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  • display original image color with UIBarButtonItem

    - by user262325
    I used codes below to display a image on an UIBarButtonItem UIBarButtonItem *myButtonItem; myButtonItem= [[UIBarButtonItem alloc] initWithImage:[UIImage imageNamed:@"image.png"] style:UIBarButtonItemStylePlain target:self action:@selector(pressB:)]; but the image color is two colors(red/blue), but the image displayed on the ButtonItem is white. Iy looks like IOS change it to white color automatically. Welcome any comment

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  • How to change color of selected references

    - by user272924
    Visual Studio 2010 highlights all references to the same variable (or class) when your cursor is placed over it. with the theme I use highlighted references are white on white - making them virtually impossible to read. what is the name of "display item" in Options- Environment Fonts and Colors that is responsible for that color? changing Plain Text to a darker one partially solves an issue however that also changes color for lots of other stuff on a screen, so ideally would be to change a background for this type of "selection"..

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  • Add color to selected <li> item / override <ul> style

    - by Alana
    I have navigation for which I need to set a color for the selected item. It's flat HTML and CSS. Here's the menu code: <ul id="top_navigation"> <li class="border_red"><a href="index.html">Home</a></li> <li class="border_red"><a href="about.html">About</a></li> <li class="border_red"><a href="services.html"><font color="#cf3533">Services</font></a></li> <li class="border_red"><a href="careers.html">Careers</a></li> <li class="border_red"><a href="news.html">News</a></li> <li class="border_red"><a href="sitemap.html">Sitemap</a></li> <li><a href="contact.html">Contact</a></li> </ul> And here's the CSS - there's the basic set up and then a class to put the pipe between the items: #top_navigation { width: 696px; margin: 0px; padding: 0 0 0 4px; list-style-type: none; overflow: hidden; } #top_navigation li { width: auto; height: 17px; margin: 0px; padding: 1px 10px 0 10px; float: left; } #top_navigation li a { margin: 0px; padding: 0px; display: block; font-size: 12px; text-align: center; text-decoration: none; } #top_navigation li a:hover { color: #cf3533; } This sets the pipe on the right. .border_red { border-right: 1px solid #d7d7d7; } I tried combining the two and creating a _selected style, and the pipe shows up, but I can't get the color to change for the selected. I have to be WCAG Priorities 1,2,3-compliant, so I can't just set it manually with .

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  • Center image over background color taken from corner

    - by joebert
    I'm looking for a way that I can take say, a 200x200 pixel image and center it over a background that's 500x500 pixels. The background should be the color of the top-left corner of the 200x200 pixel image. I get the -gravity and -fill flags, but I'm having trouble finding a way to grab that top-left corners color to pass to the -fill flag.

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  • changing the color of scroll bar?

    - by udaya
    Hi In a div I gave overflow auto to have a scroll bar to display the content that exceeds the limit My scroll bar appears in blue color that doesn't suit my layout how can i change the color div#navigation{background:#efe9b9; overflow:auto} This is the css i am using ... I want brown colored scrll bar How to get it

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  • Change background color of JQuery slider

    - by DotnetDude
    I understand I can set the background color of the value from min to the current slider selection by doing a: #slider .ui-slider-range { background: #88ac0b; } How do I set the background color for the entire slider (not just from the min or max to the selected value)

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  • Silverlight change color custom control programatically

    - by Mayo
    Hi all, I have this Ellipse which I turned into a custom control so i could animate it programatically. However I am having trouble changing it's color. I know about changing a shapes color like this: aRectangle.Fill = new SolidColorBrush(Colors.Blue); However I cannot do this with a custom control. Anyone know how? Thanks.

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  • grep --color=auto with -i option disables the matching text color, why?

    - by emptyset
    I was messing around with grep and put this in my .zshenv: export GREP_OPTIONS="--color=auto" export GREP_COLORS='mt=1;34' I was bonking my head on the keyboard and changing GREP_COLORS around for a minute trying to figure out why the folder colors were working, but the matching text wasn't. I was doing this: $ grep -R -n -i -e "functionFoo\(" --include=*.cs --exclude-dir=Logs * The line number and file names were set with the default colors, but the matching text wasn't. After spending way too much time, I thought to do this: $ grep -R -n -e "functionFoo\(" --include=*.cs --exclude-dir=Logs * (I removed the -i option.) That's all it took to get the matching text to correctly show up in bold blue. This is a Cygwin on Vista setup, with rxvt running zsh. Any idea why grep colors would break on specifying a case-insensitive match? Update: Under cygwin 1.7, it's a little bit better - case insensitive search works correctly, but it only highlights the word that matches the expression exactly. In other words, "FunctionFoo" highlights "FunctionFoo" but not "functionFoo" and vice versa. Probably a grep issue so I'll be submitting it to that list.

