Adding an image to a scrolling text ticker - iphone

I have created a ticker for my project which is working fine.
I want to add up a down arrow image within this ticker as per the stock market.
What should i have to do?
Can anyone help me?

Probably you have to create the desired image pixel for pixel and stick it just after the stock ticker text.
If you are familiar with QT, there is side scroller code with even alpha-blending. It is based on scrolling a text pixel by pixel. Then it would be rather non-complex to add icons.
Though the stock ticker text and the corresponding icons need to be contained as a block of pixels, so you have to repaint all those pixel-blocks next to each other on every paintevent or timer-tick.
Here is the source code for the side scroller: Qt - Scrolling the Text in QWidget

Related

Why there is a difference in the text size when show it in one Text ui and another Text ui with the same settings?

The post is a bit long but I tried to explain everything that is connected to the issue.
This screenshot is of the parent ui texts canvas.
This is a screenshot of the description ui text the text in the game looks very big the fonts are very big and stretched.
This is a screenshot of the scene text Image settings :
And the scene ui text settings :
This is a screenshot of the scene ui text when running the game from the exe build file :
And last the description ui text in game when running the build exe file :
How can I make some ui text that will be display the text the same in all the cases something that will be readable nice not too small and not too big ?
In the scene text the text is smaller because I wanted the text to be a bit under the player mouth. In the description text is a bit bigger but then everything get messed.
I think I want the text to be shown like in the scene ui text in all the places. I think the size is fine. but not sure how to do it.
There's a couple of things here that should get your text working nicely across the board.
Firstly, at your root Canvas object, you'll usually have a Canvas Scaler there. The default of "Constant Pixel Size" is often exactly what you don't want. I normally have it set to "Scale With Screen Size", and then set the resolution to 1920x1080. I do that because 1920x1080 (16:9) is the standard Full HD screen size, so you can bet that most of your screen layout is going to look the same across most displays.
The second suggestion would be to use TextMeshPro. If you haven't already got it installed through your Package Manager, then you can find it there. Here's the docs for that. It's FAR superior to the standard Text element and you'll notice less issues trying to get your text looking correct. It's usually just a matter of adding the TMPro_Text UI component to the same object your Text component was originally on (removing the original Text component of course).
I would also leave all scaling for all of your UI items set to (1, 1, 1) where you can and let and scaling be done by the Canvas Scaler. The text elements can certainly be left at (1, 1, 1) and just change the font size.
Once you get these three things sorted, your text should be the same across all of your pages, and devices.
This due to Scaling Rect Transform Component
to solve this don't scale up or scale down UI Elements {Image ,Text, ... just keep Scale 1,1,1 }
First I recommend You to see This to understand this Component
https://www.youtube.com/watch?v=FeheZqu85WI&t=6s
Now to Solve your problem
Set Scale of Description Image (1,1,1)
Set Scale of Description Text (1,1,1)
Do 1,2 with Scene Image, Scene Text
Change Width , Height of{Description Text, Scene Text} with small values 900*400

While adding a canvas and then text into a gameobject, Canvas and text size problem

I am working on a 2d project with unity engine. (I am a newbie)
As you can see in image I already have a canvas for UI elements but also I have gameobjects under player element. I want to add text inside "govde" element. but when I add it;
at left bottom you can see my game. but canvas and text size is HUGE.
I dont know what is wrong with my game or canvas but I could not solve this.
By the way my gun works well so there are no errors in game. here is a photo of game scene;
Thank you for any kind of help. Have a nice day:)
EDIT : I Wanted to show the text box I wanted; please consider the numbers are so small. What I am asking is when width:2 and height:1 ok my textbox fits inside that car but since it is so small, i cannot show even 1 characters inside text box even if I make font size : 1. My english is not perfect sorry if I make any mistake. Here is picture;
and IF I Make bigger to everything, They don't fit to my game screen. I tried to move camera to far away but that did not changed to my Game Screen.
LASTLY: When I add my a text inside my UI CANVAS, it perfectly fits. But when I add same textbox to game object called Player as I needed, it is TOO BIG
SOLUTION : For anybody who deals with same problem try to create a text object inside a UI CANVAS, after that create another canvas inside game object. And lastly, drag textbox into second canvas . That solved all my problems. My second canvas is still huge and when I make it smaller my textbox gets smaller and smaller so I cannot use it again but I let canvas to be huge, no problem for me at all. Thanks for helps.
The text you created is the tiny black ‘New Text’ above the word basla. The canvas isn't actually viewable, you can add a ‘Panel’ underneath to confirm its size.
edit set font size and change width and height of text
keep scale at 1,1,1, track all the parent scale of each parent object, they do multiply in scale as you go down, so if one parent has scale 2,2,2 and its parent has scale 3,3,3 by the time you get to the text at 1,1,1 its scaled to 6,6,6 so keep this in mind and reorganize you hierarchy as needed

