I am finding it hard to understand the Following :
Globally, you may alter the size of x vs y drawers with the following variables:
$bmd-drawer-x-size
$bmd-drawer-y-size
What does it mean ? I am refering to the Following Link.
http://rosskevin.github.io/bootstrap-material-design/material-design/drawers/#customization.
All i want to achieve is to increase the Size of the Drawer.
If I understood correctly, you can increase the size of left, right (horizontal) drawers using $bmd-drawer-x-size and top, bottom (vertical) drawers using $bmd-drawer-y-size.
You need to edit the SASS variable and update it, or override it from different file
Related
I've been running into a pretty consistent problem with how views inside HStack work, with a simplified screenshot to exemplify the issue.
My expectation would be for the width of the green to basically be (expressed like an equation):
Section.width - Image.width
The section width is fluid, and the image width is explicit. Surely that means the green should be correctly calculated?
Any help with what seems to be a basic misunderstanding on my part would be hugely appreciated.
Actually you're right, but there are just default List/Form insets, which can be either changed or removed.
So all you need is
that gives on Xcode 13.4 / iOS 15.5
The height property in your frame for the image is messing with width dimensions. By setting the maxHeight to be infinity, the height property will expand the image to the max possible height, meaning the height of the section, even if it changes the width. You can think of it as, in a way, overriding the ability of the text to stretch its full width.
To fix this, consider changing the maxHeight property by adding a set height, or play around with different types of frames dimensions.
I know this doesn't talk about HStack's specifically, but feel free to check out this video to learn more about layout: https://www.youtube.com/watch?v=zczHBLtpRZo
If you want to launch an app on the app store, you may want to consider learning Geometry Reader to have dynamic dimensions across different screen sizes. This is a tutorial from a really good website, hacking with swift: https://www.youtube.com/watch?v=WNO1b58k7zg&t=505s
Not sure if this is possible, but I have two CListBox controls which I need to vertically sync, but the controls may have different amount of data in them as well as each row may be of different heights. I want it such that no matter what is in each control, when I get to the top or bottom of one, I get to the same top or bottom of the other.
To do this right, I need to vertically scroll the items such that they don't necessarily align on an item boundary. Like the following example:
Left side shows the top of row one, the middle shows the top of row two. The right image shows a partial of row 1, which is what I need.
Is this possible, or am I going to have to do a major refactor requiring that I swap the controls out with something else? (definitely not preferable due to potential risk)
Oh, and before anyone asks why it was done like this, the answer is legacy.
I'm still looking into this, but if the control can't be forced to to this, might there be a workaround where I could have some sort of virtual CListBox which I could possibly BitBlt from, or would that entail more work then swapping out controls? Is there a better way?
Perhaps I could encapsulate the control in another window which would be able to have a larger view and clip that view to what I want to see?
I'm working on a Qt project and I'm struck on a QtDesign issue.
I've at the moment a 4x4 grid, like that:
Top Left (TL): SourceSelector
Top Right (TR): groupBox_vizualization
Bottom Left (BL): groupBox_filtrage
Bottom Right (BR): groupBox_spectre
I would like the SourceSelector to have a 100% width when I select one of the widgets in stackWidget_source. At the moment, when I select this widget I set the width of the "vizualisation" widget to 0, and hide it. I would like the SourceSelector to use 100% of the width in that case only. I order to have a grid (2)x(1 1).
But TL/BL et TR/BR always have the same width. So I can't make the TR one to use 100% as the BR has a fixed size.
Do you guys have any idea ?
Well, I solved my problem with a Grid Layout at the bottom and a HLayout at the top. Both of them placed in a VLayout.
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.
So after reading Stack Overflow and the web, I've gathered that there are two main tricks to achieving 100% height:
Set height:100% on both the HTML and BODY
Set your element to have either:
height:100%, or
top:0, bottom:0, position:absolute
However, even with those tricks I'm having difficulty setting the height of an absolutely positioned DIV to a true 100%. I can get 100% of the viewport size, but if the user scrolls down at all it becomes apparent that the div doesn't truly have 100% height.
I've made a simple JS Fiddle of the situation here:
http://jsfiddle.net/9FEne/
My question is: does anyone know any further tricks to get a true (ie. content-height, not viewport-height) 100% height absolutely positioned div?
Sorry, I missed the real question before and thought you wanted the window filled. If the issue is that the contents are longer than the window then what you need is to add position:relative to the body. http://jsfiddle.net/9FEne/7/
What is happening is that when you absolutely position something it positions (and sizes) relative to the nearest positioned element. If you don't tell it to position to the body then it will position to the window.
You can use jQuery to achieve this trick
var h = $(window).height();
$('#yourdiv').height(h);
I would use javascript to assign the height and width equal to document's height and window's width respectively; I've modified your jsfiddle to demonstrate it here:
http://jsfiddle.net/9FEne/1/