How to change text in textblock from onclick button event in UE5? - blueprint

I am new to Unreal Engine. Currently I am learning UE5.
I am trying to change text and I had run into problem. And somehow I can't find any information about it.
I simply created user widget, I put a button and a text block. So the question is how can I change text in text block using onclick button event?

I found the solution. It was easier than I thought.
First mark your text as variable. Then literally [Get] it in ur bp.
Get a branch [set 'name'] from your text (I my case Head Txt).
Then from Set set a branch [SetText] and type ur text.
That's it!
Can't believe I spent so many time trying to find the solution in blueprint videos, but accidently found out how to do this from C++ code.

Additional note to this
For beginners, sometimes SetText will not show due to "Context Sensitive" is ticked (by default)
So you need to uncheck the box and make sure to select correct type of SetText with correct target widget type.

Related

Can't edit text on Google Web Designer after I've played with keyframes

Normally I can select the layer I want then select the text tool and edit it but for some reason, after putting in some key frames so the texts fades in and out I can't seem to select the text to edit.
I've locked all the other layers so only the text layer I want to edit is editable but I can't change it. All I can do is move it about.
I know this question is old but for future searchers - I think this is a bug so I don't have a "solution", but a workaround.
To make a change to your text:
Switch to 'Code View',
Search (ctrl + F) for your text
Change your text
Switch back to design view
This is a hack, but its the best option - especially if you've already invested lots of time into this and now find yourself stuck.
Okay, I figured out the actual bug causing this and have a solution that is less of a hack. The reason you can't select text is because there are visible layers above your text layer blocking your click. You would assume that if those visible layers are locked, you can click through but that isn't how Google Web Designer works (right now).
So, make all layers invisible, then make just your text layer visible and then you can click to edit it.
I have encounter this problem when editing a template. I could only edit the text of first layer... In order to edit the second layer text and so on you must hide the fist layer.
I have just found out there is another way: Try to copy all layers to a new document with the same preferences. sometimes it`s rather easier than change the code

How to add tooltip entries for items in Eclipse SWT combo

The exact already asked question to what I'd like to do is: how to add tooltip on the entries and not the combo....
I cannot use a CCombo. JoeYo said that he solved it by using a DefaultToolTip class on the Combo, but he didn't elaborate.
Can anyone, (#JoeYo hopefully) give me a bit more detail how to got the handle on the list, once dropped, to capture the mouse hover events, and then of course display the tool tip?
If I was supposed to ask for more info on the original question, I could not figure out how. I tried to comment, but was told I did not have enough credits.
DefaultToolTip is part of JFace. Other than the native tooltip of the platform, it can be freely positioned and shown/hidden. Internally it is comprised of a Shell that when shown stays on top of all other controls.
In combination with a MouseListener, the getVisibleItemCount() and getItemHeight you might be able to compute above which item (if any) the mouse cursor hovers and show a tooltip with suitable content.
This answer has a snippet that computes which item of a List widget is under the mouse pointer. It should be possible to adapt it for the Combo widget. The remaining difficulty is probably to figure out the of the drop-down and the gap between of the Combo and its drop-down.

How to disable hover effect to highlight menu items in GWT MenuBar?

I am making a vertical Menu using GWT MenuBar and selection of particular MenuItem shows content on the right, I am trying to make something similar to TabPanel, but with Tabs on left instead of being on top. Now, since I've got the Menu items and actions in place, I want to remove the effect of hovering over and changing color, and keep that menu item selected which was clicked last and whose content is loaded on the right.
I am open to any comments, if you have a better solution to implement this, using some other components(with-in) GWT, please drop in a comment with your suggestions, I'll really appreciate that.
Or if you can just tell me how can I disable this effect, of hovering and sticking to only that selection, That would be awesome too..
Thanks to everyone, taking time to read this and suggesting a solution.
It's all defined in the CSS of your GWT's theme (probably the default one), so it's a matter of overriding those styles - make sure it's not the other way around :) Inspect the code with a tool like Firebug to see what's exactly being set and change that.

GWT text inputs with spell-check like behavior?

Does anyone know of a GWT widget that works like a spelling suggestor?
Ideally it would be similar to this: http://www.polishmywriting.com/
I need a click-triggered popup on user generated text so that I can suggest replacements (I am not building a spell-checker, but something similar). I also really like the way the polishmywriting menu is set up (when you click on an underlined word).
Is there a widget that would allow me to make something similar?
Basically I'm trying to clone the little popups used by spellchecking in Gmail and polishmywriting.
If not, what would be my first step to make it?
Thanks for your time and answers,
DTrejo
Have you had any luck yet? I know it's been quite a lot of time, but found this just now.
It is a very specific widget, so maybe you won't be able to find exactly what you are looking for. In that case, making one from scratch might prove as a challenge.
The first thing you will notice is that a regular gwt TextArea won't do the job of holding the text. You will need something more flexible to dynamically put clickable labels in the text itself.
TinyMCE is a platform independent web based Javascript HTML WYSIWYG editor control, released as Open Source.
http://en.wikipedia.org/wiki/TinyMCE
There is also a gwt wrapper available, so you might find that useful:
http://code.google.com/p/tinymce-gwt/
If you check the polishmywriting editor after the spell checking markup is displayed, you will notice it is not a TextArea. The text is a series of paragraphs and the labeled parts are span elements. This are the elements you can easily access with gwt and put some click handlers there to open the popup.
And for the popups, it shouldn't be difficult. Use a standard gwt PopupPanel. The popup panel can be displayed in a relative position to other elements displayed on the page:
popup.showRelativeTo(otherElement);
If you did find something useful in the mean time, feel free to share.

Easy way to scroll overflow text on a button?

