I have a hierarchy of UIObjects that has automatic layout managers and in order to calculate their preferred size I need to loop all the hierarchy from the most bottom item to the root item.
They currently are stored like this:
root.children[{children: [{...}, {...}, {...}]}, {...}, {...}]
{...} = UIObject
(language=javascript)
thanks
Do you mean you want to calculate result size of parent container?
Related
Think of an RPG game where you might need to present a list of buttons. A user might enter a room where they have to select from a series of options (buttons). Is there a type of container/panel that would show clickable buttons horizontally, but wrap if needed?
The best analogy I can think of to picture the situation is, Imagine needing to click on an item in a backpack, but each item is potentially a different width. (I can make them all the same height but the width then varies)
.---[My Backpack]------.
| aaa bbb cccc ddd |
| ee fff g |
| |
| |
`----------------------'
(The options come from a database, so its unknown at compile time how many options might be in a room, so I am going to need to programmatically add options.)
The very bottom of this godot document introduces custom container layouts, but it's unclear to me how this would work in practice
Flow container for Godot 3.5 or newer
Godot 3.5 (currently in beta) introduces HFlowContainer and VFlowContainer that will serve the propuse described.
The HFlowContainer will fill a row and when they overflow, it will add a new row and continue there. The VFlowContainer will work on a similar fashion but with columns.
Flow containers before Godot 3.5
For older versions of Godot you can use the HFlowContainer addon which you can find it in the asset library (here). Note that there is no VFlowContainer counterpart.
As everything on the asset library it is free and open source, so feel free to read the code and modify it, which can be serve as starting point if you want to make your own custom Container.
Making your own custom Container
The gist of making a custom Container is that it must position its children.
For that effect you react to NOTIFICATION_SORT_CHILDREN in the _notification method. You might also want to react to NOTIFICATION_RESIZED.
You can have a method - which I'll call layout - that you call when you get the notifications:
func _notification(what):
if what == NOTIFICATION_SORT_CHILDREN:
layout()
And also call layout from the setters (setget) of the properties that define how the Container must organize its children. To call layout from anywhere other than _notification, you might want to use call_deferred("layout") to prevent any possible re-layout loops from hanging or crashing the game.
The layout method would iterate over the visible children Controls and use get_combined_minimum_size to figure out their size.
Something like this:
func layout() -> void:
# …
for child in get_children():
var control := child as Control
if not is_instance_valid(control) or not control.visible:
continue
var size := control.get_combined_minimum_size()
# …
Then using that information compute the position and size for the children Controls. When there is room for the Controls to grow, you may want to split it among them according to their size_flags_stretch_ratio.
Once you have the position and size for a Control decided, use fit_child_in_rect to position them, which will take into account grow and size flags.
Thus - barring the simplest Containers - you will need to iterate over the children Controls twice. And for that you might find useful to have an auxiliary data structure to temporarily store them.
I'm trying to let the user change the layout of the Main Activity via settings. So for example someone can select the newest layout or the original older layout. What would be the best way to do this. Thanks.
All your layouts should have the same number of views, with the same IDs.
If you do so, then you can have a ConstraintLayout as the root layout, and create clones of the layout with the child items arranged in different ways. Then, based on the setting, you would apply the constrains from a specific layout to the master layout.
Check this for reference
Context context = this;
mConstraintSet2.clone(context, R.layout.state2); // get constraints from layout
setContentView(R.layout.state1);
mConstraintLayout = (ConstraintLayout) findViewById(R.id.activity_main);
mConstraintSet2.applyTo(mConstraintLayout)
I just started out with Phaser.
I have a simple sprite in the middle of the screen, and whenever I click the sprite, I emit a particle at the clicked x,y coordinates.
My problem is that the particles are generated behind the sprite. I have tried setting z on the sprite to 1 and the emitter to 1000 without luck.
