I want to move a UI.Text component during runtime via script (in my games circumstance I want to move the player's score to the center of the screen at death).
How can you move UI.Text via script? Is it done through RectTransform?
Yes, it is done through RectTransform obj obj.localPosition = new Vector3(0f,0f,0f);
You might want to try obj.anchoredPosition or obj.anchoredPosition3D instead. This will position the UI element relative to it's current anchors. So it's easier to predict where the element will appear. This position will correspond with the position you set in the inspector so you can use the inspector to test and find the position you like.
For example if the text is a child of the main canvas and it has a center anchor and pivot, setting anchoredPosition to Vector2.zero will set it to the center of the screen.
You can move any UI element using script with a coroutine and a MoveTowards method or Lerp, without the disadvantages of using Animator.
I explain how exactly make that in this tutorial:
https://youtu.be/LBoPP9mKjKc
Related
So I have an instanced scene that is supposed to be the child of a colour rect in my tree. I want to randomly generate the nodes, but I also want parts of the view to be cut off if the texture no longer is above the main section. I know you can render nodes below their parents, but I don't know if stopping part of them from rendering is physically possible.
In this image I want the bottom circle to remain the same, but the top circle to not show anything above the dark purple box
This is the node tree in the editor
Is there any way to do this directly, or am I gonna have to use a viewport of some variety?
I believe what you want is to set rect_clip_content to true on the ColorRect (or whatever Control). Making invisible any part of its children outside of it.
From Godot's documentation:
bool rect_clip_content
Enables whether rendering of CanvasItem based children should be clipped to this control's rectangle. If true, parts of a child which would be visibly outside of this control's rectangle will not be rendered.
If what you want is the opposite, perhaps you can use z_index to have something render on top, occluding the parts you don't want visible.
There is also a trick you can use with lights (including 2D lights):
Make a light that matches the area you want things to be visible.
Set a custom material that will be transparent by default, but visible on the light pass. The simpler way to do this is to set the light_mode of the material to "Light Only". You could also do it with a custom shader instead.
Making something disappear with light, in 2D, is impossible. In 3D, you can use flags_use_shadow_to_opacity. That is how you make a shadow catcher.
But, there is one more trick: you can use a mask. This should give you full control of when to show or hide things. So, if none of the above solutions works for you, use a mask. I have an explanation in a different answer. See also: How to crop sprite in a non-rectangular form?.
Mighty Mochi Games recently (2022-03-30) made a compilation of the different approaches in video form: Mask Methods Collection - Godot 3.x - 2D
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I developed a small tkinter GUI to display (and export) images stored in a proprietary format. I managed to load the data into a 3D numpy uint8 array. I want to display one slice of that 3D array in a tkinter.canvas. To do so I used ImageTk.PhotoImage.
Underneath the Canvas I inserted a tk.Scrollbar. My goal is to use that scrollbar to let the user actively "scroll" though the 3D Array. Basically when the slider is moved or any of the arrows is pressed the slice corresponding to the slider position should be displayed in the canvas.
Right now I have the issue that I don't understand how to set the range of the scrollbar to my z-Dimension and then how to bind the scrollbar events to the movement or arrow actions to update the canvas.
Right now I don't have example code since this is a more conceptual problem.
Could you point me in the right direction how to solve this?
Best TMC
edit: Photo
Tkinter Gui with Canvas and Scrollbar
The solution is to use tkinter.Scale instead of tkinter.Scrollbar . As a side note, the command within:
scale = tk.Scale(yourTkFrame, from_=min, to=max, orient='horizontal', command=doSomething)
passes two values to the function doSomething.
Using the Scale allows to use the scale.get() method to retrieve the position between min and max values. Those can then be used to set the image corresponding to the selected position on the slide.
I'm drawing activity diagram by Enterprise Architect 12. The diagram type is Activity under UML Behavioral. I found the positions of the labels of connectors are close to the target element as shown in the picture. It's very confusing.
How to change the default label positions to make them close to the source element as shown in picture?
Or is there any easy way to change the label of connector from Target Top Label to Source Top Label?
Better you use Guards for the label which you find in the Constraints tab. These appear in the middle label position and enclosed in square brackets. This is actually what you want to show.
For your amusement here's my original answer
There is no way to change the label position the way you want it out-of-the-box. You will need to write a script to do that.
There are two ways to accomplish such a script. The most comfortable is to use an add-in that responds to EA_OnPostNewConnector. You would then need to check whether the connector is one from a Decision to an Action and move the label accordingly.
The second one is to have a simple script (you might edit in EA's scripting window) that you run for an open diagram to scan for all Decisions in a diagram and alter the label position accordingly.
Altering the label
Once you got a connector from a Decision to an Action at hand you will need to change the label position like this:
get the according connector from DiagramLinks since it has the label position
get the element IDs from Connector.ClientID and .SupplierID and retrieve the elements with Respository.GetElementByID(<id>)
assign both elements to either decision or action by looking into the Element.Type
get the according DiagramObjects from the diagram which match the both elements (so you can get their position on the diagram)
now it's time for a little trigonometry: the position (DiagramElement.Left, .Right, .Top and .Bottom contain the appropriate coordinates) of the two elements makes out a vector at which end you calculate (I will leave you some fun) the label position where you think it should go
finally you take this coordinate and put it into the label position (see below).
The label position is stored in DiagramObject.Geometry. This is a semicolon separated string where one tag is LRT=<colon-list>;. <colon-list> itself is a colon-separated list where two are something like OX=-1:OY=-71: and represent the label position. This is a position relative to the "normal" position where the label is placed initially by EA.
So all in all: lot's of fun awaiting you :-/
I have a Custom list view. This list view is basically a chat list. For each list item i want to have a particular background , as shown in the picture.
How to implement this background? Is it possible to draw this background using xml so that it adjusts to any size ?
Rectangle can be drawn using <shape> in xml file. But how to draw the whole thing? I don't mind the background color!
Kindly help!
If you want to use an image, you should use a 9-patch.
If you want a shape, just create one and use the background attribute of your main layout
I am working on a SVG application and now want to let a user resize an object using draggable corners, very much like in SVG-edit (http://svg-edit.googlecode.com/svn/trunk/editor/svg-editor.html).
The functionality should work as follows: The user selects an SVG object, drags it to the main ‘canvas’ and once on the ‘canvas’, four corners on the outside of the object appear, the user can drag on each of the corner points & drag to enlarge the object. The objects will be rectangular in shape and created using paths, not using the SVG ‘rect’ function.
Would anyone have any suggestions as to how this should be implemented?
Thanks in Advance
You could take a look at some existing open source implementations. svg-edit is one which you already mentioned.
To showcase a tool that I developed, I wrote a demo which implements this functionality. This which may serve as a simpler and more restrictive example than svg-edit, as it doesn't do too much other than allow you to draw rects and circles, and rotate/translate/scale them.
I have edited jquery to make rect draggable, recently put them in a g and lost this functionality. The g doesn't contain the position data.
Might be possible to bubble down to the children elements.