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  • Flash as3 smooth threshold

    - by arkzai
    hello, I'm building a flash app that pulls images from flickr and removes the white background I'm dong this using threshold and i get a really ragged outcome is there any way to get a better and smoother color key? thanks photoNumber = Math.floor(Math.random() * (photos.length)); loader.load(new URLRequest(photos[photoNumber].path)); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,draw); trace ( "trying to load photo " + photoNumber ); function draw(e:Event) { trace ("show photo " + photoNumber) var W:int=e.target.content.width; var H:int=e.target.content.height; bitmapdata=new BitmapData(W,H); bitmap=new Bitmap(bitmapdata); bitmapdata.draw(e.target.content); var threshold:uint = 0xF9F8F800; var color:uint = 0x00000000; var maskColor:uint = 0x00FF0000; bitmapdata.threshold(bitmapdata,new Rectangle(0,0,W,H),new Point(0,0),">", threshold, color, maskColor, true); bitmap.smoothing = true; //bitmap.scaleX = bitmap.scaleY = 0.99; // <---- imgHolder.addChild(bitmap); } }

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  • randomized quicksort: probability of two elements comparison?

    - by bantu
    I am reading "Probability and Computing" by M.Mitzenmacher, E.Upfal and I have problems understanding how the probability of comparison of two elements is calculated. Input: the list (y1,y2,...,YN) of numbers. We are looking for pivot element. Question: what is probability that two elements yi and yj (ji) will be compared? Answer (from book): yi and yj will be compared if either yi or yj will be selected as pivot in first draw from sequence (yi,yi+1,...,yj-1,yj). So the probablity is: 2/(y-i+1). The problem for me is initial claim: for example, picking up yi in the first draw from the whole list will cause the comparison with yj (and vice-versa) and the probability is 2/n. So, rather the "reverse" claim is true -- none of the (yi+1,...,yj-1) elements can be selected beforeyi or yj, but the "pool" size is not fixed (in first draw it is n for sure, but on the second it is smaller). Could someone please explain this, how the authors come up with such simplified conclusion? Thank you in advance

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  • accessing object variables in javascript

    - by user1452370
    So, I just started javascript and everything was working fine till i came to objects. This peace of code is supposed to create a bouncing ball in a html canvas with javascript but it doesn't work. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); //clear function clear() { ctx.clearRect(0, 0, canvas.width, canvas.height); } here is my ball object //ball var ball = { x: canvas.width / 2, getX: function() { return x; }, setX: function(a) { x = a; }, y: canvas.height / 2, getY: function() { return y; }, setY: function(a) { y = a; }, mx: 2, getMx: function() { return mx; }, my: 4, getMy: function() { return my; }, r: 10, getR: function() { return r; } }; code to draw my ball function drawBall() { ctx.beginPath(); ctx.arc(ball.getX, ball.getY, ball.getR, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } function circle(x, y, r) { ctx.beginPath(); ctx.arc(x, y, r, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } //draws ball and updates x,y cords function draw() { clear(); drawBall(); if (ball.getX() + ball.getMx() >= canvas.width || ball.getX()+ ball.getMx() <= 0) { ball.setMx(-ball.getMx()); } if (ball.getY() + ball.getMy() >= canvas.height|| ball.getY()+ ball.getMy() <= 0) { ball.setMy(-ball.getMy()); } ball.setX(ball.getX() + ball.getMx()); ball.setY(ball.getY() + ball.getMy()); } set interval function init() { return setInterval(draw, 10); } init();

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  • Modifying and Manipulating a interactive bezier curve

