Codename One LeftBarCommand Text Size not Changing - command

In my application I am using a command added to the top left bar and I am trying to change the font size.
What is generally a simple task is causing quite a bit of labor and I still couldn't figure it out.
In the theme builder, I have tried to change the font size in the default settings (changes the color, but not the size) and accessing several component UIIDs, including Command, SideCommand, ToolBar and others, all to no avail.
Command also does not give give direct access to the styles.
How can I change the font size of the command? Is there a special UIID?
Command left = new Command("Done") {
#Override
public void actionPerformed(ActionEvent evt) {
confirmationDialog();
}
};
tb.addCommandToLeftBar(left);

You can customize the command UIID by:
left.putClientProperty("uiid", "MyUIID");
In the case of title commands they have the UIID TitleCommand.

Related

How to have custom script icons other than using "Assets/Gizmos" in Unity3D

I know this was asked a lot of times probably .. but it is very often answered wrong.
What I want is:
Use a custom icon for specific components/scripts in the Inspector (e.g. Figure 2 and Figure 3) and the ProjectView (e.g. Figure 1)
What I do so far:
For each component/class that shall have the icon I have an accroding Icon file in the folder
Assets/Gizmos/<Path>/<To>/<Namespace>/<ClassName> icon
and in the Import Settigns set TextureType to Editor GUI and Legacy GUI
This is working fine .. and until now the only way how I could achieve that (having in mind the below section What I definitely do NOT want).
But
However, I wondered if there is really no better way having to have a unique Icon file for each script. This makes the project/UnityPackage unnecessarily huge. Also if I rename a class I always have to rename the according icon file as well ... This imply doesn't feel right!
Most Unity build-in Behaviours and Components have a unique icon. But also external Packages coming from the new PackageManager have built-in icons and sometimes a Gizmos folder but it is not following the above naming rule ... so apparently the icon is configured somehow else for them.
Therefore my questions:
Is there any better way to have those icons for scripts/components?
Preferably scripted and reusing ONE single icon file instead of having the same icon in multiple differently named files.
And/or also Where/How are those icons defined for the scripts coming from the PackageManager?
!NOTE! What I definitely do NOT want:
Show the Icon also in the SceneView for all GameObjects having those components attached (e.g. Figure 4). This is caused by either selecting the icon for this script via the Inspector as in Figure 5 (as allways suggested e.g. in this post or here and even by Unity - Assign Icons ) or using OnDrawGizmos or DrawGizmo. This is not happening using the approach I use currently with the Gizmos folder!
Update
Because this was suggested in this answer: I also know that I could do that and turn them off via the Gizmos settings of the SceneView. But imagine I have like 25 different modules and various different icons each. I don't want to have to disable their Gizmos in the SceneView settings one by one on a per project basis! Even the provided script seems like a vast hackaround. Reflection would be the very last resort I would ever take. Also I'ld prefer to not even have those icons appear as possible Gizmos at all instead of disabling them all.
You can set the icon with figure 5 and then turn the gizmos for that icon off from the gizmos drop down.
Edit: Injunction with the step above you could try this script derived from here it uses reflection to find the class responsible for turning off the the gizmos and icons. This would execute any time your scripts recompiled to keep those icons off or if you added any new icons to the autohide icon file. Note: scriptClass will be an empty string for built in components eg.Camera, AudoSource
using UnityEditor;
using System;
using System.Reflection;
public class DisableAllGizmos
{
[UnityEditor.Callbacks.DidReloadScripts]
private static void OnScriptsReloaded()
{
var Annotation = Type.GetType("UnityEditor.Annotation, UnityEditor");
var ClassId = Annotation.GetField("classID");
var ScriptClass = Annotation.GetField("scriptClass");
var Flags = Annotation.GetField("flags");
var IconEnabled = Annotation.GetField("iconEnabled");
Type AnnotationUtility = Type.GetType("UnityEditor.AnnotationUtility, UnityEditor");
var GetAnnotations = AnnotationUtility.GetMethod("GetAnnotations", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
var SetIconEnabled = AnnotationUtility.GetMethod("SetIconEnabled", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
Array annotations = (Array)GetAnnotations.Invoke(null, null);
foreach (var a in annotations)
{
int classId = (int)ClassId.GetValue(a);
string scriptClass = (string)ScriptClass.GetValue(a);
int flags = (int)Flags.GetValue(a);
int iconEnabled = (int)IconEnabled.GetValue(a);
// this is done to ignore any built in types
if (string.IsNullOrEmpty(scriptClass))
{
continue;
}
// load a json or text file with class names
const int HasIcon = 1;
bool hasIconFlag = (flags & HasIcon) == HasIcon;
// Added for refrence
//const int HasGizmo = 2;
//bool hasGizmoFlag = (flags & HasGizmo) == HasGizmo;
if (/*Compare class names in file to scriptClass == true*/)
{
if (hasIconFlag && (iconEnabled != 0))
{
UnityEngine.Debug.LogWarning(string.Format("Script:'{0}' is not ment to show its icon in the scene view and will auto hide now. " +
"Icon auto hide is checked on script recompile, if you'd like to change this please remove it from the config",scriptClass));
SetIconEnabled.Invoke(null, new object[] { classId, scriptClass, 0 });
}
}
}
}
}
Shown in the inspector with a gizmo
Hide Icon from gizmos dropdown
Icon still appears in the inspector and in the project view but not in the scene
So I did a bit more research about built in types as well as packages coming from the package manager and the asset store. Anything that is external (packagemanager or assetstore) if it has a custom icon for the script and inspector it will Always have a gizmo in the scene view. As it has its icon set using your figure 5 example, as seen in the screenshots with the debug inspector.
Also if you want to set the icon with a script or hide it ,currently reflection is your only option as these APIs are not publicly accessible.
My Script showing the debug inspector for its script
PixelPerfect package script from the packagemanager in the debug inspector
PixelPerfect Icon showing in the scene
I was hoping to add this as a comment to your original question but not enough rep yet.

