A Button in Godot can only hold a single line of text. I can overcome this limitation by placing RichTextLabel node inside the button.
Now the button can contain more lines of text, but its height doesn't change automatically when more lines are needed. Instead the text just overflows:
Of course I can manually resize the button to be higher, but I'd like this to happen automatically depending on the amount of text inside. Specifically, I'm generating a list of these buttons programmatically and showing inside a HBoxContainer, with some buttons having longer and other shorter text.
Is there a way to achieve this with Godot layout tools?
Since the Button is in a Container, it is in control of its rect_size. The best we can do is specify a rect_min_size. There is no layout preset to have a Control depend on children Control. So, to answer the question as posted: No, we cannot achieve this with Godot layout tools. We need some scripting.
We need to set the rect_min_size for the Button depending on the RichTextLabel. We can ask it for the height of its content with get_content_height. Which also means we need to set the width beforehand. However, it will not update right away when we set the text (we are going to use yield).
Apparently you don't want the Container to control the height of the Button. If that is the case, I think you can remove all the flags from size_flags_vertical.
About the width, since as I was explaining before we need to set the width to get the height… I suggest you let the Container expand the width of the Button as much a posible. Which mean setting both the Fill and Expand flags on size_flags_horizontal.
Then, with the RichTextLabel properly set to take as much width of the parent Button as possible, you can read it height, and use it to set the height of the rect_min_size of the Button.
One more thing: you want to set the mouse filter of the RichTextLabel to Ignore or Pass, or it will prevent pressing the Button.
This is the code I came up with:
var b := Button.new()
b.size_flags_vertical = 0
b.size_flags_horizontal = SIZE_EXPAND_FILL
add_child(b)
var l := RichTextLabel.new()
l.mouse_filter = Control.MOUSE_FILTER_IGNORE
l.set_anchors_and_margins_preset(Control.PRESET_WIDE)
l.text = "Some\nMultiline\nText"
b.add_child(l)
yield(get_tree(), "idle_frame")
b.rect_min_size.y = l.get_content_height()
I'd like this to happen automatically depending on the amount of text inside
Sadly changing the text does not resize, nor change the minimum size of the RichTextLabel. And RichTextLabel does not have a "text changed" signal. Nor "bbcode text changed" signal. Furthermore, it might not be feasible to intercept these properties (see append_bbcode et.al). It is proabaly easier to do with a regular Label.
Anyway, what I'm going to suggest for this is to make a Control that wraps the RichTextLabel, offers whatever interface you actually need, and in any method where you change the text, afterwards, you do the equivalent of this:
yield(get_tree(), "idle_frame")
b.rect_min_size.y = l.get_content_height()
(Godot 3.x)
Without using scripting, it is also possible to achieve the same goal by wrapping both nodes as sibilings within a container, for example a MarginContainer. Enable the RichTextLabel's fit_content_height property, which will result in the label expanding the container's area as much as necessary, which will in turn resize the Button.
Related
It's probably easy question, bu I can't find an answer.
I want to change background color of TEdit component when I click on it (on Focus), and the background should back to previous color when I click somewhere else.
P.S. I use a Firemonkey and it's multiplatform app, so I need to use a style.
The easiest way (and best) - place TRectangle without Stroke into Tedit, set its Align to Client and change its Fill color in Object Inspector.
Hard way:
Tedit is using bitmap from styles. You can see your current style for Tedit - place StyleBook, Load your style from file, find 'editstyle' object.
You can create a new style for Tedit (copy 'editstyle' in your current style, and name it like editstyle1, select background > Source Link in Object Inspector - select part on global style bitmap with your color, then you can change to new style like Edit1.StyleLookup := 'editstyle1';
Also use a useful forum: http://fire-monkey.ru with Google Translate.
I have a CodenameOne application which has a TextArea that should display a multi-line text.
When I run the app in the simulator and click on the text-area, the spacing between the lines and possibly also between the characters change so that the area that the text occupies shrinks a bit.
Why is this?
What should I do to prevent it?
That is due to the switch from our drawing to the native editing which will always render things slightly differently. E.g. things like line spacing are really hard to get accurately for every native device.
TextArea has a setRowsGap method that allows you to specify the spacing between rows in pixels but since this differs between OS's its probably not ideal.
I have a TextArea in my application that actually takes no interactions from the user.
Is there a way to either
Remove the scrollbar entirely and let me handle what happens when the scrollbar would appear?
Use a different object to display text to the screen? I need to be able to append text, but I don't need it to be highlight-able or take any user input.
According to your needs, you need to use label.
If you need TextArea, to remove scrollBars, you can do the next :
Use lookupAll(java.lang.String selector) method to find scrollBars, and
call scrollBar.setOpacity(0.0) for each found scrollBar.
2a. Don't call setVisible(false), as visible property (I believe) is used to TextArea to control scrollBar visibility.
I'm new to Macs and iOS, I got my app running on webOS, Android, and WPF/Windows. In all cases the size of, say, a 'widget' to display a bunch of text, can change depending on the dimension of the text to be displayed, as well as the position can be up against another widget. As the text size changes, the position will change so that all the widgets are crammed together nicely.
I've been searching for this capability in IOS4 in books and on-line, and it's starting to look like in iOS, you have to actually calculate the size of the text to be displayed in ViewText and then change the dimensions of ViewText, which of course then bumps other Views around to accommodate this size change. It sounds like a nightmare. Isn't there some other way to do this (like all the other GUIs can do) to size based on content, and to position relative to other Views like stacking them all together whatever size they are?
Same with ScrollView, it looks like the size of the window you actually see has to be manually specified as well, instead of, say, taking up the entire viewable window and then you can populate the ScrollView with a bunch of sub-views, some of which are below the initially viewable area? I tried this in Xcode4, but so far, haven't gotten it to work.
Similarly with creating an object with a NIB and instantiating that NIB onto an existing View, how does it determine where to position this NIB onto the existing screen?
Thanks!
Paul,
For the scrollview you need to set the bounds so it fills the screen or the area you wish it to occupy, it will then automatically generate scrollbars based on the layout within it. In the land of iOS you do have to do extensive layout work such as positioning and sizing your controls but you can also use the UIAutoResize (if I remember correctly) masks such as if they are anchored to a size, fill the area, etc. It's a little complicated to learn initially but you'll get the hang of it.
As for text you just need to use the right control, I believe what you want is a UITextView and set the options on it as needed.
When you view a XIB it's going to layout initially as you have it, again, you need to position your controls AND set their anchors (autoresize masks) so they adjust based on the screen size (phone vs. pad) and orientation: landscape vs. portrait.
HTH
I'm using a CMFCLinkCtrl in my custom dialog that inherits from CDialog. The CMFCLinkCtrl is set dynamically using data that is set by the user in another part of the application, so I have to handle long urls.
Is there a way to have the link control truncate what is displayed in the dialog and add an ellipse to the end? Currently the control is wrapping to the next line when it is too long to fit in the dialog or sees the "//" in the http://.
Static controls have an SS_ENDELLIPSIS style that does exactly what you want, but unfortunately this won't work with CMFCLinkCtrl which is derived from CButton. So you have two choices:
Use a static control with the SS_ENDELLIPSIS style, but you'll have to set the text colour and font yourself, and handle click events and open the URL manually.
Subclass CMFCLinkCtrl and add custom drawing code to add the ellipsis.
I think you're out of luck. You'll have to do what casablanca said or without subclassing truncate the text yourself (calculate the font size and link control size) and set it using SetWindowText.
You can easily resize the control to contain the entire text using SizeToContent, but I don't think this works for you.