    - by rachel
    This is a homework question and I'm having a lot of trouble with it - I've managed to do some of it but still cant finish it - can i Please get some help. Q1. Bezier Curves The following example allows you to interactively control a bezier curve by dragging the control points Cubic.java Replace the call to draw the cubic shape (big.draw(cubic)), by your own function to draw a bezier by the recursive split method. Finally, add the ability to create a longer Bezier curve by adding more control points to create a second curve. Cubic.java import java.awt.*; import javax.swing.*; import java.awt.event.*; import java.applet.Applet; import java.awt.geom.*; import java.awt.image.BufferedImage; public class Cubic extends JApplet{ static protected JLabel label; CubicPanel cubicPanel; public void init(){ //Initialize the layout. getContentPane().setLayout(new BorderLayout()); cubicPanel = new CubicPanel(); cubicPanel.setBackground(Color.white); getContentPane().add(cubicPanel); label = new JLabel("Drag the points to adjust the curve."); getContentPane().add("South", label); } public static void main(String s[]) { JFrame f = new JFrame("Cubic"); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) {System.exit(0);} }); JApplet applet = new Cubic(); f.getContentPane().add(applet, BorderLayout.CENTER); applet.init(); f.setSize(new Dimension(350,250)); f.setVisible(true); } } class CubicPanel extends JPanel implements MouseListener, MouseMotionListener{ BufferedImage bi; Graphics2D big; int x, y; Rectangle area, startpt, endpt, onept, twopt, rect; CubicCurve2D.Double cubic = new CubicCurve2D.Double(); Point2D.Double start, end, one, two, point; boolean firstTime = true; boolean pressOut = false; public CubicPanel(){ setBackground(Color.white); addMouseMotionListener(this); addMouseListener(this); start = new Point2D.Double(); one = new Point2D.Double(); two = new Point2D.Double(); end = new Point2D.Double(); cubic.setCurve(start, one, two, end); startpt = new Rectangle(0, 0, 8, 8); endpt = new Rectangle(0, 0, 8, 8); onept = new Rectangle(0, 0, 8, 8); twopt = new Rectangle(0, 0, 8, 8); } public void mousePressed(MouseEvent e){ x = e.getX(); y = e.getY(); if(startpt.contains(x, y)){ rect = startpt; point = start; x = startpt.x - e.getX(); y = startpt.y - e.getY(); updateLocation(e); } else if(endpt.contains(x, y)){ rect = endpt; point = end; x = endpt.x - e.getX(); y = endpt.y - e.getY(); updateLocation(e); } else if(onept.contains(x, y)){ rect = onept; point = one; x = onept.x - e.getX(); y = onept.y - e.getY(); updateLocation(e); } else if(twopt.contains(x, y)){ rect = twopt; point = two; x = twopt.x - e.getX(); y = twopt.y - e.getY(); updateLocation(e); } else { pressOut = true; } } public void mouseDragged(MouseEvent e){ if(!pressOut) { updateLocation(e); } } public void mouseReleased(MouseEvent e){ if(startpt.contains(e.getX(), e.getY())){ rect = startpt; point = start; updateLocation(e); } else if(endpt.contains(e.getX(), e.getY())){ rect = endpt; point = end; updateLocation(e); } else if(onept.contains(e.getX(), e.getY())){ rect = onept; point = one; updateLocation(e); } else if(twopt.contains(e.getX(), e.getY())){ rect = twopt; point = two; updateLocation(e); } else { pressOut = false; } } public void mouseMoved(MouseEvent e){} public void mouseClicked(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void updateLocation(MouseEvent e){ rect.setLocation((x + e.getX())-4, (y + e.getY())-4); point.setLocation(x + e.getX(), y + e.getY()); checkPoint(); cubic.setCurve(start, one, two, end); repaint(); } public void paintComponent(Graphics g){ super.paintComponent(g); update(g); } public void update(Graphics g){ Graphics2D g2 = (Graphics2D)g; Dimension dim = getSize(); int w = dim.width; int h = dim.height; if(firstTime){ // Create the offsecren graphics to render to bi = (BufferedImage)createImage(w, h); big = bi.createGraphics(); // Get some initial positions for the control points start.setLocation(w/2-50, h/2); end.setLocation(w/2+50, h/2); one.setLocation((int)(start.x)+25, (int)(start.y)-25); two.setLocation((int)(end.x)-25, (int)(end.y)+25); // Set the initial positions of the squares that are // drawn at the control points startpt.setLocation((int)((start.x)-4), (int)((start.y)-4)); endpt.setLocation((int)((end.x)-4), (int)((end.y)-4)); onept.setLocation((int)((one.x)-4), (int)((one.y)-4)); twopt.setLocation((int)((two.x)-4), (int)((two.y)-4)); // Initialise the CubicCurve2D cubic.setCurve(start, one, two, end); // Set some defaults for Java2D big.setColor(Color.black); big.setStroke(new BasicStroke(5.0f)); big.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); area = new Rectangle(dim); firstTime = false; } // Clears the rectangle that was previously drawn. big.setColor(Color.white); big.clearRect(0, 0, area.width, area.height); // Set the colour for the bezier big.setPaint(Color.black); // Replace the following line by your own function to // draw the bezier specified by start, one, two, end big.draw(cubic); // Draw the control points big.setPaint(Color.red); big.fill(startpt); big.setPaint(Color.magenta); big.fill(endpt); big.setPaint(Color.blue); big.fill(onept); big.setPaint(new Color(0, 200, 0)); big.fill(twopt); // Draws the buffered image to the screen. g2.drawImage(bi, 0, 0, this); } /* Checks if the rectangle is contained within the applet * window. If the rectangle is not contained withing the * applet window, it is redrawn so that it is adjacent to the * edge of the window and just inside the window. */ void checkPoint(){ if (area == null) { return; } if((area.contains(rect)) && (area.contains(point))){ return; } int new_x = rect.x; int new_y = rect.y; double new_px = point.x; double new_py = point.y; if((rect.x+rect.width)>area.getWidth()){ new_x = (int)area.getWidth()-(rect.width-1); } if(point.x > area.getWidth()){ new_px = (int)area.getWidth()-1; } if(rect.x < 0){ new_x = -1; } if(point.x < 0){ new_px = -1; } if((rect.y+rect.width)>area.getHeight()){ new_y = (int)area.getHeight()-(rect.height-1); } if(point.y > area.getHeight()){ new_py = (int)area.getHeight()-1; } if(rect.y < 0){ new_y = -1; } if(point.y < 0){ new_py = -1; } rect.setLocation(new_x, new_y); point.setLocation(new_px, new_py); } }

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  • Drawing half of a Bezier path in Raphael

    - by Fibericon
    Let's say I have a cubic Bezier path as follows (formatted for use with the Raphael path function): M55 246S55 247 55 248 Just an example. This was taken from my drawing application, where I use the cursor to draw a line when the user holds the mouse button down, kind of like a pencil or marker. I'm using jquery's mousemove event to draw the line between two points every time the user moves the mouse. There is another (the reference point) that is taken before the line is drawn, so that the Bezier curve can be created. Here's my question: is it possible to make Raphael only draw half of a given path? I'm aware of the getSubpath() function, but if my understanding of Bezier curves is correct, it would be rather difficult to calculate the second argument. The problem with the animate function is that it creates double lines (that is, it creates the curved line that I want, and the boxy line around it which should not be shown, possibly because the mouse is being moved faster than the animation can handle). Of course, if my approach itself is flawed in some way (or my understanding of the possible solutions), I'd like to hear it. Any help would be appreciated.