What am I missing?
var emitter = game.add.emitter(game.world.centerX, game.world.centeryY);
emitter.makeParticles('phaser');
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
sprite.scale.setTo(2, 2);
sprite.inputEnabled = true;
sprite.events.onInputDown.add(function(sender, pointer){
emitter.emitX = pointer.x;
emitter.emitY = pointer.y;
emitter.emitParticle();
}, this);
http://phaser.io/sandbox/cxBVeHrx
EDIT
My actual code is based on the Phaser-ES6-Boilerplate. Even though BdRs answer solves the issue in the sandbox code, I'm not able to utilize this in my real code.
I have uploaded both the code and a running example. Hopefully someone can tell me where I have screwed things up...
Separate Phaser items don't have a z-order, instead it just depends on the order you create and add them to game. Each new sprite or emitter or group etc. will be displayed on top of all previously added items.
So, simply changing your code to something like this should work.
// first the sprite
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
sprite.scale.setTo(2, 2);
// then the particles in front of sprite
var emitter = game.add.emitter(game.world.centerX, game.world.centeryY);
emitter.makeParticles('phaser');
// then maybe text in front of particles and sprite
var mytest = game.add.bitmapText(10, 20, 'myfont', 'Level 1', 16);
// etc.
Btw sprites do have a .z value but that only used when it's part of a Phaser.Group, it will then be used as the display z-order but only within that group of sprites.
By default, phaser will not sort objects that get added to any group, it will just render them in the order that they get added. In your case, you can just add the emitter to the group after you add the sprite (the group in this case is the 'game' object).
Of course, having to add objects in the drawing order is not ideal, and if you need to have them sorted dynamically, not possible.
Another way is you can sort objects within a group using the 'sort' function, in which you give it the name of a parameter to sort by, and you sort whenever you need to (in some cases, in the Update callback).
Sorting every frame can be a performance hit though, especially if you have a lot of objects. Another way you could go about this is by adding groups, sorting those groups in draw order (think of them like layers), and then adding objects to those groups in any order. Any group that needs sorting within itself you can sort as well. This way, you can choose to have (for example) a background layer not needing to be sorted but everything added to that layer will be behind every other layer.
Good answers from everybody, but you are missing that every GameObject has a depth property which serves exactly the z-index purpose. This way you do not need to rely on the order of objects creation.
There is also an official
example.
Hope this helps.
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.
I'm playing around with Rebol, and Can't figure out how I can add components from the user back to my layout.
I have a layout that has images, taken from image-urls, linked to articles/videos online. I want to add more images linked to their corresponding articles/videos online, taken from the user as 2 urls (one for the image and one for the article/video).
Do I use a list, add the two links to the list and call the view again using show as the button event? Is there a way to add it without refreshing my whole layout?
You can use a list, but it's a tricky beast. I'll include an example here so that you can evaluate the way it works and if it's right for you.
With a list, you define a layout, then modify the layout dynamically based on some data or other. To illustrate, here's some icons:
icons: [
http://reb4.me/r/html-document.png
http://reb4.me/r/pdf-document.png
http://reb4.me/r/excel-document.png
http://reb4.me/r/word-document.png
http://reb4.me/r/zip-document.png
]
The list style consists of a size, layout and a supply function (and I'm going to zap the edge):
view center-face layout [
across
lst: list 48x240 edge none [image 48x48] supply [
face/image: all [
img: pick icons count
load-image img
]
]
btn "Random" [
icons: random icons
show lst
]
]
Included at the bottom is a button that modifies our data, then redisplays only the list.
Size is 48x240 — list works vertically, calling the supply function (list height / iterative layout height) times. I have five icons, so multiplied the icon height by five.
The [image 48x48] is our iterative layout. Note that we only define one face in this example. Unlike generic layouts, a list layout is created using the layout/tight refinement—you need to be specific if you want alternate spacing.
The supply [...] part is our supply function. This is shorthand for a function that will be created and called to update the list. That function is func [face count index][...] where face is the operative face; count is the position in the list; and index is the face's offset in the iterative layout.
It's key to remember that iterative layout is only created once. As the count increases, you are merely changing the attributes of the faces within that layout.
You only need show the list, not the whole layout.
So from here, you can see the relationship between the data source and the display.