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  • grep --color=auto with -i option disables the matching text color, why?

    - by emptyset
    I was messing around with grep and put this in my .zshenv: export GREP_OPTIONS="--color=auto" export GREP_COLORS='mt=1;34' I was bonking my head on the keyboard and changing GREP_COLORS around for a minute trying to figure out why the folder colors were working, but the matching text wasn't. I was doing this: $ grep -R -n -i -e "functionFoo\(" --include=*.cs --exclude-dir=Logs * The line number and file names were set with the default colors, but the matching text wasn't. After spending way too much time, I thought to do this: $ grep -R -n -e "functionFoo\(" --include=*.cs --exclude-dir=Logs * (I removed the -i option.) That's all it took to get the matching text to correctly show up in bold blue. This is a Cygwin on Vista setup, with rxvt running zsh. Any idea why grep colors would break on specifying a case-insensitive match? Update: Under cygwin 1.7, it's a little bit better - case insensitive search works correctly, but it only highlights the word that matches the expression exactly. In other words, "FunctionFoo" highlights "FunctionFoo" but not "functionFoo" and vice versa. Probably a grep issue so I'll be submitting it to that list.

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  • Can DrawIndexedPrimitives() be used for drawing a loaded model mesh-wise?

    - by Afzal
    I am using DrawIndexedPrimitives() for drawing a loaded 3D model by drawing each mesh part, but this process makes my application very slow. This is perhaps because of a very large number of vertex/index buffer data created in video memory. That is why I am looking for a way to use the same method for each model mesh instead. The problem is that I don't know how I will set the textures of that mesh. Can anyone offer me some guidance?

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  • Java Swing custom shapes (2D Graphics)

    - by juFo
    I need to draw custom shapes. Now when a user clicks on several points on the panel I create a shape using a polygon. public void mouseClicked(MouseEvent e) { polygon.addPoint(e.getX(), e.getY()); repaint(); } But I don't know if this is the best way to draw custom shapes. It should be possible to edit a drawn shape: resize change its fill color change the stroke color copy/paste it move a single point of the polygon ... I have seen people creating an own class implementing the Shape class and using a GeneralPath. But again I have no idea if this is a good way. Now I can create my own shape with a polygon (or with a GeneralPath) but I have no clue how to attach all the edit functions to my own shape (the edit functions I mean the resize, move, etc from above). I hope somebody could show me a way to do this or maybe write a little bit of code to demonstrate this. Thanks in advance!!

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  • Hard crash when drawing content for CALayer using quartz

    - by Lukasz
    I am trying to figure out why iOS crash my application in the harsh way (no crash logs, immediate shudown with black screen of death with spinner shown for a while). It happens when I render content for CALayer using Quartz. I suspected the memory issue (happens only when testing on the device), but memory logs, as well as instruments allocation logs looks quite OK. Let me past in the fatal function: - (void)renderTiles{ if (rendering) { //NSLog(@"====== RENDERING TILES SKIP ======="); return; } rendering = YES; CGRect b = tileLayer.bounds; CGSize s = b.size; CGFloat imageScale = [[UIScreen mainScreen] scale]; s.height *= imageScale; s.width *= imageScale; dispatch_async(queue, ^{ NSLog(@""); NSLog(@"====== RENDERING TILES START ======="); NSLog(@"1. Before creating context"); report_memory(); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSLog(@"2. After creating color space"); report_memory(); NSLog(@"3. About to create context with size: %@", NSStringFromCGSize(s)); CGContextRef ctx = CGBitmapContextCreate(NULL, s.width, s.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); NSLog(@"4. After creating context"); report_memory(); CGAffineTransform flipTransform = CGAffineTransformMake(1.0, 0.0, 0.0, -1.0, 0.0, s.height); CGContextConcatCTM(ctx, flipTransform); CGRect tileRect = CGRectMake(0, 0, tileImageScaledSize.width, tileImageScaledSize.height); CGContextDrawTiledImage(ctx, tileRect, tileCGImageScaled); NSLog(@"5. Before creating cgimage from context"); report_memory(); CGImageRef cgImage = CGBitmapContextCreateImage(ctx); NSLog(@"6. After creating cgimage from context"); report_memory(); dispatch_sync(dispatch_get_main_queue(), ^{ tileLayer.contents = (id)cgImage; }); NSLog(@"7. After asgning tile layer contents = cgimage"); report_memory(); CGColorSpaceRelease(colorSpace); CGContextRelease(ctx); CGImageRelease(cgImage); NSLog(@"8. After releasing image and context context"); report_memory(); NSLog(@"====== RENDERING TILES END ======="); NSLog(@""); rendering = NO; }); } Here are the logs: ====== RENDERING TILES START ======= 1. Before creating context Memory in use (in bytes): 28340224 / 519442432 (5.5%) 2. After creating color space Memory in use (in bytes): 28340224 / 519442432 (5.5%) 3. About to create context with size: {6324, 5208} 4. After creating context Memory in use (in bytes): 28344320 / 651268096 (4.4%) 5. Before creating cgimage from context Memory in use (in bytes): 153649152 / 651333632 (23.6%) 6. After creating cgimage from context Memory in use (in bytes): 153649152 / 783159296 (19.6%) 7. After asgning tile layer contents = cgimage Memory in use (in bytes): 153653248 / 783253504 (19.6%) 8. After releasing image and context context Memory in use (in bytes): 21688320 / 651288576 (3.3%) ====== RENDERING TILES END ======= Application crashes in random places. Sometimes when reaching en of the function and sometime in random step. Which direction should I look for a solution? Is is possible that GDC is causing the problem? Or maybe the context size or some Core Animation underlying references?

