Why are my menu items too small or too big? - codenameone

I'm using the default theme, which I understand is effectively the theme for the platform.
If I put my menu items in the side menu, they show up way too small. If I put them in the overflow menu, the show up way too big. I don't know the UUIDs for the components that display them, so I don't know how to override the font. Here are some examples:
Here they are in a side menu. As you can see, about five of them fit in the width of a penny. These are too small to be usable.
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Here they are in the overflow menu. They're enormous. I couldn't fit two of them in the width of a penny.
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Here are some menus from a native application. In this example, you can see both the side menus and the overflow menus, which are a little big bigger, but they're both about 3 to the width of a penny. This is a very sensible size for my phone.
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I never see these objects in code, so I can't fiddle with their Style objects. And I can't find them in the Resource Editor. Can anyone tell me how I can get these to show up in a sensible size?

Use the more modern flat themes (blue, red, orange), the older native themes needs to be updated to use the Toolbar and the side menu.
The style for the overflow is "Command" and for the side commands is "SideCommand" make sure the styles Fonts are declared using mm and not pixels to allow it to adjust to different resolutions.

Related

How to make some divs more responsive than others for different aspect ratios using susy 2

Since it's a bit difficult to explain, I did a mockup to get across as much as possible visually:
http://sassmeister.com/gist/70624a740b1ca4ae7764
(If there's a better way to share a sass gist, let me know. First time using it)
Basically, this is the layout I want for a tablet in landscape mode. What I'm trying to do is make sure it fits perfectly on different tablets with different aspect ratios. Some things are fixed. The main content area is a 16x9 video, so that aspect is locked.
I have the header and footer (main column only) fixed right now as they need to be for portrait mode, but I could bring them into the regular flow if it's helpful for tablet landscape. Anyway, it's all basic responsive right now via susy2, and the sidebar is totally separate so it can scroll independent of the main content. What I would like is for the whole main area including header and footer to fit perfectly with even margins above and below vid, but then have the sidebar column change it's width to match the tablet.
So... if the tablet is wider, the teaser thumbnails go out to 16x9 ratio. If the tablet is narrower, the main column remains unchanged, but the teaser thumbs narrow down to squares.
If it's easier first to just figure out how to responsively shrink the right column only, so the aspect of thumbs is unchanged, that's ok. I just don't want the overall layout to get screwed up on one device vs another because of aspect ratio, so main focus is that the header hits top, footer hits bottom, main vid fits perfectly between them, then sidebar responds to fill in the rest (within reason).
thx for any input. First time making a website here, so lots to learn.
ps. I had vertical scroll enabled for the right column, but disabled it (by adding extra letter to to the scrolling class in scss column) since it's not actually letting me scroll. Not sure if that's because there's no actual content, or it doesn't recognize the empty padded cells as something worthy of scrolling.
You're biting off a lot for your first website, but Sassmeister is a great way to show what you are doing. I approve. :)
One of the problems you'll find is that CSS don't have the concept of aspect ratio built in, so the sort of layout you are attempting is non-trivial. CSS is best at handling widths, and letting everything overflow vertically. It takes some effort to make it handle height well.
If you can get away with it (depending on browser support), your best option is to use flexbox. Flexbox should make this much easier, but doesn't ave a lot of support yet. You could consider table-cells, which have more support, but can be harder to control.
In any case, you should ignore most of Susy for this — at least in laying out the large sections. If you want Susy to help you with grid calculations, ditch the mixins and just use the span() and gutter() functions to help you set widths. Something like this:
.flexbox {
flex: 1;
flex-basis: span(3);
}
.tables {
display: table-cell;
width: span(3);
}
// NOT THIS
.no {
#include span(3);
}
You can go back to using Susy mixins for simpler bits, like the items in the top navigation.

How to scale form with font size in WPF?

