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  • Making a mini paint area in AS3/Flex4

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

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  • Trying to draw a Rectangle to a Custom Container in Flex4/AS3

    - by Parris
    So below is the code I have so far. For now I simply want to make it draw a square and have it show up. Right now when I click the area defined in MXML as <components:PaintArea width="100%" height="100%" id="paint-a"></PaintArea> it shows nothing; however, the actionlistener is getting triggered and an element is being added to the group. Not sure exactly what is going on... perhaps for some reason it doesn't think the element is drawable? Anyways thanks for the help! public class PaintArea extends SkinnableContainer { private var canvas:Group; public function PaintArea() { super(); canvas = new Group(); canvas.clipAndEnableScrolling = true; canvas.percentHeight = 100; canvas.percentWidth = 100; canvas.addEventListener(MouseEvent.MOUSE_UP,drawRectangle); this.addElement(canvas); } private function drawRectangle(e:MouseEvent):void{ var r:Rect = new Rect(); r.fill = new SolidColor(0x00ff00,.5); canvas.addElement(r); } }

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  • How to HitTest in a WPF Grid Panel to find column index.

    - by John
    Hi. We need to create a "timeline" feature where a user is allowed to drag and draw "time spans" into a WPF grid (we thought this better than a Canvas since it has resizing capabilities). Each span spans multiple columns, but only one row. We utilize the PreviewMouseDown/Up/Move events to see when the user clicks, drags, and releases the mouse. On the "Down" we create a new rectangle and on the "Move" we resize the rectangle, settings its ColumnSpan property to the correct value every time the mouse enteres the next column. At this point the grid has 48 1-star-sized columns. How do we find out which column the user has clicked on? Right now we are unable to find the column using the VisualTreeHelper.HitTest function. We would like to position the rectangle correctly via Grid.SetColumn(rect, X) and then resize it as needed using Grid.SetColumnSpan(rect, Y) Has anyone done something like this before and can help us? Or, is there a better way to draw what we need? Thanks.

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  • Generate BitmapSource from UIElement

    - by Joel
    I am attempting to generate a BitmapFrame that is based on a UIElement. Here is my function: private BitmapFrame RenderToBitmap2() { RenderTargetBitmap renderBitmap = new RenderTargetBitmap(200, 200, 96, 96, PixelFormats.Pbgra32); DrawingVisual drawingVisual = new DrawingVisual(); DrawingContext drawingContext = drawingVisual.RenderOpen(); VisualBrush aVisualBrush = new VisualBrush(GenerateTestStackPanel()); drawingContext.DrawRectangle(aVisualBrush, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); drawingContext.Close(); renderBitmap.Render(drawingVisual); return BitmapFrame.Create(renderBitmap); } For testing and debugging purposes, I am using an additional function that creates a simple StackFrame that should create a valid visual element that can be represented: private StackPanel GenerateTestStackPanel() { // Create a red Ellipse. Ellipse myEllipse = new Ellipse(); myEllipse.Fill = Brushes.Green; myEllipse.StrokeThickness = 2; myEllipse.Stroke = Brushes.Black; // Set the width and height of the Ellipse. myEllipse.Width = 200; myEllipse.Height = 200; // Add the Ellipse to the StackPanel. StackPanel myStackPanel = new StackPanel(); myStackPanel.Children.Add(myEllipse); return myStackPanel; } For some reason, the VisualBrush is not being rendered in the DrawRetangle(...) function. I can see the green border but nothing else. In addition, if I swap out the VisualBrush with a standard brush, it works great: drawingContext.DrawRectangle(Brushes.Plum, new Pen(Brushes.Green, 2), new Rect(new Size(150, 150))); Thanks in advance! -Joel

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  • drawing different quartz 2d