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  • how to change UITabbar selected color?

    - by RAGOpoR
    according to this post for now, Is apple will also reject this code? and how to implement what apple will approve? @interface UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur; @end @interface UITabBarItem (Private) @property(retain, nonatomic) UIImage *selectedImage; - (void)_updateView; @end @implementation UITabBar (ColorExtensions) - (void)recolorItemsWithColor:(UIColor *)color shadowColor:(UIColor *)shadowColor shadowOffset:(CGSize)shadowOffset shadowBlur:(CGFloat)shadowBlur { CGColorRef cgColor = [color CGColor]; CGColorRef cgShadowColor = [shadowColor CGColor]; for (UITabBarItem *item in [self items]) if ([item respondsToSelector:@selector(selectedImage)] && [item respondsToSelector:@selector(setSelectedImage:)] && [item respondsToSelector:@selector(_updateView)]) { CGRect contextRect; contextRect.origin.x = 0.0f; contextRect.origin.y = 0.0f; contextRect.size = [[item selectedImage] size]; // Retrieve source image and begin image context UIImage *itemImage = [item image]; CGSize itemImageSize = [itemImage size]; CGPoint itemImagePosition; itemImagePosition.x = ceilf((contextRect.size.width - itemImageSize.width) / 2); itemImagePosition.y = ceilf((contextRect.size.height - itemImageSize.height) / 2); UIGraphicsBeginImageContext(contextRect.size); CGContextRef c = UIGraphicsGetCurrentContext(); // Setup shadow CGContextSetShadowWithColor(c, shadowOffset, shadowBlur, cgShadowColor); // Setup transparency layer and clip to mask CGContextBeginTransparencyLayer(c, NULL); CGContextScaleCTM(c, 1.0, -1.0); CGContextClipToMask(c, CGRectMake(itemImagePosition.x, -itemImagePosition.y, itemImageSize.width, -itemImageSize.height), [itemImage CGImage]); // Fill and end the transparency layer CGContextSetFillColorWithColor(c, cgColor); contextRect.size.height = -contextRect.size.height; CGContextFillRect(c, contextRect); CGContextEndTransparencyLayer(c); // Set selected image and end context [item setSelectedImage:UIGraphicsGetImageFromCurrentImageContext()]; UIGraphicsEndImageContext(); // Update the view [item _updateView]; } } @end

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  • Android - drawing path as overlay on MapView

    - by Rabas
    Hello, I have a class that extends Overlay and implemments Overlay.Snappable. I have overriden its draw method: @Override public void draw(Canvas canvas, MapView mv, boolean shadow) { Projection projection = mv.getProjection(); ArrayList<GeoPoint> geoPoints = new ArrayList<GeoPoint>(); //Creating geopoints - ommited for readability Path p = new Path(); for (int i = 0; i < geoPoints.size(); i++) { if (i == geoPoints.size() - 1) { break; } Point from = new Point(); Point to = new Point(); projection.toPixels(geoPoints.get(i), from); projection.toPixels(geoPoints.get(i + 1), to); p.moveTo(from.x, from.y); p.lineTo(to.x, to.y); } Paint mPaint = new Paint(); mPaint.setStyle(Style.FILL); mPaint.setColor(0xFFFF0000); mPaint.setAntiAlias(true); canvas.drawPath(p, mPaint); super.draw(canvas, mv, shadow); } As you can see, I make a list of points on a map and I want them to form a polygonal shape. Now, the problem is that when I set paint style to be FILL or FILL_AND_STROKE nothing shows up on the screen, but when I set it to be just stroke, and set stroke width, it acctually draws what it is supposed to draw. Now, I looked for solution, but nothing comes up. Can you tell me if I something missed to set in the code itself, or are there some sorts of constraints when drawing on Overlay canvases? Thanks

