In the simple Dialog below:
// choice of layout has no impact:
Container cont=new Container(new TextModeLayout(3, 1));
//Container cont=new Container(new BoxLayout(BoxLayout.Y_AXIS));
TextComponent firstName=new TextComponent().label("First Name").text(person.firstname);
TextComponent lastName=new TextComponent().label("Last Name").text(person.lastname);
TextComponent cost=new TextComponent().label("Cost per Session").text(person.getCostString());
cost.getField().setConstraint(TextArea.DECIMAL);
// NOTE HERE
// doesn't work: // works:
cont.add(firstName); // cont.add(firstName.getField());
cont.add(lastName); // cont.add(lastName.getField());
cont.add(cost); // cont.add(cost.getField());
Dialog.show("Edit Client", cont, new Command(CANCEL), new Command(OK));
Nothing appears in the Dialog unless I add the TextField instead of the TextComponent to my container at the NOTE HERE comment. This means I lose the nice appearance of the labelled input fields (yes I know I could label them myself, but they wouldn't look as good on different devices). My choice of layout manager at the top does not affect this issue (I've tried several). I can't find evidence online to conclude there's an incompatibility here, adding TextComponents and other InputComponents works fine on a Form, just not in a Dialog.
I'm having the same problem in another Dialog that uses PickerComponents. The PickerComponent doesn't appear unless I add the Picker itself, and then the Picker spawned from a Dialog looks all wrong. I'm hoping the simpler code question above will answer this quandary as well.
It's worth noting I've made no theme changes and this problem is noted in both the Android and Apple skins as well as on an actual Android phone. Thanks in advance for any help!
You shouldn't do input in a Dialog as it creates a very problematic user experience. If you would like things to look like they are in a dialog you can use styles and layouts to make a Form feel like a Dialog but you shouldn't use a Dialog.
The reason this fails is a bit complicated but here are the high level problems with using a dialog:
Dialogs don't grow implicitly - This is a huge problem for text input as the component needs space to resize with input and even more so for the animated TextComponent which needs to shift things around. The size of a Dialog is determined when it's shown and that's a big problem
This becomes a bigger problem on Android where the screen resizes during input and distorts the dialog completely. It's one of those things you'll only see on the device because it's really hard to simulate the virtual keyboard.
Scrollability is hard in a Dialog and text components need a scrollable parent so you can scroll between the various edit components
Picker component uses a form of Dialog to show input and this can collide with your dialog
Dialogs are hard to get right for suspend/resume behavior. Suspend/resume happens when the app is minimized or sent to the background. E.g. say you have an incoming call while typing in the dialog. When you go back to the app we want to show the last form. If we show the dialog it will block and we won't know which parent form to show anyway. So when an app is suspended dialogs are just disposed in the default code generated in the main class. It makes more sense.
Related
toolbarController?.floatingViewController = vc
to floating view controller. As expected, toolbar not showing and screen shows with full size. I want to dismiss back to rootViewController didnt achieve that.
Actually i showed apps in pagetabbar like google play and now i want to show app detail page. When user clicks app icon, app icon will animate and shows detail page and if he wants to, it will dismiss that. I used transition method first (it has animation parameter) but i want to figure out difference between floating usages etc. Is there any showcase ? Thank you for great library btw.
to hide the floatingViewController, set it to nil. There isn't a showcase at the moment. The transition method is for changing the rootViewController. Hope this helps :)
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
i´m trying to made a couple screens like a menu or a pause, and in these screens i want to put some "other screens", for example in my menu i want a button options and then the app slides and shows another screen with options like music/volume, or like a castlevania/megaman game when the user pause the game, some options are displayed, change the inventory, buy an hability or something like that, in this case when we try to manage the inventory the screen change an shows the information about the current inventory, so my question is how is managed this on libgdx, because i know there is a screen class but is that the way to do it?, constantly change between screens or there's another way.
This is actually what you need scene2D.
scene2d is well equipped for laying out, drawing, and handling input for game menus, HUD overlays, tools, and other UIs. The scene2d.ui package provides many actors and other utilities specifically for building UIs.
Lets assume you know about Stage which you will need to add your Actors like(buttons,textfield,input) all you have to do is implement Table, part of scene2D that contains method such as setVisible.
Lets say for example this is your log-in HUD. Now you want to hide it when a button is clicked.
Table table = new Table();
table.add(textField);
table.add(logInButton);
stage.addActor(table);
if(hideButton.isChecked())
{
table.setvisible(false)
}
else
{
table.setVisible(true)
}
This will hide all your Actors that contains in your table.
I have a TreeViewer inside a jface Dialog window.
The treeViewer needs to be populated with a large number of items with the setInput().And so it takes quite a bit of time for the tree to show, each time the dialog window is opened.
I want to know if there is any way to instantiate and save the treeViewer beforehand, so that the when the dialog window is opened, the treeViewer is just added to the dialog window and it is instantly visible.
I don't recall ever seeing anything try to do this. Creating the tree has to be done in the UI thread so this would still be difficult to do without stalling the UI.
There are various things you can do:
The model objects that the content provider provides can be built at any time since they are not UI objects. So you could get these in the background before the dialog is displayed.
You can use a virtual tree using the SWT.VIRTUAL style and an ILazyTreeContentProvider to delay building parts of the tree until they are needed.
If the code is in an Eclipse plugin you can use org.eclipse.ui.progress.DeferredTreeContentManager to defer building parts of the tree (there isn't much documentation on this method).
How can I obtain the Window Rect of a CDialog which is based on a dialog template. The dialog is not and can not be visible
It might be tricky with CDialog, because if you dont show the CDialog, the window handle is not created and you cant call GetClientRect.
Might i suggest calling CreateDialogIndirect instead to create the dialog, then you can get the client rect. You dont need to show the dialog. I think as long as the window handle is created, the GetClientRect should work. I am not an expert though and its been many years since i have written MFC code.
Well...
In Windows API-land, you could load the resource yourself (FindResourceEx, LoadResource), understand the binary structure of the dialog template resource (some clues at http://blogs.msdn.com/oldnewthing/archive/2004/06/22/162360.aspx), convert the size of the dialog in the dialog template from dialog units to pixels (check out http://msdn.microsoft.com/en-us/library/ms645475(VS.85).aspx).
I'd be curious why you'd want to do this, though.