    - by Cosizzle
    Hello, I'm trying to make a small application or demo thats a tab bar application. Each bar item loads in a new view. I've created a quartzView class that is called on by the controller: - (void)viewDidLoad { quartzView *drawingView = [[quartzView alloc] initWithFrame:CGRectMake(0,0,320,480)]; [self.view addSubview:drawingView]; [super viewDidLoad]; } From my understanding, the drawRect method must be triggered in order to render the object and to draw it. This is my quartzView class: #import "quartzView.h" @implementation quartzView #pragma mark shapes // Blue Circle - (void)drawRect:(CGRect)rect { NSLog(@"Trying to draw..."); CGContextRef ctx = UIGraphicsGetCurrentContext(); //get the current context CGContextClearRect(ctx, rect); //clear off the screen //draw a red square CGContextSetRGBFillColor(ctx, 255, 0, 0, 1); CGContextFillRect(ctx, CGRectMake(10, 10, 50, 50)); } // ==================================================================================================== #pragma mark - - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)dealloc { [super dealloc]; } @end So how would I go about to say, if the view is view one, draw a square if it's view two draw a circle. And so on.

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  • Is it possible to create a custom, animated MKAnnotationView?

    - by smountcastle
    I'm trying to simulate the user location animation in MapKit (where-by the user's position is represented by a pulsating blue dot). I've created a custom subclass of MKAnnotationView and in the drawRect method I'm attempting to cycle through a set of colors. Here's a simpler implementation of what I'm doing: - (void)drawRect:(CGRect)rect { float magSquared = event.magnitude * event.magnitude; CGContextRef context = UIGraphicsGetCurrentContext(); if (idx == -1) { r[0] = 1.0; r[1] = 0.5; r[2] = 0; b[0] = 0; b[1] = 1.0; b[2] = 0.5; g[0] = 0.5; g[1] = 0; g[2] = 1.0; idx = 0; } // CGContextSetRGBFillColor(context, 1.0, 1.0 - magSquared * 0.015, 0.211, .6); CGContextSetRGBFillColor(context, r[idx], g[idx], b[idx], 0.75); CGContextFillEllipseInRect(context, rect); idx++; if (idx > 3) idx = 0; } Unfortunately this just causes the annotations to be one of the 3 different colors and doesn't cycle through them. Is there a way to force the MKAnnotations to continually redraw so that it appears to be animated?

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  • Changing font size of legend title in Python pylab rose/polar plot

    - by LaurieW
    I'm trying to change the font size of the title of an existing legend on a rose, or 'polar', plot. Most of the code was written by somebody else, who is away. I've added:- ax.legend(title=legend_title) setp(l.get_title(), fontsize=8) to add the title 'legend_title', which is a variable that the user enters a string for in a a different function that uses this code. The second line of this doesn't return an error but doesn't appear to do anything either. The complete code is below. 'Rose' and 'RoseAxes' are modules/functions written by somebody. Does anyone know of a way to change the legend title font size? I've found some examples for normal plots but can't find any for rose/polar plots. from Rose.RoseAxes import RoseAxes from pylab import figure, title, setp, close, clf from PlotGeneration import color_map_xml fig = figure(1) rect = [0.02, 0.1, 0.8, 0.8] ax = RoseAxes(fig, rect, axisbg='w') fig.add_axes(ax) if cmap == None: (XMLcmap,colors) = color_map_xml.get_cmap('D:/HRW/VET/HrwPyLibs/ColorMapLibrary/paired.xml',255) else: XMLcmap = cmap bqs = kwargs.pop('CTfigname', None) ax.box(Dir, U, bins = rose_binX, units = unit, nsector = nsector, cmap = XMLcmap, lw = 0, **kwargs ) l = ax.legend() ax.legend(title=legend_title) setp(l.get_texts(), fontsize=8) setp(l.get_title(), fontsize=8) Thanks for any help

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  • CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