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  • Is it possible to seletively color a wrapping TextBlock in Silverlight/WPF

    - by joemoe
    For instance, if I have a TextBlock: "Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." I want the first 10% of this TextBlock, such that the font color should be red, and the rest should be green. This perhaps means it would color the "Lorem ipsum dolor sit amet, consectetur adipisici", and part of the "n". Basically pixel-wise font coloring instead of character-wise. Another important behavior is that the percentage respects the wrapping, in that if 50% of the TextBlock contents is colored, it should mean 50% of the text in reading order is colored, and not the first half of the block. For example, this is a similar question (with correct answers), but regarding Label/TextBlocks with no wrapping: http://stackoverflow.com/questions/2394421/is-it-possible-to-seletively-color-a-label-in-silverlight

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  • Drawing a PDF Right-Side-Up in CGContext

    - by Carter Allen
    I'm overriding the drawRect: method in a custom UIView, and I'm doing some custom drawing. All was going well, until I needed to draw a PDF resource (a vector glyph, to be precise) into the context. First I retrieve the PDF from a file: NSURL *pdfURL = [NSURL fileURLWithPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"CardKit.bundle/A.pdf"]]; CGPDFDocumentRef pdfDoc = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfDoc, 1); Then I create a box with the same dimensions as the loaded PDF: CGRect box = CGPDFPageGetBoxRect(pdfPage, kCGPDFArtBox); Then I save my graphics state, so that I don't screw anything up: CGContextSaveGState(context); And then I perform a scale+translate of the CTM, theoretically flipping the whole context: CGContextScaleCTM(context, 1.0, -1.0); CGContextTranslateCTM(context, 0.0, rect.size.height); I then scale the PDF so that it fits into the view properly: CGContextScaleCTM(context, rect.size.width/box.size.width, rect.size.height/box.size.height); And finally, I draw the PDF and restore the graphics state: CGContextDrawPDFPage(context, pdfPage); CGContextRestoreGState(context); The issue is that there is nothing visible drawn. All this code should theoretically draw the PDF glyph into the view, right? If I remove the scale+translate used to flip the context, it draws perfectly: it just draws upside-down. Any ideas?

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  • Matplotlib canvas drawing

    - by Morgoth
    Let's say I define a few functions to do certain matplotlib actions, such as def dostuff(ax): ax.scatter([0.],[0.]) Now if I launch ipython, I can load these functions and start a new figure: In [1]: import matplotlib.pyplot as mpl In [2]: fig = mpl.figure() In [3]: ax = fig.add_subplot(1,1,1) In [4]: run functions # run the file with the above defined function If I now call dostuff, then the figure does not refresh: In [6]: dostuff(ax) I have to then explicitly run: In [7]: fig.canvas.draw() To get the canvas to draw. Now I can modify dostuff to be def dostuff(ax): ax.scatter([0.],[0.]) ax.get_figure().canvas.draw() This re-draws the canvas automatically. But now, say that I have the following code: def dostuff1(ax): ax.scatter([0.],[0.]) ax.get_figure().canvas.draw() def dostuff2(ax): ax.scatter([1.],[1.]) ax.get_figure().canvas.draw() def doboth(ax): dostuff1(ax) dostuff2(ax) ax.get_figure().canvas.draw() I can call each of these functions, and the canvas will be redrawn, but in the case of doboth(), it will get redrawn multiple times. My question is: how could I code this, such that the canvas.draw() only gets called once? In the above example it won't change much, but in more complex cases with tens of functions that can be called individually or grouped, the repeated drawing is much more obvious, and it would be nice to be able to avoid it. I thought of using decorators, but it doesn't look as though it would be simple. Any ideas?

