Codenameone : How to set MaxLines and MinLines in SpanLabel? - css

Label in CN1 is limited to being a Single line.
Now that we have to use SpanLabel for anything that can take more than 1 line,
we face one issue.
When we have a strict design that uses consistent height for a list item, we have to give max/min lines allowed for the SpanLabel (At least that's how it works in Android And Flutter).
When I searched for anything that says line in SpanLabel file, I only found that word in one place, that too in a comment.
It did not feel right using fixed height/width property to a SpanLabel as they will vary with fonts and font sizes. The hight should be calculated with respect to the number of lines of the text & font config like font size, line spacing, padding, etc.
What is the right way to achieve consistent height across various SpanLabel despite the varied length of the text they display?

The "right way" would be the layout manager as it would allocate the right amount of space to the span label and everything else. E.g. if you use TableLayout you can allocate the height as percentage.
SpanLabel is technically a TextArea that's encapsulated. It has that distinction between rows/lines which isn't exposed within SpanLabel. But you can manipulate the underlying text area by using getTextComponent().

Related

How do you prevent labels and buttons scaling?

I am testing a godot app, where there is a text heading along the top, and there are buttons along the bottom. For now I have a spacer in the middle to keep the heading at the top and the buttons at the bottom.
If I set Project Settings -> Display -> Stretch to disabled, then I can set a font and button size that looks reasonable for my laptop, and the font size for the heading and button doesnt shrink smaller and larger when the window is adjusted.
How do I guarantee and/or test that the size will be appropriate when the application is exported to iOS and Android? Is there some kind of guide that will help choose appropriate (non scaleable) button sizes for all devices?
How Controls are positioned
There are three intended ways to position a Control in Godot:
Placed in a Container. In this case the Container will control position and sizing of the child Control, taking into account "Size Flags".
See also Using Containers, and Containers.
By anchors (anchor_*) and margins (margin_*). They determine the position of the edges of the Control. The anchors are factors, and the margins are offsets.
For example, the leftmost part of the Control will be positioned at anchor_left * parent_width + margin_left, relative to the parent Control.
You will find presets in the "Layout" menu that appears in the tool bar when you have a Control selected.
See also Size and anchors.
By rect_position and rect_size. These are relative to the top left corner of the parent Control.
Ultimately the other ways to position the Control are changing these. And you can also change these even if you positioned the Control by other means… Which is not intended, but supported (because it is useful to add animations to the UI among other things).
Regardless of which one you use, Godot will respect rect_min_size. And yes, there is also rect_rotation and rect_scale which throw a wrench on the above explanation, but they works as you would expect.
And yes, it is not the easier to use system. Because of that, the designer is being improved for Godot 4 (currently on Alpha 3 at the time of writing).
To answer the question the title: If your stretch mode is set to disabled, and your UI is anchored to the top left (which is the default), you would resize the window and the UI would not scale or adapt to that change. I don't think you don't want the UI to adapt.
Making a top and bottom bars with containers
You can use a VBoxContainer, since we will have three bars stacked one on top of the other, vertically. And yes, the second one is a spacer.
First of all, you want the VBoxContainer to take the whole screen. So set it to the Layout preset "Full Rect". So, yes, we are placing the Container by anchors and margins.
And second, we want the spacer to take as much space as possible. To archive this we set "Expand" flag on size_flags_vertical of the spacer. This is what Size Flags are for.
And, of course, what you place inside the Container might or might not be more Containers.
Making a top and bottom bars with anchors and margins
Give the top bar the "Top Wide" preset. It will set the margins and anchors to have it stay at the top, take the full width, and take its minimum height.
And give the bottom bar the "Bottom Wide" preset. It will set the margins and anchors to have it stay at the bottom, take the full width, and take its minimum height.
You would need no spacer.
And, by the way, I remind you that anchors are margins are relative to the parent. So you can nest this approach. And yes, Controls that are not containers can also have children Controls
About stretch modes
As you know you have a choice between:
viewport: All the sizes will be computed with the original resolution, and then the resulting sizes are scaled to the resolution of the device.
2D: will also compute all the sizes with the original resolution, but instead of scaling the resulting sizes, it renders at that size and scales the image.
disabled: It will compute all the sizes with the actual resolution of the device. No scaling will happen.
Since both viewport and 2D, the size of the UI will not be computed with the actual resolution of the device. This makes the approaches I described to have the UI adapt less effective (less useful or less necessary, depending how you look at it). And thus, if we want to use those approaches effectively we will want the stretch mode set to disabled.
And, of course, there is also the aspect setting.
See also Multiple resolutions and Support multiple form factors and screen sizes.
Designing for small resolution
You can test on the editor how the UI adapts to the resolution, either by resizing the window, or by setting the Test Width and Test Height in Project Settings. You can, of course, also test on an actual smartphone. For instance, I often launch the game in my Android from the Godot editor when developing mobile games.
Circling back to the stretch modes, this is what happens with the text:
disabled: The text stays the same size. This means that the UI can become too small for the text.
viewport: the text scales. This means that the text can become too small to be legible.
2d: the text scales too… except since it is a image scaling it can become blurry, even harder to read.
If we only consider the text, there is no good option. Now, either design the UI for the specific target resolution… Or make one that can adapt. And for one that can adapt, I believe disabled is the best stretch mode as I was arguing above.
And of course you can script it
If you need to run some code when the resolution changes, you can connect to the "size_changed" signal of the root Viewport. And if you need to figure out if the device is in landscape or portrait mode you OS.screen_orientation, and if you really have to, you can create a custom Container.

