Silverlight 3 - Elements inside an element dont arrange sometimes - layout

I have a grid/canvas that has an element (say an icon with an image and text overlayed) added to it dynamically via code.
Most of the time it renders correctly when added (content is aligned properly inside it),
but sometimes all the content sits in one corner.
I can remove/add/remove/add/remove/add and it will eventually do it
After a movement of the parent canvas, the element corrects itself as if the layout has been updated.
I have tried the following on Loaded and OnApplyTemplate for both the element and the element parent but it still seems to happen occasionally
InvalidateMeasure()
InvalidateArrange()
UpdateLayout()
Any ideas on why the content wouldn't arrange would be appreciated cause its driving me nuts

I'm not sure why it works for you sometimes but not others. But a grid has the inherent ability to dynamically resize itself and its contents. A canvas doesn't (you'd have to handle that manually in code).
If you change your canvas to a grid does it work? A grid has slightly more overhead than a canvas but it sounds to me like you need its functionality anyway.

Related

How to animate resize/reposition of a Flutter Column when a child is added with a ScaleTransition

I'm implementing a login screen. It has a centred Column containing a TextField for entering an email address and a number of buttons for social sign-in. When a button is pressed, the Column is rebuilt with a CircularProgressIndicator (spinner) added at the bottom. I've wrapped the spinner in a custom widget that manages a ScaleTransition animation. That works OK, but the Column grows and shifts up to accommodate the final full size of the spinner immediately instead of moving smoothly with the animation.
I also wrapped the Column in an AnimatedSize widget using the same curve and duration as the ScaleTransition, but it hasn't helped. The root of the tree is a Consumer of the state that triggers the addition of the spinner so the animations should both be starting together. Maybe the the spinner needs to be permanent for this to work, but it doesn't seem desirable because its API doesn't provide a way to pause the animation. It would presumably constantly use some power to animate itself even when it isn't visible. I'm fussy about that sort of thing.
It looks like I might have to use an AnimatedList, but it doesn't seem semantically correct because the contents aren't really a list. So is there a more generic way to animate the size (and position) of parent widgets like Column and Center to track an animated size change of their children?

How to load textures from a spritesheet in Godot 3

I've just got started with Godot yesterday, and I'm starting a game. I drew a few spritesheets for it. It seems much more efficient to pack all of the frames of an animation into a single image file, right?
Anyway, in Godot I have an AnimatedSprite, who of course has a SpriteFrames property, or whatever it's called. I want to split my spritesheet up into multiple images so that I can use each image as a separate frame in the animation, but as far as I can see Godot provides no such feature. Is this the case?
I've been searching for an answer on the web for a while now, and I can't find anything relevant.
I'd be very surprised if I can't do this in Godot, since I can do it in just about every other game engine I've seen.
Thanks!
(Just to clarify, I want to (programmatically or otherwise,) split a spritesheet into multiple textures, within Godot.)
Click New SpriteFrames in the Frames property menu of the AnimatedSprite node. Now click on the just created SpriteFrames next to the name of the Frames property. Animation Frames window should appear.
Click this Add frames from a Sprite Sheet button. Select your spite sheet file, set grid sizes and finally select individual frames from that sprite sheet.
(This works for me in Godot v3.2.2)
As it says: "Sprite node that can use multiple textures for animation."
Source: http://docs.godotengine.org/en/3.0/classes/class_animatedsprite.html
What you are searching for is using normal Sprite(2D), and set regions for it if you are using AnimationPlayer at each frame.
Example: https://www.youtube.com/watch?v=IGHcscKpA7Y
If you want to do all programmically, you just have to set the sprite to Sprite(2D), and then:
func _ready():
set_region(true)
set_region_rect(Rect2(positionx,positiony,width,height))
but i guess using AnimationPlayer is better option.
This is not tested because i should be sleeping right now, but it should work.

