I am having trouble with resizing a font inside a button in Godot. The idea is that, inside the button, we have 1:1:1 rect/label/rect proportion with text inside label as big as it can vertically be. I tried to synchronize the size of the Label rect with the font size, with the Resized() property, with no success yet.
The node tree is Button>VBoxContainer>(TextureRect, Label, TextureRect).
Before:
After (no success):
Related
I have a scrollrect object on a UI canvas that has a viewport object child, and the viewport object has a content object child that stores all of the items to be scrolled.
I have selected the viewport for reference. I want to resize the viewport rect relative to LevelScroller (see hierarchy) in order for there to be a margin around the scrollview, so that the scrolling items do not touch the edge of the gray LevelScroller rect. But the viewport rect is not resizeable. Right now the result is this:
See how the button at the top (1S-Levitation) is cut off by the grey panel. I want there to be a margin between the point where it is cut off and the gray box.
I have tried adding a horizontal layout group to LevelScroller to forcibly add a margin, but this did not work. Why is the viewport not resizeable?
Any help is appreciated
I believe that the viewport is not resizable because it is supposed to manage how your scroll will behave during the user interaction. As an example, you have only one cell in your content container and the user drag it down, once it is released it is supposed to move back to the top of your viewport, and if you put a margin in there it will not be capable of move entirely back to the top.
But hopefully you can do the following trick to have your margin:
Create an empty game object called Scroller and set it as the father of your LevelScroller. Then, set your LevelScroller RectTransform to stretch in both directions, and set the desired margin on the RectTransform Top, Bottom, Right and Left fields. You should have something like this:
LevelScroller as a child with 10 pixels of top and bottom margin
Then create another empty object child of your parent Scroller, and put it behind the LevelScroller. Lets call it BgImage. Now, set the RectTransform of BgImage to stretch in both directions and add an image to it. Ta daaa, you should have now your background with your margins on your viewport.
BgImage working as the background of the LevelScroller
I have a background image and I need to add bunch of oval buttons or images on in my case the "greenish" buttons on top of the background image, that I can click in each one of them and call a function passing a parameter. Please look on the screen shot and let me know how I can position every one of the buttons on top of the image and access them with a click (onPress). I guess the only way is using flex box but I couldn't figure out the style for it.
Thanks
Just style all the green buttons on relatively to the image's boundaries with position: absolute. Percentage values for positioning should work, if your image scales properly on screen size change.
I have several icons on my toolbar. One of which (highlighted in red) seem to 'drift' into position when view is rendered as if the flexible space kicks in after the image is rendered. Also, the image kind of moves from the adjacent button's top left corner (the filter icon) into position.
This only happens if the app is launched when an update became available while the app was either terminated or was in the background. While I do not understand why, it seems that rendering the default icon in viewDidLoad, followed by server status check and a change of image is the sequence that causes the issue.
Any thought what might cause this behaviour will be appreciated!
Code is very simple:
if newDataAvailbleOnServer() {
myBarButton.image = cloudWithArrowImage
} else {
myBarButton.image = simpleCloudImage
}
both images are of the same size and density.
I have one view filling the screen with a background image. Other views (text fields) are in exact positions (the background image includes the text field background images). When I change from 3.5" screen to 4", the text fields don't change in the same way that the background resizes. The bg image simply resizes to fill the screen, but the text fields jump out of alignment.
Is there a way to have two sets of constraints, one for each screen size? or is there a way to have views resize proportionally to another view?
EDIT:
Is there a way to have two sets of constraints, one for each screen
size?
Yes, by adding constraints programatically and checking [[UIScreen mainScreen] bounds] to get the screen size.
or is there a way to have views resize proportionally to another view?
Yes, you could set this up in interface builder. But it will be hard to manage, I would manage the constraints manually in code since you are using a custom background image the textviews need to position exactly
You're going to struggle to get these things to line up properly with the text view backgrounds being part of the background image.
You should amend your image assets and use the background property of UITextField to have an actual background image, and remove the boxes from your main background image. The icons could be separate images as well.
Failing that, it would make more sense to have the image stretch underneath the text boxes rather than on top.
Your layout is doing what it should do based on your description, but the image isn't stretching in the right way. In your screenshots, username is always the same distance from the top, and the others are the same distance from the bottom, but that isn't how image stretching works. I don't know how you've set it up but it would make sense to have a single image the size of the 4 inch screen, which has the bottom cut off for 3.5 inch devices, and constrain everything from the top.
I have a borderPane with a menu top,a grid left and an image in the center.I want the image to have the same size as the center of the border because now the image goes over my grid.
I tried this:
imageView.fitWidthProperty().bind(box.widthProperty());
where imageView is the name for my image and box is the BorderPane object.Thank you.
See JavaFX Feature Request RT-21337 Add ImageViewPane and MediaViewPane controls which contains a code attachment for a sample ImageViewPane implementation which which will resize the ImageView it contains to the area available to the region. To get the behaviour required you might also need to implement computeMinWidth and computeMinHeight on the ImageViewPane so that they return zero rather than the minimum size of the Image.
now the image goes over my grid
This is because the minimum size of your image is currently larger than the available space of the center of your BorderPane:
BorderPane does not clip its content by default, so it is possible that childrens' bounds may extend outside its own bounds if a child's min size prevents it from being fit within it space.
Some potential alternatives to prevent the center content overflowing the border:
Manually set a clip on the center node to prevent it overflowing the borders.
Dynamically resize the ImageView as in the ImageViewPane sample linked above.
Place the ImageView in a ScrollPane.
Use the css -fx-background-image attributes to display and dynamcially resize your image rather than using an ImageView.
Set the center of the borderpane first before setting the border content, that way it will be rendered underneath the border content.
Use a different construct from a borderpane (e.g. a HBoxes, VBoxes, etc.) which don't overlap their nodes when the nodes are larger than the available display area.
I tried this: imageView.fitWidthProperty().bind(box.widthProperty());
My guess from the code provided is that this didn't work because the enclosing box of the image is a dynamically resizable pane of some sort, so the minimum width of the box is being determined by the width of the image and not vice versa.