I need to help to port my 3.5 rc.lua to 4.0. I try to set one progressbar.
It used to be :
mybacklight = awful.widget.progressbar()
mybacklight:set_width(12)
mybacklight:set_height(10)
mybacklight:set_vertical(true)
mybacklight:set_background_color("#131211")
mybacklight:set_border_color(nil)
The new version should be :
mybacklight = wibox.widget.progressbar {
max_value = 1,
value = brightness_new,
forced_width = 12,
forced_height = 10,
background_color = "#131211",
border_color = nil,
color = {type="linear", from = {0, 0}, to = {0, 20},
stops = { {0, "#F6F6F6"}, {0.5,
"#bdbdbd"}, {1.0, "#3b3b3b"} } },
widget = wibox.widget.progressbar,
direction = 'east',
layout = wibox.container.rotate
}
The 3.5 version works (no errors) but does no more give the expected result, it should be a vertical progressbar, it is, but the progression itself is horizontal.
The 4.0 version makes no error, except that it takes all the place with red (default ?) colors.
First of all, the imperative syntax isn't gone, you can still do it "the old way". It is fully supported and the declarative one is "compiled to" the old one.
Now, to answer the question, the code should look like (untested):
mybacklight = wibox.widget {
{
max_value = 1,
value = brightness_new,
background_color = "#131211",
color = {type="linear", from = {0, 0}, to = {0, 20},
stops = { {0, "#F6F6F6"}, {0.5,
"#bdbdbd"}, {1.0, "#3b3b3b"} }
},
widget = wibox.widget.progressbar,
},
forced_width = 12,
forced_height = 10,
direction = 'east',
layout = wibox.container.rotate
}
Changes:
The composite widget constructor is wibox.widget. You used the progressbar constructor to contruct a rotate container
Indentation to make the code more readable
You had 2 widget in the same block, this isn't supported.
Reference https://awesomewm.org/apidoc/classes/wibox.widget.progressbar.html#
Related
By using the Godot engine and writing in the GDScript language,
let's say I have an enum declared as:
enum eTextMode {CHAR, NUMBER, SYMBOLS_TEXT, SYMBOLS_ALL}
And an export variable as:
export(eTextMode, FLAGS) var _id: int = 0
In the inspector panel I can see which flag is selected or not, but how can I know in code which specifically flag is selected?
By selecting in the inspector, for example: the NUMBER and SYMBOLS_TEXT flags, the _id variable will be set as 5
My approach is the following hard-coded dictionary:
var _selected_flags: Dictionary = {
CHAR = _id in [1, 3, 5, 7, 9, 11, 13, 15],
NUMBER = _id in [2, 3, 6, 7, 10, 11, 14, 15],
SYMBOLS_TEXT = _id in [4, 5, 6, 7, 12, 13, 14, 15],
SYMBOLS_ALL = _id in [8, 9, 10, 11, 12, 13, 14, 15]
}
Resulting in:
{CHAR:True, NUMBER:False, SYMBOLS_ALL:False, SYMBOLS_TEXT:True}
The above result is exactly what I'm expecting (a dictionary with string keys as they are defined in the enum with a boolean value representing the selection state).
How could I manage to do this dynamically for any enum regardless of size?
Thank you very much,
One tacky solution that I could manage is by not using an enum at all, but instead a dictionary like the following example:
const dTextMode: Dictionary = {CHAR = false, NUMBER = false, SYMBOLS_TEXT = false, SYMBOLS_ALL = false}
export(Dictionary) var m_dTextMode: Dictionary = dTextMode setget Set_TextMode, Get_TextMode
func Get_TextMode() -> Dictionary: return m_dTextMode
func Set_TextMode(_data: Dictionary = m_dTextMode) -> void: m_dTextMode = _data
An exported dictionary is not as good-looking as an exported enum with FLAGS, and by following this approach it kind of invalidates my initial problem.
By selecting CHAR and SYMBOLS_TEXT in the exported dictionary from the inspector, and then calling print(self.Get_TextMode()) the result is indeed what I expected:
{CHAR:True, NUMBER:False, SYMBOLS_ALL:False, SYMBOLS_TEXT:True}
I still can't figure out though how to achieve this result by using the export(*enum, FLAGS) aproach.
