Smartgwt addMember changes top of parent - layout

I have several nested layouts (VLayouts and HLayouts), which are included inside a tab pane. In one of these layouts (VLayout), there is severall elements which are added or removed dynamically depending on a window of selection. The first time the user makes a selection, the pane moves up several pixels (and you will not see the upper part of the pane). The rest of times, the pain remains in the wrong place.
In summary, the first adding affects to the top of the pane, and the rest of adding/removing doesn't affect to it.
This only happens on Chrome. However, Firefox and IE work ok.
My code of adding is:
int total = itemsPanel.getMembers().length - 1;
while (total >=0) {
itemsPanel.removeMember(itemsPanel.getMember(total));
total--;
}
Record[] records = selectorWindow.getSelectedRows();
if (records != null) {
for (Record record : records) {
String name = record.getAttribute("keyRecord");
HLayout item = items.get(name);
itemsPanel.addMember(row);
}
}
if (itemsPanel != null) {
int r = 80;
if (Utils.isReducedHeight()) {
r = 120;
}
int visibleHeight = getVisibleHeight() - StyleUtils.HEADER_HEIGHT - r;
itemsPanel.setHeight(Math.max(1, Math.min(itemsPanel.getMembers().length * Utils.getRowHeight(), visibleHeight)));
int h = Math.min(itemsPanel.getHeight() + 10, visibleHeight);
containerItemsPanel.setHeight(h);
}
I'm using gwt 2.5.1 and smartgwt 3.0. Any idea?
Thanks in advance

Related

Limit drag in gamemaker

Hello I am trying to limit how much a user can drag within Gamemaker.
I have created two views within a room.
The first view is the full room width and size 1250x768
The second view is the area which i would like the user to be able to zoom into and drag which is 955x465. x and y position is 40 by 170.
Currently i have set up the zoom for the second view which is:
vmx=(mouse_x-X)-omx;
omx=(mouse_x-X);
vmy=(mouse_y-Y)-omy;
omy=(mouse_y-Y);
if mouse_wheel_up() && view_wview[1] > 600 {
center_of_space_x=view_xview[1]+view_wview[1]/2;
center_of_space_y=view_yview[1]+view_hview[1]/2;
view_wview[1]-=view_wview[1]*0.15;
view_hview[1]-=view_hview[1]*0.15;
view_xview[1]=center_of_space_x-view_wview[1]/2;
view_yview[1]=center_of_space_y-view_hview[1]/2;
}
if mouse_wheel_down(){
view_xview[1] = 40;
view_yview[1] = 170;
view_wview[1] = 955;
view_hview[1] = 465;}
Below is the code for the drag:
if (mouse_check_button_pressed(mb_left)) {
drag_x = mouse_x
drag_y = mouse_y
}
// update:
if (mouse_check_button(mb_left)) && view_wview[1] < 700 {
// actual dragging logic:
view_xview[1] = drag_x - (mouse_x - view_xview[1])
view_yview[1] = drag_y - (mouse_y - view_yview[1])
// make sure view doesn't go outside the room:
view_xview[1] = max(0, min(view_xview[1], room_width - view_wport[1]))
view_yview[1] = max(0, min(view_yview[1], room_height - view_hview[1]))
So the limit works for the view to not leave the room but i want it not to leave the specific view which has been set up.
Please help
I have modified my code to use a clamp function which works but it is not a clean solution:
view_xview[1] = clamp(view_xview[1],40,400);
view_yview[1] = clamp(view_yview[1],170,500);
The user has to be fully zoomed in to have the view restricted. If he is not then they can still see other areas of the room :(
EDIT: I may have misunderstood your question, I will leave the below code for reference if it helps you solve the problem a bit differently.
I would probably check that mouse_x and mouse_y are not outside the view you want.
if (mouse_x > view_limit_x || mouse_y > view_limit_y)
{
return; // Or continue or break however your language of choice goes.
}
If you cannot do a return statement, wrapping your code in a reverse logic of above should work fine.
Old Post:
I am not 100% familiar with game maker. I would implement something like this by skipping the drag logic every x frames. Say you are updating at 60fps, and you want the drag to be 6 times slower, you just need to only update the logic 10 x per frame.
const int framesToSkip = 6;
int frameCount = 0;
update()
{
// Will only call when framecount = 0, 6, 12, 18 etc.
if (frameCount % framesToSkip == 0)
{
// Drag Logic.
}
frameCount++;
}
This way drag logic only occurs 1/6 the rate as before. You could also change this around to happen the first x amount of frames and then skip for the rest (but this may appear a bit choppy).

