1. Xamarin Forms Blur Effect Jump On Top Of Foot
  2. Ios Blur Image Programmatically Swift

This is a very good idea from a XAML standardization point of view, and will provide powerful functionality, However, I'd be careful going down this path. It will definitely contribute to the overall goal of moving Xamarin.Forms toward XAML Standard. But, along with VisualStates, there's big question marks around how useful this will be in reality.Graphical acceleration in these kinds of areas must be taken in to consideration.

Separators in Xamarin.Forms. How can I add a border to the top and bottom of an iOS grid in Xamarin? Does the new finding on 'reversing a quantum jump mid. Apr 12, 2018 - One of the best example to understand this features is Blur effect. Create a Xamarin Forms project Screen Shot 2018-04-12 at 22.28.54.

The lack of graphics acceleration is already an issue in some parts of the system like animations. My guess is that if Xamarin.Forms takes on the responsibility of rendering vector imaging, it will be subsequently removed from the underlying platform - and moved from GPU processing to CPU processing. This will be a massive performance hit in some cases. It's not that it shouldn't be done, but thought should be put in to whether or not the processing can be left at the GPU level instead of being moved to the CPU. Consumers of the XF library need to be made aware of what will run on native platform, and what will be rendered by the XF library.There's also the question of balance between native drawing and cross platform drawing differences. Text is an important point. Should text be rendered the same on all platforms?

Should font rendering be passed over to XF to do so as to create uniformity over all platforms? But, I don't feel like that should be the overall project for XF. People subconsciously detect small visual details. The details might be in an animation or so on. Even a small departure from the norm on a given platform can make the user feel uncomfortable. So, it's not necessarily a good idea that all drawing be made uniform. Avalonia is certainly going down that path, but that's a totally separate case, and that's a point of difference between Avalonia and Xamarin Forms.Also, one more comment is that care should be taken to make sure any primitive types are named the same, and are aligned as closely as possible to other platforms like UWP, and WPF so as to be inline with XAML Standard., do you have thoughts on this?

I really like this direction. For iOS I was using native view cells using the native elements (ioptions), but the more I apply custom theming I find myself just mimicking a bit the native cells and going more for a nice looking/working theme that is fluent and consistent for the app but not per se native apart from details. I think that if the appropriate underlying rendering library is used GPU will not be a problem, read Skia. The same thing powering Flutter.Perhaps it's a seperate issue, but it would be nice to make SVG a first class citizen of Forms at the same time. Enabling neat effects such as animated tinting for an image button upon press for example.My opinion is that in the end you want powerful, rich, native looking (not per se native!) controls that are easy to program with consistent behavior cross-platform, with the odd exception to accomodate a native quirk of a platform. A ripple effect for Android.

As a matter of fact I do. The idea being that you can x:Name things in the template and then dig them out using FindByName. Once you have the native element you can apply animations to it like anything else, however there will likely be a special way to get an animation callback. I'm still working out those exact details. With Skia doing to drawing this can easily hit 60FPS on android and even without Skia you can hit 60FPS on the other platforms.SVG really isn't a shipping format sorry:/ I don't want to be responsible for trying to render SVG consistently cross platforms. When are they going to add hinting to SVG's anyway. We have not committed to doing these proposals.

They are presented here for open discussion on their merits, deficiencies, etc.I take it from your interest that these specs are interesting to you. Would you share some specific examples of where you see them helping you when building apps with Xamarin.Forms? What problems do you see this solving? What opportunities do you see them opening up for you?Any real-world examples and stories you can share would be tremendously useful in helping us validate that this could be providing real value.As always, anyone can feel free to email me if preferred. We need to see discuss and see exactly what those limitations are and the reason of those limitations. But honestly I don't even dare to think or look that far. The issue I see with Xamarin Forms is from a much simpler perspective: it still remains a project with very limited development resources.

Xamarin Forms Blur Effect Jump On Top Of Foot

It's unrealistic or useless to discuss what it could be done, when in fact there's no actual enough power and fuel. I don't see the point.

Is maybe Xamarin secretly still hoping some individuals from the OSS community will start working and fixing things? Don't get me wrong, I respect the time and effort Xamarin has put into Xamarin Forms. This is golden. Use native controls where they fit the UX design and easily add skia-like drawn controls only for the (preferably few) design elements that need that.No more 'can't do that in Xamarin Forms' talks with designers and customers. This removes design limitations while preserving the true native feeling (unlike flutter).I would love to see this before material shell. This solves a real limitation of XF.Shell is the nth feature for getting started easy/faster.

Getting started has been the focus for way too long, but features like this for getting further will keep XF devs onboard. This has to happen before Material Shell because Material Shell depends on this. I think you meant to say you would prefer to see this before Shell?Shell isn't focused on getting started faster/easier. Its meant to modernize the the Pages in ways we cant do with them being their own controls. It's basically intended to full out replace them and we will encourage people to consider porting. Shell is focused on providing a far smoother and richer experience to end users, its animation can be customized, it can delay/lazy load things before/after animations so they dont provide hiccups.

