I was writing a custom chart component where. To add labels, I create a spark label and add it on screen. Although all other labels rendered, I noticed that the zero label does not render at all. Here's my code:
var invisibleTextField:TextField = new TextField();
var zeroLabel:spark.components.Label = new spark.components.Label();
zeroLabel.text = "0";
zeroLabel.name = "0Label";
invisibleTextField.text = " 0 ";
zeroLabel.width = invisibleTextField.textWidth;
zeroLabel.height = invisibleTextField.textHeight;
addChild(zeroLabel);
After multiple attempts, I figure that the label discards "0" as an empty string. I managed to workaround using spaces before and after the zero. Only one space would also do, but I needed center aligning. Anyone has any idea why this happens?
There's a delay between text is filled into a text field and when it's dimensions are updated. Try using TextExtent instead of an invisible text field to do what you're doing.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/text/TextExtent.html
Related
How to add text below/above in the middle of the polyline in osmdroid? setTitle() does not work neither is setSubDescription().
And also how to add button overlays.
There is a way to do it and it's an opt in feature of the Marker class. The easiest way to find an example is with the LatLonGridOverlay. I'll reduce the logic to something simple to understand below. The key is the order of code, see the title, then set the icon to null, then add to the map. You'll have to figure out where you want the Marker to be based on the coordinates of the polyline but it does work.
Polyline p = new Polyline();
List<GeoPoint> pts = new ArrayList<GeoPoint>();
//add your points here
p.setPoints(pts);
//add to map
Marker m = new Marker(mapView);
m.setTitle("Some text here");
//must set the icon last
m.setIcon(null);
m.setPosition(new GeoPoint(marker location here));
//add to map
source
Setting icon to null alone doesn't worked for me, I need to use setTextIcon:
distanceMarker = new Marker(mapView);
distanceMarker.setIcon(null);
distanceMarker.setTextIcon(distance);
GeoPoint p3 = new GeoPoint((loc.getLatitude()+poi.getLat())/2,(loc.getLongitude()+poi.getLon())/2);
distanceMarker.setPosition(p3);
mapView.getOverlayManager().add(distanceMarker);
I'm using a Table to add some Labels to a stage. For some reason it adds it to the bottom right corner instead of the top left. Any ideas about how I can lay out the components correctly?
int dialogWidth = 450;
int dialogHeight = 650;
Label label1 = new Label("MUSIC:", skin);
Label label2 = new Label("SOUND EFFECTS:", skin);
Label label3 = new Label("JUMP SPEED:", skin);
TextButton btn1 = new TextButton("whatever", skin);
final Dialog dialog = new Dialog("Properties", skin);
dialog.setSize(dialogWidth, dialogHeight);
dialog.setX(Helper.RESOLUTION_X_CENTER-dialogWidth/2);
dialog.setY(Helper.RESOLUTION_Y_CENTER-dialogHeight/2);
Table t = new Table();
t.setBounds(0, 0, dialogWidth, dialogHeight);
t.add(label1);
t.row();
t.add(label2);
t.add(btn1);
t.row();
t.add(label3);
dialog.add(t);
stage.addActor(dialog);
Fix 1:
Solution: Remove the following line
t.setBounds(0, 0, dialogWidth, dialogHeight);
Reason: Don't use setBounds yourself. Let the layoutmanager handle it.
Fix 2:
Solution: Replace the following line
dialog.add(t);
with
dialog.getContentTable().add(t).expand().left().top();
Reason: Dialog is itself a Table which contains 3 components viz Title, ContentTable, ButtonTable.
Your code was adding the new Table in the row of ButtonTable (last row hence at bottom) after ButtonTable (hence right).
The updated code adds it to the Content Table where it is supposed to be.
Refer to https://github.com/EsotericSoftware/tablelayout to understand reason behind
expand().left().top();
Lastly, to debug any Table related issue, consider using debug lines (explained in the same link)
Hope this helps.
There is a too long, didn't read version down below.
So I've been making a little game in which the player has to click on a grid of bricks that matches the color of the needed brick in the upper right hand corner of the screen. After they click on the needed color, the bricks explode and the bricks of the same color next to them explode as well creating combos. That leaves holes in the grid so I have to somehow reset the grid itself without resetting the gamestate itself. I've got something working right now which is this:
private function ResetNow():Void
{
if (Restter == 1) Restter = 0;
//if this block is up here, same results
/*
wantedBricks.kill();
wantedBrik._changeColor = FlxMath.rand(0, 2);
bricks.autoReviveMembers = true;
bricks.revive();
*/
Restter = 0;
//Removes stray detectors so the neverending combo bug won't occur
for (stray in dets.members) stray.kill();
if (Restter == 0)
{
wantedBricks.kill();
wantedBrik._changeColor = FlxMath.rand(0, 2);
bricks.autoReviveMembers = true;
bricks.revive();
wantedBricks.autoReviveMembers = true;
wantedBricks.revive();
for (zgem in bricks.members) zgem.EQUITYCHECK = FlxMath.rand(0, 2);
}
//add(bricks);
Restter = 1;
}
So, again, I have a grid of blocks set up at create, that is group bricks. And I have a sprite in the upper right corner which is wantedBrik. What happens during gameplay, is the player clicks on the bricks that matches the wanted bricks to clear them out of the grid. When there are no more wantedBricks(a group), it is supposed to reset the grid, and change the color of the wantedBrik. I also have it somewhere else in the code that if a member of the big grid's EQUITYCHECK(basic object hacked in value) is equal to the wantedBrik, add it to the wantedBricks(which, is why I'm checking for no more of them). So, what happens?
