I am wondering how do we make a UICollectionViewLayout like this?
It seems to be a difficult thing to achieve. I am able to create a horizontal layout but I am unable to make the second cell onwards become small and stack on each other like the picture blow
Related
Yesterday I asked a question on how to implement viewport in Direct2D. Now, I know that I could use device->SetTransform() but I also want to 'crop' objects in the window.
What I mean by crop is that so:
would become this:
Basically, I just want to add split screen to my application... Any help?
I'm making my own UI from scratch using OpenGL that is why I'm asking this and please don't make any discouragement as this is just a hobby project.
Currently, I'm stuck implementing how this scrollbars really work. In my current implementation, the content scrolls at the wrong step value as well as the thumb, meaning, I set the value manually like 1px step for each of them.
The structure of my scrollbar implementation is describe as follows:
I draw scrollbars i.e the main rectangle where the 3 button lies.
Those 3 buttons are, thumb, buttonBack and buttonNext.
All of them do the basic logic of scrollbars i.e when I click each one of them, they moved. But the whole part(scrollbar) don't know how to scroll contents
So what I did is: I make another object and I call it scrollarea
It has two scrollbars, vertical and horizontal scrollbar.
I made a function called scrollToX and scrollToY which
does what I named to them.
But the step values I set to them are
manually set up.
I try to google some scrollbar, scrollarea, scrollview or whatever you call to that scrollable rectangle thing, but all I see are implementation and I cannot find any guides how to build your own. I have no choice but to look at their implementation. I try my best to comprehend what they did but their implementation of how their whole UI structure is very different to mine, and I cannot find anything useful there.
So I ask again here if anybody can explain me well how to make a properly functional scrollbar.
Most specific things I'm really concerned of are:
How do I determine the thumb step value?
How do I determine the content step value?
All of these depend on your content -
Is it just an image ? If so, you only need to change the offset depending on the size of the image.
Is it a list of values like in Windows explorer ? Then you need to create a data structure first that contains all of it, and shows the content that fits within the window as it scrolls.
OpenGL does not fit into this discussion.
I need to add a grid to the background of a game. It should be both zoomable and I should be able to know at which square I am drawing another object now. I need something like this:
What's the most common and proper way of doing this?
Use tileMap(CCTMXTiledMap) inside CCLayerPanZoom. Its easy to track grid clicked and easy to zoom.
I have to design a GUI using Qt. I would like to draw multiple lines depicting relationships between two objects. It's the same idea as matching a word with a definition by drawing a straight line (which might be a diagonal) between the two.
In my case it is an a label (with image inside of it) that needs to be matched with another label.
So we have something like this - http://dl.dropbox.com/u/46437808/DrawLines.png
And I want to add lines to make it look something like this http://dl.dropbox.com/u/46437808/DrawLines2.png
I need to do this in run time because the relationship will be changing based on different factors.
Thanks!
Do you need interaction or is this just an image that the user needs to see based on other information? If it's just a static image, I would simply draw it onto a QImage and show it. That way you have complete control over how things are drawn. So you can either cache the relationship diagrams you need ahead of time, or just draw them on the fly onto the QImage based on the relationship that needs to be displayed at the time. You can look at Qt's painting example for some ideas on how to accomplish what you need.
If you need interactivity, I would probably go with the Graphics View Framework. This way if you need push buttons, check boxes, etc. for any reason you can use the QGraphicsProxyWidget to get them, or you can just make your own from QGraphicsItem subclasses.
Is there a way to get a resize effect between two widgets? Like say I have two QTextEdit boxes next to eachother, I want to get a handle between them so I can move it back and forth. Sort of in the same way that the textarea I'm writing in now has a handle at the bottom for making it larger.
I'm using QT Creator and I can't seem to figure this out. I got something similar to what I want by using a QDockWidget, but that really doesn't seem like the purpose for which it was intended.
What you need is a QSplitter.