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    How to hide status bar in scene?

    Pythonista
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    • cvp
      cvp @mikael last edited by cvp

      @mikael said:

      include title_bar_color='black' in present.

      It works but I don't understand why.

      The status bar either disappears, either has its characters white???

      1 Reply Last reply Reply Quote 0
      • cvp
        cvp @mikael last edited by

        @mikael said:

        I get a full red screen with no extras except the ”X” to close.

        I too, but why?

        mikael 1 Reply Last reply Reply Quote 0
        • mikael
          mikael @cvp last edited by

          @cvp, because scene is not ui, and this is how it is supposed to work?

          ui has issues not really supporting removing the extras with present *), but if OP had the issue with scene as the title suggests, I do not see the problem.

          *) Workaround: run a scene, then use its view attribute as you would any other ui root view.

          cvp 1 Reply Last reply Reply Quote 1
          • cvp
            cvp @mikael last edited by

            @mikael Already understood in the past and forgotten. 70 years old today, thus perhaps too old for this kind of stuff 😢 If you say "yes", I kill you 😂

            mikael 1 Reply Last reply Reply Quote 0
            • mikael
              mikael @cvp last edited by

              @cvp, congratulations!

              cvp 1 Reply Last reply Reply Quote 0
              • cvp
                cvp @mikael last edited by

                @mikael Thanks

                mikael 1 Reply Last reply Reply Quote 0
                • mikael
                  mikael @cvp last edited by

                  @cvp, Grand Old Man of Pythonista? :-P

                  cvp 1 Reply Last reply Reply Quote 0
                  • cvp
                    cvp @mikael last edited by

                    @mikael Ho no, believe me. I've just enough free time to test/try a lot.

                    1 Reply Last reply Reply Quote 0
                    • ccc
                      ccc last edited by ccc

                      @cvp said:

                      70 years old today

                      How would you use Python to determine how many days old you are? Hint: use actual birthdate and 70 year birthday date to avoid any off-by-one errors for leap years.

                      Extra credit: How many leap seconds have you live through so far?!?

                      cvp 1 Reply Last reply Reply Quote 1
                      • cvp
                        cvp @ccc last edited by

                        @ccc said:

                        How would you use Python to determine how many days old you are?

                        Sure you will have shorter

                        from datetime import date
                        d0 = date(1950,2,19)	# birthdate
                        d1 = date.today()
                        delta = d1 - d0
                        print(delta.days) 
                        
                        1 Reply Last reply Reply Quote 0
                        • Tey
                          Tey last edited by

                          My ... we do wander off topic don’t we?

                          I’m running 13.3.1 on an iPad Pro (12.9 inch) (2nd generation)

                          My problem is with the status bar, not the title bar. The title bar is the one with the X used to terminate the program. It can be made to completely disappear using hide_title_bar = True, as in my original post.

                          The status bar is an Apple thing. It contains time and date at the left and battery indicator among other things at the left. You see it at the top of your main screen.

                          So, to summarize:

                          @JonB your suggestion of
                          import objc_util
                          objc_util.UIApplication.sharedApplication().statusBar().hidden = True

                          for reasons unknown to me no longer causes the screen to appear for a split second before Pythonista terminates. The program no longer terminates but the status bar is still present.

                          @cvp your suggestion of
                          “@on_main_thread
                          def x():
                          objc_util.UIApplication.sharedApplication().statusBar().hidden = True
                          x() “

                          causes a NameError, name on_main_thread is not defined. And the status bar is still there.

                          @cvp I have you beat by a decade. My first computer was an IBM 1620, used paper tape, took 180 microseconds to execute a NOOP and had a 40K digital memory. None of this newfangled octal or hexadecimal. Seventy may be the new fifty but eighty is still the same old eighty!

                          cvp 2 Replies Last reply Reply Quote 0
                          • cvp
                            cvp @Tey last edited by cvp

                            @Tey The suggestion of @JonB is correct but, since iOS 13 needs to run in main thread.
                            You can have the reason of the error in the _objc_exception.txt file after the crash
                            Thus, you need to do

                            from objc_util import *
                            .
                            .
                            .
                            @on_main_thread # comes from objc_util
                            def x():
                            .
                            .
                            

                            Thus, so no more crash but status bar still there because jonb suggestion is no more valid in iOS 13

                            1 Reply Last reply Reply Quote 0
                            • cvp
                              cvp @Tey last edited by

                              @Tey said:

                              @on_main_thread
                              def x():
                              objc_util.UIApplication.sharedApplication().statusBar().hidden = True
                              x() “
                              causes a NameError, name on_main_thread is not defined.

                              NameError because we

                              import objc_util
                              

                              Instead of

                              from objc_util import *
                              
                              1 Reply Last reply Reply Quote 0
                              • Tey
                                Tey last edited by

                                Still get the NameError. Just to be clear, below is what ran. I’ve also run it with @JonB lines after v.present but of course still get the name error.

