flex textflow dyniamic height - actionscript-3

In my flex application I have scenerio like this:
parent to child
Vbox->Canvas->Sprite->Textflow
In this scenerio now I need to have dynamic height of the textflow & its parents. Here the root parent is the itemrenderer of the datagrid I have.
I need the heights of rows to be adjust according the content in it.
Right now I am importing the xml to textflow, then getting the number of lines, text height. Then removing the textflow & adding it again with the measured height according to the number of lines & text height.
How can I achieve it without removing & adding it again, coz it is taking much time in updating?
Thanks in advance.

Right might be a little late to answer this but someone else may benefit.
On the canvas or display object housing the TextFlow and sprite add a creationComplete functon.
I don't know if this step is necessary, but it works for me. Add a label with the text thats going to go into TextFlow (with the same font and fontSize), add a creation complete listener to that as well.
Get the height and width from the newly created label e.target.width e.target.height (in the function listening to the creation of label). Set the displayObjects (in the above case Canvas) height and width to these values, then proceed to add the sprite and textflow.
Note: this was a lazy way for me, label uses measureText which would be a more efficent way of doing this.

Related

Avoid transformation for child objects in easel js container

I am using easel js for working with a drawing application and have functionality like resize rotate etc. For a task I need to write a letter on a image and used a container and added image and text as children.
Now the issue if I transform the container I don't need to reverse the letter only image.
I am using the following link for transformation:
https://github.com/senocular/TransformTool
Attach: https://www.dropbox.com/s/vxg84liohd24knh/Untitled.png?dl=0
If you are able to target the sub-content, you can un-transform it simply using:
// Simple un-flip
clip.subClip.scaleX = 1/clip.scaleX;
If you need more complex un-transforms, you might need to spend some time on the math to do that for each property, or look into Matrix transformations.
The easiest way is to decouple the element from the container. Have it be a sibling that updates its position to match. This gives you much better control over the display.

Setting QTextDocument painter's rectangle (where to paint)

I am painting on a window simple html using QTextDocument::drawContents(painter)
I want to do the drawing inside some margins in the window but I don't see a direct way to specify the target rectangle of the painting (in the painter/window).
I guess a few ways to do it:
Using the QTextDocuments::setMargin (although this does not allow different values for left/top.
Placing the html into an styled <div>
Applying a translation transform to the painter.
But all this seems a bit too much for what I want to do and I guess if I a missing something straight (as you do with QPainter::drawText where you tell the target rectangle)
Set the textWidth property to the width of the area where the text is supposed to fit. The clipping rectangle you pass to drawContents will cut the text off vertically if there's too much of it to fit; you can't do much about that of course.
So, this would be the missing function you're after:
void drawContents(QPainter * p, QTextDocument & doc, const QRectF & rect) {
p->save();
p->translate(rect.topLeft());
doc.setTextWidth(rect.width());
doc.drawContents(p, rect);
p->restore();
}
Yes, you do need to jump through a few hoops, that's why it needs to be factored out. It's perhaps lamentable that a similar overload of drawContents doesn't exist.

Added TableView to Sprite is not visible and all other Sprites are visible

I inherited Sprite and I want to put inside TableView but when I add inherited Sprite to scene table is not visible but all others sprites added to inherited sprite are visible ( I checked it creates cells, position and z index are set right, when I add TableView directly to Scene it is visible).
I'm able to add a TableView to a Sprite in Cocos2d-x v3.6, but it's a little hard to say exactly why yours isn't showing up. Here are some things to check:
Have you added the TableView as a child to the Sprite via addChild?
When you add the TableView to the Sprite, is your DataSource set properly? (This seems to be the case given your question).
Are there positioning issues when you add it to the Sprite due to the anchor position(s) of your Sprite and it's parent(s)? It could be the TableView with incorrect positioning, or it could be the TableViewCells themselves. Remember that when you add a child to some Node, its anchor point is Vec2(0.5, 0.5).
You're not forced to override cocos2d::Size cellSizeForTable(cocos2d::extension::TableView *table), and if you don't have cell heights, the cells might not show up.
Try "dumbing down" any logistics you have and follow the code in TableViewTestScene.cpp, which is part of the cpp-tests. (cocos-directory/tests/cpp-tests/Classes/ExtensionsTest/TableViewTest)
Last resort: Try doing something silly like giving your table and cells a large height and width of 500-1000 pixels each. Give them an absolute position somewhere in your Sprite. Give each of them a Label that says "Hello, World!" and see if they show up.
It might be helpful to see your applicable code, too.
A very late edit: I realized today that it seems as though Layer objects (and thus TableViews) always have an Anchor Point of Vec2::ANCHOR_BOTTOM_LEFT. Could this be your issue?

Making a AS3 "Textfield" with buttonMode and useHandCursor

Sorry for the bad title. Couldn't think of a better one...
I'm doing a software that is configurable with loaded data from XML.
User can define the max "width" of an TextField and the TextFields are multiline and wrapping happens when the text wouldn't fit the width. Text for the TextFields is also loaded from the XML file and the length is arbitrary.
Because TextField doesn't have neither buttonMode or useHandCursor properties I made TextFields children of sprites. So for every TextField there is a sprite as a parent.
Then the real problem:
("TextFields" are actually the sprites with a TextField as a child)
The "TextFields" should not be clickable outside of the text in them. At the moment it seems like that the sprites extend to the full width of the TextFields and therefore user can actually click the "TextFields" from an area where there is no text.
I "tried" to change the size of the sprite, checked the AS3 reference and now I know why everything disappeared after that.
So I need a solution in which, the "TextFields" have buttomMode and useHandCursor enabled and the container should be able to cut off the area where there is no text.
The TextField object has some default sizing characteristics. You need to apply one of these:
TextFieldAutoSize
to this property:
TextField.autoSize
to get it to form fit your text. Then by adding it into an empty Sprite, said Sprite will also be the exact size of your text.
Changing the size of the Sprite is the wrong approach as what you're actually doing in that case is scaling its interior content. Sprites automatically size themselves to fit the objects they contain. As long as you deal with making sure the TextField is sized properly, the parent Sprite will be sized properly as well.
Im sure you dont need it anymore but someone may do, so here it is.
As you have a sprite as parent them you can make him to desable the mouseChildren.
yourSprite.tf.text = 'something';
yourSprite.buttonMode = true;
yourSprite.mouseChildren = false;

Qt Widget Overlays

How do I overlay widgets in Qt?
I want to create some widgets and place them out-of-layout, but rather tweak their size and position when some other widget's geometry is changed.
Something like the buttons on the screenshot:
You just need to create your QPushButton (or any QWidget), indicate its parent QWidget and then display it.
Don't add it to the parent layout else you will not be able to move it as you want.
Don't forget to indicate its parent else it will be displayed as independant QWidget.
In these conditions your QPushButton will be considered as child of the QWidget but not member of the parent's layout. So it will be a "floating" child and you must manage it's behaviour when resizing parent's QWidget.
If you want a unified behaviour for all overlay buttons, you should subclass QLayout and redefine members bahaviour.
If they're child of a widget without a layout, you should be able to move them around as you please, I think.
I needed a widget like this for a project I'm working on, so I took Patrice advice and wrote this code (Python) PyQt4 Widget Overlay