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  • OpenGL - drawing 2D polygons shapes with texture

    - by plonkplonk
    I am trying to make a few effects in a C+GL game. So far I draw all my sprites as a quad, and it works. However, I am trying to make a large ring appear at times, with a texture following that ring, as it takes less memory than a quad with the ring texture inside. The type of ring I want to make is not a round-shaped GL mesh ring (the "tube" type) but a "paper" 2D ring. That way I can modify the "width" of the ring, getting more of the effect than a simple quad+ring texture. So far all my attempts have been...kind of ridiculous, as I don't understand GL's coordinates too well (and I can't really understand the available documentation...I am just a designer with no coder help or background. A n00b, basically). glBegin(GL_POLYGON); for(i = 0;i < 360; i += 10){ glTexCoord2f(0, 0); glVertex2f(Cos(i)*(H-10),Sin(i)H); glTexCoord2f(0, HP); glVertex2f(Sin(i)(H-10),Cos(i)*(H-10)); glTexCoord2f(WP, HP); glVertex2f(Cos(i)H,Sin(i)(H-10)); glTexCoord2f(WP, 0); glVertex2f(Sin(i)*H,Cos(i)*H); } glEnd(); This is my last attempt, and it seems to generate a "sunburst" from the right edge of the circle instead of a ring. It's an amusing effect but definitely not what I want. Other results included the circle looking exactly the same as the quad textured (aka drawing a sprite literally) or something that looked like a pop-art filter, by working on this train of thought. Seems like my logic here is entirely flawed, so, what would be the easiest way to obtain such a ring? No need to reply in code, just some guidance for a non-math-skilled user...

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  • How to animate the drawing of a CGPath?

    - by Jordan Kay
    I am wondering if there is a way to do this using Core Animation. Specifically, I am adding a sub-layer to a layer-backed custom NSView and setting its delegate to another custom NSView. That class's drawInRect method draws a single CGPath: - (void)drawInRect:(CGRect)rect inContext:(CGContextRef)context { CGContextSaveGState(context); CGContextSetLineWidth(context, 12); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, 0, 0); CGPathAddLineToPoint(path, NULL, rect.size.width, rect.size.height); CGContextBeginPath(context); CGContextAddPath(context, path); CGContextStrokePath(context); CGContextRestoreGState(context); } My desired effect would be to animate the drawing of this line. That is, I'd like for the line to actually "stretch" in an animated way. It seems like there would be a simple way to do this using Core Animation, but I haven't been able to come across any. Do you have any suggestions as to how I could accomplish this goal?

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  • Drawing only part of a texture OpenGL ES iPhone

    - by Ben Reeves
    ..Continued on from my previous question I have a 320*480 RGB565 framebuffer which I wish to draw using OpenGL ES 1.0 on the iPhone. - (void)setupView { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, (int[4]){0, 0, 480, 320}); glEnable(GL_TEXTURE_2D); } // Updates the OpenGL view when the timer fires - (void)drawView { // Make sure that you are drawing to the current context [EAGLContext setCurrentContext:context]; //Get the 320*480 buffer const int8_t * frameBuf = [source getNextBuffer]; //Create enough storage for a 512x512 power of 2 texture int8_t lBuf[2*512*512]; memcpy (lBuf, frameBuf, 320*480*2); //Upload the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, lBuf); //Draw it glDrawTexiOES(0, 0, 1, 480, 320); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } If I produce the original texture in 512*512 the output is cropped incorrectly but other than that looks fine. However using the require output size of 320*480 everything is distorted and messed up. I'm pretty sure it's the way I'm copying the framebuffer into the new 512*512 buffer. I have tried this routine int8_t lBuf[512][512][2]; const char * frameDataP = frameData; for (int ii = 0; ii < 480; ++ii) { memcpy(lBuf[ii], frameDataP, 320); frameDataP += 320; } Which is better, but the width appears to be stretched and the height is messed up. Any help appreciated.

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  • Drawing line Continous.

    - by japs
    Hi All, How to draw line continuous in uiview? I have used below code and it works fine but after drawing line straght when i draw another line then first one gets clear if i do not clear that then they join each other. Please suggest some solution. (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); //for( Line *eachLine in lineArray ) // [eachLine drawInContext:context]; CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor); if (firstTouch.x != 0.0 && firstTouch.y != 0.0) { CGRect dotRect = CGRectMake(firstTouch.x - 3, firstTouch.y - 3.0, 5.0, 5.0); CGContextAddEllipseInRect(context, dotRect); CGContextDrawPath(context, kCGPathFillStroke); **CGContextMoveToPoint(context, firstTouch.x, firstTouch.y); for (NSString *onePointString in points) { CGPoint nextPoint = CGPointFromString(onePointString); CGContextAddLineToPoint(context, nextPoint.x, nextPoint.y); }** CGContextStrokePath(context); } else { CGContextSetFillColorWithColor(context, self.backgroundColor.CGColor); CGContextAddRect(context, self.bounds); CGContextFillPath(context); } }

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