vaadin table vertically till but not beyond the bottom of the page, scrollbars as needed

In my vaadin 7 application I have a CSSLayout that contains a Tabsheet. The Tabsheet contains a horizontalLayout. The HorizontalLayout contains a Table.
The table have a varying number of columns (between 3 and 20, changes upon request).
I want this table to occupy all available space both horizontally and vertically.
Vertically however the table should not extend beyond the the screen. So in case of having more rows than it can display the table should have a vertical scrollbar. (That is the case if I set the number of rows in table.setPageLength(), however I want to achieve this without setting explicit rownumbers, because I want the table to occupy all available space regardless of screensize, etc...)
Horizontally I also want a scrollbar if there are more columns then we have space for.
If I leave everything (csslayout, tabsheet, horizontallayout, table) default, I get the scrollbars, but I get a lot of space unused.
If I use setSizeFull() on tabsheet, horizontallayout, table then I get no unused space, however I lose the horizontal scrollbar and I can't ever reach end of the table with the vertical scrollbar.
Any help is appreciated.
EDIT -- UPDATE -- EDIT -- UPDATE --EDIT -- UPDATE --EDIT -- UPDATE
Here is a sample code. On my screen it's impossible to scroll down to the last row of the table. (and equally impossible to use the horizontal scrollbar)
#Override
protected void init(#SuppressWarnings("unused") VaadinRequest request) {
CssLayout css = new CssLayout();
HorizontalLayout upper = new HorizontalLayout();
OptionGroup first = new OptionGroup();
first.addItem("AAA");
first.addItem("BBB");
first.addItem("CCC");
first.addItem("DDD");
first.addItem("EEE");
first.addItem("Whatever");
upper.addComponent(first);
css.addComponent(upper);
HorizontalLayout hl = new HorizontalLayout();
hl.setMargin(true);
hl.setSpacing(true);
IndexedContainer c = new IndexedContainer();
for (int i = 0; i < 40; i++)
c.addContainerProperty("name" + i, String.class, "name" + i);
Table table = new Table("Test table", c);
for (int i = 0; i < 100; i++) {
Integer id = (Integer) c.addItem();
c.getItem(id).getItemProperty("name0").setValue(String.valueOf(i));
}
hl.addComponent(table);
TabSheet tab = new TabSheet();
tab.addTab(hl, "Table");
css.addComponent(tab);
hl.setSizeFull();
table.setSizeFull();
tab.setSizeFull();
css.setSizeFull();
setContent(css);
}
Maybe you don't set the size full on the css layout or maybe there are some trouble with styles.
It's better posting some code in questions like Why my code dosen't work?. However I wrote a simple test following your description and work as expected.
Edit
Try with VerticalLayout instead CssLayout
public class TestTableApp extends UI {
#Override
protected void init(VaadinRequest request) {
VerticalLayout css = new VerticalLayout();
HorizontalLayout upper = new HorizontalLayout();
OptionGroup first = new OptionGroup();
first.addItem("AAA");
first.addItem("BBB");
first.addItem("CCC");
first.addItem("DDD");
first.addItem("EEE");
first.addItem("Whatever");
upper.addComponent(first);
css.addComponent(upper);
HorizontalLayout hl = new HorizontalLayout();
hl.setMargin(true);
hl.setSpacing(true);
IndexedContainer c = new IndexedContainer();
for (int i = 0; i < 40; i++)
c.addContainerProperty("name" + i, String.class, "name" + i);
Table table = new Table("Test table", c);
for (int i = 0; i < 100; i++) {
Integer id = (Integer) c.addItem();
c.getItem(id).getItemProperty("name0").setValue(String.valueOf(i));
}
hl.addComponent(table);
TabSheet tab = new TabSheet();
tab.addTab(hl, "Table");
css.addComponent(tab);
hl.setSizeFull();
tab.setSizeFull();
table.setSizeFull();
css.setSizeFull();
// this do the trick
css.setExpandRatio(upper, 0);
css.setExpandRatio(tab, 1);
setContent(css);
}
}