How can i scale a Form with font in WPF?
i.e. What is the WPF equivalent of
this.Font = SystemFonts.IconTitleFont;
In WinForms, if you're a good developer, you honor the user's font preferences. A WinForm that starts out as:
You then apply the user's font preferences:
this.Font = new Font("Segoe Print", 11, GraphicsUnit.Point);
and elements on the form scale to accommodate the new size:
Notice:
the form is wider and taller
the label is positioned further down, and to the right
the label is wider and taller
the text of the label is not cut off on the right or on the bottom edge
the button is wider and taller
but button is positioned further down, and to the right
Note: In WinForms you can also use the line:
this.Font = SystemFonts.IconTitleFont;
WPF doesn't support Font, which is why i provided the clearer alternative. For the example below.
A similar WPF form starts out as:
You then apply the user's font preferences with:
this.FontFamily = new FontFamily("Segoe Print");
this.FontSize = 14.666; //11pt = 14.66
and elements on the form don't scale to accommodate the new size:
Notice:
the label's position has not changed
the button's position has not changed
the form is not wider or taller (text is cut off)
the label is not any wider (text is cut off on the right)
the label is not any taller (cutting off text along the bottom edge)
the button is not any wider (text is cut off)
Here is another example of two buttons that are the same size:
WinForms:
Windows Presentation Foundation:
Bonus Reading
WPF: How to specify units in Dialog Units?
How to prevent WPF from scaling with the Windows font size options?
WPF version of .ScaleControl?
WPF doesn't do primitive font-based scaling because it's... well, primitive. You can see it in your own screenshots.
Here's your "WinForms, before changing font" screenshot. Take a look at how much space there is between "sat on a log." and the right edge of the form.
And here's your "WinForms, after changing font" screenshot. Notice how much less margin you have after "scaling".
If you hadn't left all that extra space, then your label would be cut off with the new font. And with some fonts, it would be cut off even though you did leave all that extra space. That's what I mean when I say WinForms' scaling is "primitive". WinForms picks a single scale to apply to everything, and that scale is not chosen with any awareness of your content; it's based on average statistics for the font, which can and will fall apart once you start talking about specifics.
WPF doesn't hobble you with something that primitive. It gives you an amazingly powerful layout system, where it would be trivial to make a window that scales beautifully. But instead, you're choosing to cripple that layout system by using hard-coded sizes. Stop it.
Hard-coded sizes have two huge problems:
They don't adapt to different fonts. You've noticed this already.
They don't adapt to different content. (What happens when you want to make a German version of your app, and the German text doesn't fit into your hard-coded button size?)
Hard-coded sizes just don't adapt. To anything. You had to use them in WinForms because that's all WinForms supported. But WPF gives you a proper layout system, so you don't have to (and shouldn't) use anything that crude.
All you need is this:
A Window with SizeToContent="WidthAndHeight". That way, the window will be exactly the right size to accommodate the text and button, no matter what font or language you use.
Since you only have two UI elements, and one is above the other, you would put a StackPanel inside your Window.
Inside the StackPanel, you need:
A Label or TextBlock to show your text, with the text in Content (Label) or Text (TextBlock); and
A Button with HorizontalAlignment="Right", and the text in Content.
Set some Margins on the StackPanel, TextBlock, and Button to space things out to your liking.
That's it. Don't set any other properties on anything -- especially not Width or Height.
Now, if you change your font, the window and the button will still be exactly the right size, and won't cut off your text. If you localize your app into a different language, the window and the button will be exactly the right size, and won't cut off your text. Stop fighting WPF, and it will give you great results.
If you later want to make your layout more advanced, you could consider things like:
If you want the button to be a little wider (to have more breathing room before and after the text), try playing with the Padding, or set a MinWidth and MinHeight. (Don't use Width or Height if your button contains text. You might consider using them if your button only contains an image, but maybe not even then.)
If you're worried that the font might make the window so large that it no longer fits on the user's screen, and want to enable word-wrapping, then play around with MaxWidth and TextWrapping.
WPF's layout system is amazingly powerful. Learn it. Don't fight it by using hard-coded layouts and then complaining that your hard-coded layouts suck.