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  • OpenGL equivalent of GDI's HatchBrush or PatternBrush?

    - by Ptah- Opener of the Mouth
    I have a VB6 application (please don't laugh) which does a lot of drawing via BitBlt and the standard VB6 drawing functions. I am running up against performance issues (yes, I do the regular tricks like drawing to memory). So, I decided to investigate other ways of drawing, and have come upon OpenGL. I've been doing some experimenting, and it seems straightforward to do most of what I want; the application mostly only uses very simple drawing -- relatively large 2D rectangles of solid colors and such -- but I haven't been able to find an equivalent to something like a HatchBrush or PatternBrush. More specifically, I want to be able to specify a small monochrome pixel pattern, choose a color, and whenever I draw a polygon (or whatever), instead of it being solid, have it automatically tiled with that pattern, not translated or rotated or skewed or stretched, with the "on" bits of the pattern showing up in the specified color, and the "off" bits of the pattern left displaying whatever had been drawn under the area that I am now drawing on. Obviously I could do all the calculations myself. That is, instead of drawing as a polygon which will somehow automatically be tiled for me, I could calculate all of the lines or pixels or whatever that actually need to be drawn, then draw them as lines or pixels or whatever. But is there an easier way? Like in GDI, where you just say "draw this polygon using this brush"? I am guessing that "textures" might be able to accomplish what I want, but it's not clear to me (I'm totally new to this and the documentation I've found is not entirely obvious); it seems like textures might skew or translate or stretch the pattern, based upon the vertices of the polygon? Whereas I want the pattern tiled. Is there a way to do this, or something like it, other than brute force calculation of exactly the pixels/lines/whatever that need to be drawn? Thanks in advance for any help.

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  • How to get a fully transparent backbuffer in directx 9 without vista Desktop Window Manager

    - by flawlesslyfaulted
    I currently have an activex control that initiates a media (video/audio) framework another development group in my company developed and I am providing a window handle to that code. That handle is being used by their rendering plugin in the pipeline that uses Direct3d for rendering the video using that handle. I have seperate LPDIRECT3D9EX and LPDIRECT3DDEVICE9EX pointers that I initialize in my activex control. I am trying to clear a backbuffer to transparent and then use directx drawing primatives to draw on that backbuffer producing a transparent window with my drawing primatives over the streaming video on the directx surface below. It appears that clearing a device backbuffer with full alpha transparency is ignored by directx. d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 1, 0 /*full alpha*/), 1.0f, 0); I can see the object I draw but they are drawn on top of a backbuffer that has the RGB color specified without the alpha value. The project linked (http://www.codeproject.com/KB/directx/umvistad3d.aspx) to in the stackoverflow question below does what I want but requires vista's Desktop Window Manager and won't work for XP. http://stackoverflow.com/questions/148275/how-do-i-draw-transparent-directx-content-in-a-transparent-window I have tried with D3DRS_ALPHABLENDENABLE true with configured blend with no avail. I have also tried to have pixels with full alpha values not rendered using D3DRS_ALPHATESTENABLE, D3DRS_ALPHAREF, and D3DRS_ALPHAFUNC setup but this doesn't work either. I have tried using ColorFill with alpha after retrieving the backbuffer with GetBackBuffer but this doesn't work either. (again only RGB is used) Finally I have tried creating a texture, selecting a surface, colorfilling that surface with a fully transparent alpha value, then loading that surface onto the backbuffer but only the RGB values appear to be used. I have checked the capabilities using the DXCapsViewer.exe and the D3DFMT_A8R8G8B8 backbuffer format that I am using for the backbuffer is valid so it can't be that. Has anyone gotten a transparent backbuffer in directx to work in XP?

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  • How to create dynamic panel layout for this logo creation wizard ?

    - by Rebol Tutorial
    I want to create a wizard for the logo badge below with 3 parameters. I can make the title dynamic but for image and gradient it's hardcoded because I can't see how to make them dynamic. Code follows after pictures: custom-styles: stylize [ lab: label 60x20 right bold middle font-size 11 btn: button 64x20 font-size 11 edge [size: 1x1] fld: field 200x20 font-size 11 middle edge [size: 1x1] inf: info font-size 11 middle edge [size: 1x1] ari: field wrap font-size 11 edge [size: 1x1] with [flags: [field tabbed]] ] panel1: layout/size [ origin 0 space 2x2 across styles custom-styles h3 "Parameters" font-size 14 return lab "Title" fld_title: fld "EXPERIMENT" return lab "Logo" fld_logo: fld "http://www.rebol.com/graphics/reb-logo.gif" return lab "Gradient" fld_gradient: fld "5 55 5 10 10 71.0.6 30.10.10 71.0.6" ] 278x170 panel2: layout/size [ ;layout (window client area) size is 278x170 at the end of the spec block at 0x0 ;put the banner on the top left corner box 278x170 effect [ ; default box face size is 100x100 draw [ anti-alias on line-width 2.5 ; number of pixels in width of the border pen black ; color of the edge of the next draw element fill-pen radial 100x50 5 55 5 10 10 71.0.6 30.10.10 71.0.6 ; the draw element box ; another box drawn as an effect 15 ; size of rounding in pixels 0x0 ; upper left corner 278x170 ; lower right corner ] ] pad 30x-150 Text fld_title/text font [name: "Impact" size: 24 color: white] image http://www.rebol.com/graphics/reb-logo.gif ] 278x170 main: layout [ vh2 "Logo Badge Wizard" guide pad 20 button "Parameters" [panels/pane: panel1 show panels ] button "Rendering" [show panel2 panels/pane: panel2 show panels] button "Quit" [Unview] return box 2x170 maroon return panels: box 278x170 ] panel1/offset: 0x0 panel2/offset: 0x0 panels/pane: panel1 view main

