I hope make text that always visible in screen, see my gif
I hope text in FloatingTextCanvs visible but it's covered by button, I find the later create ui object will cover previous objects, can i change text object's index to make text always visible?
To display one canvas in front of the other, you want to change the Sort Order property on the Canvas component to be higher than the other canvas.
If you are dealing with two separate canvases then you can set their sort order to determine which one appears on top.
If you are dealing with two UI elements that are children of the same canvas, then their physical arrangement within the hierarchy determines which one appears on top. The child at the top of the hierarchy will appear underneath the other elements. For example, in the following MainMenuCanvas, the Background image will appear behind the Text.
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I'm using unity 5.3 and I'm trying to change the Rendering Order of two overlayed cross platform controls which each reside in their own canvas.
In previous versions you could bring the window into focus using
GUI.FocusWindow(0);
However this does not work with the new system.
I've also tried modifying the order in the editor window which has done nothing.
Does anyone know how I can move a control to be on top of the other?
After doing some research I found the proper way to change the Canvas Rendering Order. There is a property in the Canvas for the Sort Order, which is really the render order.
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Just as a note remember the controls you want to be on top should have a larger order than the control on bottom.
Order in the editor window should work here. Are you sure you're changing the order of elements inside one canvas element?
Note that the order of elements in the Canvas game object is the order everything is rendered in - so the last thing you have in canvas will be the last thing drawn, so it will be on top of everything.
Here's how it works:
This is demonstrated with Unity 5.3.4, with much older Unity it can be different (there was a change of the way how children were enumerated somewhere in 5.0 or 5.1 AFAIK).
I am making a game where I move images around. I have two big images which should have smaller images on top of them. I often move the smaller images from one of the bigger images onto the other. However I recently added a feature where the big image gets changed up mid-game. This caused it to have priority over the smaller images, and when I move the small images, they end up being moved behind the big images.
In short, I always want the big images to be in the background and the small ones to be in the foreground. Is there a property I can set on those to make this happen?
If you have more than one user interface element in a particular grid cell, the elements are layered on top of each other. Elements added earlier in XAML appear below (lower layer) than elements added later.
You can change the layering of the elements by changing the order in which they are added to the Grid. You can also control the layering by giving each element a value for Panel.ZIndex. Elements with higher values for ZIndex will appear to be on top of elements with lower values, regardless of the order in which they were added to the Grid.
Source:
http://wpf.2000things.com/tag/zindex/
MSDN page on the ZIndex property:
http://msdn.microsoft.com/en-us/library/system.windows.controls.panel.zindex%28v=vs.110%29.aspx
I have some graphical oriented Windows-Store-App application that logically composed from few layers. Each layer draw its own type of things.
For some reasons , I chose to represent each layer as a WPF canvas. So there are multiple canvases all logically share the same area. non of the canvas is nested in the other. They all on the same level in the "Document Outline" tree , under some cell of a grid object.
I would like input events to be routed only to one specific canvas but i don't know how to order WPF to do that. All input events always get to the same canvas and that's not the desired canvas.
I tried to manipulate the ZIndex and the IsHitTestVisible properties of the Canvases to achieve the desired result but it doesn't seem to change something in the behavior of the app. No matter what i do , the events always get to the same specific Canvas.
I tried to put the desired canvas on-top of all other canvases and i tried to turn off the hit test for all non-desired canvases. None of these action succeeded.
How do I tell the framework to route events to a canvas of my choise?
Even though they are all at the same "level", each canvas is still drawn on top of the other. The last one to get drawn is the one listed lowest in the XAML view. The one listed lowest is also the first one to have a chance at capturing input. Changing the ZIndex does change the order in which they're drawn but I don't believe it changes the order in which input is processed.
You should be able to stop all of the ones you don't want from processing input by setting their IsHitTestVisible property to false. If that didn't work, I'm interested in knowing which events are still making it through.
I have an application that loads a XAML file, and shows it in a ContentControl. What I also want to implement is a way to go over the XAML code that was loaded to the control and populate a listbox with the names of the Canvases I find.
The main task of this tiny application is to enable the user to change colors of specific canvases and their elements. Meaning that I have, for example 10 canvases, each containing some <Path> elements. I want to give the user a list of the canvases that were found in the XAML code, and for each canvas the user will be able to change its fill color (for example), if the user changes the fill color of a specific canvas, the child elements of that canvas will change their "Fill" attribute to the selected color as well.
I didn't find a way to iterate through the Canvases or the Path elements, so if anyone have a way to do this I would be glad to hear.
Thanks!
You seem to need to traverse the logical children tree of a given control. For this, you need to use LogicalChildren property recursively.
You can find more information on the element trees in WPF here.
I have created a custom panel that renders like a canvas renders it's children. I would like that 2 elements that hit each other (ie. touch each other somewhere) get replaced by another control that allows custom rendering of these elements near each other and for example puts them in a context menu.
I have code that can correctly detect these hits, however, I cannot seem to replace the elements by other elements, as the panel is always drawing the items in InternalChildren array.
I cannot do this hit testing before they get to the panel. As they come from a view that can be grouped and due to zooming in and out (which effects the positions/sizes of the children), won't know which elements collide until measuring of the panel happens.
Is there any way to let the panel render other elements than those that are in the InternalChildren array?
EDIT: image
http://www.imagedump.nl/img827/2849/12unled.png
Note that I do not care if block C get's replaced by another component or not, so if replacing it with a merged block is easier (which I think it will be), do so.