Edit: also, the setter function is not feasible to be used in script since the user must know to duplicate the dTextMode constant first, edit it and set is as an argument.
Thanks to the comments from #Thearot from my first answer, I have managed to figure out the following solution which meets all expectations, with one caveat: it seems like an overkill solution...
enum eTestFlags {FLAG_1, FLAG_2, FLAG_3, FLAG_5, FLAG_6}
export(eTestFlags, FLAGS) var m_iTestFlags: int = 0 setget Set_TestFlags
func Get_TestFlags() -> Dictionary: return self._get_enum_flags(m_iTestFlags, eTestFlags)
func Set_TestFlags(_id: int = m_iTestFlags) -> void: m_iTestFlags = _id
func _get_enum_flags(_val_selected: int, _enum: Dictionary, _bit_check_limit: int = 32) -> Dictionary:
var _enum_keys: Array = _enum.keys() ; _enum_keys.invert()
var _bin_string: String = ""
var _val_temp: int = 0
var _val_count: int = _bit_check_limit - int(_is_pow2(_bit_check_limit))
while(_val_count >= 0):
_val_temp = _val_selected >> _val_count
_bin_string += "1" if _val_temp & 1 else "0"
_val_count -= 1
var _bin_string_padded: String = "%0*d" % [_enum_keys.size(), int(_bin_string)]
var _result_dict: Dictionary = {}
for _str_id in range(_bin_string_padded.length(), 0, -1):
_result_dict[_enum_keys[_str_id - 1]] = bool(_bin_string_padded[_str_id - 1] == "1")
return _result_dict
func _is_pow2(_value: int) -> bool:
return _value && (not (_value & (_value - 1)))
Now, if I print(self.Get_TestFlags()) after selecting FLAG_2 and FLAG_6 the result is:
{FLAG_1:False, FLAG_2:True, FLAG_3:False, FLAG_5:False, FLAG_6:True}
You're on the right track but overcomplicating things. Without going too much into the math (see Wikipedia), here's what you'd do in Godot:
enum eTextMode {CHAR, NUMBER, SYMBOLS_TEXT, SYMBOLS_ALL}
export(eTextMode, FLAGS) var _id: int = 0
func _ready() -> void:
for modeName in eTextMode:
var bit_flag_value: int = int(pow(2, eTextMode[modeName]))
if _id & bit_flag_value:
printt("Flagged", modeName)
You can access the named fields of your enum like elements in an Array/Dictionary by default (iterate through the keys, get their 0-based index as values). The above math trick turns the 0-based index into the correct bit flag number, and if you (single) '&' it with the combined bit-flags value you can check whether or not that flag is set.
I am using the following code for my wibar tasklist:
s.mytasklist = awful.widget.tasklist
{
screen = s,
filter = awful.widget.tasklist.filter.allscreen,
buttons = tasklist_buttons,
layout = wibox.layout.fixed.horizontal(),
widget_template =
{
{
{
{
id = 'clienticon',
widget = awful.widget.clienticon,
},
margins = 0,
widget = wibox.container.margin,
},
{
id = 'text_role',
widget = wibox.widget.textbox,
},
layout = wibox.layout.fixed.horizontal,
},
id = 'background_role',
forced_width = 200,
forced_height = 60,
widget = wibox.container.background,
create_callback = function(self, c, index, objects)
self:get_children_by_id('clienticon')[1].client = c
end,
},
}
s.mytasklist_onlyminimised = awful.widget.tasklist
{
screen = s,
filter = awful.widget.tasklist.filter.minimizedcurrenttags,
buttons = tasklist_buttons,
style = {
shape_border_width = 1,
shape_border_color = '#333333',
shape = gears.shape.partially_rounded_rect,
},
}
Which makes the tasks on the tasklist have fixed width (as according to this answer)
My question is:
Is it possible to make the tasklist switch to wibox.layout.flex.horizontal when the tasklist is full of tasks?
While you could technically replace the tasklist from a client.connect_signal("tagged", function(c) if #c.screen.selected_tag:clients() >= some_number then <make_a_new_tasklist> end end) style code, that's pretty cheap and ugly.
