Use autolayout in OnGUI_Keys_LanguageTranslations
8 years 2 months ago #1789
by flassari
Use autolayout in OnGUI_Keys_LanguageTranslations was created by flassari
I'm embedding LocalizationEditor.OnGUI_Keys_Languages(..) into my own inspectors and it overflows when it's not a top level element.
I've fixed it by replacing line 289 in LocalizationEditor_Terms_Description.cs:with
Unity's EditorGUILayout's auto sizing handles the sizing just fine for all occasions, there's no need to explicitly set the size there.
I've fixed it by replacing line 289 in LocalizationEditor_Terms_Description.cs:
Translation = EditorGUILayout.TextArea(Translation, LocalizationEditor.Style_WrapTextField, GUILayout.Width(Screen.width-260 - (autoTranslated ? 20 : 0)));
Translation = EditorGUILayout.TextArea(Translation, LocalizationEditor.Style_WrapTextField);
Unity's EditorGUILayout's auto sizing handles the sizing just fine for all occasions, there's no need to explicitly set the size there.
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8 years 2 months ago #1791
by Frank
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Replied by Frank on topic Use autolayout in OnGUI_Keys_LanguageTranslations
Hi,
Forcing the width value was used for correctly displaying the Auto-Translated button/Flag, That was breaking the default alignment.
However, that flag was removed in one of the latest versions, so I should be able to remove that code as well and use the default sizing.
I will test this further and if so, update the code.
Thanks,
Frank
Forcing the width value was used for correctly displaying the Auto-Translated button/Flag, That was breaking the default alignment.
However, that flag was removed in one of the latest versions, so I should be able to remove that code as well and use the default sizing.
I will test this further and if so, update the code.
Thanks,
Frank
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Are you Please lets us know how to improve it!
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