Weird results when trying to get UI elements to fit a dynamic size in Unity

I have a system where if you walk by a sign it will create a popup dialogue which is fine (just the popup part) but when I try to make it to where it can be adjusted based on how much text is displayed (Content Size Fitter) then I get something that literally does not make any sense to me whatsoever. When using World Space my font on Text components has to be 0 (also makes no sense) so that 1 letter isn't the size of 100 units and the combination of these 2 issues has almost made me go mad but that is the reason why I am here so you all can save me!
My setup for my sign :
Now this is the dialogue that is spawned viewed from the inspector (Not shown in the scene/game view yet) :
Now this is when the player walks near the sign with all the components you see in the screenshots :
As you can see the height of my dialoguePanel for some reason keeps going to 321 and New Years isn't close so this countdown I am not happy with. It should be adjusting to how much text is in it. I mean I just did a tooltip almost 100% identical except that the Canvas isn't World Space but Screen Space - Overlay. On top of all this it seems any text I use in World Space HAS to be font 0. Please help I am about to lose my mind.
World space canvas is a bit tricky. And guess what is even more tricky: content size fitter. One of solutions is that you add your dialog UI element manually in the scene at desired location and tweak its RectTransform values in inspector to get what you want to see in scene view and then save it as prefab.
Read more about How Content Size Fitter works and there is one more thing about UI when working with world space canvas. UI is way too bigger than your other scene elements. To solve this problem you have to scale it down as instructed in section Specify the size of the Canvas in the world.
Hope it helps :)

How do I make a circle move on events?

I'm pretty new to javafx so I'm trying to learn here so please be reasonable and don't dis away my question, I really appreciate any help at all, thanks!
I would like to know how I could move an object, let's say this circle on different events, like keypress or mouseclick, mousemove, whatever.
Circle circle = new Circle();
circle.setCenterX(100.0f);
circle.setCenterY(100.0f);
circle.setRadius(50.0f);
Do I need to use that KeyFrame thing I saw on the javafx site tutorial, or how does this work?
I would not have asked this here if I weren't feeling so lost, honestly.
So to make this clear: What is the code for moving objects that I created, by using events?
EDIT: By moving it I mean, press up key and it moves up by a few pixels, transform it maybe, with another key, or click somewhere on the scene and make it move there instantly or travel there with a certain speed. I don't have to redraw it like you need to with html5 canvas, I hope, right?
I don't have to redraw it like you need to with html5 canvas, I hope, right?
Not if you are using a standard JavaFX scene graph as opposed to a JavaFX canvas.
I would like to know how I could move an object, let's say this circle on different events, like keypress or mouseclick, mousemove, whatever
There are three ways to move a Shape:
You can adjust the shape's geometry (e.g. the centerX/centerY properties of a circle).
You can adjust the shape's layout (e.g. it's layoutX/layoutY properties).
You can adjust the shape's translation (e.g. it's translateX/translateY properties).
You can think of the layout as the home position for the object; i.e. where it should normally be in the context of it's parent group. You can think of it's translation transform as a temporary position for an object (often used when the object is being animated).
If you are using a layout pane such as a VBox or TilePane, then the layout pane will handle setting the layout co-ordinates of the child node for you. If you are using a simple Group or a plain Pane or Region, then you are responsible for setting the correct layout values for the child nodes.
To listen for events, set event handlers on Nodes or Scenes.
Here is a small sample app which demonstrates the above. It places the object to be moved inside a Group and modifies the position of the object within a Group in response to various events.

iOS view size and position hard-coded only?

I'm new to Macs and iOS, I got my app running on webOS, Android, and WPF/Windows. In all cases the size of, say, a 'widget' to display a bunch of text, can change depending on the dimension of the text to be displayed, as well as the position can be up against another widget. As the text size changes, the position will change so that all the widgets are crammed together nicely.
I've been searching for this capability in IOS4 in books and on-line, and it's starting to look like in iOS, you have to actually calculate the size of the text to be displayed in ViewText and then change the dimensions of ViewText, which of course then bumps other Views around to accommodate this size change. It sounds like a nightmare. Isn't there some other way to do this (like all the other GUIs can do) to size based on content, and to position relative to other Views like stacking them all together whatever size they are?
Same with ScrollView, it looks like the size of the window you actually see has to be manually specified as well, instead of, say, taking up the entire viewable window and then you can populate the ScrollView with a bunch of sub-views, some of which are below the initially viewable area? I tried this in Xcode4, but so far, haven't gotten it to work.
Similarly with creating an object with a NIB and instantiating that NIB onto an existing View, how does it determine where to position this NIB onto the existing screen?
Thanks!
Paul,
For the scrollview you need to set the bounds so it fills the screen or the area you wish it to occupy, it will then automatically generate scrollbars based on the layout within it. In the land of iOS you do have to do extensive layout work such as positioning and sizing your controls but you can also use the UIAutoResize (if I remember correctly) masks such as if they are anchored to a size, fill the area, etc. It's a little complicated to learn initially but you'll get the hang of it.
As for text you just need to use the right control, I believe what you want is a UITextView and set the options on it as needed.
When you view a XIB it's going to layout initially as you have it, again, you need to position your controls AND set their anchors (autoresize masks) so they adjust based on the screen size (phone vs. pad) and orientation: landscape vs. portrait.
HTH

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