It provides a 0 GPU overdraw content area in Android, compare this to current pages where overdraw is just in the 'red go fuck yourself' part of the chart everywhere.Shell is not about getting people started faster, its about making your app faster. With Shell you can, for example, mark pages/tabs/groups as 'frequent' and they will be retained by the system under the assumption the user visits them constantly. This means they wont reload when you navigate away and come back. We can do that because Shell owns the whole hierarchy of pages.There are also some thoughts we have on how to optimize drawing performance with Shell that while we certainly will never limit drawing to Shell, would potentially make drawing much more efficient with shell as we may be able to do all drawing in the same pass. Grain of salt required here as this spike hasn't been done yet, but it looks decent on paper. Any update on this?For us, this is the most compelling feature we hope Xamarin to implement.We develop mostly LoB apps, and one of our top priorities is development speed.We care less about native look and feel as long as there is a compelling UI that does a decent job, renders nicely, and takes less development time.Having to test and adapt each form and page separately on each platform, is a real time killer, requiring any minor UI change to be triple checked on all platforms back and forth.Shell & Material Shell is a blessing and great news, please push this forward! This is the only thing that will keep your users going elsewhere (Uno, Flutter and others).

I believe the intention is for them to be real views on the Xamarin Forms side, but to never be realised as views natively:a drawing primitive is simply a view who has no rendererSo a renderer further up the chain ( Drawing? DrawingTemplate?) is responsible for iterating through drawable descendants and drawing them.I would guess this means the same kind of restrictions that apply to Layouts with CompressedLayout.IsHeadless set would apply (no gesture recognizers, no effects, no transforms etc.). Drawing is good in that it implements controls using graphics primitives independent of target platform. There used to be NControl but this had issues (from pre-netstandard2.0, pre-SkiaSharp days), and isn't updated.The spec 1. Duplicates functionality already implemented in a much more complete form in SkiaSharp, 2. Adds unnecessary layers of complexity via XAML/Binding which goes inside the already unmaintainable Xamarin.Forms repo.A better approach is to make a small control library based on SkiaSharp. NControlSVG really isn't a shipping format sorry:/ I don't want to be responsible for trying to render SVG consistently cross platforms.SkiaSharp has SVG support.

April 12th, 2016Xamarin.Forms allows you to build native user interfaces for iOS, Android, and Windows from a single shared codebase using C# or XAML. Each user interface element in Xamarin.Forms is rendered natively on each platform using a renderer class that creates the corresponding native control for that platform.

For example, the Xamarin.Forms control Entry is rendered as a UITextField on iOS, an EditText on Android, and a TextBox on Windows. By extending the existing renderer for a control, you can easily customize the appearance or behavior of a control.

You can even create entirely new controls by defining a shared interface in Xamarin.Forms and create custom renderers to render the control on each platform natively. This approach is perfect for heavy platform-specific customizations.What if you would like to perform a simple control customization? Creating a custom renderer sometimes can be a heavyweight response.

Xamarin.Forms 2.1 introduces a new feature named effects that greatly simplifies this process, allowing native controls on each platform to be more easily customized. In this blog post, you will learn how to create your own custom effect for the Slider control in Xamarin.Forms. Introduction to EffectsEffects allow the native controls on each platform to be customized without having to implement a custom renderer. They simplify the customization of a native control and are typically used for small styling changes. Anything that can be achieved with an effect can also be achieved with a custom renderer. However, custom renderers offer more flexibility and customizations.

Refer to our for your customization.Getting StartedEffects are written in platform-specific projects and are consumed in shared or PCL projects in Xamarin.Forms. Creating an effect involves two simple steps:. Create an effect by subclassing PlatformEffect in the native platform you wish to customize. Consume the effect by attaching it to the appropriate Xamarin.Forms control.Creating an EffectEffects are created in the platform-specific project. First, create a custom class that inherits from PlatformEffect and override the OnAttached and OnDetached methods.

OnAttached: called when an effect is attached to a Xamarin.Forms control. Use this method to perform customization of the control, along with exception handling in case the effect cannot be applied to the specified Xamarin.Forms control. OnDetached: called when an effect is detached from a Xamarin.Forms control.

Use this method to perform any effect cleanup, such as resetting to an older value or de-registering an event handler.Applying the Customization for iOSSubclass the PlatformEffect class and override the OnAttached method. Setup AttributesFor Xamarin.Forms to discover the effects created in the platform-specific projects, we need to add ResolutionGroupName and ExportEffect attributes. Add a ResolutionGroupName attribute to the custom effect class.

This attribute ensures the effects are created inside a unique namespace preventing collisions with other effects with the same name. Please note, this attribute can be applied only once per project. In the sample project you will see them specified only once in the RedSliderEffect class. Add an ExportEffect attribute to the custom effect class. This attribute registers the effect with a unique ID that’s used by Xamarin.Forms, along with the group name, to locate the effect prior to applying it to a control. The attribute takes two parameters: the type name of the effect and a unique string that will be used to locate the effect prior to applying it to a control. Add ( Effect.

Xamarin forms blur effect

Ios Blur Image Programmatically Swift

Resolve ( 'EffectsSample.RedSliderEffect' ) );The RedSliderEffect is attached to the Slider instance by adding the effect to the control’s Effects Collection. The Effect.Resolve method returns an effect for the specified name, which is a concatenation of the values specified in the ResolutionGroupName and the ExportEffect attributes on the effect class.Wrapping UpEffects are a useful feature since they allow the native controls on each platform to be customized without having to implement a custom renderer for simple and small styling changes. Effects can be further empowered for reusability by using parameters. For more information, visit our documentation on. For a hands-on look at effects, be sure to used in this blog post.