Does anyone have any examples or resources where i might find information on scrolling text which is too long to display in a button control? I'm thinking something along these lines.
Display as much text will fit within the current rect with a '...' at the end to signify overflow.
Pause for say 1 second then slowly scroll the text to the right edge displaying the right part of the string.
Display as much text will fit within the current rect with a '...' at the beginning to signify overflow.
Start the whole thing over in reverse.
Is there an easy way to do this using the "core" or built in "animation" frameworks on a certain mobile device?
[edit]
Iwanted to add some more details as i think people are more focused on wether or not what i'm trying to accomplish is appropriate. The button is for the answers on a trivia game. It does not perform any speciffic UI function but is for displaying the answer. Apple themselves is doing this in their iQuiz trivia game on the iPod Nano and i think its a pretty elegant solution to answers that are longer than the width of my button.
In case its the '...' that is the difficult part of this. Lets say i removed this requirement. Could i have the label for the button be full sized but clipped to the client rect of the button and use some animation methods to scroll it within the clipping rect? This would give me almost the same effect minus the ellipses.
Here's an idea: instead of ellipses (...), use a gradient on each side, so the extra text fades away into the background color. Then you could do this with three CALayers: one for the text and two for fade effect.
The fade masks would just be rectangles with a gradient that goes from transparent to the background color. They should be positioned above the text layer. The text would be drawn on the text layer, and then you just animate it sliding back and forth in the manner you describe. You can create a CGPath object describing the path and add it to a CAKeyframeAnimation object which you add to the text layer.
As for whether you think this is "easy" depends on how well you know Core Animation, but I think once you learn the API you'll find this isn't too bad and would be worth the trouble.
Without wishing to be obtuse, maybe you should rethink your problem. A button should have a clear and predictable function. It's not a place to store and display text. Perhaps you could have a description show on screen with a nice standard button below?
Update with source code example:
Here is some ready to use source code example (actually a full zipped Xcode project with image and nib files and some source code), not for the iPhone, not using Core Animation, just using a couple of simple NSImages and a NSImageView. It is just a cheap hack, it does not implement the full functionality you requested (sorry, but I don't feel like writing your source code for you :-P), horrible code layout (hey, I just hacked this together within a couple of minutes, so you can't expect any better ;-)) and it's just a demonstration how this can be done. It can be done with Core Animation, too, but this approach is simpler. Composing the button animation into a NSImageView is not as nice as subclassing a NSView and directly paint to its context, but it's much simpler (I just wanted to hack together the simplest solution possible). It will also not scroll back once it scrolled all the way to the right. Therefor you just need another method to scroll back and start another NSTimer that fires 2 seconds after you drew the dots to the left.
Just open the project in Xcode and hit run, that's all there is to do. Then have a look at the source code. It's really not that complicated (however, you may have to reformat it first, the layout sucks).
Update because of comment to my answer:
If you don't use Apple UI elements at all, I fail to see the problem. In that case your button is not even a button, it's just a clickable View (NSView if you use Cocoa). You can just sub-class NSView as MyAnswerView and overwrite the paint method to paint into the view whatever you wish. Multiline text, scrolling text, 3D text animated, it's completely up to your imagination.
Here's an example, showing how someone subclassed NSView to create a complete custom control that does not exist by default. The control looks like this:
See the funny thing in the upper left corner? That is a control. Here's how it works:
I hate to say that, as it is no answer to your question, but "Don't do that!". Apple has guidelines how to implement a user interface. While you are free to ignore them, Apple users are used to have UIs following these guidelines and not following them will create applications that Apple users find ugly and little appealing.
Here are Apple's Human Interface Guidelines
Let me quote from there
Push Button Contents and Labeling
A push button always contains text, it
does not contain an image. If you need
to display an icon or other image on a
button, use instead a bevel button,
described in “Bevel Buttons.”
The label on a push button should be a
verb or verb phrase that describes the
action it performs—Save, Close, Print,
Delete, Change Password, and so on. If
a push button acts on a single
setting, label the button as
specifically as possible; “Choose
Picture…,” for example, is more
helpful than “Choose…” Because buttons
initiate an immediate action, it
shouldn’t be necessary to use “now”
(Scan Now, for example) in the label.
Push button labels should have
title-style capitalization, as
described in “Capitalization of
Interface Element Labels and Text.” If
the push button immediately opens
another window, dialog, or application
to perform its action, you can use an
ellipsis in the label. For example,
Mail preferences displays a push
button that includes an ellipsis
because it opens .Mac system
preferences, as shown in Figure 15-8.
Buttons should contain a single verb or a verb phrase, not answers to trivia game! If you have between 2 and 5 answers, you should use Radio Buttons to have the user select the answer and an OK button to have the user accept the answer. For more than 5 answers, you should consider a Pop-up Selector instead according to guidelines, though I guess that would be rather ugly in this case.
You could consider using a table with just one column, one row per answer and each cell being multiline if the answer is very long and needs to break. So the user selects a table row by clicking on it, which highlights the table cell and then clicks on an OK button to finish. Alternatively, you can directly continue, as soon as the user selects any table cell (but that way you take the user any chance to correct an accidental click). On the other hand, tables with multiline cells are rather rare on MacOS X. The iPhone uses some, but usually with very little text (at most two lines).
Pretty sure you can't do that using the standard API, certainly not with UILineBreakMode. In addition, the style guide says that an ellipsis indicates that the button when pressed will ask you for more information -for example Open File... will ask for the name of a file. Your proposed use of ellipsis violates this guideline.
You'd need some custom logic to implement the behaviour you describe, but I don't think it's the way to go anyway.
This is not a very good UI practice, but if you still want to do it, your best bet is to do so via a clickable div styled to look like a button.
Set the width of the div to an explicit value, and its overflow to hidden, then use a script executing on an interval to adjust the scrollLeft property of this div.