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  • SDL with OpenGL (freeglut) crashes on call to glutBitmapCharacter

    - by stett
    I have a program using OpenGL through freeglut under SDL. The SDL/OpenGL initialization is as follows: // Initialize SDL SDL_Init(SDL_INIT_VIDEO); // Create the SDL window SDL_SetVideoMode(SCREEN_W, SCREEN_H, SCREEN_DEPTH, SDL_OPENGL); // Initialize OpenGL glClearColor(BG_COLOR_R, BG_COLOR_G, BG_COLOR_B, 1.f); glViewport(0, 0, SCREEN_W, SCREEN_H); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, SCREEN_W, SCREEN_H, 0.0f, -1.0f, 1.0f); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); I've been using glBegin() ... glEnd() blocks without any trouble to draw primitives. However, in this program when I call any glutBitmapX function, the program simply exits without an error status. The code I'm using to draw text is: glColor3f(1.f, 1.f, 1.f); glRasterPos2f(x, y); glutStrokeString(GLUT_BITMAP_8_BY_13, (const unsigned char*)"test string"); In previous similar programs I've used glutBitmapCharacter and glutStrokeString to draw text and it's seemed to work. The only difference being that I'm using freeglut with SDL now instead of just GLUT as I did in previous programs. Is there some fundamental problem with my setup that I'm not seeing, or is there a better way of drawing text?

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  • Is there a good digraph layout library callable from C++?

    - by Steve314
    The digraphs represent finite automata. Up until now my test program has been writing out dot files for testing. This is pretty good both for regression testing (keep the verified output files in subversion, ask it if there has been a change) and for visualisation. However, there are some problems... Basically, I want something callable from C++ and which plans a layout for my states and transitions but leaves the drawing to me - something that will allow me to draw things however I want and draw on GUI (wxWidgets) windows. I also want a license which will allow commercial use - I don't need that at present, and I may very well release as open source, but I don't want to limit my options ATM. The problems with GraphViz are (1) the warnings about building from source on Windows, (2) all the unnecessary dependencies for rendering and parsing, and (3) the (presumed) lack of a documented API specifically and purely for layout. Basically, I want to be able to specify my states (with bounding rectangle sizes) and transitions, and read out positions for the states and waypoints for each transition, then draw based on those co-ordinates myself. I haven't really figured out how annotations on transitions should be handled, but there should be some kind of provision for specifying bounding-box-sizes for those, associating them with transitions, and reading out positions. Does anyone know of a library that can handle those requirements? I'm not necessarily against implementing something for myself, but in this case I'd rather avoid it if possible.

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  • Drawing an image is completely out

    - by ct2k7
    Hi I'm using this code below to let a user "draw" their signature on a UIView component on my app: UIGraphicsBeginImageContext(signature.frame.size); [drawImage.image drawInRect:CGRectMake(0, 0, signature.frame.size.width, signature.frame.size.height)]; CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound); CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0); CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 1.0); CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y); CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y); CGContextStrokePath(UIGraphicsGetCurrentContext()); CGContextFlush(UIGraphicsGetCurrentContext()); drawImage.image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext() The issue I am having is that the drawing is not only is the drawing not in line with the pointer when in use in the simulator, the image is going outside of the designated UIView compontent and is getting smaller/out of focus the more I draw, as you can see in this image: And after a few lines, showing the boundaries of the exact are of where I can draw: Any ideas on what's happening here? lastPoint.y is defined as: lastPoint.y -= 20; Any ideas on what on earth is happening here?

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  • What happens when value types are created?

    - by Bob
    I'm developing a game using XNA and C# and was attempting to avoid calling new struct() type code each frame as I thought it would freak the GC out. "But wait," I said to myself, "struct is a value type. The GC shouldn't get called then, right?" Well, that's why I'm asking here. I only have a very vague idea of what happens to value types. If I create a new struct within a function call, is the struct being created on the stack? Will it simply get pushed and popped and performance not take a hit? Further, would there be some memory limit or performance implications if, say, I need to create many instances in a single call? Take, for instance, this code: spriteBatch.Draw(tex, new Rectangle(x, y, width, height), Color.White); Rectangle in this case is a struct. What happens when that new Rectangle is created? What are the implications of having to repeat that line many times (say, thousands of times)? Is this Rectangle created, a copy sent to the Draw method, and then discarded (meaning no memory getting eaten up the more Draw is called in that manner in the same function)? P.S. I know this may be pre-mature optimization, but I'm mostly curious and wish to have a better understanding of what is happening.

