I have a perspective in an RCP product defined as following:
IFolderLayout bottomLeft = layout.createFolder("bottomLeft",
IPageLayout.BOTTOM, 0.65f, layout.getEditorArea());
bottomLeft.addView(BTracePropertyView.ID);
layout.getViewLayout(BTracePropertyView.ID).setCloseable(false);
// IFolderLayout bottomRight = layout.createFolder("bottomRight",
// IPageLayout.RIGHT, 0.25f, "bottomLeft");
bottomLeft.addView(PROGRESS_VIEW_ID);
layout.getViewLayout(PROGRESS_VIEW_ID).setCloseable(false);
bottomLeft.addPlaceholder(BTraceOutlineView.ID);
bottomLeft.addPlaceholder(NewSearchUI.SEARCH_VIEW_ID);
bottomLeft.addPlaceholder(BTraceStatView.ID);
IFolderLayout top = layout.createFolder("top",
IPageLayout.RIGHT, 0.75f, layout.getEditorArea());
top.addPlaceholder(BTraceView.ID + ":*");
The result when launching the app is the one I want with an empty visible folder on the top. This folder will be filled when the user will open a given file (with a given extension) in the RCP app.
My problem is that this folder becomes hidden as soon as one view has been opened in the top folder and then closed. Thus the views in the bottoms folders fills vertically all the space.
How can I have a folder that is always visible even when it's empty ?
Manu
http://www.eclipse.org/forums/index.php/mv/msg/132801/413469/#msg_413469
In ApplicationworkbenchWindowAdvisor class, override method isDurableFolder and return true.
Using this folder will never dispose, even all views displayed in folder get disposed.
Related
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.
I like to switch menu bars depending on a button or internal state (COM port used). How can I do that in GTK3+ (preferably using Glade and GtkBuilder)? GtkOverlay does not seem to be the correct approach.
Put both menubars in a gtk(v)box and just declare one of the menubars as invisible in Glade (Leave the one you want by default visible). Then you can later switch menubars by hiding/showing them.
Mind, if you are on Ubuntu, you might run into problems. Ubuntu's Unity moves the menu bar to the top of the workspace, and it might not be happy with two menu bars just existing. In a program I made a couple of years ago Ubuntu refused to show the second menu (but I wasn't hiding either of them, so you might be in luck).
Thanks jcoppens for your answer, but I am not sure how the solution would look over all with one of the positions in the vertical box invisible but still occupying space / the height of one menu bar. Wouldn't that create a gap between either the title and the menu bar (first menu bar visible) or the menu bar and the container below (second menu bar visible)?
I solved it by (before I saw your answer):
Using Glade, create a new file and put the two menu bars in there.
In the Glade file for the main window, create a vertical box with one
item right below the title. (In my case, my main frame contains a
vertical box with three items, the first position is kept empty and
will contain one of the two menu bars, the second one contains all
other items inside another container, and the third item contains a
status bar.)
In the C module using GtkBuilder, I switch the menu bars as shown
below:
/**
* This function adds or replaces the menu bar.
* #param id id string for menu bar
*/
void amci_tester_set_menubar(const gchar *id) {
GtkWidget *menu_bar = GTK_WIDGET(gtk_builder_get_object(builder, id));
GtkBox *box_menu = GTK_BOX(gtk_builder_get_object(builder, "boxMainMenu"));
GList *children = gtk_container_get_children(GTK_CONTAINER(box_menu));
if (children != NULL)
gtk_container_remove(GTK_CONTAINER(box_menu), (GtkWidget *) g_list_first(children)->data);
gtk_box_pack_start(box_menu, menu_bar, false, false, 0);
// Although the visible property is shown as being set in the Glade GUI, in
// the Glade file it is not set.
gtk_widget_set_visible(menu_bar, true);
g_list_free(children);
}
In the beginning of main, I put the usual GtkBuilder stuff, instantiating a GtkBuilder object and then adding the default / first to be shown menu bar object:
// Init GTK+.
gtk_init(&argc, &argv);
// Create new GtkBuilder object from file.
builder = gtk_builder_new_from_file(glade_filename_app);
if (builder == NULL) {
g_warning("Could not create builder from %s", glade_filename_app);
return 1;
}
// Add menu bar for PC menu bar (default) from file.
if (!gtk_builder_add_from_file(builder, glade_filename_menu_pc, &error)) {
g_warning("%s", error->message);
g_free(error);
return 1;
}
I am attempting a simple app in Java FX 8 where I will have a window which is the main application and presents a list of to-do's.
When you select a to-do it opens a child window related to the to-do that was opened.
However, the child window will always be in front of the parent (unless side by side), but I will allow opening multiple windows, and navigation back to the parent.
Is there a way to allow the parent to become fully in view while still having the secondary window as a child?
Sample code:
Scene secondScene = new Scene(root, 800, 400);
Stage secondStage = new Stage();
secondStage.setTitle("Your to-do.....");
secondStage.setScene(secondScene);
secondStage.initStyle(StageStyle.DECORATED);
secondStage.initModality(Modality.NONE);
secondStage.initOwner(primaryStage);
primaryStage.toFront();
secondStage.show();
Did you already try secondStage.setAlwaysOnTop(false)? I'd assume it's true by default, that's why the behaviour.
You could use:
secondStage.initModality(Modality.APPLICATION_MODAL);
You can find a reference here: http://docs.oracle.com/javafx/2/api/javafx/stage/Modality.html
I have done a project with many scenes in Unity3D.
