Normally I use "\n" to add extra information in an inputdialog window.
p.e.
let myvar = "How many characters do you want to add? \n (max. 10)"
let f = inputdialog(myvar)
The break works fine.
but when I add a variable in the text, the break doesn't work anymore:
let myvar = 'How many ' .a:type. ' do you want to add? \n (max. 10)'
let f = inputdialog(myvar)
The variable is a:type is inserted well but the break doesn't work. Why?
Neither of you examples work: you should have been using double strokes instead of single.
Related
I have been looking for a solution everywhere on the internet but nowhere I can see a single script which lets me read the name of a variable as a string in Godot 3.1
What I want to do:
Save path names as variables.
Compare the name of the path variable as a string to the value of another string and print the path value.
Eg -
var Apple = "mypath/folder/apple.png"
var myArray = ["Apple", "Pear"]
Function that compares the Variable name as String to the String -
if (myArray[myposition] == **the required function that outputs variable name as String**(Apple) :
print (Apple) #this prints out the path.
Thanks in advance!
I think your approach here might be a little oversimplified for what you're trying to accomplish. It basically seems to work out to if (array[apple]) == apple then apple, which doesn't really solve a programmatic problem. More complexity seems required.
First, you might have a function to return all of your icon names, something like this.
func get_avatar_names():
var avatar_names = []
var folder_path = "res://my/path"
var avatar_dir = Directory.new()
avatar_dir.open(folder_path)
avatar_dir.list_dir_begin(true, true)
while true:
var avatar_file = avatar_dir.get_next()
if avatar_file == "":
break
else:
var avatar_name = avatar_file.trim_suffix(".png")
avatar_names.append(avatar_name)
return avatar_names
Then something like this back in the main function, where you have your list of names you care about at the moment, and for each name, check the list of avatar names, and if you have a match, reconstruct the path and do other work:
var some_names = ["Jim","Apple","Sally"]
var avatar_names = get_avatar_names()
for name in some_names:
if avatar_names.has(name):
var img_path = "res://my/path/" + name + ".png"
# load images, additional work, etc...
That's the approach I would take here, hope this makes sense and helps.
I think the current answer is best for the approach you desire, but the performance is pretty bad with string comparisons.
I would suggest adding an enumeration for efficient comparisons. unfortunately Godot does enums differently then this, it seems like your position is an int so we can define a dictionary like this to search for the index and print it out with the int value.
var fruits = {0:"Apple",1:"Pear"}
func myfunc():
var myposition = 0
if fruits.has(myposition):
print(fruits[myposition])
output: Apple
If your position was string based then an enum could be used with slightly less typing and different considerations.
reference: https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#enums
Can't you just use the str() function to convert any data type to stirng?
var = str(var)
I am trying to add some string values to a list in Velocity. When I run the code it works alright. But the line where it adds the value prints true. Is it always like that in Velocity? I am new to Velocity templates, so cant figure it out myself.
#set ($uniqueInterfaces = [])
#if($ipv4interfaceName == $ipv6interfaceName)
$uniqueInterfaces.add($ipv4interfaceName)
#end
Its part of larger code with a nested foreach. It has two matches in it, so the output is:
true
true
I do not need this true being printed at all!
Java's List#add method returns boolean, that's why this return value is printed in your html output.
You can hide it simply by assigning the output of the add method to a dummy variable:
#set ($uniqueInterfaces = [])
#if($ipv4interfaceName == $ipv6interfaceName)
#set ($swallow = $uniqueInterfaces.add($ipv4interfaceName))
#end
I'm making like a "mini programming language" in visual basic.
Mostly just for practice and for fun.
I just have one problem. I want to make a commenting system.
I got an idea how it would work, but i don't know how to do it.
So this is what i want to do:
I want to start to select all text from //
So for example, if i write:
print = "Hello World!"; //This is a comment!
it will select everything from the // so it will select
//This is a comment!
Then i would just replace the selected text with nothing.
You can use String.IndexOf + Substring:
Dim code = "Dim print = ""Hello World!""; //This is a comment!"
