I would like to position the window on the screen as TitleWindow image attached to an applicat![enter image description here][1]ion because I'm using is necessary that he is to be called exactly that position. How could he do?
http://www.techall.com.br/Doubt/TitleWindow.jpg
After creating a TitleWindow you can set its position just by setting the x/y values.
var popup_CADASTRO = new CADASTRO;
PopUpManager.addPopUp(popup_CADASTRO ,this,true);
popup_CADASTRO.x = 20; // x position where you want to put the window
popup_CADASTRO.y = 40; // y position where you want to put the window
You don't need to do the PopUpManager.centerPopUp.
Related
Why when creating a button with a script in the function _ready, these buttons cannot be resized. (And position)
var pos
var siz
var yBut = 150
var but
func _ready():
siz = get_viewport().get_visible_rect().size
pos = get_viewport().get_visible_rect().position
but = Button.new()
$sc/vb.add_child(but, true)
but.rect_position = pos/2
but.rect_size = Vector2(siz.x, 150)
ps. The buttons are placed in a ScrollContainer in which the vBoxContainer.
Container controls will auto resize and position children controls. Try using the Button's size flags to suggest it's size.
You can also compose ui with multiple levels of other Container controls such as V and HBoxContainer using size flags. This will give you finer control over the whole look of the ui. This will also make it easier to add controls later that will adaptively resize.
You can also set rect_min_size and the Container will not resize it any smaller than min size. However, that may break dynamic layout.
Hope this helps!
In my QML application I am drawing a triangle manually using "Canvas" object. The problem is I cannot figure out how to change the drawn object size each time I resize the main window.
Preferably, it would be convenient If I could simply redraw the triangle each time a window resize occurs. But I don't know how could this be done in QML. In bare QT, I guess I would subscribe to window size changed signal. What is the proper way of doing this in QML?
Edit: The program is described here: Change polygon color dynamically
In my main window there is a rectangle called rectMain. It is always the same size as the window. Then inside that rectangle there is another one, called rectTemp. In that rectangle I draw the canvas.
Edit 2: So far I have figure out how to react manually on window size changes:
property int lastWindowWidth: 0
property int lastWindowHeight: 0
function windowSizeChanged()
{
if ((lastWindowWidth == width) && (lastWindowHeight == height))
return;
console.log("New height: ", height, " New width: ", width);
lastWindowWidth = width
lastWindowHeight = height
}
onHeightChanged: windowSizeChanged();
onWidthChanged: windowSizeChanged();
I've a GtkToolBar which has say 3 GtkToolButtons with each of these having a stock icon value, and hence they all appear in the same size; now I added a 4th GtkToolButton with a custom image (.png), which was of an arbitrary dimension and only this button ended up looking huge (since the image was of higher resolution). What do I do to scale this GtkToolButton to match the other 3 buttons?
Here's the code which does what I briefed about:
GtkWidget *custom_icon = gtk_image_new_from_file(path);
GtkToolItem *toolbar_item = gtk_toggle_tool_button_new();
gtk_tool_button_set_icon_widget(GTK_TOOL_BUTTON(toolbar_item), custom_icon);
gtk_tool_button_set_label(GTK_TOOL_BUTTON(toolbar_item), "Custom Item");
gtk_toolbar_insert(toolbar, toolbar_item, -1);
Here is another solution.
GdkPixbuf *pixbuf = gdk_pixbuf_new_from_file(icon_file_path, NULL);
int width, height;
gdk_pixbuf_get_file_info (icon_file_path, &width, &height);
gtk_icon_theme_add_builtin_icon ("custom_icon", width, pixbuf);
g_object_unref (G_OBJECT (pixbuf));
GtkToolItem *toolbar_item = gtk_toggle_tool_button_new();
gtk_tool_button_set_icon_name (GTK_TOOL_BUTTON(toolbar_item), "custom_icon");
If you have the image in different sizes, you can add them all and let Gtk choose the one of the correct size (or resize if not found): Just repeat the first five lines for each of the image files.
You can use your icon anywhere else and its size will also be adjusted automatically.
For example, to use it for your main window:
gtk_window_set_icon_name(GTK_WINDOW(main_window), "custom_icon");
Found it out myself! Here's the trick so that it helps someone like me. Query the icon size from the stock menu item, which is a enum (standard values like GTK_ICON_SIZE_BUTTON, GTK_ICON_SIZE_LARGE_TOOLBAR, etc.). Now get the pixel size using gtk_icon_size_lookup. Create a pixbuf from the custom icon/image file with the right dimensions. Create a GtkImage from that and set it to the new menu item and you're done!
