I saw scout tutorial of page layout : DEMO project
and in this demo bottom form is from left to right corner of screen.
But When I try to implement this I get :
and my bottom form is not the whole length of the screen.
My right form has display view : east
My bottom form has display view : south
central table is AbstractTablePage....
How to fix this?
I cannot reproduce this either.
The fact is: with SWT you are really free to rearrange the view as you want. You can also organize the class implementing org.eclipse.ui.IPerspectiveFactory (probably {yourapp}.ui.swt.perspective.Perspective) as you want. Maybe this was done to obtain the screenshot you have mentioned.
For Swing and RAP there is no Workbench. Scout is providing its implementation of the Main Windows. I am not sure if and how you can influence it.
For RAP, you might have a look at RwtScoutDesktop and in particular RwtScoutDesktop.createViewArea(Composite). ViewArea seems to be the class that does the mapping between the DisplayViewId defined in the Scout Model and the GUI.
Related
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.
this is not a technical question, but one for advice regarding the best practices in designing an Android tablet UI.
I've got my concept of an Android Phone app pinned down.
The first activity (master view) launched contains a tab bar with three fragments from which the user can launch detail view activities of different sorts.
Both the master-view activity and the detail-view activities have actions in their action bars. Different detail views have different action items.
My question is: How should I organize and display the action items on a tablet, where an activity combines both views side by side?
The problem is the unified action bar for both the master-view fragment and whatever kind of detail fragment is shown. I do not think it is a good idea to start messing with the contents of the action bar whenever a different kind of detail view is opened.
The Android Design Guide does not tell you much on that front. There is a sample of a Contacts app in the "Multi-pane Layouts" section, but it does not actually deal with the problem. It evades it, by putting the single relevant action as an icon inside the detail view fragment.
Any advice with regards to best practices and references are appreciated.
I would suggest leaving your master details icons in the action bar, whilst putting your details view icons in another view/area within the details fragment.
My reasoning would be that icons in the action bar affect / are associated with the whole app / view on screen. Whilst your details icons only affect the details view and therefor should not be in the action menu when showing multiple fragments.
I guess you will have to see how the designs look..
I am not a fan of the action bar icons being changed from within the same activity (even if it contains multiple fragments), however when you load a new activity (like in your phone design) then I say yeah throw them in the action bar.
If I understand your question correctly, which I think is basically a question of how multiple Fragments (i.e. when on a multi-pane layout such as on a tablet) should contribute to the single ActionBar, it's quite straightforward and it is actually briefly discussed in the documentation here. Essentially, you can have the multiple Fragments all contributing their own menu items / action items to the single action bar, via some simple API calls.
I'm trying to add a image carousel to my CMS site and in the process learn about Alternatives.
I've go the following content types
BannerImage (TextField and a MediaPicker field)
ImageGallery (Container)
I've created a bunch of images, added them as 'Containables' to a new ImageGallery and
I then create a widget, put it in BeforeContent and it renders as an ugly list (default rendering)
I have been able to customize the images by using the alternative Content-BannerImage.Summary.cshtml, sweet.. so far so good.
BUT I'm not able to customize the rendering of the ImageGallery at all. The alternative
Content-ImageGallery.Summary.cshtml or .Detail or even Widget-Container.cshtml do not work at all.
The alternative that IS being used is Widget.Wrapper.cshtml which came with the theme I'm using. I'm not able to find the correct alternative so I can prevent the ImageGallery from rendering it's name/title (which it does by default from the Widget.Wrapper.cshtml alternative.
Any help is greatly appreciated and before it's mentioned... I've read http://docs.orchardproject.net/Documentation/Accessing-and-rendering-shapes which is a great doco, but I'm too dumb to figure it out :)
Ta
To create an alternate (not alternative) for a widget, you first have to activate the Widget Alternates module.
Once you have done so, create your widget, and activate the Shape Tracing module. Go to the page where the widget appears, click on the shape tracing button on the bottom right corner to show the shape tracing and select your widget.
You should now see a list of possible alternates for your widget. Select one and click the link to create it. Now you just have to edit it to your taste.
Depending on how the image gallery module you're using is working, the shape that you need to override to render the list of images. It is probably the List shape that you need to change. This article should give you a good starting point: http://weblogs.asp.net/bleroy/archive/2011/03/27/taking-over-list-rendering-in-orchard.aspx
Maybe I'm missing something super simple, but I can't seem to get a title to show up at the top of Views contained within a basic tabbed application. I follow these steps...
New Solution, Universal Storyboard, Tabbed Application
Run that and you have two basic Views "First View" and "Second View".
Neither View by default has a title bar, but the default code shows setting a this.Title.
Why don't the title bars show up? How do I get them to show? I've tried several things to get these to show such as...
Setting "Top Bar" in Interface Builder to "Navigation Bar". It then shows in Interface Builder but never shows on runtime.
I've also tried in ViewDidLoad() to set this.TabBarController.Title but that doesn't seem to do anything either.
Thoughts?
The feature you are looking for is called a NavigationBar and can be added manually via IB to your view if it does not have a NavigationController associated with it. If there is a navigation controller then the NavigationBar will show up automatically.
So to answer your question if you want a NavigationBar go to IB and add one from the objects library you should then be able to manipulate the Title on the nav bar to your hearts content.
I am planning to provide menus for my app similar to the sliding menu shown in the below image when clicking on the button in the list view. Could you give me some pointers on, how it can be achieved. Is it SubMenu ?
http://static5.businessinsider.com/image/4db84baeccd1d58435080000/google-docs-for-android.jpg
I got it, the behavior or pattern name is QuikActions.
Useful introductory article for the beginners like me is available in the following link
http://www.londatiga.net/it/how-to-create-quickaction-dialog-in-android/