Javafx 2 : How do I delete a row or column in Gridpane

If I want to add a row of text fields programatically in JavaFx, i can simply use the gridpane add method
This adds a set of text fields to row 1.
for (int i = 0; i < Fields.size(); i++) {
gridpane.add(new TextField(), i, 1);
}
Similarly, How do I delete a row?. I dont find a suitable method to delete a row/column conveeniently in JavaFX.
There's no directly equivalent method. To remove nodes, just use
gridpane.getChildren().remove(...); or gridpane.getChildren().removeAll(...); and pass in the nodes you want to remove from the pane.
In Java 8+, you can use removeIf:
gridPane.getChildren().removeIf(node -> GridPane.getRowIndex(node) == rowNumber);
Caveat
If removing items from the 0th row, also check GridPane.getRowIndex(node) == null, i.e.,
node -> GridPane.getRowIndex(node) == null || GridPane.getRowIndex(node) == 0
(I think this is JavaFX leaving the row number as null when no row number is given in the corresponding element in FXML, even though giving no row number in FXML means the element is in the 0th row, since the default row is the 0th row.)
This works pretty well:
while(MainGridPane.getRowConstraints().size() > 0){
MainGridPane.getRowConstraints().remove(0);
}
while(MainGridPane.getColumnConstraints().size() > 0){
MainGridPane.getColumnConstraints().remove(0);
}
JavaFX APIs are pretty lacking (like easily removing rows from GridPane) and unintuitive (like returning null instead 0 for GridPane.getRowIndex). Here is solution I came up with:
Utils:
package io.github.againpsychox.javaspeedrunsapp.utils;
import javafx.scene.Node;
import javafx.scene.layout.GridPane;
public class GridPaneUtils {
/**
* Gets row index constrain for given node, forcefully as integer: 0 as null.
* #param node Node to look up the constraint for.
* #return The row index as primitive integer.
*/
public static int getRowIndexAsInteger(Node node) {
final var a = GridPane.getRowIndex(node);
if (a == null) {
return 0;
}
return a;
}
/**
* Removes row from grid pane by index.
* Note: Might not work correctly if row spans are used.
* #param grid Grid pane to be affected.
* #param targetRowIndexIntegerObject Target row index to be removed. Integer object type, because for some reason `getRowIndex` returns null for children at 0th row.
*/
public static void removeRow(GridPane grid, Integer targetRowIndexIntegerObject) {
final int targetRowIndex = targetRowIndexIntegerObject == null ? 0 : targetRowIndexIntegerObject;
// Remove children from row
grid.getChildren().removeIf(node -> getRowIndexAsInteger(node) == targetRowIndex);
// Update indexes for elements in further rows
grid.getChildren().forEach(node -> {
final int rowIndex = getRowIndexAsInteger(node);
if (targetRowIndex < rowIndex) {
GridPane.setRowIndex(node, rowIndex - 1);
}
});
// Remove row constraints
grid.getRowConstraints().remove(targetRowIndex);
}
}
Example usage:
GridPaneUtils.removeRow(this.grid, GridPane.getRowIndex(this.idTextField));
Posting my solution for further readers...