                                I’ll give up on this for now because in actual practice my screen is black not white and the status info only shows up when something light colored passes behind the status bar.

                                Thanks everyone for trying.

                                import scene
                                import ui
                                from objc_util import *
                                
                                class Loop(scene.Scene):
                                
                                	def setup(self):
                                		self.background_color = 'white'
                                
                                	def update(self):
                                		time = self.t 
                                
                                v = ui.View(frame=(0, 0, 1366, 1024))
                                
                                @on_main_thread # comes from objc_util
                                def x():
                                	objc_util.UIApplication.sharedApplication().statusBar().hidden = True
                                x() 
                                
                                v.present('full_screen', hide_title_bar = True)
                                
                                mikael JonB 2 Replies Last reply Reply Quote 0
                                • mikael
                                  mikael @Tey last edited by

                                  @Tey, this seems solvable. Could you first clarify whether you are developing with the ui or scene? I would expect scene if this is some type of a game, and ui otherwise.

                                  Your code snippet imports both, but only uses ui, as the scene class seems not to be used.

                                  If you are really using scene only, you should not be using present, only scene.run.

                                  If you are using ui, you can use the workaround I mentioned above to hide the Apple stuff at the top.

                                  Tey 1 Reply Last reply Reply Quote 1
                                  • JonB
                                    JonB @Tey last edited by

                                    If you import * from objc_util, then erase the objc_util before UIApplication.

                                    But yes, there is a different solution for scenes inside sceneview, versus scenes using Scene.run

                                    cvp 1 Reply Last reply Reply Quote 0
                                    • Tey
                                      Tey @mikael last edited by

                                      @mikael
                                      I am new to all this, so I’m not sure what you mean by “developing with”. I am using both scene and ui. I create menus by calls to ui, not with the UI builder.The program begins with menu buttons appearing to float on top of the initially black scene (because the menu itself has alpha 0.) Pressing a button causes the buttons to disappear and an animation to begin. Pressing a navicon icon in the upper left of the scene causes the animation to stop and the buttons to return. Menus of buttons and controls will be dynamically created allowing the user to adjust animation parameters.

                                      mikael 1 Reply Last reply Reply Quote 0
                                      • mikael
                                        mikael @Tey last edited by

                                        @Tey, thank you for explaining. Since you are mostly building on scene with minor ui embellishments, and do not like the Apple stuff at the top, start with running the scene and then add ui elements as needed. Please see a minimal example below.

                                        With the mixed use, remember that for scene, y=0 is at the bottom, while for the ui views it is at the top.

                                        import ui
                                        import scene
                                        
                                        class Loop(scene.Scene):
                                            
                                            def setup(self):
                                                self.background_color = 'black'
                                                
                                                btn1 = self.button1 = ui.Button(
                                                    title='Animation 1',
                                                    background_color='grey',
                                                    tint_color='black',
                                                    action=self.animation1,
                                                )
                                                btn1.size_to_fit()
                                                btn1.width += 16
                                                btn1.center = self.view.bounds.center()
                                                self.view.add_subview(btn1)
                                                
                                                btne = self.end_button = ui.Button(
                                                    title='Stop',
                                                    background_color='transparent',
                                                    tint_color='grey',
                                                    action=self.show_menu,
                                                    hidden=True,
                                                )
                                                btne.size_to_fit()
                                                btne.width += 16
                                                btne.x = btne.y = 8
                                                self.view.add_subview(btne)
                                                
                                            def hide_menu(self):
                                                self.button1.hidden = True
                                                self.end_button.hidden = False
                                                
                                            def show_menu(self, sender):
                                                for node in self.children:
                                                    node.remove_all_actions()
                                                    node.remove_from_parent()
                                                self.button1.hidden = False
                                                self.end_button.hidden = True
                                                
                                            def animation1(self, sender):
                                                self.hide_menu()
                                                ship = scene.SpriteNode('spc:PlayerShip1Orange')
                                                ship.position = self.size / 2
                                                self.add_child(ship)
                                                ship.run_action(
                                                    scene.Action.repeat_forever(
                                                        scene.Action.rotate_by(1)
                                                ))
                                        
                                        scene.run(Loop())
                                        
                                        
                                        Tey 1 Reply Last reply Reply Quote 0
                                        • cvp
                                          cvp @JonB last edited by

                                          @JonB said:

                                          If you import * from objc_util, then erase the objc_util before UIApplication.

                                          Of course, this is how my script does but I forgot to mention it, sorry.

                                          1 Reply Last reply Reply Quote 0
                                          • Tey
                                            Tey @mikael last edited by

                                            @mikael
                                            Thank you so much! It looks like it will do the trick. I won’t have time to apply it to my project for the next week or so but will get back to you.

                                            1 Reply Last reply Reply Quote 0
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