GWT Read-only TextArea will not resize

GWT newbie here. I have found that when I make a TextArea read-only useful features such as dynamic expansion and even word-wrapping stops working. My intention was to move a string from one text area, append it some way to some more strings, and then add this string into my read-only TextArea. I have doing something like this:
// Temporarily enable the field to set the value of the TextArea
logTextArea.setEnabled(true);
String remarks = // my string to add into the box
if (remarks.length() > 0) {
logTextArea.setEnabled.setValue(remarks);
}
// set read-only again
logTextArea.setEnabled.setEnabled(false);
I also have to work out how many lines I now span and explicitly set the height of the box (via setVisibleLines()). I have now found that it does not word-wrap, so I've had to add some more horrible bodge-code to further split up this string.
So I'm writing code to emulate functionality that comes for free on a normal writable TextArea. Has anyone else found this issue after setting a text-field read-only? Is there another widget I could possibly use to display a list of read-only strings that will auto resize and auto wrap for me?
Many thanks for your time,
tom
Text Area is fine for re-sizing and auto word wrap, even you have your text
area as read only.
Tested now by creating a test project for gwt and it is working fine.
Also Word Wrap is the default behavior of Text area if you want to turn it off then you need to explicitly do this "getElement().setAttribute("wrap","off");

Eclipse ui: retrieving the first visible line of an editor

In the Eclipse UI, I'd like to set the visible area in an editor. In other words, if the number of lines of my file is larger than the number of lines my editor can show then I want to specify the first shown line. My first approach was to calculate the first visible line via the selection value of its vertical scroll bar. The following link points to my initial question. Its answer explains how to set the first visible line in an editor.
eclipse ui: setting scrollbar but editor does not follow
The problem now is that my initial way of retrieving the first visible line in an editor fails in some cases: Although I verify that the active page is indeed an editor, the focus might be assigned to another page. In such a case, the following code yields the ScrollBar of a different page:
public static void update(final IWorkbenchWindow w)
final Scrollable scrollable =
(Scrollable) w.getWorkbench().getDisplay().getFocusControl();
final ScrollBar vScrollBar = scrollable.getVerticalBar();
So, my question: If editor is the reference of an active editor (ITextEditor and IReusableEditor), how to I get its first visible line?
If you can access the editor ITextViewer or its extension ISourceViewer (usually implemented by the SourceViewer or TextViewer class) you can call the ITextViewer.getTopIndex() method to get the top line index.
If your editor is derived from AbstractTextEditor (or one of its subclasses such as TextEditor) there is a protected method getSourceViewer() that returns this. You may have to add a public method if you want to access this from outside of the editor.

