Type Index Pages
- BillboardGui
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
- TextButton
- TextLabel
- UIAspectRatioConstraint
- UIGradient
- UIGridLayout
- UIListLayout
- UIPadding
- UIPageLayout
- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
- PluginAction
- PluginGui
- PluginGuiService
- PluginManager
- PluginMenu
- PluginMouse
- PluginToolbar
- PluginToolbarButton
- QWidgetPluginGui
- Selection
- StandalonePluginScripts
- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
- PhysicsService
- AdService
- TextService
- MarketplaceService
- TeleportService
- Accoutrement
- GamePassService
- AssetService
- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
- LuaSettings
- RenderSettings
- AnimationTrack
- PhysicsSettings
- NetworkSettings
- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
- DebuggerBreakpoint
- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
- ScriptService
- FlagStandService
- VirtualUser
- SpawnerService
- TimerService
- CookiesService
- Team
- GroupService
- StarterGear
- Message
- PlayerScripts
- Configuration
- ContentProvider
- CollectionService
- Debris
- ReplicatedFirst
- ServerStorage
- ReplicatedStorage
- Folder
- TweenService
- Players
- ContextActionService
- StarterPlayerScripts
- SoundService
- KeyframeSequenceProvider
- VRService
- PluginGuiService
- Player
- Teams
- Pose
- Keyframe
- KeyframeSequence
- IntConstrainedValue
- DoubleConstrainedValue
- ForceField
- RayValue
- Fire
- Smoke
- Sparkles
- ParticleEmitter
- IntValue
- StringValue
- NumberValue
- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
- Sound
- Selection
- BadgeService
- TaskScheduler
- GlobalDataStore
- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
- ReflectionMetadataEvents
- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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FillEmptySpaceRows
FillEmptySpaceRows determines whether cells’ Y size are set such that the entire vertical space of the parent UI element is used. Enabling this is useful for making sure your table takes up a more easily predictable amount of vertical space (the Y-axis size of the parent UI element). It is still possible that a UISizeConstraint
applied to cells will cause underflow/overflow.
When enabling this property, the row heights will be approximately equal to the parent’s GuiBase2d/AbsoluteSize
.Y component divided by the number of rows (not accounting for padding or other factors).
Code Samples
Build UI Table
This code sample builds a table of 4 rows, the first having headers. It does this using some for-loops and a UITableLayout
. The widths of each column are set using UISizeConstraint
s.
local frame = script.Parent -- Table data local headerWidth = {200, 80, 80} local headers = { "Name", "Job", "Cash"} local data = { {"Bob", "Waiter", 100}, {"Lisa", "Police", 200}, {"George", "-", 50}, } -- First, build the table layout local uiTableLayout = Instance.new("UITableLayout") uiTableLayout.FillDirection = Enum.FillDirection.Vertical uiTableLayout.HorizontalAlignment = Enum.HorizontalAlignment.Center uiTableLayout.VerticalAlignment = Enum.VerticalAlignment.Center uiTableLayout.FillEmptySpaceColumns = false uiTableLayout.FillEmptySpaceRows = false uiTableLayout.Padding = UDim2.new(0, 5, 0, 5) uiTableLayout.SortOrder = Enum.SortOrder.LayoutOrder frame.Size = UDim2.new(0, 0, 0, 40) -- The Size of the parent frame is the cell size uiTableLayout.Parent = frame -- Next, create column headers local headerFrame = Instance.new("Frame", frame) headerFrame.Name = "Headers" for i = 1, #headers do local headerText = headers[i] local headerCell = Instance.new("TextLabel", headerFrame) headerCell.Text = headerText headerCell.Name = headerText headerCell.LayoutOrder = i local headerSize = Instance.new("UISizeConstraint") headerSize.MinSize = Vector2.new(headerWidth[i], 0) headerSize.Parent = headerCell end -- Finally, add data rows by iterating over each row and the columns in that row for row = 1, #data do local rowData = data[row] local rowFrame = Instance.new("Frame", frame) rowFrame.Name = "Row" .. row for col = 1, #data[row] do local cellData = rowData[col] local cell = Instance.new("TextLabel", rowFrame) cell.Text = cellData cell.Name = headers[col] cell.TextXAlignment = Enum.TextXAlignment.Left if tonumber(cellData) then -- If this cell is a number, right-align it instead cell.TextXAlignment = Enum.TextXAlignment.Right end cell.ClipsDescendants = true end end
When run, this code should build a table within the parent UI element. It will have 4 rows, each having data except the first which contains headers.
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