Flex 4 skinning "library" - flex4

I'm new with Flex 4 skinning and have been following tutorials, developing some of my own skins, etc. I'm just wondering if there is a best practice for releasing a "skin library".
For example, say I just have 3 button skins I want to release. Do I compile a swc of just the 3 actual skin files, or do I make 3 buttons -- one using each skin -- and compile the swc of just these buttons? Or do you include both the skins and the buttons together?

I would go with option 1 - one .swc with all the resources (maybe graphic files or .fxg files), custom ActionScript skin classes (if creating mobile skins), or .mxml skin files WITH NO CUSTOM Button classes.
It sounds like you're looking into creating custom Button classes whose difference amongst each other is only the skin they "wear". The fact that a Button's skin class can be set at instantiation (or declaratively in mxml, or in css) makes a good reason to keep the regular button and create only what is different - the skins.
You would only want to extend a control if you want to add to or modify its functionality, not the look.

Related

Drag/marquee selection inside custom maya UI

Is there a way to select several buttons inside a formLayout (or any other layout) with a drag selection?
Like how you would do with maya objects in viewport, but inside a custom MEL UI
i know you can use getModifiers to know if Shift is pressed to not and thus mimick shift selection etc
but drag/marquee selection seems, very hard, to replicate...
I don't think you can use Maya's standard interface objects to achieve that, but yes, you can absolutely do it with PySide in Python.
Check out examples for QtWidgets.QGraphicsView and QtWidgets.QGraphicsScene. Their framework is setup so that you can create items inside their view, and be able to select multiple with a marquee. They can also support moving via dragging the items, so you can even go as far as having a body picker creator without having to hard-code it. You could even be fancy as to create path items with beziers handles (like Photoshop) so that the user can create their own custom shapes, though you would have to manually make that framework.

Nested Hierarchy Naming Rules & How To Keep Track Of Attached Scripts

I use the MVC programming model. I am running into a problem using Unity's hierarchy inspector. Say I have a Controller script: C_CardDrag. Now, because this drags a UI item thats nested several layers deep, it won't be readily apparenty that this C_CardDrag script is attached to an icon within in the card, and NOT the root object. You see what I mean in the image below (the blue highlight is where the C_Drag needs to be attached, NOT the top level object, otherwise the whole thing gets dragged when I only want the icon in the middle dragged).
I feel that it can be VERY confusing to design and name classes when they need to appear on nested objects.
Do you have any design practices I can follow to make script names clearer to where they are attached?
For example say I have a Tree object, and it has several brances. And lets say I have a C_Tree script, and a C_Branch script. How would you handle making it clear that C_Tree goes on a Tree, a TOP level object, where as C_Branch goes on a nested UI object?
Update:
Found a good resource here: Component based game engine design
Like any software that is being developed, you should only apply the appropriate Architectural and Design patterns that fit that project.
For example:
I was building a game that would be used for different devices. Although Unity lets you switch from Android to iOS seemingly easy. This game could be played completely differently on different devices, so I wen't with MVC.
Another game was built around Peer to Peer.
So overall you have a lot of options.
The way you can organize your files is by folders in the Project section of the Editor. I like to use something like this:
You will notice the Model is not in the Hierarchy. I don't use MonoBehaviours for models. In some cases, even the Controller could be non-MonoBehaviour code. That is why I prefer to have all the organization happen in the Project not the Hierarchy.

Is there a way to use default "icons" in ckeditor plugins?

I did a plugin that basically allows to create link with some business logic (People enters an id and a link is magically created for them). So I can specify an icon for it no problem there but I love the default "link" icons that comes with the monoo skins...
Is there a way to simply (re)use it ?
Just to make sure it's clear, I'm talking about the icons.png sprite that includes the main "toolbar" icon
Lets say your plugin is called 'newlink'.
You should add to the editor.css of your current skin a css rule like:
a.cke_button .cke_button__newlink_icon{
background : url(icons.png) 0 -1248px no-repeat;
}
(that specific coords are in fact the ones for the link icon of the moono 'icons.png' theme. Other themes may have another, or even another path to the icons file).

How to place a windowless control on top of a windows control?