So I think this would require to contribute a patch upstream to expose the taglist/tasklist constructor arguments as properties. The awful.widget.layoutlist already do it, but not the tag/tasklists.
I am having issues rotating my symbol around a specific pivot point.
Here is my code :
var path_tank_left_track = new Path({
segments: [[0,0], [10, 0], [10,40], [0,40]], strokeColor: 'black',
closed: true
});
var path_tank_right_track = new Path({
segments: [[40,0], [50, 0], [50,40], [40,40]], strokeColor: 'black',
closed: true
});
var path_tank_body = new Path({
segments: [[10,5], [40,5], [40,35], [10,35]], strokeColor: 'black',
closed: true
});
var path_tank_gun = new Path({
segments: [[23,15], [23,0], [27, 0], [27, 15]],
strokeColor: 'black',
pivot: [25,15],
name: 'gun'
});
var path_arena_separation = new Path(new Point(view.size.width/2,0),
new Point(view.size.width/2, view.size.height));
path_arena_separation.strokeColor = 'black';
path_arena_separation.closed = true;
var whole_tank = new Group();
whole_tank.addChild(path_tank_left_track);
whole tank.addChild(new Point(5,20)); // trying to add the middle of the left track pivot point
whole_tank.addChild(path_tank_body);
whole_tank.addChild(path_tank_right_track);
whole tank.addChild(new Point(50,20)); // trying to add the middle of the right track pivot point
whole_tank.addChild(path_tank_gun);
// Create a symbol definition from the path:
var definition = new SymbolDefinition(whole_tank);
var instance1 = definition.place();
instance1.position = new Point(view.size.width/4, view.size.height/2);
var instance2 = definition.place();
instance2.position = new Point(3*view.size.width/4, view.size.height/2);
function onFrame(event) {
instance1.rotate(1, instance1.definition.item.children[1]);
}
As you can see, at the onFrame function, I'm trying to rotate the instance by 1 degree every frame around the point I created earlier. But I get an error saying the item_remove is not a function in the paper-full.js.
I'm confused, I tried to create a path with a single point and add it to the group but it did not let me.
If I modify the code to make the gun rotate on it's pivot instead, it does work :
function onFrame(event) {
instance1.definition.item.children['gun'].rotate(1, instance1.definition.item.children['gun'].pivot);
}
The gun does rotate around the proper pivot and the pivot stays attached to the symbol even if the symbol moves around. How could I achieve that behavior but turning the whole tank around a specific point relative to the center of the tank?
Thank you for your help, let me know if I should include more detail.
Your code is crashing because you try to add a point (and not a path containing a single point as you seems to be trying to) as a group child, which is not what API expects.
To create a path containing a single point, you have to do this:
var path = new Path(new Point(x,y));
But I think the idea of adding a single point path as a child to later retrieve its position to use it as a pivot point is wrong in your case.
The fact that you are creating each tank as a Symbol implies that you won't have access to its own children.
You can instead, before placing your symbols, store 2 vectors: one from center to left and one from center to right. They will later help you calculating left / right track positions.
Here is a Sketch adapted from your code, demonstrating this.