In the first scene there are buttons, each of them will play a scene when clicked.
For example, if the player clicks the button “Show the balloon”, then the scene called Balloon (which contains a balloon object and its animation) will be opened.
How can I do it using JavaScript code?
See Application.LoadLevel(...).
From the documentation:
[...]. Before you can load a level you have to add it to the list of levels
used in the game. [...]
// Loads the level with index 0
Application.LoadLevel (0);
// Load the level named "HighScore".
Application.LoadLevel ("HighScore");
First thing you have to do is add all the levels you want into the Build Settings Property.
Go to Unity or File Menu, Build Settings, and drag and drop your scenes into the scroll window. Then it'll assign them a logical number (or you can reference by name).
Application.LoadLevel(0); // this loads the first level in the list
Application.LoadLevel("nameoflevel"); //does the same thing numerically except by name
Application.LoadLevel(Application.loadedLevel); //reloads current level
Application.LoadLevel(Application.loadedLevel + 1); //loads the next level in order
Application.LoadLevel(Application.loadedLevel - 1); //loads the prior level in order
Application.LoadLevel(Application.levelCount - 1); //loads the last level in list
The int version of LoadLevel takes the id from build settings.
You can also call the string version, which takes the scene name from the project view (Though it still has to be in build settings for it to be found)
Go to File->Build Settings and drag your scenes there then use following.
Application.LoadLevel("Ballon");
If you want to reload the current level, you can use
Application.LoadLevel (Application.loadedLevel);
You'll, of course, need to make sure to manually reset or destroy anything that was created by the scene and marked as DontDestroyOnLoad.
And yes, the only way to put levels in any order in your build is from the build settings menu. You can jump around to which level is loaded by specifying its name or build order, but if you wanted to insert your levels in order in the build sequence and just want to jump from one level to the next (ie, Menu->Level1->Level2->EndGame), you can use
Application.LoadLevel (Application.loadedLevel + 1);
I have created two gtkmm button and added to HBox object. I called pack_end, and maintained the size as 21,20. But, the sizes are not maintained. Here is the code i have written and the window that i got while running the program.
Note: MYWindow is subclass of Gtk::Window
void MYWindow::customizeTitleBar()
{
//create a vertical box
Gtk::VBox *vBox = new Gtk::VBox(FALSE,0);
//create a horizontal box
Gtk::HBox *hBox = new Gtk::HBox(TRUE,0);
hBox->set_border_width(5);
//create title bar image
Gtk::Image *titleBarImage = new Gtk::Image("src/WindowTitleBar.png");
titleBarImage->set_alignment(Gtk::ALIGN_LEFT);
// hBox->pack_start(*titleBarImage,Gtk::PACK_EXPAND_WIDGET,0);
//create cloze button for window
mButtonClose = new Gtk::Button;
(*mButtonClose).set_size_request(21,20);
Gtk::Image *mImage = new Gtk::Image("src/Maximize.jpeg");
(*mButtonClose).add(*mImage);
(*mButtonClose).set_image_position(Gtk::POS_TOP);
// connecting close window function when cliked on close button
//(*mButtonClose).signal_clicked().connect( sigc::mem_fun(this, &MYWindow::closeWindow));
hBox->pack_end(*mButtonClose,Gtk::PACK_EXPAND_WIDGET,0);
Gtk::Button * mBtton = new Gtk::Button;
mBtton->set_size_request(21,20);
Gtk::Image *img = new Gtk::Image("src/Maximize.jpeg");
mBtton->add(*img);
mBtton->set_image_position(Gtk::POS_TOP);
hBox->pack_end(*mBtton,Gtk::PACK_EXPAND_WIDGET,0);
vBox->add(*hBox);
//drawing area box
Gtk::HBox *hBoxDrawingArea = new Gtk::HBox;
Gtk::DrawingArea *mDrawingArea = new Gtk::DrawingArea;
hBoxDrawingArea->pack_start(*mDrawingArea,Gtk::PACK_EXPAND_WIDGET,0);
vBox->add(*hBoxDrawingArea);
//status bar hBox
Gtk::HBox *hBoxStatusBar = new Gtk::HBox;
vBox->add(*hBoxStatusBar);
this->add(*vBox);
this->show_all();
}
I am not yet a gtk expert (but I'm learning), here's one thing you can try, which is what I've been doing.
Make a little standalone project using glade. Glade makes it really easy to screw around with all the packing settings so you can immediately see the effects of your changes.
I think in the case of resizing the window, you'll have to save the glade file and run your program (using gtkbuilder to render the glade file) and manually resize the window to see the effect, but once you make the standalone project, you can use it for other gtk testing.
And if you're like me, you'll get swayed by the wonderfulness that is glade and build your whole system that way.
But basically, it sounds like a packing issue, because I've got buttons that don't resize all over the place.
As for not moving, I'm not sure you can do that, but again I'm not an expert. I think you should be able to pin the size of some if not all of the hbox pieces so that the button inside them will not move, but I'm not sure what happens if you don't have any hbox parts that can't be variably sized to take up the slack when you grow the window.
Again, sounds like something fun to try in glade. :-)
I think you pack to FALSE , Maybe this is the problem :
Gtk::HBox *hBox = new Gtk::HBox(TRUE,0)
I use python gtk with something like this:
box1.pack_start(box2,False)