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  • Game architecture: modeling different steps/types of UI

    - by Sander
    I have not done any large game development projects, only messed around with little toy projects. However, I never found an intuitive answer to a specific design question. Namely, how are different types/states of UI modeled in games? E.g. how is a menu represented? How is it different from a "game world" state (let's use an FPS as an example). How is an overlaid menu on top of a "game world" modeled? Let's imagine the main loop of a game. Where do the game states come into play? It it a simple case-by-case approach? if (menu.IsEnabled) menu.Process(elapsedTime); if (world.IsEnabled) world.Process(elapsedTime); if (menu.IsVisible) menu.Draw(); if (world.IsVisible) world.Draw(); Or are menu and world represented somewhere in a different logic layer and not represented at this level? (E.g. a menu is just another high-level entity like e.g. player input or enemy manager, equal to all others) foreach (var entity in game.HighLevelEntities) entity.Process(elapsedTime); foreach (var entity in game.HighLevelEntities) entity.Draw(elapsedTime); Are there well-known design patterns for this? Come to think of it, I don't know any game-specific design patterns - I assume there are others, as well? Please tell me about them.

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  • Image re sizing not working after rotation in Html5 canvas

    - by Deepu the Don
    In my HTML 5 + Javascript application, we can drag, re size and rotate image in Html 5 canvas. But after doing rotation, re sizing is not working. (I think it i related to finding dx,dy,not sure). Please help me to fix the code given below. Thanks in advance. <!doctype html> <html> <head> <style> #canvas{ border:red dashed #ccc; } </style> <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script> <script> $(function(){ var canvas=document.getElementById("canvas"),ctx=canvas.getContext("2d"),canvasOffset=$("#canvas").offset(); var offsetX=canvasOffset.left,offsetY=canvasOffset.top,startX,startY,isDown=false,pi2=Math.PI*2; var resizerRadius=8,rr=resizerRadius*resizerRadius,draggingResizer={x:0,y:0},imageX=50,imageY=50; var imageWidth,imageHeight,imageRight,imageBottom,draggingImage=false,startX,startY,doRotation=false; var r=0,rotImg = new Image(); rotImg.src="rotation.jpg"; var img=new Image(); img.onload=function(){ imageWidth=img.width; imageHeight=img.height; imageRight=imageX+imageWidth; imageBottom=imageY+imageHeight; w=img.width/2; h=img.height/2; draw(true,false); } img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/facesSmall.png"; function draw(withAnchors,withBorders){ ctx.fillStyle="black"; ctx.clearRect(0,0,canvas.width,canvas.height); ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.drawImage(img,0,0,img.width,img.height,imageX,imageY,imageWidth,imageHeight); ctx.restore(); if(withAnchors){ drawDragAnchor(imageX,imageY); drawDragAnchor(imageRight,imageY); drawDragAnchor(imageRight,imageBottom); drawDragAnchor(imageX,imageBottom); } if(withBorders){ ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.moveTo(imageX,imageY); ctx.lineTo(imageRight,imageY); ctx.lineTo(imageRight,imageBottom); ctx.lineTo(imageX,imageBottom); ctx.closePath(); ctx.stroke(); ctx.restore(); } ctx.fillStyle="blue"; ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.moveTo(imageRight+15,imageY-10); ctx.lineTo(imageRight+45,imageY-10); ctx.lineTo(imageRight+45,imageY+20); ctx.lineTo(imageRight+15,imageY+20); ctx.fill(); ctx.closePath(); ctx.restore(); } function drawDragAnchor(x,y){ ctx.save(); ctx.translate(imageX,imageY); ctx.translate(imageWidth/2,imageHeight/2); ctx.rotate(r); ctx.translate(-imageX,-imageY); ctx.translate(-imageWidth/2,-imageHeight/2); ctx.beginPath(); ctx.arc(x,y,resizerRadius,0,pi2,false); ctx.closePath(); ctx.fill(); ctx.restore(); } function anchorHitTest(x,y){ var dx,dy; dx=x-imageX; dy=y-imageY; if(dx*dx+dy*dy<=rr){ return(0); } // top-right dx=x-imageRight; dy=y-imageY; if(dx*dx+dy*dy<=rr){ return(1); } // bottom-right dx=x-imageRight; dy=y-imageBottom; if(dx*dx+dy*dy<=rr){ return(2); } // bottom-left dx=x-imageX; dy=y-imageBottom; if(dx*dx+dy*dy<=rr){ return(3); } return(-1); } function hitImage(x,y){ return(x>imageX && x<imageX+imageWidth && y>imageY && y<imageY+imageHeight); } function handleMouseDown(e){ startX=parseInt(e.clientX-offsetX); startY=parseInt(e.clientY-offsetY); draggingResizer= anchorHitTest(startX,startY); draggingImage= draggingResizer<0 && hitImage(startX,startY); doRotation = draggingResizer<0 && !draggingImage && ctx.isPointInPath(startX,startY); } function handleMouseUp(e){ draggingResizer=-1; draggingImage=false; doRotation=false; draw(true,false); } function handleMouseOut(e){ handleMouseUp(e); } function handleMouseMove(e){ mouseX=parseInt(e.clientX-offsetX); mouseY=parseInt(e.clientY-offsetY); if(draggingResizer>-1){ switch(draggingResizer){ case 0: //top-left imageX=mouseX; imageWidth=imageRight-mouseX; imageY=mouseY; imageHeight=imageBottom-mouseY; break; case 1: //top-right imageY=mouseY; imageWidth=mouseX-imageX; imageHeight=imageBottom-mouseY; break; case 2: //bottom-right imageWidth=mouseX-imageX; imageHeight=mouseY-imageY; break; case 3: //bottom-left imageX=mouseX; imageWidth=imageRight-mouseX; imageHeight=mouseY-imageY; break; } if(imageWidth<25) imageWidth=25; if(imageHeight<25) imageHeight=25; imageRight=imageX+imageWidth; imageBottom=imageY+imageHeight; draw(true,true); }else if(draggingImage){ imageClick=false; var dx=mouseX-startX; var dy=mouseY-startY; imageX+=dx; imageY+=dy; imageRight+=dx; imageBottom+=dy; startX=mouseX; startY=mouseY; draw(false,true); }else if(doRotation){ var dx=mouseX-imageX; var dy=mouseY-imageY; r=Math.atan2(dy,dx); draw(false,true); } } $("#canvas").mousedown(function(e){handleMouseDown(e);}); $("#canvas").mousemove(function(e){handleMouseMove(e);}); $("#canvas").mouseup(function(e){handleMouseUp(e);}); $("#canvas").mouseout(function(e){handleMouseOut(e);}); }); </script> </head> <body> <canvas id="canvas" width=800 height=500></canvas> </body> </html>