Automatically sizing a GtkTextView in a GtkScrolledWindow

I work on gschem, a free software tool for editing electronics schematic diagrams. Recently we have encountered a problem using a GtkScrolledWindow containing a GtkTextView.
Context
Recent versions of Ubuntu use overlay scrollbars, which mean that GtkScrolledWindows no longer set a minimum height that provides enough room for a legacy scrollbar (in fact, they have a minimum height of 0). Likewise, a GtkTextView with no text to display requests a height of 0. This means that one of the scrollable GtkTextViews in gschem has been being displayed as one pixel in height, and this is obviously unusable.
In the dialog box on the right of the screenshot shown above, note the invisible widget between the "Value:" label and the "Add" button.
This has been reported independently by several users -- see also the bug report.
Question
Obviously, we could fix this by doing:
g_object_set (textview, "height-request", 100, NULL);
However, this is pretty inelegant, and will break for users who set very large font sizes in pixels (e.g. users with vision problems or who use high-DPI screens).
Ideally, therefore, we want to set the minimum size of the GtkTextView relative to the default font size, e.g. tell it to "show at least three lines of text".
Can anyone suggest a sensible/elegant approach for doing this?
Just disable the ubuntu overlay scrollbars in your application by doing:
putenv("LIBOVERLAY_SCROLLBAR=0");
Not ideal, but it's a quite good until you can find a more permanent solution. Alternatively just wait until Ubuntu disables overlay scrollbars...
I would add code to dig out the current/default style information, use that to figure out the font baseline height, and then compute some rough size allocation based on that, around three lines as you mention.
Does it have to be a textview ? If you can use an eventbox instead, then you can make a cairo surface from it, render the text with pango, and then use pango_layout_get_size() to get the text height.
Likewise, a GtkTextView with no text to display requests a height of 0.
Probably you can create GtkTextView with some text inside. Like several spaces, and set empty value after creation.

WPF, any easy way to work with different screen resolutions?

Given a WPF Application running full screen, a fair amount of controls some of which will animate from off screen to center. I was wondering if there are any special ways to save on the amount of time required to optimize an application for different screen resolutions?
For example, using Blend I've setup some text, which is originally off screen to scroll into view. Now in design mode the start positions are static. If resolution changes the start positions will obviously not be correct.
So I guess to correct this, during app startup. I need to
Check resolution
Move the text box to the desired start location
Adjust the storyboard as required, so the frames all have correct co-ordinates depending on the res of the screen.
I don't mind doing all of this, but if there is an easier way please share!
Thanks
In WPF layout of controls should be made in such way, that when size of window or content changes, controls automaticaly resize/reposition themselves to reflect this change.
This is highly affected how your layout is made, especialy by using specific panels, that do layout of their child elements.
This is also made obvious by using device-independent units for sizes, margins and sometimes positions of controls. And also allows different kind of zooming and scaling of whole UI without any need to redesign the whole thing.
If you are trying to position your controls absolutely, either by using Canvas panel or margins, your are doing it totaly wrong.
In WPF, scene is measured in abstract units, not pixels, and controls are freely scaled. There should be no problems to center something, or what?

Silverlight 3: Techniques for adjusting to screen resolution

My developer's box has a screen resolution of 1680 x 1050. I'm developing a full-screen Silverlight 3 application that I'm considering deploying to the Internet. So, I want to make sure the application looks good on a variety of screen resolutions. I just started testing on other boxes, the first one having a screen resolution of 1024 x 768. During the test I found some of the pages on the application were partially truncated. It seems the controls on the page didn't adjust for the lower screen resolution. So, I'm looking for some tips on how to make a Silverlight application, to the extent possible, adjust for screen resolution. For example, are there things one should or should not do on XAML to make adapting to screen resolution easier? Should I just optimize for a minimum screen resolution? Your thoughts and suggestions are welcomed.
You can easily enforce a minimum acceptable resolution by setting the MinHeight and MinWidth properties of your root visual. (Of course, this should be less than the minimum screen resolution to account for browser chrome.)
Try to specify absolute Width and Height only when necessary: for example, for images or icons of fixed dimensions, or for obvious cases like TextBoxes (whose width should reflect the average length of the data entered).
Grid panels are excellent for mixing scalable and fixed layout areas. The star sizing specification takes a bit of getting used to--it's not as simple as a percentage-based proportioning--but it's much more flexible, especially in combination with row/column min/max dimensions.
You don't really need to test on multiple resolutions unless you're interested in testing a range of dots per inch--just resize the browser to approximate different screens. Since there's always a bit of give and take depending on the user's browser configuration, you'll have to account for some variance anyway.
You can make your application scale with the Silverlight Toolkit ViewBox or make it strech with layout controls like the Grid, StackPanel, and WrapPanel. Make your main UserControl have a Width and Height of Auto (or remove the width and height entirely) and the size of the app will resize to the size of the parent div (the default HTML template uses 100%x100%). Then just resize the browser accordingly. IE8 has developer tools that can help you see your app resized to specific screen resolutions.
Testing on a variety of screen resolutions is always a good idea.
I covered the resizing of elements and making it resolution independent on another thread.
You can have a look here, there are multiple ways to sizing and resizing things automatically.

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