm using 2 instances of that Custom View to display fields for user input. The weird behaviour happens when I input 2 different values into those text fields, navigate to another Fragment (using the Register button - for now it's just a blank Fragment) and then using a Back button (or gesture) to go back into the LoginFragment. Value (text) of the first text field becomes a duplicate of the second text field.
For example: (screenshots uploaded as links as it's my first question on StackOverflow ever and I'm not allowed to insert them directly to the question)
LoginFragment with 2 different values provided by user
In order to troubleshoot the issue, I've reduced the code to minimum but the problem still happens. Here's the code I'm using:
Custom Text Field xml (custom_text_field.xml):
...ANSWER
Answered 2021-Apr-29 at 10:55This is to do with the way that the system restores view state. By default the ID is used to uniquely identify a view for state restoration, so having a duplicate ID for your TextInputEditText
would explain the mirrored state.
QUESTION
I'm trying to support game controller input in my app, I should be able to receive the input when in focus of any element of the app. By the way it is not a game. I have tried following this guide from the android developer documentation to no avail. The problem I am facing is that I cannot override the onKeyDown function.
My only knowledge is that I need to override this function in either a custom view or activity, but this is what I am having trouble with.
Here is the sort of code I am attempting.
...ANSWER
Answered 2021-Mar-29 at 19:32You forgot the return type
QUESTION
I am working on a custom expandable view in android. The goal is that I can add child elements in the xml files and they will be expanded and collapsed when the user clicks the expand/collapse button as on the picture below.
The expananding/collapsing works fine, but I cannot find out how to handle the child views.
In the constructor of my custom view, I inflate an xml layout, and I have a linear layout inside, in which i would like to put the child elements.
I tried using the solution suggested in the answer to the question here.
But I get StackOverflowError, and about a hundres of these: "at android.view.ViewGroup.resetResolvedLayoutDirection(ViewGroup.java:7207)", even if I try to use the solution in the second aswer, using a while loop instead of the for.
Here is the kotlin class of my view:
...ANSWER
Answered 2021-Mar-15 at 10:54So I found the solution at another question, which I cannot find again... But this solution works like a charm :)
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Install custom-view
You can use custom-view like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the custom-view component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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