how to implement gesture-based menu

I am supposed to implement a gesture-based menu in which you scroll through a horizontal list of items by panning or flinging through them. This kind of menus is very common in smart phone games. Example case would be Cut the Rope where you select box (Cardboard box, Fabric box) or Angry Birds where you select the set of levels (Poached Eggs, Mighty Hoax).
What I am thinking is that I'll have to do some complex physics calculations and give velocities and accelerations to menu items based on the gestures. Any better solutions? I am using libgdx btw.
I don't think you'd need to go through all that to implement a simple menu! It's all about defining offsets for various items (I'll just assume you want Cut the Rope-style menus, with only one entry in sight at a given moment (excluding transitions)) and then tweening between those offsets whenever a flick is detected!
You seem to have the gesture system all wired up, so right now, we just need to figure out how to display the menu. For simplicity's sake, we'll just assume that we don't want the menu to wrap around.
We'll start by envisioning what this menu will look like, in our heads. It would be just like a filmstrip which passes through the phone and can be seen through the screen.
phone ("stuff" is currently selected)
========
|---------------| |-------|
| Start | About | Stuff | Quit |
|---------------| |-------|
| |
| |
| |
========
We'll just assume that the screen width is w and, consequently, all menu entries are exactly that width (think Cut the Rope again!).
Now, when "Start", is to be displayed, we should just render the flimstrip on the screen starting with the first element, "Start", while the rest would, theoretically, lie to the right of the screen. This will be considered the basic case, rendering the menu with the offset = 0.
Yes, yes, this offset will be the key to our little slidey-slidey menu! Now, it's pretty obvious that when about is selected, we'll just have to offset the "filmstrip" to the left by one "frame", and here offset = - 1 * frameWidth. Our example case illustrated by my brilliant ASCII art has the third menu item selected, and since the frames are indexed starting from 0, we'll just subtract two times the frameWidth and get the desired offset. We'll just render the menu starting at offset = -2 * frameWidth.
(Obviously you can just compute frameWidth in advance, by using the API to fetch the screen width, and then just drawing the menu element text/ graphic centered).
So this is pretty simple:
the user sweeps to the left, we need to get to the menu closer to offset 0, we reduce the index of the selected entity by one and the menu then jumps to the right position
the user sweeps to the right, we increase the index (obviously as long as it doesn't go over the number of menu elements - 1)
But what about smooth tweens?
Libgdx thankfully has interpolations all set for nice little tweens. We just need to take care of a few things so we don't shoot ourselves in the leg. I'll list them here.
One quick note:
The Cut the Rope level selector works a tad differently than what I'm saying here. It doesn't just react to flicks (pre-defined gestures), rather it's more sensitive. You can probably achieve a similar effect by playing with offsets and tracking the position of the finger on the screen. (If the user dragged a menu entry too much to the left/right, transition to the previous/next automatically) Friendly advice: just set up a simple, working menu, and leave details like this towards the end, since they can end up taking a lot of time! :P
Alright, back on track!
What we have now is a way to quickly switch between offsets. We just need to tween. There are some additional members that come into play, but I think they're pretty self-explanatory. While we're transitioning between two elements, we remember the "old" offset, and the one we're heading towards, as well as remembering the time we have left from the transition, and we use these four variables to compute the offset (using a libgdx interpolation, exp10 in this case) at the current moment, resulting in a smooth animation.
Let's see, I've created a quick'n'dirty mock-up. I've commented the code as best as I could, so I hope the following snippet speaks for itself! :D
import java.util.ArrayList;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Interpolation;
public class MenuManager {
// The list of the entries being iterated over
private ArrayList<MenuEntry> entries = new ArrayList<>();
// The current selected thingy
private int index;
// The menu offset
private float offset = 0.0f;
// Offset of the old menu position, before it started tweening to the new one
private float oldOffset = 0.0f;
// What we're tweening towards
private float targetOffset = 0.0f;
// Hardcoded, I know, you can set this in a smarter fashion to suit your
// needs - it's basically as wide as the screen in my case
private float entryWidth = 400.0f;
// Whether we've finished tweening
private boolean finished = true;
// How much time a single transition should take
private float transitionTimeTotal = 0.33f;
// How much time we have left from the current transition
private float transitionTimeLeft = 0.0f;
// libgdx helper to nicely interpolate between the current and the next
// positions
private Interpolation interpolation = Interpolation.exp10;
public void addEntry(MenuEntry entry) {
entries.add(entry);
}
// Called to initiate transition to the next element in the menu
public void selectNext() {
// Don't do anything if we're still animationg
if(!finished) return;
if(index < entries.size() - 1) {
index++;
// We need to head towards the next "frame" of the "filmstrip"
targetOffset = oldOffset + entryWidth;
finished = false;
transitionTimeLeft = transitionTimeTotal;
} else {
// (does nothing now, menu doesn't wrap around)
System.out.println("Cannot go to menu entry > entries.size()!");
}
}
// see selectNext()
public void selectPrevious() {
if(!finished) return;
if(index > 0) {
index --;
targetOffset = oldOffset - entryWidth;
finished = false;
transitionTimeLeft = transitionTimeTotal;
} else {
System.out.println("Cannot go to menu entry <0!");
}
}
// Called when the user selects someting (taps the menu, presses a button, whatever)
public void selectCurrent() {
if(!finished) {
System.out.println("Still moving, hold yer pants!");
} else {
entries.get(index).select();
}
}
public void update(float delta) {
if(transitionTimeLeft > 0.0f) {
// if we're still transitioning
transitionTimeLeft -= delta;
offset = interpolation.apply(oldOffset, targetOffset, 1 - transitionTimeLeft / transitionTimeTotal);
} else {
// Transition is over but we haven't handled it yet
if(!finished) {
transitionTimeLeft = 0.0f;
finished = true;
oldOffset = targetOffset;
}
}
}
// Todo make font belong to menu
public void draw(SpriteBatch spriteBatch, BitmapFont font) {
if(!finished) {
// We're animating, just iterate through everything and draw it,
// it's not like we're wasting *too* much CPU power
for(int i = 0; i < entries.size(); i++) {
entries.get(i).draw((int)(i * entryWidth - offset), 100, spriteBatch, font);
}
} else {
// We're not animating, just draw the active thingy
entries.get(index).draw(0, 100, spriteBatch, font);
}
}
}
And I believe a simple text-based menu entry that can draw itself would suffice! (do mind the dirty hard-coded text-wrap width!)
public class MenuEntry {
private String label;
// private RenderNode2D graphic;
private Action action;
public MenuEntry(String label, Action action) {
this.label = label;
this.action = action;
}
public void select() {
this.action.execute();
}
public void draw(int x, int y, SpriteBatch spriteBatch, BitmapFont font) {
font.drawMultiLine(spriteBatch, label, x, y, 400, HAlignment.CENTER);
}
}
Oh, and Action is just a thingy that has an execute method and, well, represents an action.
public interface Action {
abstract void execute();
}
Feel free to ask any related question in the comments, and I'll try to clarify what's needed.
Hope this helps!