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  • WYSIWYG with Qt - font size woes

    - by Rob
    I am creating a custom Qt widget that mimics an A4 printed page and am having problems getting fonts to render at the correct size. My widget uses QPainter::setViewport and QPainter::setWindow to mimic the A4 page, using units of 10ths of a millimetre which enables me to draw easily. However, attempting to create a font at a specific point size doesn't seem to work and using QFont:setPixelSize isn't accurate. Here is some code: View::View(QWidget *parent) : QWidget(parent), printer(new QPrinter) { printer->setPaperSize(QPrinter::A4); printer->setFullPage(true); } void View::paintEvent(QPaintEvent*) { QPainter painter(this); painter.setWindow(0, 0, 2100, 2970); painter.setViewport(0, 0, printer->width(), printer->height()); // Draw a rect at x = 1cm, y = 1cm, 6cm wide and 1 inch high painter.drawRect(100, 100, 600, 254); // Create a 72pt (1 inch) high font QFont font("Arial"); font.setPixelSize(254); painter.setFont(font); // Draw in the same box // The font is too large painter.drawText(QRect(100, 100, 600, 254), tr("Wg\u0102")); // Ack - the actual font size reported by the metrics is 283 pixels! const QFontMetrics fontMetrics = painter.fontMetrics(); qDebug() << "Font height = " << fontMetrics.height(); } So I'm asking for a 254 high font (1 inch, 72 pts) and it's too big and sure enough when I query for the font height via QFontMetrics it is 283 high. Does anyone else know how to use font sizes in points when using custom mapping modes like this? It must be possible. Note that I cannot see how to convert between logical/device points either (i.e. the Win32 DPtoLP/LPtoDP equivalents.)

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  • Problems with overriding OnPaint and grabbing mouse events in C# UserControl containing other controls

    - by MoreThanChaos
    I've made a control which contains few other controls like PictureBox, Label and TextBox. But I'm having two problems: 1. I tried to paint some things on top of my control and when I'm overriding OnPaint, it results that things I try to draw are under controls that my control contains. Areas on which I would like to draw intersect with controls in ways that are not easy to predict. I mean that it includes something drawn on controls inside as well as on base of control. Is there a simple way to draw something on top of all contents of my control? Setting ForeColor to Transparent isn't a solution that would help me much. 2. I have a problem with grabbing mouse click events when I place my control on a form and add click event handling. It only works when I click on an area not occupied by controls inside. I would like the whole control to react to clicks and other actions like it was one consistent control. How can I redirect/handle these clicks to make them work the way I want? Thanks in advance for any tips

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  • Clicking inside a polygon in Google Maps

    - by amarsh-anand
    The included JavaScript snippet is supposed to do the following: As the user clicks on the map, initialize headMarker and draw a circle (polygon) around it As the user clicks inside the circle, initialize tailMarker and draw the path between these two markers 1 is happening as expected. But as the user clicks inside the circle, in the function(overlay,point), overlay is non-null while point is null. Because of this, the code fails to initialize tailMarker. Can someone tell me a way out. GEvent.addListener(map, "click", function(overlay,point) { if (isCreateHeadPoint) { // add the head marker headMarker = new GMarker(point,{icon:redIcon,title:'0'}); map.addOverlay(headMarker); isCreateHeadPoint = false; // draw the circle drawMapCircle(point.lat(),point.lng(),1,'#cc0000',2,0.8,'#0',0.1); } else { // add the tail marker tailMarker = new GMarker(point,{icon:greenIcon,title:''}); map.addOverlay(tailMarker); isCreateHeadPoint = true; // load thes path from head to tail direction.load("from:" + headMarker.getPoint().lat()+ ", " + headMarker.getPoint().lng()+ " " + "to:" + tailMarker.getPoint().lat() + "," + tailMarker.getPoint().lng(), {getPolyline:true}); } });

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  • AvoidXferMode Tolerance

    - by kayahr
    I have a problem with the following code: protected void onDraw(Canvas canvas) { Paint paint = new Paint(); // Draw a blue circle paint.setColor(Color.BLUE); canvas.drawCircle(100, 100, 50, paint); // Draw a red circle where it collides with the blue one paint.setXfermode(new AvoidXfermode(Color.BLUE, 0, Mode.TARGET)); paint.setColor(Color.RED); canvas.drawCircle(50, 50, 50, paint); } According to the API documentation of AvoidXfermode the tolerance value 0 means that it looks for an EXACT color match. This should work here because I specify the same color as I used for drawing the first circle. But the result is that the red circle is not drawn at all. When I use a tolerance value of 255 instead then it works (red circle is drawn where it collides with the blue one) but that sounds wrong because with such a high tolerance I think it should draw the circle EVERYWHERE. So what's wrong here? API Documentation? Android? Me?