    - by srikanth rongali
    My code is in cocos2d. I am getting this error in my code. To get the fast animation I used CCSpriteSheet CCSpriteSheet *danceSheet = [CCSpriteSheet spriteSheetWithFile:@"new1.png"]; [self addChild:danceSheet]; CCSprite *danceSprite = [CCSprite spriteWithTexture:danceSheet.texture rect:CGRectMake(0, 0, 119, 320)]; [danceSheet addChild:danceSprite]; danceSprite.position = ccp(danceSprite.contentSize.width/2,danceSprite.contentSize.height/2); CCAnimation *danceAnimation = [CCAnimation animationWithName:@"dance" delay:0.1f]; int frameCount = 0; for (int x = 0; x < 13; x++) { // create an animation frame CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:danceSheet.texture rect:CGRectMake(x*119,0,119,320) offset:ccp(0,0)]; [danceAnimation addFrame:frame]; frameCount++; NSLog(@"frameCount value: %d", frameCount); if (frameCount == 13) break; } CCAnimate *danceAction = [CCAnimate actionWithAnimation:danceAnimation restoreOriginalFrame:NO ]; [danceSprite runAction:danceAction]; But when I touched the screen it is giving the error CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet

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  • Python class variables not defined with called from outside module

    - by Jimmy
    I am having some issues with calling a function outside of a module. The scenario is I have a small class library that is using turtle to do some drawing, the function within the module calls the classes also within the module and draws things, etc. This all works fine and dandy when I call the function from within the same file, but if I have another file and call myLib.scene() I get variable undefined errors. Code examples: a class class Rectangle(object): def __init__(self, pen, height=100, width=100, fillcolor=''): self.pen = pen self.height = height self.width = width self.fillcolor = fillcolor def draw(self, x, y): '''draws the rectangle at coordinates x and y''' self.pen.goto(x, y) if self.fillcolor: self.pen.fillcolor(self.fillcolor) self.pen.fill(True) self.pen.down() for i in range(0,4): self.pen.forward(self.height if i%2 else self.width) self.pen.left(90) and the calling function is this def scene(pen): rect = Rectangle(pen) rect.draw(100,100) when I put the line scene(turtle.Turtle()) into the same file I have no issues, the rectangle is drawn and everyone goes home happy. However, if I try to call it from a separate python file like so: myLib.scene(turtle.Turtle()) I get an error: NameError: global name 'pen' is not defined, in the for loop of my draw method. Even if the line above is in the same file it still bombs out. What is going on?

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  • How i zoom perticular part of UIScrollView?

    - by Rajendra Bhole
    HI, I develop an application in which i want to implement the splash screen, on that splash screen i want to bind the scrollView and UIImage. My code as follow, -(void)splashAnimation{ window = [[UIWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 420)]; //scrollView = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; scrollView = [[UIScrollView alloc] initWithFrame:[window bounds]]; scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; [scrollView setDelegate:self]; //[scrollView release]; } - (void)applicationDidFinishLaunching:(UIApplication *)application { [self splashAnimation]; [self initControllers]; [window addSubview:[mainTabBarController view]]; [window makeKeyAndVisible]; } On my given code the one blank window comes up and stay on. I want to on that blank screen bind my splash.png. *The Above problem is solved* My current code is scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; scrollView.maximumZoomScale = 4.0f; scrollView.minimumZoomScale = 1.0f; CGRect rect = CGRectMake(119, 42, 208, 166); [scrollView zoomToRect:rect animated:YES]; [scrollView setDelegate:self]; [window addSubview:scrollView]; [window makeKeyAndVisible]; i want to zoom the particular part of scrollView.

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  • Add icon on spark button skin

    - by Jerry
    Hello all I am trying to add different icon on different buttons. I have my skin file ready but not sure if I have to create different skin class for different button. It sounds inefficient. Any suggestions? Thanks for the reply... <s:Button id="pass" width="110" height="35" fontWeight="bold" fontSize="12" fontFamily="arial" label="Past Track" data="@Embed('assets/IconAirplain.png')" click="pass_clickHandler(event)" skinClass="skins.CustomSkin"/> <s:Button id="future" width="110" height="20" fontWeight="bold" fontSize="12" fontFamily="arial" label="Future Plan" click="future_clickHandler(event)" skinClass="skins.CustomSkin"/> Skin..... <!-- layer 2: fill --> <!--- @private --> <s:Rect id="fill" left="1" right="1" top="1" bottom="1" radiusX="2"> <s:fill> <s:LinearGradient rotation="90"> <s:GradientEntry color="#304fd7" color.over="#4b6bf6" color.down="0xAAAAAA" alpha="0.85" /> <s:GradientEntry color="#1f38a3" color.over="#3653cf" color.down="0x929496" alpha="0.85" /> </s:LinearGradient> </s:fill> </s:Rect> <!-- icon --> // I could add my icon here but that would make me to create //different icon image for different button