Calculate space among elements to put in the right position the element

This is the final result:
As you can see in the pic, each line in blue is separated by each element.
I want to try this, I have already designed the elements:
But I don't know how to put in the right place each line, here's a complete example:
https://codesandbox.io/s/stoic-pond-luh0l
The way I'm trying to solve this is with this line:
<FlowDivider style={{ left: 240 * index + 1 }} />
But I don't know what's the right operation for this problem... Thanks!
First of all, you should put styles in classess instead of style attribute.
Back to the question:
I have two ideas for that task.
Just separate icons from the descriptions. And it will be easy. Just use flex and combine icons and separators.
Set fixed width for the section with cards. Create section with separators outside of the static flow. Set the same width for separators section and use flex to set equal gaps. (assumption is that all cards has the same layout)
But i prefere to use first method. It's easier to resolve and manage.
P.S. If you ask just for math algorithm:
It's not that easy, because you have changeable card width. That's your constants which you need to include in your algorithm:
icon width: 50px, padding from both card sides: 30px. Variables which you need to include: gaps between cards(15-35px), cards width minus icon width(it's hard, because it's relative, and you don't have that information).
So to fulfill your idea you need to get card width, calculate distance between two icons, and than you will know how much space you need between separators. Soooo, i don't recommend that approach;)
I don't use grid lately, so i'm not able to give you easy answer with grid.

Grid Layout Widget Sizing Problems

I use a Grid Layout inside my app. The grid layout I set to some fixed sizes.
myBootGridLayout->setContentsMargins(3,0,0,0);
myBootGridLayout->setRowMinimumHeight(0,25);
myBootGridLayout->setRowMinimumHeight(1,25);
myBootGridLayout->setRowMinimumHeight(2,25);
wdgBootFeatues->setFixedHeight(80);
For the QPushButton I use a size rule:
btnSelBootImagePath->setSizePolicy(QSizePolicy::MinimumExpanding, QSizePolicy::MinimumExpanding);
But as you can see on the image, the ComboBox and Buttons have the same size but the LineEdit field is smaller. What I do wrong? Is there a trick to bring them on the common same size (Height) like in the QT documentation?
In case your question is to understand how to make sure that elements will have the same height, we should consider the following:
Layout might not necessarily ensure that some elements will have same height you would like, since it also relies on the size (horizontal and vertical) policy of the element in layout itself. In case you want to have QLineEdit and QPushButton instances to have the same height, you should set minimum height for each of them. Probably, it would even make sense to make the height fixed (i.e. set both minimum and maximum height to be the same values) for such elements to fit your needs, since both of these elements by default have fixed vertical size policy. This is for the reason, since most apps treat buttons and one line text fields in the same way.
In most cases, combining QVBoxLayout, QHBoxLayout and then QGridLayout is not necessary at all, since QGridLayout is much more flexible, and combines QVBoxLayout and QHBoxLayout features in a single layout under the hood at the first place, this it will probably satisfy all your needs (i.e. to represent you elements in a grid manner). Also, construction of UI elements will be slightly faster if less elements will be used.
Qt documentation might have such an effect because of the following reason - elements were tested on a different device. Qt does not try to make identical style sheets for widgets' elements across all platforms, thus visual differences will be everywhere. On some operating systems, button height is smaller than text field height by default, and this is completely normal.
One approach to make sure that size will get bigger than by default is to change size policy (vertical in your case). Code snippet changing size policy is correct basically. However, size policy is different thing than fixed height across elements. However, if your button and line edit would be in the same row, and both would have minimum expanding vertical policy, probably these elements would have the same height in that row.
Thus, probably to make sure the height of your elements remains the same is to set some minimum (and maximum as well in case vertical size policy is fixed) height through code or Qt Creator. This would be the easiest and least painful from thinking perspective approach. I am not sure if I have answered the question (it looks like that you answered yourself in your own way), but I am sure that I have introduced some thoughts that might come in handy when understanding Qt layouts.

GWT Auto Scale Text font size to Fit within Bounds

How can I autoscale the text font size in a web page in order to make text in a div or p fit within given bounds?
There are nice solutions for Android, like this one, but I haven't found any for GWT.
Do you guys have any?
Thanks!
There are sevaral solutions to this problem:
(1) render the text, measure its width (myLabel.getOffsetWidth(), compare to the desired width, change font size if it does not fit and start over (remember to do this inside the Scheduler's deferred command, or your offset width will be zero);
(2) use FitText.js (http://fittextjs.com/);
(3) use canvas which can auto-fit text into provided space;
(4) use ellipsis when text overflows;
(5) use viewport units for text font (limited browser support at this time): http://css-tricks.com/viewport-sized-typography/
(6) create a different, more fluid UI design that handles content size better.

Enable QLabel to shrink even if it truncates text

How can I get a QLabel to be resized even if it means truncating its containing text? I have a QLabel stretching the whole horizontal space of a Widget. When setting its text I make sure it is correctly truncated, ie getting its FontMetrics and Width and using metrics.elidedText().
But when the user resizes the widget the Label doesn't allow it to shrink any further since it would truncate its text.
Any ideas how to solve this? The simplest solution I think would be to somehow tell the QLabel to always shrink and then catch the resize event and correctly format the text - I just have no idea how to do the first part (different size policies don't help)
Although you mention that setting size policies didn't help, setting the QLabel's horizontal size policy to QSizePolicy::Ignored should tell the containing layout manager to ignore any minimum size hint from the label. An alternative would be to set the QLabel's minimum horizontal size to a non-zero value, like 1. If neither of these work then there is something else interfering.

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