How to set which view expands in a UIStackView? - uistackview

I was just experimenting with UIStackView. In this quiz app i have different sized imaged, so i want the image to fill the space between the top button and the question text at the top. The buttons have constraints on them so they should be any size under 50px. As of now the top button is the one getting auto increased size, but that seems kinda random.

According to what I understand you have all the items inside a vertical UIstack. The images have different sizes so the available space for the buttons will changes based on the size of the image. I suggest that you add constraints to all buttons to be equal in height. This way they will re-size based on the available space but they will all have the same height.

Related

How can I lay out the following screen in flutter

I am new to Flutter and trying to convert my iOS app to Flutter. However, I am having difficulty laying out the screen. Below is what the iOS screen looks like. I keep on getting red screens with layout errors saying it cannot layout the screen. When I add a column and add to that an image and a horizontally scrolling grid in Flutter I get the layout errors. How can I layout this screen?
I think it should have a column as the main widget. Then, a large image should be displayed, which displays centered width-wise on the screen. It should be constrained height-wise and wide enough not to distort the image. The photos come in a variety of heights and widths.
Then there should be a large text field centered width-wise in the central column. Then a breed text box is centered width-wise in the central column and followed by a line of stats—lastly, a city, state, and miles.
Then a centered list of icons with a single line of text-centered underneath each icon. Finally, the whole icon bar should be centered width-wise in the column.
Next, there should be a line of small photos of the cat, which is left aligned to the column and fills to the right going off-screen and scrollable horizontally. It should be a grid with a staggered layout width-wise. Each image should be a fixed height and a ratio of width to fixed height to fit the image without distorting it. The images should have rounded corners. The width and height of the source image are known ahead of time and need to be adjusted to fit the new fixed height.
Lastly, there should be a web browser that fills the width of the column with a height large enough to hold the content of the HTML without scrolling the web browser so the whole screen looks like it is one screen.
The whole screen should be able to scroll vertically but not horizontally to see the main column's total content.
Below is what the screen should look like:

Layout issues in Unity

I have a Vertical Layout Group with a Content Size Fitter, with children a TextMeshPro and a ScrollView.
(The TextMeshPro is not a problem, I only put it to show that I needed a Vertical Layout Group, so let's forget that)
Inside the ScrollView I have another Text element. This Text element expands both vertically and horizontally. I want the horizontality to be scrolled by the ScrollView and I want the ScrollView to adjust to the height.
So I want the ScrollView to be the same height as all of its internal elements. this is my goal. I don't want a scripted solution, I want to be able to do it directly from the hierarchy, where you define the layout of all elements.
However I am not able to do this, my idea was to put the Vertical Layout Group with a Content Size Fitter in the ScrollView, but if I do, I can no longer scroll the text horizontally, as it is constantly realigned based on the alignment defined in the Vertical Layout Group.
ps. At first you might think, but a text with a horizontal Content Size Fitter does not stretch vertically, what need is there to enlarge the ScrollView based on the height of the text? In reality I don't really use the Text component, I use a similar component created specifically for particular fonts, which also expand the text vertically, for this I need that the height of the ScrollView dynamically adapts to the child components, but I repeat, with a Vertical Layout Group, then I can't scroll anymore.
Solutions?
I had done well the layout system. Disable Pixel Perfect on Canvas fix the problem of the text realignment.

How do I set specific y position, width and height without diving into code?

A designer I'm working with wants to have a UIImageView be at a specific y position, with a specific width/height depending on the iphone size. I've done research and I haven't been able to find anything online that allows me to do so with constraints on the story board. I want to avoid having to use code because throughout the rest of the app there are a lot of similar situations. In the past I've made different storyboards for each phone size to accommodate for the specificity our clients request, but I want to avoid doing this because it feels like bad practice. Is this even possible?
This can be completely handled in the Interface Builder. Follow the steps below.
1) Add your UIImageView to the ViewController
2) Set constraints for Width, Height, Vertically Align and Horizontally Align
3) You can adjust the Y position in the Size Inspector of the view.
4) Now switch to Assistant Editor and choose 'Preview' and add different screen sizes to see the auto layout in action.
All of this will set a static image size of 250x200, horizontally centered, and vertically at 1/4 of the screen height.
Little-known capability of constraints are that you can set view positions, or in your case sizes, by way of ratios against other views.
With just your image view selected, the tie-fighter :) constraints button lets you specify absolute positions & sizes: do that to set your desired y-position. But then select both your image view and its enclosing parent view, then the pop up for that same button now enables the equal height/width buttons. Add those constraints and then edit the constraint to change the 1:1 ratio to whatever ratio you need.
Excuse my lack of screenshots, posting from my phone.

Perfect square buttons in Unity3d

I'm trying to create a flexible menu for my mobile project but i'm having trouble with new UI system. I could do this with code but i want to know if it's possible without coding.
Here is what i'm trying to do:
http://i.imgur.com/33yMRgV.jpg
Basically, i want to have a menu area with height of %10 of total screen height. So for example, if it's a HD device, i want height of the red area in the image to be 192 pixel (1920/10). I can do that easily but i also want to have 192x192 buttons aligned on top right corner. I can set the height to parent so it becomes 192 too but i can't set the width to height. I can use ratio fitter to make them squares but i can't place them side by side.
So basically i just want to set width of an element to it's height and puting them side by side without coding. Is it possible?
Thanks
Have a panel inside Canvas, and add horizontal layout group and then add your buttons inside this panel.
Note : You will need to increase the width of the panel more than the canvas in order to have buttons horizontally.

AutoLayout to adjust image size proportional to 50%

I have read this post and I have tried with many examples but i could not put two images one beside the other, each one with a width 50% and at the same time that this images maintain their aspect ratio. I do not understand what restrictions need to.
I have this:
In the image you can see the viewcontroller structure, 2 imageview and the constraints.
Please I need help, at least one similar example. Thanks.
I can see you have missing constraints on your scene, so that could be an issue.
I would put the UIImageViews in a container view pinned to your main view, making sure there are no missing constraints. The benefit of this is in debugging - you can give it a different BG colour and make sure it's resizing itself properly on the simulator/device. I found that putting the image views inside this helps enormously.
Then you need to specify Aspect Ratio constraints on your image views, and also make them equal widths and heights. Add some small constant horizontal spacing between your image views and top/leading/trailing to the container view, and let auto-layout decide the optimal image sizes.
I've included a screenshot of my storyboard:-
This renders like so:-