GtkToolItem *stock_menu_item = gtk_toggle_tool_button_new_from_stock(GTK_STOCK_NEW);
GtkIconSize toolbar_icon_size = gtk_tool_item_get_icon_size(stock_menu_item);
gint width = 0, height = 0;
gtk_icon_size_lookup(toolbar_icon_size, &width, &height);
GdkPixbuf *app_icon = gdk_pixbuf_new_from_file_at_size(icon_file_path, width, height, NULL);
GtkImage *tray_icon = gtk_image_new_from_pixbuf(app_icon);
g_object_unref(app_icon);
app_icon = NULL;
GtkToolItem *toolbar_item = gtk_toggle_tool_button_new();
gtk_tool_button_set_icon_widget(GTK_TOOL_BUTTON(toolbar_item), tray_icon);
The Flex Canvas container is limited to 10,000x10,000 pixels. Yet, I've seen Flex apps that are scrolling way more than 10,000 pixels. Any idea how this can be done?
The content I want to scroll is in pieces already, but I need to add those pieces to something that can scroll vertically more than 10,000 pixels.
Depending on what you actually want to display you may be able to split your content into tiles. This is how Google Maps works, every time the map is moved the program determines which tiles are visible on the screen and loads them in. Any markers or overlays that are on the map are notified that the map has moved and determine where their new location is. If their location is off the screen they can be removed from the canvas. For example, the width of all the tiles at zoom level 20 on Google Maps is (256 pixels * 2^20) which equals 268,435,456 total pixels.
Essentially you just need to create a special Sprite that keeps track of the actual x,y location it is supposed to be positioned at. Any time the container moves you simply iterate through all of the child objects and determine where to put them.
function onCanvasScroll() {
//determine the top left coordinates of the canvas
//you will figure out how to do this depending on how the scrolling window
//is implemented
var canvas_scroll_x;
var canvas_scroll_y;
//create a bounding box for the canvas
var view_bounds = new Rectangle(canvas_scroll_x, canvas_scroll_y, canvas.width, canvas.height);
for (child in canvas) {
var x = child.actual_x - view_bounds.x;
var y = child.actual_y - view_bounds.y;
var childBounds = new Rectangle(x, y, child.width, child.height);
//determine if the component is visible on screen
if (view_bounds.intersects(child_bounds)) {
child.visible = true;
child.x = x;
child.y = y;
}
else {
child.visible = false;
}
}
}
So if you have a canvas that is positioned at (100, 20000), a sprite that is positioned at (300, 20100), and a window that is (640,408), you would place it at (200, 100) and it would be visible on the screen.
Instead of just setting visible to true or false a better approach would be to remove the items from the canvas entirely when they are not within the bounds of the view.
I am trying to display a bytearray as a resized image. The Image is displaying correctly, but the sizing is off. Let me explain.
First I have the image data encoded so I need to decode the image data
// Instantiate decoder
var decoder:Base64Decoder = new Base64Decoder();
// Decode image data
decoded.decode(picture.data);
// Export data as a byteArray
var byteArray:ByteArray = decoder.toByteArray();
// Display image
var img:Image = new Image();
img.load(byteArray);
This works. The image is displayed correctly. However, if I hardcode the image (img) height the resized image is shown correctly, but within a box with the original image's dimensions.
For example, if the original image has a height of 300px and a width of 200px and the img.height property is set to 75; the resized image with height of 75 is shown correctly. But the resized image is shown in the upper left corner of the img container that is still set to a height of 300px and a width of 200px. Why does it do that? And what is the fix?
The best way to illustrate the problem is by placing the image inside a VBox and show the borders of the VBox. From the code block above, if I change the image height and set the image to maintain aspect ratio (which by default is set to true but I add it here for completeness). the problem becomes clear.
// Display image
var img:Image = new Image();
img.height = 75; // Hardcode image height (thumbnail)
img.maintainAspectRatio = true;
img.load(byteArray);
// Encapsulate the image inside a VBox to illustrate the problem
var vb:VBox = new VBox();
vb.setStyle('borderStyle', 'solid');
vb.setStyle('borderColor', 'red');
vb.setStyle('borderThickness', 2);
vb.addChild(img);
I have been working on this problem for days and cannot come up with a solution. Any ideas? What am I missing?
The workaround I used is as follows:
I created an event listener for the img display object. Then after the img has loaded, I manually set the height and width of the image. I know what I want the height (preHeight) to be so that is hardcoded. I then calculate the width and set that as the image width. For some reason I had to use the explicitHeight and explicitWidth properties to finally get the sizing right.
I hope this helps someone.
img.addEventListener(FlexEvent.CREATION_COMPLETE, onCreationComplete);
private function onCreationComplete(event:FlexEvent) : void
{
img.addEventListener(Event.COMPLETE, onImageLoadComplete);
}
private function onImageLoadComplete(event:Event) : void
{
var image:Image = event.currentTarget as Image;
var preHeight:Number = 0;
var h:uint = Bitmap(image.content).bitmapData.height;
var w:uint = Bitmap(image.content).bitmapData.width;
// Check height
preHeight = h > 170 ? 170 : h;
// Set the width
img.explicitWidth = (preHeight * w)/h;
img.explicitHeight = preHeight;
}