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  • glDrawArrays() slow on iPad?

    - by Nick
    Hey guys, I was wondering how to speed up my iPad application using OpenGLES 2.0. At the moment we have every drawable object draw itself with a call to glDrawArrays(). Blend mode is on, we really need it. Without disabling blendmode, how would we improve performance for this app? For instances, if we now draw 1 texture across the whole screen, the app only gets 15FPS, which is really slow I think? Are we doing something terribly wrong? Our drawing code (for each drawable), is as follows: - (void) draw { GLuint textureAvailable = 0; if(texture != nil){ textureAvailable = 1; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture.name); glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices); glEnableVertexAttribArray(ATTRIB_VERTEX); glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, 1, 0, colorsWithMultipliedAlpha); glEnableVertexAttribArray(ATTRIB_COLOR); glVertexAttribPointer(ATTRIB_TEXTUREMAP, 2, GL_FLOAT, 1, 0, textureMapping); glEnableVertexAttribArray(ATTRIB_TEXTUREMAP); //Note that we are NOT using position.z here because that is only used to determine drawing order int *jnUniforms = JNOpenGLConstants::getInstance().uniforms; glUniform4f(jnUniforms[UNIFORM_TRANSLATE], position.x, position.y, 0.0, 0.0); glUniform4f(jnUniforms[UNIFORM_SCALE], scale.x, scale.y, 1.0, 1.0); glUniform1f(jnUniforms[UNIFORM_ROTATION], rotation); glUniform1i(jnUniforms[UNIFORM_TEXTURE_SAMPLE], 0); glUniform2f(jnUniforms[UNIFORM_TEXTURE_REPEAT], textureRepeat.x, textureRepeat.y); glUniform1i(jnUniforms[UNIFORM_TEXTURE_AVAILABLE], textureAvailable); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }

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  • GDI: Dynamical Multiple Graphics in a page?

    - by SirLenz0rlot
    Hi all, I'm quite new to drawing shapes, graphics, bitmaps etc. I googled for a few days,but still havent got a real clue what to do, so please help me: I want to draw a floorplan with certain objects(represented as circles) moving on it. When I click on a object, it needs to show something. So far, I ve been able to draw some circles on a graphic and been able to move the dots by clearing the graphic every time. Ofcourse, this isnt a real solution, since I cant keep track of the different objects on the floorplan (which i need for my clickevent and movings). I hope I explained my problem ok here. This is the (stripped version of the) sourcecode that gets called every second: (dev (of type Device) is the object i want to draw) Graphics gfx = FloorplanTabPage.CreateGraphics(); gfx.Clear(Color.White); foreach (Device dev in _deviceList) { Pen myPen = new Pen(Color.Black) { Width = 10 }; dev.InRoom != null) { myPen.Color = Color.DarkOrchid; int x = dev.InRoom.XPos + (dev.InRoom.Width / 2) - 5; int y = (dev.InRoom.YPos + (dev.InRoom.Height / 2) - 5; if (dev.ToRoom != null) { x = (x + (dev.ToRoom.XPos + (dev.ToRoom.Width / 2)) / 2; y = (y + (dev.ToRoom.YPos + (dev.ToRoom.Height / 2)) / 2; } gfx.DrawEllipse(myPen, x, y, 10, 10); gfx.DrawString(dev.Name, new Font("Arial", 10), Brushes.Purple, x, y - 15); } }

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  • Pythagoras tree with g2d

    - by owca
    I'm trying to build my first fractal (Pythagoras Tree): in Java using Graphics2D. Here's what I have now : import java.awt.*; import java.awt.geom.*; import javax.swing.*; import java.util.Scanner; public class Main { public static void main(String[] args) { int i=0; Scanner scanner = new Scanner(System.in); System.out.println("Give amount of steps: "); i = scanner.nextInt(); new Pitagoras(i); } } class Pitagoras extends JFrame { private int powt, counter; public Pitagoras(int i) { super("Pythagoras Tree."); setSize(1000, 1000); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); powt = i; } private void paintIt(Graphics2D g) { double p1=450, p2=800, size=200; for (int i = 0; i < powt; i++) { if (i == 0) { g.drawRect((int)p1, (int)p2, (int)size, (int)size); counter++; } else{ if( i%2 == 0){ //here I must draw two squares } else{ //here I must draw right triangle } } } } @Override public void paint(Graphics graph) { Graphics2D g = (Graphics2D)graph; paintIt(g); } So basically I set number of steps, and then draw first square (p1, p2 and size). Then if step is odd I need to build right triangle on the top of square. If step is even I need to build two squares on free sides of the triangle. What method should I choose now for drawing both triangle and squares ? I was thinking about drawing triangle with simple lines transforming them with AffineTransform but I'm not sure if it's doable and it doesn't solve drawing squares.

