def set_page(self, page_number):
if page_number < self.pageControl.numberOfPages() and page_number > -1:
x = page_number * self.scrollView.width
self.scrollView.content_offset = (x, -20) # ⥢⬅ here
raise ValueError("Invalid Page Number. page_number is zero indexing.")
Your favorit override..
added an instance variable to it though..
def __init__(self, **kwargs):
self.titleBarAdjustment=0 # ⥢⬅ here
#with this guy..
def present(self, **kwargs): # evaluate input before presenting
self.scrollView.y=20 #if hide_title_bar then adjust scrollView
super(PageControl, self).present(**kwargs) # Continue..
the second option needs to know if the bar is present otherwise it just has a revers effect to original image issue.. (jumps up)
im still looking for a beter solution for this. the objc methods were not working last night and im sure it was writers error. but im the mean time at least two of these will hold by maybe?
as for your other issues..
Depending on your phone and tabelets they could be explained.
i suspect that it has todo with Retina scaling and resolution. i have an iPhone 6s and iPad Air 2 and they both have a 2x1 Retina Display so i dont get this issue but id imagine if u has a 2x1 phone and 3x1 ipad it would creat this. all you really need to do if thats the case is check device at runtime and setup Layout accordingly. ui/scene, atleast for 2x1, should auto compensate for this but pil doesnt. just for future info lol.. but by using ui.from_data(data, scale) is where u set scaling for retina convertion. this could help if your dispay happends to be a factor. if i find anything ill let you know!
@mikael it works...it isn't feature-complete, and I was unable to figure out how to consistently get the proper animation of items when they are moved to a new location (it doesn't always animate the properties of the moved cell in the right way, or the cell in the new location is displayed before the move animation happens).
Let me try to extricate the code which is unrelated to the implementation of the UICollectionView from the custom code for my specific purposes. Maybe someone can figure out why my end-move animation is wonky.
@mikael in my use case, I'm actually making a Gestures instance per-custom-widget. Since each of my widgets can have 2 or 3 gestures, it is simpler to just let each one have its own Gestures instance and install the various recognizers on each one. Gestures isn't particularly heavyweight, especially without the internal ui.Button instance, and then I don't need any global tracking of who has gestures installed, since when the widget goes away, it takes the gestures instance with it.
Creating a little handler method in the gesture delegate class, which can be attached to a gesture recognizer is as simple as:
...existing gesture delegate definition...
def handleGesture_(_self, _cmd, recognizer):
delegate = objc_util.ObjCInstance(_self)
if not delegate: return
recognizer = objc_util.ObjCInstance(recognizer)
if not recognizer: return
gestures = delegate._gestures()
if not gestures: return
methods = [...
Then, where you make the recognizers, instead of the whole button action thing, with all the associated bookkeeping:
@JonB regardless of the troubles I was having...that objc decorator idea is brilliant, and ought to be rolled into objc_util.
re: my problems with pyObject being crashy. After going over the way my code was executing, I rearranged things to be absolutely certain that all attempts to access internals via pyObject() and cast() were within a @on_main_thread...and that seemed to finally make it stable. So, though I'm not entirely clear where it was going wrong, somewhere at least one of those calls was being made outside the main thread, and was therefore making the whole thing unstable at any future call.