On widths smaller than $max-width, the grid starts from the edge of the viewport. I added some padding to avoid the text from starting from the edge of the viewport, but now it's out of alignment with the grid. How can I make the grid start from the content edge rather than the viewport please?
Unfortunately this is not possible with the current version of Neat (1.8). The good news is that in 2.0 this functionality is baked in, it will be released soon but you can download the latest Beta here:
https://github.com/thoughtbot/neat
UPDATE
Neat 2.0 has now been released where this is included, you can find more info here:
http://neat.bourbon.io/
Be warned a lot of the syntax has changed
Related
I have a website I'm working on that utilizes DaisyUI and Alpine.js (with intersect plugin).
In one of my templates I have a stepper with sections of content relating to each step. When you click one of the steps to the stepper, it scrolls you to the related section. That part is easy peasy. The difficulty is getting the step to highlight when you've scrolled to the related content manually. My lack of understanding of the intersection observer is what is throwing me off.
Here is a pen I made as a simple illustration of what I'm trying to do: https://codepen.io/jtomeck/pen/dyeVONz
The pen only shows the use of x-intersect alone. It works-ish, but you'll notice that there are bugs if you make the viewport taller. I'd ideally like the step to only highlight when the content is near the top of the screen, or at least more than halfway above the center of the viewport. I've tried:
Using threshold, but there are bugs since it does not observe the direction (from top of viewport or bottom of viewport) the intersection is happening from, as well as the threshold being defined as a percent creates strange behaviors on different sized screens.
Using margin, but it did not appear to work at all. I believe this is option is the right solution, but I'm struggling to find the proper resources online specific to my problem. I believe the answer will come if I can figure out how to manipulate the margin using enter and leave.
If someone wouldn't mind helping me with this I'd greatly appreciate it. Bonus points if all previous steps can remain highlighted when a new step is reached :). Not a requirement though!
I'd like to request that all answers continue to utilize alpinejs since it is a constraint of the project. Thank you in advance!
TLDR - Can anyone help me figure out how to use alpinejs and its intersect plugin to make the step of a stepper component highlight when the content it relates to reaches a certain position in the viewport (scrollspy effect)?
Update: Updated codepen to use:
x-intersect.margin.10%.0.0.0="shownStep = ' STEP NUMBER ID HERE '"
According to the documentation the expected behavior would be to detect intersection "when the element gets within 10% of the top of the viewport." It does not appear to work any differently than just using x-intersect without the margin added. I'm very curious why margin does seemingly nothing. I'm going to keep looking into it, but I'd very much appreciate any guidance anyone can provide about rootMargin and why the intersect plugin does not seem to be applying it properly.
Can I move compass button to a different location ?
On top I have menu and that covers my compass
You can not pick arbitrary positions for those controls, but you can set the padding to move the controls away from the border to allow for your controls.
googleMap.SetPadding(0,30,0,0);
This method allows you to define a visible region on the map, to signal to the map that portions of the map around the edges may be obscured, by setting padding on each of the four edges of the map. Map functions will be adapted to the padding. For example, the zoom controls, compass, copyright notices and Google logo will be moved to fit inside the defined region, camera movements will be relative to the center of the visible region, etc.
Note: Just remember not to cover the Google Copyright notice as that is against their TOS and will cause a Store rejection...
I tried another approach in my map renderer since I did not like that the Google Copyright notice also move using SetPadding.
//Find and move the compass.
Android.Views.View compass = FindViewWithTag("GoogleMapCompass");
compass.SetX(200);
compass.SetY(200);
Not sure if using FindViewWithTag to find the compass view is a good idea but it works for now.
The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.
I'm getting strange problem with pie.htc and IE8. I have many elements on page that has rounded corners but pie works only for one element. My CSS is correct - I mean selectors are correctly assigned to pie behavior.
What elese could be wrong?
I have some experience using css3 pie and they have not been great. Here are the fixes i have used:
The elements that you are applying the behavior library too need to be position: relative for a start, so check that first. It may fix it.
If you want it to work in IE6 and 7 you need to add zoom: 1. I know you said you were using IE8 but my customers have said that in the past and it has been in compatibility mode, so always best to add that setting.
CSS 3 Pie does not support browser zooming either on background images so check that you are viewing the website in the 100% view and no other.
Hope that has helped. If you could post a jsfiddle then I could try and help further. If not check the css3pie known issues http://css3pie.com/documentation/known-issues/
Found a solution. Problem was that for these elements was used background with filter. Also css3pie sets background for these elements. After removing this filter everything works fine.
What are the numbers in the Stretching box in the View sub-box Interface Builder's Attributes Inspector?
(as a side question - I suppose a respectable company such as Apple would have actually released documentation for its tools, as opposed to letting developers just guess everything; so, where's this documentation?...)
This blog post Karol seems to explain it pretty well. - http://macoscope.com/blog/stretchable-images-using-interface-builder/
Stretching properties are pretty simple (I don't think so, but the
articles does :).
The fraction of the original image left without stretching on the left
is specified by X The fraction of the original image that gets
stretched in the x-axis is specified by Width The fraction of the
original image left without stretching on the right is equal to 1 – X
– Width If we use 0 for Width the stretched area will interpolate
between the last pixel of the left part and the first pixel of the
right part The y-axis works analogously
Viewing a .storyboard file in a text editor (figures it's an XML file) revealed the answer: it is linked to UIView's contentStretch property.
FYI - this was deprecated in iOS 6.0 https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/index.html#//apple_ref/occ/instp/UIView/contentStretch
(updated link)
Deprecation Documentation
Instance Property
contentStretch
The rectangle that defines the stretchable and nonstretchable regions of a view.
Deprecated
To achieve the same effect, use resizableImageWithCapInsets: instead.