I'm trying to make my app more performant. In order to do this I think I could hide, with visibility: false some Objects that are not in the current viewportTransform visualization and show them just when the viewportTransform is on its boundaries.
Is there any method to know if an object is inside of this "view"?
Thank you!
Fabric.js already does that for you.
This check is controlled by Canvas.skipOffscreen (defaults to true).
Related
Building UI in Godot 3.2.1. Of course I use anchors so UI elements are arranged within the screen automatically according to specified layout. I have UI scale system - nothing fancy - simply change font size (DynamicFont.size). If font size is large enough then some UI nodes may be pushed out of the screen. However, nodes don't return to normal sizes/positions with font size decreasing. The way to fix a mess is to resize game window which is not always an option and doesn't seem like a correct way to handle the issue. So how can I force Godot to recalculate control nodes size/position?
Changing the parent control's minimum size to Vector2(0, 0) after changing the font size might do the trick:
$Control.rect_min_size = Vector2(0, 0)
If it's already set to Vector2(0, 0), you may have to change it twice using call_deferred() for it to work.
In your scene tree, find the top level container that contains all of the elements that you want to recalculate. This would be the lowest common ancestor in the scene tree, in computer science terminology. Now, hide the container, by setting it's 'visible' property to false. Then, add a deferred call to change it's 'visible' property back to true.
var your_container = $".".find_node("your-container")
your_container.visible = false
your_container.call_deferred("set_visible", true)
This seems to cause Godot to recalculate the layout of 'your_container'.
It looks like only CanvasItem derived classes have a 'visible' property, so you would not be able to simply set the 'visible' property on a CanvasLayer, for example.
Fortunately, Containers and Controls both derive from CannvasItem, so this methodology should work fine if your lowest common ancestor node is either a Container or a Control or other CanvasItem derived class instance.
I got this working by emitting a signal from a parent element, which appears to force a refresh:
canvas_item.emit_signal("item_rect_changed")
The problem child got refreshed, and unlike the visibility method, focus was retained.
Is there a way to specify a layout for children of a PolylineConnection?
I want to add several Labels to a PolylineConnection at ConnectionLocator.MIDDLE without the use of a container figure for the labels.
Both PolylineConnection and Label have EditParts, and the label's model objects are children of the polyline connection's model objects.
Ideally I want to add all label children of a polyline to ConnectionLocator.MIDDLE in a ToolbarLayout...
What you are trying to do is mix two layouts: on the first hand you want to use a ConnectionLocator.MIDDLE to locate the figures, but on the other hand you want to have the figures at this location to have their own layout.
The only solution you have is to create a figure that uses a ToolbarLayout and locate it in the Polyline using the ConnectionLocator
I've found a way to achieve what I wanted:
Very generally, the first child must be added at ConnectionLocator.MIDDLE, and the rest of the children relative to the child before them with the help of RelativeLocator like this (line would be in a loop over all figure children in connection's edit part):
figure.add(childFigure,
new RelativeLocator((IFigure) figureChildren.get(currentIndex - 1),
0.5,
1.7);
I've written a blog post with more details.
my question is, fabric.js makes active object on top of others when dragging.
I know a property can do this, can't remind.
Thanks.
You can do it like this:
canvas.add(red, blue); // add youre objects..
function myDrag(e) { // funciton on drag (moving)
e.target.bringToFront();
}
canvas.on({
'object:moving': myDrag,
});
Want to add more events? Use the Event inspector # fabricjs
I made a working Fiddle. Hopes it helps...
I know it's been a long time since you asked this but I want to answer it if anyone would stuck for that.
This behavior is default in fabric js right know but if you want to change it just set preserveObjectStacking to false when initializing the canvas. See more in documentation.
I am using a file download control and I would like to set the value of the "allowDelete" property dynamically depending on whether the document is in edit or read mode. However, this
property is computed onload of the page. I tried calling the function "setAllowDelete(boolean)" on the onclick event of a button or the "beforeRenderResponse" event of a custom control and a partial or full update to change the value of the property, but it didn't change.
Do you know if there is a way to do this?
Thanks a lot in advance!
I have encountered the same problem. There are two options to workaround it.
1) To use two controls, one with deletion enabled, the other with deletion disabled, and use rendered properties according to edit state (or user role).
2) Render download controls by your own, as data table or repeat. However, this solution has its own problems, too.
Have you tried just calculating the property like this?
<xp:fileDownload .... >
<xp:this.allowDelete><![CDATA[${javascript:
return document.isEditable()}]]>
</xp:this.allowDelete>
</xp:fileDownload>
I have created a wxGrid with custom table. Whenever the user scrolls down to very bottom of the grid, I have to load the next 100 rows from my table. I tried EVT_SCROLL_BOTTOM() but I am not able to detect it. What is the right thing to do? Thanks.
I don't know the answer to your question but I am reminded that the grid was designed to work with an object of type wxGridTableBase that can be extended by the application. By extending this class, you should be able to do whatever caching you want inside of the extended object.
You could bind the scroll win event for the grid. I have encountered almost the same requirement as you. :)
self.Bind(wx.EVT_SCROLLWIN, self.OnScroll)