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  • Problems with QDialog in Qt

    - by Martin
    I'm using Qt for Symbian. I have some problems with a QDialog that I open from a QMenu. The QDialog shows up fine and in the QDialog I have a QDialogButtonBox with a button to Close the QDialog. BUT if I close the QDialog and then open it from the QMenu again, it will show up but the button from the QDialogButtonBox will not show up. Instead the buttons from the QMainWindow will show but they are grayed out. How can I get the QDialog buttons to show every time? Maybe I have some problems with setting focus on the QDialog? I really can't see what I'm doing wrong here. It's not much code that I use, you can try it yourself. This is my code: In QMainWindow I use the following to create the menu: QAction *menuButton = new QAction("Menu", this); menuButton->setSoftKeyRole(QAction::PositiveSoftKey); QMenu *menu = new QMenu(this); menuButton->setMenu(menu); QAction *popup = new QAction("Show popup",this); connect(popup, SIGNAL(triggered()), this, SLOT(showPopup())); menu->addAction(popup); addAction(menuButton); This shows the QDialog: void MyMainWindow::showPopup(){ TestDialog *test = new TestDialog(this); test->setAttribute(Qt::WA_DeleteOnClose); test->show(); } This is the TestDialog: TestDialog::TestDialog(QWidget *parent) : QDialog(parent) { ui.setupUi(this); QDesktopWidget* desktopWidget = QApplication::desktop(); QRect rect = desktopWidget->availableGeometry(); this->setFixedWidth(rect.width()); }

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  • Problem in cropping the UIImage using CGContext?

    - by Rajendra Bhole
    Hi, I developing the simple UIApplication in which i want to crop the UIImage (in .jpg format) with help of CGContext. The developed code till now as follows, CGImageRef graphicOriginalImage = [originalImage.image CGImage]; UIGraphicsBeginImageContext(originalImage.image.size); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGBitmapContextCreateImage(graphicOriginalImage); CGFloat fltW = originalImage.image.size.width; CGFloat fltH = originalImage.image.size.height; CGFloat X = round(fltW/4); CGFloat Y =round(fltH/4); CGFloat width = round(X + (fltW/2)); CGFloat height = round(Y + (fltH/2)); CGContextTranslateCTM(ctx, 0, image.size.height); CGContextScaleCTM(ctx, 1.0, -1.0); CGRect rect = CGRectMake(X,Y ,width ,height); CGContextDrawImage(ctx, rect, graphicOriginalImage); croppedImage = UIGraphicsGetImageFromCurrentImageContext(); return croppedImage; } The above code is worked fine but it can't crop image. The original image memory and cropped image memory i will got same(equal to original image memory). The above code is right for cropping the image?????????????????? How i cropping the image (in behind pixels should also be crop) from the center of the image???????????? I already wasting a lot of time for developing the above code , but i didn't get answer or way to find out how to crop the image.Thanks for sending me answer in advanced.

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  • UIImage Shadow Trouble

    - by Brandon Schlenker
    I'm trying to add a small shadow to an image, much like the icon shadows in the App Store. Right now I'm using the following code to round the corners of my images. Does anyone know how I can adapt it to add a small shadow? - (UIImage *)roundCornersOfImage:(UIImage *)source height:(int)height width:(int)width { int w = width; int h = height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef imageContext = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst); CGContextBeginPath(imageContext); CGRect rect = CGRectMake(0, 0, w, h); addRoundedRectToPath(imageContext, rect, 10, 10); CGContextClosePath(imageContext); CGContextClip(imageContext); CGContextDrawImage(imageContext, CGRectMake(0, 0, w, h), source.CGImage); CGImageRef imageMasked = CGBitmapContextCreateImage(imageContext); CGContextRelease(imageContext); CGColorSpaceRelease(colorSpace); return [UIImage imageWithCGImage:imageMasked]; } "addRoundedRectToPath" refers to another method that obviously rounds the corners.

