Certain types of things are basically impossible to do in cross-platform
mobile code today, yet there's no reason why. Writing a ViewModel that handles
loading a gallery of pictures from disk will be completely riddled with
#ifdefs
and basically unreadable.
Splat aims to fix that, by providing a usable leaky abstraction above platform
code. It is leaky, because it always provides an extension method ToNative()
and FromNative()
, which converts the abstraction to the platform-specific
version. Load the image in the cross-platform code, then call ToNative()
in
your view to actually display it.
Splat currently supports:
- Cross-platform image loading/saving
- A port of System.Drawing.Color for portable libraries
- Cross-platform geometry primitives (PointF, SizeF, RectangleF), as well as a bunch of additional extension methods to make using them easier.
- A way to detect whether you're in a Unit Test runner / Design Mode
- A cross-platform logging framework
- Simple yet flexible Service Location
Always Be NuGetting. Package contains binaries for:
- WPF (.NET 4.5)
- Windows Forms
- UWP
- Xamarin (Android, iOS and Mac)
- .NET Standard 1.0 and 2.0
//
// Load an Image
// This code even works in a Portable Library
//
var wc = new WebClient();
byte[] imageBytes = await wc.DownloadDataTaskAsync("http://octodex.github.com/images/Professortocat_v2.png");
// IBitmap is a type that provides basic image information such as dimensions
IBitmap profileImage = await BitmapLoader.Current.Load(imageBytes, null /* Use original width */, null /* Use original height */);
Then later, in your View:
// ToNative always converts an IBitmap into the type that the platform
// uses, such as UIBitmap on iOS or BitmapSource in WPF
ImageView.Source = ViewModel.ProfileImage.ToNative();
Images can also be loaded from a Resource. On Android, this can either be a Resource ID casted to a string, or the name of the resource as as string (optionally including the extension).
var profileImage = await BitmapLoader.Current.LoadFromResource("DefaultAvatar.png", null, null);
Bitmaps can also be created and saved - actually drawing on the image is beyond the scope of this library, you should do this in your view-specific code.
var blankImage = BitmapLoader.Current.Create(512.0f, 512.0f);
await blankImage.Save(CompressedBitmapFormat.Png, 0.0, File.Open("ItsBlank.png"));
Splat provides a simple service location implementation that is optimized for Desktop and Mobile applications, while still remaining reasonably flexible. To get a type:
var toaster = Locator.Current.GetService<IToaster>();
var allToasterImpls = Locator.Current.GetServices<IToaster>();
Locator.Current is a static variable that can be set on startup, to adapt Splat to other DI/IoC frameworks. This is usually a bad idea.
The default implementation of Service Location also allows new types to be registered at runtime.
// Create a new Toaster any time someone asks
Locator.CurrentMutable.Register(() => new Toaster(), typeof(IToaster));
// Register a singleton instance
Locator.CurrentMutable.RegisterConstant(new ExtraGoodToaster(), typeof(IToaster));
// Register a singleton which won't get created until the first user accesses it
Locator.CurrentMutable.RegisterLazySingleton(() => new LazyToaster(), typeof(IToaster));
Splat provides a simple logging proxy for libraries and applications to set up. By default, this logging isn't configured (i.e. it logs to the Null Logger). To set up logging:
- Register an implementation of
ILogger
using Service Location. - In the class in which you want to log stuff, "implement" the
IEnableLogger
interface (this is a tag interface, no implementation actually needed). - Call the
Log
method to write log entries:
this.Log().Warn("Something bad happened: {0}", errorMessage);
this.Log().ErrorException("Tried to do a thing and failed", exception);
For static methods, LogHost.Default
can be used as the object to write a log
entry for.
// This System.Drawing class works, even on WinRT or WP8 where it's not supposed to exist
// Also, this works in a Portable Library, in your ViewModel
ProfileBackgroundAccentColor = new Color(255, 255, 255, 255);
Later, in the view, we can use it:
ImageView.Background = ViewModel.ProfileBackgroundAccentColor.ToNativeBrush();
// If true, we are running unit tests
ModeDetector.InUnitTestRunner();
// If true, we are running inside Blend, so don't do anything
ModeDetector.InDesignMode();