var path_tank_left_track = new Path({
segments : [ [ 0, 0 ], [ 10, 0 ], [ 10, 40 ], [ 0, 40 ] ],
strokeColor: 'black',
closed : true
});
var path_tank_right_track = new Path({
segments : [ [ 40, 0 ], [ 50, 0 ], [ 50, 40 ], [ 40, 40 ] ],
strokeColor: 'black',
closed : true
});
var path_tank_body = new Path({
segments : [ [ 10, 5 ], [ 40, 5 ], [ 40, 35 ], [ 10, 35 ] ],
strokeColor: 'black',
closed : true
});
var path_tank_gun = new Path({
segments : [ [ 23, 15 ], [ 23, 0 ], [ 27, 0 ], [ 27, 15 ] ],
strokeColor: 'black',
pivot : [ 25, 15 ],
name : 'gun'
});
var path_arena_separation = new Path(new Point(view.size.width / 2, 0), new Point(view.size.width / 2, view.size.height));
path_arena_separation.strokeColor = 'black';
path_arena_separation.closed = true;
var whole_tank = new Group();
whole_tank.addChild(path_tank_left_track);
whole_tank.addChild(path_tank_left_track);
whole_tank.addChild(path_tank_body);
whole_tank.addChild(path_tank_right_track);
whole_tank.addChild(path_tank_gun);
// store vectors from bounds center to tracks middle points
var tankCenter = whole_tank.bounds.center;
var leftTrackCenter = new Point(5, 20);
var rightTrackCenter = new Point(50, 20);
var leftVector = leftTrackCenter - tankCenter;
var rightVector = rightTrackCenter - tankCenter;
// Create a symbol definition from the path:
var definition = new SymbolDefinition(whole_tank);
var instance1 = definition.place();
instance1.position = new Point(view.size.width / 4, view.size.height / 2);
var instance2 = definition.place();
instance2.position = new Point(3 * view.size.width / 4, view.size.height / 2);
function onFrame(event)
{
// calculate pivot point position
// first we rotate vector accordingly to instance current rotation
var rotatedVector = rightVector.rotate(instance1.rotation);
// then we add it to current tank center
var point = instance1.bounds.center + rotatedVector;
// turn right
instance1.rotate(1, point);
}
I have the following problem, described in the image above.
Actually sometimes when I use my script the "OK" button shows, and not at other times when I use the script. If I make the window bigger myself, using my mouse it will then show up (It was previously hidden because the window was to small). I don't understand why and I couldn't find anything really helpful on the internet. (Changing stuff like the value of padx and pady didn't work.)
There has to be a parameter to adjust the general window size but I can't find it.
My second problem is that if the strings are long as in the example; a scroll bar to scroll from left to right will show. I would like to show the full strings. I also don't know how to fix that, sadly.
Is there something to do about it?
My code is the following:
noms_var_manif is a character vector
win2 <- tktoplevel()
tkgrid(tk2label(win2, text = "Veuillez selectionner les variables appartenant à ce bloc",
wraplength = 200, justify = "left"),
padx = 10, pady = c(15, 5), sticky = "w", columnspan = 2)
# Note that 'selection' uses indices starting at 1, like R and not Tcl/Tk!
win2$env$lst <- tk2listbox(win2,values=noms_var_manif, height = 10, selectmode = "extended")
tkgrid(win2$env$lst, padx = 100, pady = c(10, 20), sticky = "ew", columnspan = 2)
onOK <- function() {
select_var_bloc<- noms_var_manif[as.numeric(tkcurselection(win2$env$lst)) + 1]
tkdestroy(win2)
if (!length(select_var_bloc)) {
msg <- "Il n'y a donc aucune variable dans ce bloc?"
} else {
msg <- paste0("Vous avez choisi les variables suivantes: ",
paste(select_var_bloc, collapse = ", "))
}
tkmessageBox(message = msg)
win2$env$select_var_bloc= select_var_bloc
tkdestroy(win2)
}
win2$env$butOK <-tk2button(win2, text = "OK ", width = -6, command = onOK)
tkgrid(win2$env$butOK, padx = 10, pady = c(10, 15))
tkwait.window(win2)
select_var_bloc=win2$env$select_var_bloc
What you want to do is (1) fix the height and width of the the listbox, and
(2) fix the height and width of the window so that it is big enough to allow the OK button to always show. You can also fix the window so that it cannot be resized.
I work for the first time with the Dotnet.Highcharts framework in Visual Basic and I need your help.
I want to set the tickpositions, but I do not know how.
code snippet:
.SetYAxis(New YAxis With {.GridLineWidth = 0, _
.Title = New YAxisTitle With {.Text = "test text"}, _
.Min = 1, _
.Max = 3, _
.TickPositions = ??? })
Thanks for help
The TickPositions property of the YAxis class is of type Number?() which is an array of a specific Highcharts type to represent numbers
There are implicit conversion operators in the code for Number from int, double, and nullable ints and doubles, as well as constructors, so defining an array of them can be as easy as:
Dim tickPositions as Number?() = New Number?() {1, 2.5, new Number(123)}
or in your inline code:
.TickPositions = New Number?() {1, 2.5, new Number(123)} })