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  • Android: How to get a custom view to redraw partially?

    - by Peterdk
    I have a custom view that fills my entire screen. (A piano keyboard) When a user touches the key, it would cause a invalidate() to be called and the whole keyboard gets redrawn to show the new state with a touched key. Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive. So I thought, let's look into partial redrawing. Now I call invalidate(Rect dirty) with the correct dirty region. I set my onDraw(Canvas canvas) method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all. Am I wrong in expecting that calling invalidate(Rect dirty) would "cache" the current canvas, and only "allows" drawing in the dirty region? Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"

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  • trying to draw scaled UIImage in custom view, but nothing's rendering

    - by Ben Collins
    I've created a custom view class and right now just want to draw an image scaled to fit the view, given a UIImage. I tried just drawing the UIImage.CGImage, but as others have attested to on this site (and in the docs), that renders the image upside down. So, at the suggestion of an answer I found to another question, I'm trying to draw it directly, but nothing is rendering in the view and I'm not sure why. Here's my drawing code: - (void)drawRect:(CGRect)rect { // Drawing code [super drawRect:rect]; if (self.originalImage) { [self drawImage]; } } - (void) drawImage { if (CGSizeEqualToSize(originalImage.size, self.frame.size) == NO) { CGFloat scaleFactor = 1.0; CGFloat scaledWidth = 0.0; CGFloat scaledHeight = 0.0; CGPoint thumbPoint = CGPointMake(0.0, 0.0); CGFloat widthFactor = self.frame.size.width / originalImage.size.width; CGFloat heightFactor = self.frame.size.height / originalImage.size.height; if (widthFactor < heightFactor) { scaleFactor = widthFactor; } else { scaleFactor = heightFactor; } scaledWidth = originalImage.size.width * scaleFactor; scaledHeight = originalImage.size.height * scaleFactor; if (widthFactor < heightFactor) { thumbPoint.y = (self.frame.size.height - scaledHeight) * 0.5; } else if (widthFactor > heightFactor) { thumbPoint.x = (self.frame.size.width - scaledWidth) * 0.5; } UIGraphicsBeginImageContext(self.frame.size); CGRect thumbRect = CGRectZero; thumbRect.origin = thumbPoint; thumbRect.size.width = scaledWidth; thumbRect.size.height = scaledHeight; [originalImage drawInRect:thumbRect]; self.scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } else { self.scaledImage = originalImage; } } My understanding (after studying this a bit) is that the UIGraphicsBeginImageContext function creates an offscreen for me to draw into, so now how do I render that context on top of the original one?

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  • displaying database content in wxHaskell

    - by snorlaks
    Hello, Im using tutorials from wxHaskell and want to display content of table movies in the grid. HEre is my code : {-------------------------------------------------------------------------------- Test Grid. --------------------------------------------------------------------------------} module Main where import Graphics.UI.WX import Graphics.UI.WXCore hiding (Event) import Database.HDBC.Sqlite3 (connectSqlite3) import Database.HDBC main = start gui gui :: IO () gui = do f <- frame [text := "Grid test", visible := False] -- grids g <- gridCtrl f [] gridSetGridLineColour g (colorSystem Color3DFace) gridSetCellHighlightColour g black appendColumns g (movies) -- Here is error: -- Couldn't match expected type [String]' -- against inferred typeIO [[String]]' --appendRows g (map show [1..length (tail movies)]) --mapM_ (setRow g) (zip [0..] (tail movies)) gridAutoSize g -- layout set f [layout := column 5 [fill (dynamic (widget g))] ] focusOn g set f [visible := True] -- reduce flicker at startup. return () where movies = do conn <- connectSqlite3 "Spop.db" r <- quickQuery' conn "SELECT id, title, year, description from Movie where id = 1" [] let myResult = map convRow r return myResult setRow g (row,values) = mapM_ ((col,value) - gridSetCellValue g row col value) (zip [0..] values) {-------------------------------------------------------------------------------- Library?f --------------------------------------------------------------------------------} gridCtrl :: Window a - [Prop (Grid ())] - IO (Grid ()) gridCtrl parent props = feed2 props 0 $ initialWindow $ \id rect - \props flags - do g <- gridCreate parent id rect flags gridCreateGrid g 0 0 0 set g props return g appendColumns :: Grid a - [String] - IO () appendColumns g [] = return () appendColumns g labels = do n <- gridGetNumberCols g gridAppendCols g (length labels) True mapM_ ((i,label) - gridSetColLabelValue g i label) (zip [n..] labels) appendRows :: Grid a - [String] - IO () appendRows g [] = return () appendRows g labels = do n <- gridGetNumberRows g gridAppendRows g (length labels) True mapM_ ((i,label) - gridSetRowLabelValue g i label) (zip [n..] labels) convRow :: [SqlValue] - [String] convRow [sqlId, sqlTitle, sqlYear, sqlDescription] = [intid, title, year, description] where intid = (fromSql sqlId)::String title = (fromSql sqlTitle)::String year = (fromSql sqlYear)::String description = (fromSql sqlDescription)::String What should I do to get rif of error in code above (24th line)

