Unity ScrollRect scrolls the text field, but not text - user-interface

I'm struggling to create a simple scrollable text box in Unity. I've followed this tutorial and others, but instead of the text scrolling like it should, it moves the entire text object up and down.
In the hierarchy, it is simply a panel with a text child.
Here's what the Panel looks like
And here's the textlog
Can someone help me figure out what exactly is going wrong?

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Show CKEditor5 Balloon toolbar programatically on right click?

I use CkEditor BalloonEditor:
BalloonEditor.create(document.querySelector('#editor'), { ...options... });
By design the balloon toolbar of CkEditor 5 is only shown when I mark some text in the editor. That's totally okay for standard text operations as making a text bold, italic or changing its colors.
But if I want to insert something (image, table, media) I first must type something, mark it, so that the toolbar is shown before I can insert new content. That is not practical. So actually the balloon editor is great for changing existing content, not to insert new content.
My idea now is, that I want to open the toolbar by clicking with the right mouse button, showing the toolbar instead of the browser's context menu. Nice would be if the toolbar then only contains actions to insert new content (as inserting image, table, media) and the actions for formatting content (as bold, italic, font color) disappears or at least are disabled.
So basically I would implement something like:
<div id="editor" oncontextmenu="showContextMenu(event)">
...
function showContextMenu(event) {
event.preventDefault();
// --> Open here the balloon toolbar at the current caret position. How?
}
I tried finding a solution with a hack:
When clicking with the right mouse button, I inserted a space character at the clicked position and marked/selected it automatically so that the CkEditor balloon editor opened the toolbar. That worked so far, but then I had this undesired space character in the document and I struggled to remove it gracefully afterwards. Furthermore the context menu also contained the text formatting actions (as bold, italic and so on, since there was text - the inserted space selected).
Another idea would be to develop an own toolbar completely detached from CkEditor and then using Commands to insert the appropriate commands as #denov has suggested in his solution. But I think this should actually be possible to achieve with the CkEditor API by using the class ContextualBalloon. But how?
Does anyone have any idea how to achieve this or can guide me with some directions?
Thx!
For images you can just drag the image into the editor.
Commands are the way to interact with the editor. The Images plugin uses the ImageInsertCommand
assuming you have the editor assigned to the global window object you could do
function showContextMenu(event) {
event.preventDefault();
window.editor.execute('imageInsert', { source: 'https://upload.wikimedia.org/wikipedia/commons/8/8d/Frog_on_palm_frond.jpg'} )
}
Unfortunately, it's not possible to show the balloon toolbar if the selection is collapsed. This behaviour is defined here.

How to display elements inside NSCollectionView with various shapes

I am a rookie Cocoa guy. I need to design and implement a view which will show collection of labels on Mac OS using Xamarin. These labels will have a text and color associated with them. When shown inside the view, label should expand till it covers whole text and it will be shown with background and foreground colors.
I have attached the picture of this user control on Windows, you can see that labels inside the StackPanel are expanding till they cover the whole text. Hope this gives better idea about my ask.
The $64,000 question is "are these labels controls?" In other words, do you expect the user to click on these to do something, or are they just for display?
If your answer is "just for display", the solution is super simple: Use an NSTextField and programmatically add attributed text (NSAttributedString) to it. Attributed text attaches display properties to runs of text within the field; properties like "background color".
If you want these to be buttons that you can click on, then things get a lot more complicated.
Since you apparently want the button layout to "flow", you might look into imbedding buttons (well, button cells) into an NSTextField using attachments. This is normally how non-text content (say, an image) can be inserted, but with some fiddling it can actually be anything a control cell can draw. See How to insert a NSButton into a NSTextView? (inline).
Warning: this is not a "rookie" topic and will involve control cells and custom event handling.
If I were doing this, I'd probably just create NSButton objects for each label (choosing an appropriate style/look like NSRecessedBezelStyle), create a custom subclass of NSView to contain them, and then override the layout method to position all of the buttons the way I want.
To be thorough, I'd also override the intrinsic size methods so the whole thing could participate in auto-layout, based on the number and size of buttons it contained.

TextView cutting off large amount of text?

I'm currently placing my textview onto my storyboard but when I place some text inside the field it cuts off a portion of the text. It looks like this.
Now i've made sure there is plenty of space in my storyboard for the text so it seems really silly for this to be happening.
Why is this happening and what can I do about it? I thought about just adding another textview to solve the issue but it seems rather silly to add another object just to display another portion of uneditable text.

Drawing on an image which is inside a QScrollArea?

If I subclass QLabel and I add a QLabel directly to my QDialog, it works fine. If I add this label inside a ScrollArea, the thing I’m drawing doesn’t show unless I resize the dialog itself. Yes, weird.
I’ve setup compilable example code that indicates what the problem is. What I am trying to do is to select an area of an image with my mouse, by drawing a rectangle on the corresponding area. The images my program is designed to work with can be very large, and thus, I need to have a scroll area so as the dialog to stay at a logical dimension, and not to fill the entire screen (or even multiple workspaces, if we are talking about a linux machine with multiple desktops).
Everything works fine, except that the drawing (selection-rectangle) isn’t visible unless the dialog is resized – manually. I think I have to update something while drawing, but I’m not sure what. Well, here’s the example code: http://paste.ubuntu.com/1151553/
Another issues that I don’t know how to solve (and I want your suggestions there) are (1) when the user is selecting an area, how to set it to automatically scroll when the user actually selects an area by pushing against to a wall of the scroll area (I guess I am understandable here). (2) is there a way to let the user select a rectangle and then, when he left-clicks on a position with holding down the [Shift] button, the bottom right edge of his previous selection to actually go through the point he clicks at?
The documentation indicates that you have to set a Layout somehow somewhere, but I'm not sure how to do this to my occassion.
Thanks in advance for any help.
about problem (1):
just use of Event. i think mouse Enter Event or Leave Event is good for that.
and to do that i think you can use a hidden rectangular that fill the whole of the screen.
and over write the mouse leave Event for that rectangular and tell in that function , to scroll the page.

Scrollable menu using MenuItem's

What I am trying to accomplish with Cocos2d, is to create a horizontal menu, which can be swiped from left to right. I posted an image, to show my idea.
The image below has a white bar, where I want to show MenuItem objects, now I want to be able to do a swipe in the white region, so that the next menu item is centered.
Example http://www.wimhaanstra.com/images/MenuExample.png
The problem I am facing is, I would really like to use the Menu (& MenuItem) functionality of Cocos2d, but it seems somehow that the MenuItem object does not accept touches other than just tapping it. Also I want the swipe to be detected not only on the MenuItem, but the whole white bar.
What would be the best approach for this?
Somehow incorporate an UIScrollView, but that would be a shame, because I would like to use OpenGL for everything
Subclasss the MenuItem class, to create one where the ccTouchBegan is handled, and somehow move the whole Menu?
Just leave the whole Menu idea behind, and replace the Menu and MenuItems with sprites which support touching.
I read somewhere that MenuItem's shouldn't really be used for this kind of work, but why not?
Layer can handle touches event.
you can put you menuItems into one layer.
detect a swipe, and move the the menuItems

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