Say, I have an Image control (which seems to be a window-less control) and I want to make sure that it is on top of a TextBox. No matter what I do, the Image control will not appear on top of the Text box.
Is there a way?
P.S. I know I can use a PictureBox, but it does not support transparency, thus I must have the Image control.
There is no way to place an image control over a normal textbox as they are drawn onto the form itself so will always be below any other windowed components.
If you have VB6 installation media there are drawn (windowless) versions of controls including a TextBox you can use that will (probably) do what you want; http://support.microsoft.com/kb/184687
A custom usercontrol of some kind if probably better .. what is it exactly you want to overlay the textbox with?
The Image Control is considered a graphical control, like shapes, so it is always inferior to text controls. If you really want a transparent image, you can use a Microsoft 2.0 Form instead(only if you have it). Images there can be on top of textboxes, and you can make it transparent by setting the Backstyle to Transparent(0).
Completely different approach to my other answer (hence the seperate Answer), but you can set AutRedraw and ClipControls on your Form to false and it will allow the Image control to render on the same layer as a windowed control. You can get some flakey redrawing in some cases but for a quick solution you could try it.
http://msdn.microsoft.com/en-us/library/aa733621(v=vs.60)
I've created a tranparent overlay control to add a kind of annotation layer on top of a VB6 app. I'll attempt to describe it from memory, and if that doesn't provide enough information then you can post back and I'll try to dig up the code.
First, add a new USerControl to you application. Give it a name like ImageEx, PictureEx, or TransparntImage. There are several properties that you will need to use. Ensure the control is Windowed, so it can sit on top of other windowed controls. Locate the MaskColor property and set it to Cyan (or whatever color you elect to use to indicate a tranparent area. There might be an addition property enable the masking behavior, just browse the properties. Set the control background color to that of the MaskColor. At this point you have an invisible control. In my control I painted on top of the surface for annotations, but you can PaintPicture or maybe even set the image property for a really simple approach.
Of course, to make this a re-usable control, you will want to code in your own properties that allow the MaskColor and image, etc to be set so that you can the drop one of these on any form you want.
Some links:
MaskColor Property
MackPicture Property
1) Remove all your textboxes , labels and ... (But memorize their name and location in the form)
2) Go to (project > components) and mark the (Microsoft Forms 2.0 Object Library) then click ok
3) Now you can see new controls under your default controls in your toolbox...
4) Use its textbox and label controls instead of the default controls
5) Right click on your Image Control then click (Bring To Front)

MFC 10 - Is it possible to have a CFrameWnd within a CView?

I'm using MFC (yes must be MFC and no I can't interop with .Net) to create a CFrameWnd.
My goal is to create a CFrameWnd containing a CFormView which is based on a Dialog Template that resembles something like:
I have got the frame and view to display, and I have an Edit control on there. Now what I want is to have a CToolbar aligned to the top of the Edit Text control but not docked to the top frame.
Ideally I would like to have a child frame/view that I can dynamically add in place of the Statement Group. That way I could just dock the toolbar as normal.
The thing that I find odd is that I could easily achieve this if I had a splitter in there by using the CreateView function. I really don't want to have a splitter and feel there ought to be another way.
In summary, these are the question I need help with:
Q1 - How can I have a CFrameWnd within a CView (like what CSplitter::CreateView does)?
Q2 - How can I position a toolbar within a CView without docking or floating it within another frame (I'm more than willing to resize, position it manually if only I knew how)?
Now I really appreciate how easy things are in .Net.
I wouldn't recommend sticking a CFrameWnd within a CView. You'll be fighting MFC all the way, basically living in a world of ASSERTs as the internal functionality such as message routing assumes that Frames don't live in views.
Instead just use a CWnd instead of the CFrameWnd and in the 'Create' method manually create the toolbar and the edit ctrl and size and position them yourself (create a AdjustLayout method that uses CMFCToolbar::CalcFixedLayout to adjust the position of your other components).
A great example of this is in the Visual Studio sample app PropertiesViewBar.cpp:
http://msdn.microsoft.com/en-us/library/bb983983(v=vs.90).aspx
Note: You might need to override OnCmdMsg to extend the message routing to the internal controls.

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