Ckeditor 4 horizontal stretching - ckeditor

Using Ckeditor 4 is there a way to set the width of the editor for initial load but still allow it to be stretched horizontally?
The little nub in the bottom right corner only seems to allow vertical stretching.

That's because resize plugin by default allows resizing only vertically.
There's however a config.resize_dir option, which you have to set to 'both'. Check also other options like resize_maxWidth which may be useful for you.

Related

Unity 4.6 - How to scale GUI elements to the right size for every resolution

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.

how to hide scrollbar without overflow: hidden

So as far as I'm concerned, overflow:hidden does hide the scrollbar, but makes it impossible to scroll (at least scrolling doesn't work in Firefox).
I have a scroller-slider on my homepage - it scrolls automaticaly to lower full-screen elements one by one and then comes back to the first element and starts over. It looks really nice in my opinion, but the scrollbar is visible - I would like to make it invisible. With overflow: hidden the scrolling mechanism doesn't work.
Any idea how to do it?
You can hide scrollbar with CSS - wrap your scrollable container into another one with overflow:hidden and less height/width (depending on scroll you want to hide - vertical or horizontal one). This way helps if you have static container/content sizes. If container can be resized or size depends on content - you will have to use JS solution to calculate container size.

Probably Javascript conflicts

I am not pro developer and have small knowledge of html and css only. I am trying to work on a joomla website. I tried to add Google charts to my page. Actually it's a module that I am inserting to an article through load module function. But there seems to have a conflict and the chart is not displayed correctly. It seems that there are some conflicts with the issues but I am not sure how to figure.
http://goo.gl/v1GVWk
if you go to above link and go to tabs and open trekking map tab you will see the bug. The width of chart is very small. I want to display 100% so that it can be responsive. I tried changing the width to px as well but no luck.
Please help me. ..
The width of elements that are hidden is zero. Therefore, the chart thinks your window has a width of zero and ends up using its smallest width.
Try triggering a resize event on the window when the tab is shown, this should cause the responsive code to run.
I never used Google charts, but what you are experiencing also happens on Google Maps.
You have two options, either you use opacity (or maybe visibility hidden) instead of display: none, this will make the chart to resize automatically when the page opens.
The other option is to trigger the resize event, something like this... Google chart redraw/scale with window resize
Hope it helps
Even though the outer wrapper div#ja-google-chart-wrapper-404 is set to 100% width, two child elements are fixed at 400px. Specifically, the <svg width="400"> element that sets the image at a fixed width, plus the div that wraps it has the width set to 400px. Even though you have their parent set to 100%, if the image itself has a fixed width it won't expand to fill the space.
Check to see if there's a setting in your module or in the Google Chart itself that lets you set a different width (or none at all) on the inserted image.
One solution would be to resize the SVG element when the a#tab1-trekking-map is clicked. I just tested this in the Chrome console and it worked to trigger the map to resize to the full width of the container:
jQuery("#ja-google-chart-wrapper-404 svg").resize();
Add this (or something like it) to your other scripts that are called when your tabs are clicked. If the ID of the chart wrapper is generated dynamically you may need to adjust a bit, but triggering resize() (as stated by Niet and miguelmpn) should do the trick nicely.

How to resize between 3.5" and 4" screens (dynamic constraints in autolayout?)

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.

NSSegmentedControl with bold, italic, and underlined segment

I'm trying to build a segmented control much like the Bold/Italic/Underline control in TextEdit.
Is there a way to set a custom attributed string for each segment? [set attributedStringValue:] on the cell had no effect (there's no way to set per segment anyway).
If I have to resort to custom drawing, how can I reproduce the inset/blue highlight in the selected state?
Example:
I think these are all icons you need to pre-create and set in the segmented control. Custom drawing would be another option, but I think simply using 3 icons (plus their hires variants) is more flexible.
For custom drawing you'd use an NSAttributedString where you set font and color. Draw it twice, once in white with one pixel vertical offset and and once in blue/black.

Resources