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  • how to rotate the Circle in DrawRect?

    - by senthilmuthu
    HI, i want to draw a circle in DrawRect through context like pie chart(took from tutorial) thorugh UITouch? i have given the code as follows,how can i rotate ? any help please? define PI 3.14159265358979323846 define snapshot_start 360 define snapshot_finish 360 static inline float radians(double degrees) { return degrees * PI / 180; } - (void)drawRect:(CGRect)rect { // Drawing code CGRect parentViewBounds = self.bounds; CGFloat x = CGRectGetWidth(parentViewBounds)/2; CGFloat y = CGRectGetHeight(parentViewBounds)*0.55; // Get the graphics context and clear it CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, rect); // define stroke color CGContextSetRGBStrokeColor(ctx, 1, 1, 1, 1.0); // define line width CGContextSetLineWidth(ctx, 4.0); // need some values to draw pie charts double snapshotCapacity =20; double rawCapacity = 100; double systemCapacity = 1; int offset = 5; double pie1_start = 315.0; double pie1_finish = snapshotCapacity *360.0/rawCapacity; double system_finish = systemCapacity*360.0/rawCapacity; CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor greenColor] CGColor])); CGContextMoveToPoint(ctx, x+2*offset, y); CGContextAddArc(ctx, x+2*offset, y, 100, radians(snapshot_start), radians(snapshot_start+snapshot_finish), 0); CGContextClosePath(ctx); CGContextFillPath(ctx); // system capacity CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor colorWithRed:15 green:165/255 blue:0 alpha:1 ] CGColor])); CGContextMoveToPoint(ctx, x+offset,y); CGContextAddArc(ctx, x+offset, y, 100, radians(snapshot_start+snapshot_finish+offset), radians(snapshot_start+snapshot_finish+system_finish), 0); CGContextClosePath(ctx); CGContextFillPath(ctx); /* data capacity */ CGContextSetFillColor(ctx, CGColorGetComponents( [[UIColor colorWithRed:99/255 green:184/255 blue:255/255 alpha:1 ] CGColor])); CGContextMoveToPoint(ctx, x, y); CGContextAddArc(ctx, x, y, 100, radians(snapshot_start+snapshot_finish+system_finish+offset), radians(snapshot_start), 0); CGContextClosePath(ctx); CGContextFillPath(ctx); }

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  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

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  • How can I create a WebBrowser control (ActiveX / IWebBrowser2) without a UI?