Dim indexOfComment = code.IndexOf("//")
Dim comment As String = Nothing
If indexOfComment >= 0 Then comment = code.Substring(indexOfComment)
If you want the part before the comment dont use String.Replace but also Substring or Remove:
code.Substring(0, indexOfComment)
I want to set alignment to list items by writing this code -
ListItem alignJustifiedListItem =
new ListItem(bundle.getString(PrintKeys.AckProcess), normalFont8);
alignJustifiedListItem.setAlignment(Element.ALIGN_JUSTIFIED);
I see this doesn't make any change on alignment (defaulted as left aligned). Changing it to
alignJustifiedListItem.setAlignment(Element.ALIGN_JUSTIFIED_ALL); is actually working but then the last line of the content also expands (as mentioned in doc, as well)
I dont understand when ListItem extends Paragraph, how setAlignment() behaviour can change. I don't see any overriding as well.
Please take a look at the ListAlignment example.
In this example, I create a list with three list items of which I set the alignment to ALIGN_JUSTIFIED:
List list = new List(List.UNORDERED);
ListItem item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
text = "a b c align ";
for (int i = 0; i < 5; i++) {
text = text + text;
}
item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
text = "supercalifragilisticexpialidocious ";
for (int i = 0; i < 3; i++) {
text = text + text;
}
item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
document.add(list);
If you look at the result, you can see that the alignment works as expected:
I deliberately introduced a very long word such as "supercalifragilisticexpialidocious" to show you that all lines but the last are indeed justified.
Update:
In a comment, you claim that the alignment is wrong when you introduce the \ character, and you want me to fix iText. However, there is nothing to fix.
I have adapted the original example like this:
text = "a b c align ";
for (int i = 0; i < 5; i++) {
text = text + "\\" + text;
}
item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
text = "supercalifragilisticexpialidocious ";
text = text + text;
text = text + text;
text = text + "\n" + text;
item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
In the first case, I have introduce the \ character. This didn't change anything to the behavior of the ListItem. In the second case, I introduce a newline character. The result was as expected: a newline character was introduced and the last line of every "paragraph" that was defined by the newline character was indeed not justified. That is what one would normally expect. I would introduce a bug if I would change this.
This is the screen shot of the result:
The introduction of the '\' character in the lines with "a b c align " doesn't have any effect on the alignment. The introduction of the newline half way the "supercalifragilisticexpialidocious " part breaks the list item in two parts. The final line of each part is not justified, which is the desired behavior.
If you do not want this desired behavior, you have to parse the content first and remove all newlines characters (carriage return and line feed).
Update:
In a new comment, you mention the '\' character as an escape character for the ''' character (actually the \' character). I have adapted the original example once more:
text = "a b c\' align ";
for (int i = 0; i < 5; i++) {
text = text + text;
}
item = new ListItem(text);
item.setAlignment(Element.ALIGN_JUSTIFIED);
list.add(item);
The result looks like this:
The text is justified correctly. However, I can imagine that problems can occur if you handle Strings with escape characters incorrectly. In this case, the '\'' character was hardcoded. If you obtain the String from a database and you read that String incorrectly, then you can have strange results. Especially from my days as a PHP developer, I remember instances where a single quote ended up to be stored like this '\\\'' in a database if you didn't watch out.
I want to assign the TextBlock's Text in my code behind and display it on the screen. It might contain new line character also. But somehow the TextBlock is not printing that character. I have used the following combinations in my text to print the new line character
\n
\r\n
Has anyone done this? can you help me?
In XAML you can do like this
<TextBlock>Hello how are you?<LineBreak/>I'm fine</TextBlock>
In code you can do like this
textBlock.Text = "Hello how are you?\nI'm fine.";
Both are working for me.
Edited
For your scenario you can do this
string str = #"Hello how are you?\nI'm fine.";//This is your actual string containing \n as character
or in your case
string str = _arr[index];
str = str.Replace(#"\n", "\n");
Replace "\n" string with new line character.
P.S. It will create problem where you actually want to show \n string instead of new line character.