@omz By the way, how about that keyboard dismiss? The way it is now is not so convenient since it actually makes you scroll the code and lose the position. A button or something like that would be great :) Is that a possibility or you've completely switched to swiping down?
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Posts made by Leva7
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RE: Python 3.x Progress Update
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RE: Python 3.x Progress Update
@omz Also, I'd love if you would synchronize the sound of the buttons above the keyboard with the system settings or add a switch to turn it off. It's very odd and a little annoying when the system keyboard is silent but the extra buttons are "ticking".
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RE: Python 3.x Progress Update
I noticed this in 09 but it still seems to stay in 10. When I type the first symbol in the console, the auto-complete window is shown with a little offset, that makes some letters unreadable. However, when I type the next symbol, everything's fine. I'm using an iPod 5 with iOS 8.4. Here is the screenshot of the issue.
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RE: Python 3.x Progress Update
Moar stuff, this time it is about the docs in the new beta.
Slightest issue:raw_input
is mentioned in the console module docs, however, as you know, it no longer exists.
The contacts module documentation badly needs renewing. First of, the examples are given in Python 2 so running them results in an error (mostly the prints). Then, the indentation is 2 spaces. Like wow, that just took me a second to deal with it and proceed :)
Also, the reminders module docs are in Python 2 as well.
That's not something that desperately needs fixing but it would be nice -
RE: Python 3.x Progress Update
Another thing. The ability to switch between the script and the associated UI file with a touch of a button. The tabs system is cool, but for switching between scripts. Separately opening a pyui file is a lot of work) Because I find the "+" button in the code editor rather useless, maybe there could be a shortcut to a UI file in its place?
P.S. Is this the official bug reporting topic? Cause I have a feeling it's not so I feel bad about flooding :p
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RE: Python 3.x Progress Update
@Leva7 said:
but then first the keyboard disappears and after a little delay, the top row does.
Here in the interactive prompt it is actually a noticeable delay. This is what I mean.
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RE: Python 3.x Progress Update
The UI designer should display a popup bubble after a single touch, so that the widget wouldn't stick to an unwanted position. Is there a reason you did it this way, @omz? Also, I believe this shouldn't happen (the bubble should disappear when selecting a different widget). Also, is there a possibillity to add the guidelines that will stick widgets directly to each other without gaps? It would also be quite useful (e.g. in creating a button panel of some sort)
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RE: Python 3.x Progress Update
@Webmaster4o, is it mentioned somewhere (like docs or smth like that)? It also works, but then first the keyboard disappears and after a little delay, the top row does. Also not a problem, but I think it would be better to dismiss the whole keyboard window at once. Also this way, we are forced to scroll up in the editor so that's not so convenient. A button would be perfect imho
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RE: Python 3.x Progress Update
@dgelessus, Yea, it works, but I'd like something specifiaclly for that purpose
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RE: Python 3.x Progress Update
@omz, Hi, thx for the invite. Playing around with the new interface and trying out the example scripts on my iPod Touch 5 running iOS 8.4, I've experienced the following issues (really hope none of them were mentioned, if they were - excuse me :) ):
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The font size selector in the general app settings is quite unresponsive - I press like 10 times in a short period of time and it slowly increases/decreases. Also the style of the selector is out of place - in the UI designer it is a draggable thing, but there it is an old +/- sign.
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Sometimes (I don't really know what's causing this, the first time I got it was when I first loaded the demo script game_menu and switched to the Match3 script through the navigation sidebar) the file selector randomly turns completely black for a certain amount of time or until you close the sidebar.
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The Camera Scanner crashes the app when I load in a pic, it might be because of the weakness of my iPod :).
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The keyboard "tick" sound is disabled in my system and the keyboard doesn't "tick", however the top row of buttons does (e.g. when adjusting the typing position), that's kinda annoying.
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All the plot scripts, even the simplest one, crash the app. I think the reason here is the same as that pic scanner script, but having MPL on an iPod would be cool, take a look to see what can be done here.
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The keyboard dismissing button is gone, so pretty much I haven't been able to dismiss it except for just running the script or such. (It might just be my stupidity)
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The undo button is very inconveniently placed, every time to undo you gotta hold the colon. I liked it more when you had a second button page, but there has to be a reason you did it this way, right?)
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I haven't found a way to input a hex string to the UI color picker, there is just a big pallete and one slider (also I wish the scroll speed would adjust based on where you drag, you know, like iOS sliders in general). Is there one? Because if not, this is desperately needed.
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The widgets in the UI designer are a little too easy to drag and resize, for example if it is positioned like 3 pixels off of where it would automatically stick, when pressing the widget for the bubble popup, it just jumps to the fixed place, which is not so handy. Also it would be nice to zoom out in the designer.
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The new copying mechanic doesn't keep size. On one hand it is good, e.g. for a color copy, but when creating tons of similar sized buttons, the entire copying of the widget would be much more useful.
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The main UI background & tint colors are nowhere to be seen. However, again, maybe I'm just blind (then excuse me :p)
Wow, I've probably destroyed this message page. Accept apology because I'm sure most of the issues described above are my fault :) Peace!
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RE: Sending touch events to multiple widgets
Okay, I managed to find a solution. When I was talking about delegates, I mostly looked into the did_begin/did_end methods, neglecting the should_begin method. Implementing a dismission in that method and returning False did the job. About some of the suggestions:
Yes, I've had the editable property set to False, but pressing on the view didn't do anything.
If I would have set touch_enabled to False, the scrolling wouldn't function.
Thanks for all the help!
Now I don't know if I should create a separate post but I have another question. I'm trying to somehow implement autoscrolling when that textview gets updated. I've put the autoscrolling into the function where I update the txMain contents, but every time it does update, the scroll position automatically goes to the top, resulting in some kind of a bounce (to the top, then to the bottom again). Is there a better way to implement autoscroll? -
RE: Sending touch events to multiple widgets
This is the ui picture, excuse the lines, 5-sec draw in paint. I have an iPod so the screen was quite small, that's why i didn't screenshot the editor. So the txMain view is what displays the text. The way I've got my code set right now is that the scrolls are passing but the keyboard can't be dismissed. The lines represent a transparent view that should receive single taps, but is turned off. Right now I also have a huge button behind all of that to dismiss the keyboard. That's about it.
P.S. By "no experience with json" I mean like NO experience xD -
RE: Sending touch events to multiple widgets
@Phuket2, It's okay, I wish I could help you but I have no experience with json :)
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RE: Sending touch events to multiple widgets
@JonB, Yea, I've tried smth like this, it works but only outside said TextView. It's blocking the touch events as it is above the ui.Button. This wouldn't be such a problem if that TextView wouldn't take up pretty much the entire screen space. I'd like to be able to tap on the TextView to dismiss as well
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RE: Sending touch events to multiple widgets
@Phuket2, I can't configure them properly to disable the touches. You see, when the keyboard is up, I also want to be able to scroll. It's just the matter of differentiating the scroll from a simple tap. I tried messing around with delegates, it didn't quite help
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Sending touch events to multiple widgets
I've tried to use a TextView on a layer below to display some text but I also want to be able to scroll through it. However, to dismiss the keyboard, I've put a transparent custom view, that receives touches and dismissed the keyboard. If I do it this way, the scrolls are blocked, but if I remove that view, I can't dismiss the keyboard. Any ideas on what can be done here?