    - by wangminhere
    I cannot figure out how to use the WebBrowser control without having it create a window in the taskbar. I am using the IWebBrowser2 ActiveX control directly because I need to use some of the advanced features like blocking downloading JAVA/ActiveX/images etc. That apparently is not available in the WPF or winforms WebBrowser wrappers (but these wrappers do have the ability to create the control with no UI) Here is my code for creating the control: Type webbrowsertype = Type.GetTypeFromCLSID(Iid_Clsids.CLSID_WebBrowser, true); m_WBWebBrowser2 = (IWebBrowser2)System.Activator.CreateInstance(webbrowsertype); m_WBWebBrowser2.Visible = false; m_WBOleObject = (IOleObject)m_WBWebBrowser2; int iret = m_WBOleObject.SetClientSite(this); iret = m_WBOleObject.SetHostNames("me", string.Empty); tagRECT rect = new tagRECT(0, 0, 0, 0); tagMSG nullMsg = new tagMSG(); m_WBOleInPlaceObject = (IOleInPlaceObject)m_WBWebBrowser2; //INPLACEACTIVATE the WB iret = m_WBOleObject.DoVerb((int)OLEDOVERB.OLEIVERB_INPLACEACTIVATE, ref nullMsg, this, 0, IntPtr.Zero, ref rect); IConnectionPointContainer cpCont = (IConnectionPointContainer)m_WBWebBrowser2; Guid guid = typeof(DWebBrowserEvents2).GUID; IConnectionPoint m_WBConnectionPoint = null; cpCont.FindConnectionPoint(ref guid, out m_WBConnectionPoint); m_WBConnectionPoint.Advise(this, out m_dwCookie); This code works perfectly but it shows a window in the taskbar. If i omit the DoVerb(OLEDOVERB.OLEIVERB_INPLACEACTIVATE) call, then Navigating to a webpage is not working properly. Navigate() will not download everything on the page and it never fires the DocumentComplete event. If I add a DoVerb(OLEIVERB_HIDE) then I get the same behavior as if I omitted the DoVerb(OLEDOVERB.OLEIVERB_INPLACEACTIVATE) call. This seems like a pretty basic question but I couldn't find any examples anywhere.

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  • cocoa hello world screensaver

    - by RW
    I have been studying NSView and as such I thought I would give a shot at a screen saver. I have been able to display and image in an NSView but I can't seen to modify this example code to display a simple picture in ScreenSaverView. http://www.mactech.com/articles/mactech/Vol.20/20.06/ScreenSaversInCocoa/ BTW great tutorial that works with Snow Leopard. I would think to simply display an image I would need something that looked like this... What am I doing wrong? // // try_screensaverView.m // try screensaver // #import "try_screensaverView.h" @implementation try_screensaverView - (id)initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview { self = [super initWithFrame:frame isPreview:isPreview]; if (self) { [self setAnimationTimeInterval:1]; //refresh once per sec } return self; } - (void)startAnimation { [super startAnimation]; NSString *path = [[NSBundle mainBundle] pathForResource:@"leaf" ofType:@"JPG" inDirectory:@""]; image = [[NSImage alloc] initWithContentsOfFile:path]; } - (void)stopAnimation { [super stopAnimation]; } - (void)drawRect:(NSRect)rect { [super drawRect:rect]; } - (void)animateOneFrame { ////////////////////////////////////////////////////////// //load image and display This does not scale the image NSRect bounds = [self bounds]; NSSize newSize; newSize.width = bounds.size.width; newSize.height = bounds.size.height; [image setSize:newSize]; NSRect imageRect; imageRect.origin = NSZeroPoint; imageRect.size = [image size]; NSRect drawingRect = imageRect; [image drawInRect:drawingRect fromRect:imageRect operation:NSCompositeSourceOver fraction:1]; } - (BOOL)hasConfigureSheet { return NO; } - (NSWindow*)configureSheet { return nil; } @end

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  • Custom UILabel does not show text.