how to fill the DIV container with elements based on container's actual size?

I have a DIV container somewhere on the page with min-width and min-height set to some values.
I am loading small panels (DIVs with display:inline-block) into it using callbacks and javascript.
Right now the number of panels is fixed, so that when the user maximizes the browser window, the size of the container increases, and white space appears at the end of last line.
I want to catch the container's size changes, and load more elements, as many as will fit without clipping into the container's new space.
I saw this on amazon.com. They have panels that display 4 products, but if the browser window is maximized, same panels will display more products filling all the available space in the container.
Scroll-bars must not appear, and no clipping of elements must be done.
Is there a script I could use, or sample code?
Thank you,
Andrei
Found a very nice solution to the problem.
Here's the code: (term 'display' here is used in the same sense as at the supermarket):
function updateDisplay() {
$(".s2", this).hide();
var x = $(".s2", this);
var prevPos = -1;
var nrows = 2;
for (var i = 0; i < x.length; i++) {
$(x[i]).toggle();
var curPos = $(x[i]).position().left;
if (curPos < prevPos) {
if (--nrows == 0) {
$(x[i]).toggle();
break;
}
}
prevPos = curPos;
}
}
function updateDisplays() {
$(".dcon").each(updateDisplay);
}
$(window).resize(updateDisplays);
$(document).ready(updateDisplays);
You can see it in action on the following pages:
www.megabit-mich.ru
www.sportolimpia.ru

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