How to display grid lines in a flex 4 list? - list

I am newbie with Flex 4 (and Flex/AS in general).
I am using a spark list control to display certain items with my custom Item Renderer.
I am trying to achieve the following:
(1) show a separating line between rows in my list control
(2) even when not a single row has been added, I want a horizontal grid lines to be displayed in the background
I am not sure whether (1) and (2) can be achieved in one go.
I can solve (1) by modifying my item renderer to have a border, I guess. But I want to know whether there is a better or more conventional way.
I am not sure how to address (2).
Thanks!

I would do it like you said , drawing a line at the bottom of the item renderer.
As for (2), you could add a line directly on a custom list skin and remove it when the dataprovider is set

Related

How to check if the length or width of Row in a window is greater than the width of its parent window C++

I wanted to wrap the existing text of checkbox into multiline if the width of row exceeds the width of its parent window. I am not really sure how to do that.
The image I want to show the checkbox string
The image where the string is cropped and only shows if window is resized or maximized
You are going to have a problem with this I am afraid.
The setting for making a checkbox multiline is ES_MULTILINE and if you look here you will see that it states:
To create an edit control using the CreateWindow or CreateWindowEx function, specify the EDIT class, appropriate window style constants, and a combination of the following edit control styles. After the control has been created, these styles cannot be modified, except as noted.
So, it would seem to me that you have three ways forward, depending on what you feel is the best or most elegant for you.
Set your control in the resource editor as multiline anyway. Then it doesn't matter and will wrap. No need to have to change the setting.
Implement the needed functionality to limit the size the window can be reduced to. I can show you how if you are interested. This way, if you set the control resize properties correctly it can resize larger but only reduce down the a known dimension (ie: the dimensions you created it in the resource editor).
Possibly have two controls in the same place, one as multiline and one as single. And when you decide which you want to show, swap the visibility. But I think this is a bad idea, bit of a headache, and not worth the hassle.
IMHO I would do both ideas 1 and 2 and I would happily extend my answer to provide more information.
Update
Having looked at your images and the comments about translations then there is a fourth idea. If you use a third party application to manage the translations and use satellite DLL files then you can adjust the resources on a language by language basis. I sometimes have to make the default width for some windows wider due to their verbose nature.
I have set BS_MULTILINE for the checkbox. The minimum size of the window is fixed but I just want the checkbox to fit in that. I expect it to show at least one word in the same line as other labels and remaining words in second line. So I am checking if the total width of the first row is greater than the width of window then show the string with \r\n in it else show normal string. However, I want to align first line or the first word of the checkbox with the checkbox and remaining words should come below the first word. Currently, the checkbox is in between two lines which looks weird. Is there anyway I can do this?

codename one - no way to set background image in list

I am new to codename one and I have tried for one and half day to fix my issue of,
a list with background image in each row.
Let me explain, I am having a list with some items(entries), I created renderer and name it appropriately. I set background correctly which is reflecting in designer (see image)
but when I run it on simulator/device , all formatting and designs are just invisible..!! (see red arrow pointing to simulator in image)
anyone have any idea ? why this is happening ?
Thanks,
Akash
It seems you didn't set the background correctly in the designer. Since the list items in the model within the designer are strings the renderer entries don't get overriden and so you see a separate UI.
To reproduce the issue in the designer click the items entry in the list property, remove everything and add a sample key/value hashtable pair. You would see all your design entries disappearing.
This might help you understand how to customize images and backgrounds here: http://www.codenameone.com/3/post/2013/12/deeper-in-the-renderer.html

How to determine the content step value of scrollarea

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.

Avoid truncation of Labels in a ListView

folks!
I use a listview (Icon mode) to display items which consist of an image and a label.
As you can see in the shots the row height is variable on y depending on the label length. The problem is that I want the complete labels to be drawn, but they are automatically shrinked into two lines:
The strange thing about it is that once you select an item the whole label will be shown:
This is also the case when deselecting the item, but when another item gets selected, only that one will be shown completely.
Is there a way (without drawing the text manually) to avoid truncation in my case?
If some code is needed to answer this question, don't hesitate to ask.
Greetings,
Satara
I'm guessing this was a design choice: make things look less cluttered. E.g. picture your desktop with all labels shown completely... will look messy in my case.
However, you can fix this by drawing the label yourself. Have a look into custom draw which is a service provided by the list control. The thing is that it's usually an all or nothing approach, so this will likely require you to draw everything yourself: border, image, label, etc. The other option is to get hacky: subclass the window and draw the labels again after Windows did in response to several messages (unfortunately Windows does not restrict the painting to WM_PAINT, an optimization that is a left-over from the old days...)

How to draw a line (or arrow) from one object to another in run time using Qt

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.