programmatically change the background color in eclipse

I have a question related to eclipse plugin development. Is there any means
by which I can programmatically change the background color in eclipse.
I am able to change the text foreground color by calling
setTextColor(color, offset, length, controlRedraw) in ITextViewer
but I don't find any function by which I can change the background
color of the text.
If anyone has been through this kindly share your thoughts.
Thanks
arav
I am not sure this can be done easily, short of extending your own version of a Text Editor, here you provide a Configuration Class which inturn accepts a PresentationReconciler Class which is like a Rule Class that tells you if you need to put a Foreground or a Background Color
See this document
PresentationReconciler
IPresentationDamager: define dirty region given a text change
IPresentationRepairer: recreate presentation for dirty region
DefaultDamagerRepairer does both, based on a token scanner
ITokenScanner: parse text into a token stream
RuleBasedScanner uses simple rules
Extract from the presentation
From Text Editor Recipes, Season’s recipes for your text editor
Tom Eicher, IBM Eclipse Team
Here, the null background color means, takes the default system background for that widget. (so here: white).
But you could specify whatever color you want, based on the partitioning of your document and on the rules that would apply.
I know this was asked a while ago, but in case anyone is looking for another solution, I thought I would post the following:
Since you are able to use the setTextColor method, then you should be able to use the changeTextPresentation method as well.
In the case of my plug-in, I have a TextListener that calls the TextChanged method I overwrote. I did the following to add background color using the changeTextPresentation method. In doing so, I was able to get a Green background with Black foreground. Not that I would want this, of course, but just for testing purposes.
public void TextChanged(TextEvent event){
...
TextPresentation presentation = new TextPresentation();
TextAttribute attr = new TextAttribute(new ColorManager().getColor(MyConstants.BLACK),
new ColorManager().getColor(MyConstants.GREEN), style);
presentation.addStyleRange(new StyleRange(startOffset, tokLength, attr.getForeground(),
attr.getBackground());
sourceViewer.changeTextPresentation(presentation, true); //sourceViewer is a global variable passed to my TextListener class constructor.
}

Drawing into an Eclipse editor

I am trying to draw some shapes (boxed ans arrows) into, i.e., "over" the text in an eclipse editor. To get started, I wrote the following code:
IWorkbenchPage activePage = Activator.getDefault().getWorkbench().getActiveWorkbenchWindow().getActivePage();
final Shell shell2 = activePage.getActiveEditor().getSite().getShell();
shell2.addPaintListener(new PaintListener(){
public void paintControl(PaintEvent e){
Rectangle clientArea = shell2.getClientArea();
e.gc.drawLine(0,0,clientArea.width,clientArea.height);
}
});
The problem with this code is twofold: (1) The line is drawn not across the editor but across the entire workbench, i.e., Eclipse window, and (2) the line is drawn behind (!) all other controls like toolbars and editors. This causes the line to be almost invisible: it only shows at some pixels between other controls.
How can I draw a line across a control like a text editor in Eclipse?
The problem that you have is that you are getting the Shell, not the actual component for the editor. The Shell is the whole window where Eclipse is being shown.
I think the only solution is to create your own Editor implementation, and then in the createPartControl() method you can create a text area and then add the paint listener to it.
You can get started with:
http://www.realsolve.co.uk/site/tech/jface-text.php
And then, looking at the source code of AbstractTextEditor, you can find the "real" SWT component that you want to draw to. You would need to override the method that creates the UI components, copy the original code and add your custom painting.
I'm not sure if it works, but you need to extend the TextEditor:
public class MyEditor extends TextEditor {
protected StyledText createTextWidget(Composite parent, int styles) {
StyledText widget = super.createTextWidget( parent, styles );
widget.addPaintListener( <yourPaintlistener> );
return widget;
}
}
That should at least get you the basic text-drawing control of the editor. Still, it's a PITA to work with these classes, as it is very internal stuff from eclipse, and neither documented nor really extensible.
Good luck with that :)