Well, if the color of the wantedBrik doesn't change, everything's fine and resets like normal. the wantedBricks group acurately counts the bricks that actually match the wantedBrik's color. And when it does change, for some reason, gameplay is normal. BUT, wantedBricks not only thinks that the old color is still needed, but it also thinks the new color is still needed too. So when the player clicks the new needed color bricks, they do explode, but because wantedBrik thinks the old color is still wanted, it doesn't hit null and the grid won't reset.
What can I do to make sure that wantedBricks behaves correctly after a color change?
TL;DR version: I need to get a Haxe array to forget or lose old numbers. How can I do this?
The "Pirate Pig" sample may be useful to you. Since it is a puzzle game, there may be some similar problems that were solved there. You can find it using openfl create or nme create depending on which you are currently using.
You can create a simple array like this:
var myArray = [];
You can also type arrays, like this:
var numbers = new Array<Float>();
Then you can use push(), concat() and other array methods.
I want to align the text in a TextArea to the right. I tried the following code:
Form form = new Form();
TextArea textArea = new TextArea("Some Arabic text ...");
textArea.setRTL(true);
textArea.setAlignment(RIGHT);
form.addComponent(textArea);
The result was just moving the scroll to left,
But the text is still not aligned RIGHT,
check the image below:
So how to align the content to the RIGHT ?
It may sound crazy for the first instance :) but setting the alignment to TextArea.LEFT solved the issue and now it's RIGHT aligned !
Form form = new Form();
TextArea textArea = new TextArea("Some Arabic text ...");
textArea.setRTL(true);
textArea.setAlignment(TextArea.LEFT);
form.addComponent(textArea);
Setting it to LEFT makes the displayed text RIGHT aligned !
Or by removing the textArea.setRTL(true) which is mirroring the display
Form form = new Form();
TextArea textArea = new TextArea("Some Arabic text ...");
textArea.setAlignment(TextArea.RIGHT);
form.addComponent(textArea);
For those who are interested in more complicated details when it's set to RTL:
the paint method of TextArea class is
public void paint(Graphics g) {
UIManager.getInstance().getLookAndFeel().drawTextArea(g, this);
}
And drawTextArea method in DefaultLookAndFeel is as follows:
int align = ta.getAbsoluteAlignment();
// remaining code is here in initial source
switch(align) {
case Component.RIGHT:
x = ta.getX() + ta.getWidth() - rightPadding - f.stringWidth(displayText);
break;
// remaining code is here in initial source
}
g.drawString(displayText, x, y);
Unfortunately TextArea.RIGHT value is 3
But when calling ta.getAbsoluteAlignment() it returns 1 (despite that the object's alignment is set by code to TextArea.RIGHT !!)
Meanwhile TextArea.Left value is 1
That's why it matched the value in the switch and was aligned to RIGHT
BTW, if you set
textArea.setAlignment(Component.RIGHT);
it will also be wrong, because Component.RIGHT outside the paint method has the value 3 not 1 !
You only have to write 'TextArea.RIGHT' instead of 'RIGHT'
textArea.setAlignment(TextArea.RIGHT);
You can use the following line:
TextArea textArea = new TextArea("Some Arabic text ...");
textArea.setComponentOrientation(ComponentOrientation.RIGHT_TO_LEFT);
I was wondering if it was possible to replace one control in a TableLayoutPanel with another at runtime. I have a combo box and a button which are dynamically added to the TableLayoutPanel at runtime, and when the user selects an item in the combo box and hits the button, I'd like to replace the combobox with a label containing the text of the selected combo box item.
Basically, if I could simply remove the control and insert another at it's index, that would work for me. However I don't see an option like "splice" or "insert" on the Controls collection of the TableLayoutPanel, and I was wondering if there was a simple way to insert a control at a specific index. Thanks in advance.
Fixed this by populating a panel with the two controls I wanted to swap and putting that into the TableLayoutPanel. Then I set their visibility according to which I wanted to see at what time.
This is what I've been able to come up with for what I needed. It gets the position of the ComboBox and makes a new label using the selected value.
// Replaces a drop down menu with a label of the same value
private void lockDropMenu(ComboBox dropControl)
{
TableLayoutPanelCellPosition pos = myTable.GetCellPosition(dropControl);
Label lblValue = new Label();
myTable.Controls.Remove(dropControl);
if (dropControl.SelectedItem != null)
{
lblValue.Text = dropControl.SelectedItem.ToString();
lblValue.Font = lblValue.Font = dropControl.Font;
// Just my preferred formatting
lblValue.AutoSize = true;
lblValue.Dock = System.Windows.Forms.DockStyle.Fill;
lblValue.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
myTable.Controls.Add(lblValue, pos.Column, pos.Row);
}
}