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  • Need help with if else statement

    - by Michael Quiles
    I'm trying to do an else statement that would tell the user that the game ended in a draw (tic tac toe game). I got it where it works if played and there's a winner it will show another form declaring the winner through an if statement but I cant figure out the its a draw portion. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; using System.Drawing; namespace MyGame { public class Result1 { static private int[,] Winners = new int[,] { // main gameplay Ex: if x is on 0,1,2 x is the winner {0,1,2}, {3,4,5}, {6,7,8}, {0,3,6}, {1,4,7}, {2,5,8}, {0,4,8}, {2,4,6}, }; static public bool CheckWinner(Button[] myControls) { //bolean statement to check for the winner bool gameOver = false; for (int i = 0; i < 8; i++) { int a = Winners[i, 0]; int b = Winners[i, 1]; int c = Winners[i, 2]; Button b1 = myControls[a], b2 = myControls[b], b3 = myControls[c]; if (b1.Text == "" || b2.Text == "" || b3.Text == "") continue; if (b1.Text == b2.Text && b2.Text == b3.Text) { b1.BackColor = b2.BackColor = b3.BackColor = Color.LightCoral; b1.Font = b2.Font = b3.Font = new System.Drawing.Font("Microsoft Sans Serif", 32F, System.Drawing.FontStyle.Italic & System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0))); gameOver = true; xWinnerForm xWinnerForm = new xWinnerForm(); xWinnerForm.ShowDialog(); //only works with show not showDialog method gets overloaded (b1.Text + " is the Winner"); to get around this I added and image showing the last player } //else statement here for draw what code would I put in? } return gameOver; } } }

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  • How to compensate the flipped coordinate system of core graphics for easy drawing?

    - by mystify
    It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down. When I flip the coordinates, the image draws correctly, but at the cost of all other CG functions drawing "wrong" (flipped). What's your strategy when you have to draw images and other things? Is there any rule of thumb how to not get stuck in this problem over and over again? Also, one nasty thing when I flip the y-axis is, that my CGRect from the UIImageView frame is wrong. Instead of the origin appearing at 10,10 upper left as expected, it appears at the bottom. But at the same time, all those normal line drawing functions of CGContext take correct coordinates. drawing a line in -drawRect with origin 10,10 upper left, will really start at upper left. But at the same time that's strange, because core graphics actually has a flipped coordinate system with y 0 at the bottom. So it seems like something is really inconsistent there. Drawing with CGContext functions takes coordinates as "expected" (cmon, nobody thinks in coordinates starting from bottom left, that's silly), while drawing any kind of image still works the "wrong" way. Do you use helper methods to draw images? Or is there anything useful that makes image drawing not a pain in the butt?

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  • Issue with transparent texture on 3D primitive, XNA 4.0

    - by Bevin
    I need to draw a large set of cubes, all with (possibly) unique textures on each side. Some of the textures also have parts of transparency. The cubes that are behind ones with transparent textures should show through the transparent texture. However, it seems that the order in which I draw the cubes decides if the transparency works or not, which is something I want to avoid. Look here: cubeEffect.CurrentTechnique = cubeEffect.Techniques["Textured"]; Block[] cubes = new Block[4]; cubes[0] = new Block(BlockType.leaves, new Vector3(0, 0, 3)); cubes[1] = new Block(BlockType.dirt, new Vector3(0, 1, 3)); cubes[2] = new Block(BlockType.log, new Vector3(0, 0, 4)); cubes[3] = new Block(BlockType.gold, new Vector3(0, 1, 4)); foreach(Block b in cubes) { b.shape.RenderShape(GraphicsDevice, cubeEffect); } This is the code in the Draw method. It produces this result: As you can see, the textures behind the leaf cube are not visible on the other side. When i reverse index 3 and 0 on in the array, I get this: It is clear that the order of drawing is affecting the cubes. I suspect it may have to do with the blend mode, but I have no idea where to start with that.

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  • Java Graphics not displaying on successive function calls, why?

    - by primehunter326
    Hi, I'm making a visualization for a BST implementation (I posted another question about it the other day). I've created a GUI which displays the viewing area and buttons. I've added code to the BST implementation to recursively traverse the tree, the function takes in coordinates along with the Graphics object which are initially passed in by the main GUI class. My idea was that I'd just have this function re-draw the tree after every update (add, delete, etc...), drawing a rectangle over everything first to "refresh" the viewing area. This also means I could alter the BST implementation (i.e by adding a balance operation) and it wouldn't affect the visualization. The issue I'm having is that the draw function only works the first time it is called, after that it doesn't display anything. I guess I don't fully understand how the Graphics object works since it doesn't behave the way I'd expect it to when getting passed/called from different functions. I know the getGraphics function has something to do with it. Relevant code: private void draw(){ Graphics g = vPanel.getGraphics(); tree.drawTree(g,ORIGIN,ORIGIN); } vPanel is what I'm drawing on private void drawTree(Graphics g, BinaryNode<AnyType> n, int x, int y){ if( n != null ){ drawTree(g, n.left, x-10,y+10 ); if(n.selected){ g.setColor(Color.blue); } else{ g.setColor(Color.gray); } g.fillOval(x,y,20,20); g.setColor(Color.black); g.drawString(n.element.toString(),x,y); drawTree(g,n.right, x+10,y+10); } } It is passed the root node when it is called by the public function. Do I have to have: Graphics g = vPanel.getGraphics(); ...within the drawTree function? This doesn't make sense!! Thanks for your help.

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