    - by Oscar
    Hi! I've made an custom UILabel class in which i draw a red line at the bottom of the frame. The red line is showing but i cant get the text to show. #import <UIKit/UIKit.h> @interface LetterLabel : UILabel { } @end #import "LetterLabel.h" @implementation LetterLabel - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)drawRect:(CGRect)rect { CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.0); CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 1.0); CGContextBeginPath(UIGraphicsGetCurrentContext()); CGContextMoveToPoint(UIGraphicsGetCurrentContext(), 0.0, self.frame.size.height); CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.frame.size.width, self.frame.size.height); CGContextStrokePath(UIGraphicsGetCurrentContext()); } - (void)dealloc { [super dealloc]; } @end #import <UIKit/UIKit.h> #import "Word.h" @interface WordView : UIView { Word *gameWord; } @property (nonatomic, retain) Word *gameWord; @end @implementation WordView @synthesize gameWord; - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { self.backgroundColor = [UIColor whiteColor]; LetterLabel *label = [[LetterLabel alloc] initWithFrame:CGRectMake(0, 0, 20, 30)]; label.backgroundColor = [UIColor cyanColor]; label.textAlignment = UITextAlignmentCenter; label.textColor = [UIColor blackColor]; [label setText:@"t"]; [self addSubview:label]; } return self; } - (void)drawRect:(CGRect)rect { // Drawing code } - (void)dealloc { [gameWord release]; [super dealloc]; } @end

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  • iPhone Rendering Question

    - by slythic
    Hi all, I'm new to iPhone/Objective-C development. I "jumped the gun" and started reading and implementing some chapters from O'Reilly's iPhone Development. I was following the ebook's code exactly and my code was generating the following error: CGContextSetFillColorWithColor: invalid context CGContextFillRects: invalid context CGContextSetFillColorWithColor: invalid context CGContextGetShouldSmoothFonts: invalid context However, when I downloaded the sample code for the same chapter the code is different. Book Code: - (void) Render { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } Actual Project Code from the website (works): - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { CGContextRef g = UIGraphicsGetCurrentContext(); //fill background with gray CGContextSetFillColorWithColor(g, [UIColor grayColor].CGColor); CGContextFillRect(g, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)); //draw text in black. CGContextSetFillColorWithColor(g, [UIColor blackColor].CGColor); [@"O'Reilly Rules!" drawAtPoint:CGPointMake(10.0, 20.0) withFont:[UIFont systemFontOfSize:[UIFont systemFontSize]]]; } What is it about these lines of code that make the app render correctly? - (void) Render { [self setNeedsDisplay]; //this sets up a deferred call to drawRect. } - (void)drawRect:(CGRect)rect { Thanks in advance for helping out a newbie!

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  • Can I print an HTMLLoader (pdf) in Adobe Air?

    - by Stephano
    I'm using AlivePDF to create a PDF file, then save it to the desktop. I can then use an HTMLLoader to display my lovely PDF file. Now, the print button in Adobe Reader works fine. However, there will be young children using the app, so I'd like to have a big "Print" button right above it. I figured I could just start up a print job and feed it my HTMLLoader. Am I doing something wrong here, cause I can't seem to get any output? note: variable "stuff" below is my HTMLLoader. I also have access to the PDF file if that comes in handy. private function print():void { var myPrintJob:PrintJob=new PrintJob(); var result:Boolean=myPrintJob.start(); if (result && stuff != null) { var rect:Rectangle=new Rectangle(0, 0, 2550, 3300); var opt:PrintJobOptions=new PrintJobOptions(true); myPrintJob.addPage(stuff, rect, opt); myPrintJob.send(); } else { //User does not have printer or user canceled print action } }

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  • Can I print an HTMLLoader (pdf) in Adobe Air?

    - by Stephano
    I'm using AlivePDF to create a PDF file, then save it to the desktop. I can then use an HTMLLoader to display my lovely PDF file. Now, the print button in Adobe Reader works fine. However, there will be young children using the app, so I'd like to have a big "Print" button right above it. I figured I could just start up a print job and feed it my HTMLLoader. Am I doing something wrong here, cause I can't seem to get any output? note: variable "stuff" below is my HTMLLoader. I also have access to the PDF file if that comes in handy. private function print():void { var myPrintJob:PrintJob=new PrintJob(); var result:Boolean=myPrintJob.start(); if (result && stuff != null) { var rect:Rectangle=new Rectangle(0, 0, 2550, 3300); var opt:PrintJobOptions=new PrintJobOptions(true); myPrintJob.addPage(stuff, rect, opt); myPrintJob.send(); } else { //User does not have printer or user canceled print action } }

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