Custom Shaped Buttons Unity UI

Hi I am trying to create custom buttons on unity (trapeziums). I successfully created the visible area on Photoshop and imported it as Sprite 2D UI as per the following image:
The issue arises, when I'm trying to select one of the buttons in game, their border overlap each other, since the transparent area is still being considered as part of the clickable button area. How can I remove this?
EDIT:
Practically when I import I want the squared boxes to not be counted with the image. I need the edges of the orange area to be cut flush with that and not the entire area(i.e. including the transparent boxes).
You may achieve this by using Alpha Hit Test Minimum Threshold. Take a look at this nice video tutorial.
There is one extra step that is not shown in the video but mentioned in the comments: you have to change "Mesh Type" to "Full Rect" and not "Tight" as it is.
Hope that helps.
The clickable area is based on the Rect Transform component of the GameObject. Adjust the width and height to the clickable area you want. You may have to crop your image in photoshop accordingly. If you select 'Gizmos' in the editor you can toggle viewing the click region.

Unity How do I Flow TextMesh Pro Text around an Image?

Unity Version: 5.6.5f1 Personal
TextMesh Pro Version: 1.0.56.0b3
I have a TextMesh Pro UI Text object whose area intersects the area of a UI Image. The text is dynamic, but the image will never change. Is there a way to make the TextMesh Pro UI Text flow around the image similar to how text would wrap to one side in HTML/CSS?
The image below shows two copies of the object in Unity. One object, denoted by a red space where the image is located, is what I'm currently getting. The text enters the space of the image. The other object, denoted by a blue space where the image is located, shows the desired outcome where text is wrapping properly.
Current vs. Desired Outcome:
Research so far:
How do I put an image inside text? - The Image that I'm using is a UI Image, not a text asset. The Image will only act as though it is inline with the text.
How do you wrap text around a rectangle?, Fluid layout for Unity UI - These are what I'm looking for. However, no suggestions have been posted in them.
I've explored the idea of using multiple TextMesh Pro UI Text Objects, with each one acting as a fragment of the complete text area. However, this isn't the same as wrapping the text around the Image. For dynamic text, if I pull content from one text area and push it into the next area, this will conflict with the Auto-Sizing functionality and cause unequal font sizes.
Another possibility is that I could insert characters one at a time, check to see if adding another character would result in a collision with the image, and add System.Environment.Newline to prevent this. However, I worry about the potential performance issues from dealing with large amounts of text.
TextMesh Pro Documentation - The TextMesh Pro Documentation has some tools for finding word wrap points, but I haven't figured out how to implement a means of comparing this to an anchor position of another object.
This can be accomplished with TextMeshPro's "Linked" overflow mode. See attached picture for an example. Essentially, you'll need to make two TMP objects and adjust the layout for each of them appropriately. Then:
1) change the overflow mode of the first one to "Linked" using the dropdown in the inspector.
2) place the second TMP object as the reference in the field that appears.

Dragging images from a scrollable region in Raphael?

I'm investigating the feasibility of using Raphael for a user-research project. One of the features allows for users to drag images onto a canvas and we record where they placed it. The pool of images is potentially quite large and we'll have them in a scrollable box in the tool.
I put together a quick wireframe of the issue I'm looking into since it'll probably be clearer than my explanation.
Please see the wireframe:
I'd stick with straight HTML/CSS and use jQueryUI draggables, as you mention in your comment.
You don't appear to need any of the drawing/display features SVG offers, yet if you went that route, you'd have to build your own custom scrolling behavior (instead of setting a CSS overflow-y rule) and picture layout algorithms (again instead of using CSS floats or something).
You can create a scrollable region using Raphael.
Create the viewport with fixed
dimensions (say 800x600)
Draw the images with increasing y value. After few images, the y value will go beyond 600. It will be drawn but will not be visible in the viewport.
Create a scrollbar using raphael rects. Attach drag events to the scrollbar handle rect.
When the handle is moved, translate all the images accordingly.
For e.g. lets assume in step 2, you had drawn all the images and the bottom most point of the end image is having y value 2000. Assuming the scrollbar has length 500, each dx movement of the handle will have to translate 2000/500 = 4dx. You can calculate the handle length similarly using ratios.
Since everything inside a single Raphael paper the dragging of images will work seamlessly. You will have to maintain the positions of each images.
You might find this demo similar
Remember you can always use getBBox when you drop. In this case it's rects but images would be the same..
http://irunmywebsite.com/raphael/additionalhelp.php?q=bearbones