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  • C#, WPF. Length of string that will fit in a specific width.

    - by Ian
    Hi, I'm sure I'm missing something obvious, I have an area in which I intend to draw text. I know its (the area) height and width. I wish to know how many characters/Words will fit in the width, characters preferably. Second question, If the line is too long I'll want to draw a second line, so I guess I need to get the height of the text as well, including what ever it considers the right vertical padding? I'd also rather like to know the inverse, i.e. how many characters I can fit in a specific width. I assume the fact that WPF isn't constrained to pixels will have some bearing on the answer? Ultimately I'm planning on wrapping text around irregular shaped images embedded in the text. Any pointers in the right direction would be great. Thanks

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  • GDI fast scroll

    - by genesys
    Hi! I use GDI to create some custom textwidget. I draw directly to the screen, unbuffered. now i'd like to implement some fast scrolling, that simply pixelshifts the respective part of the framebuffer (and only redraws the newly visible lines). I noticed that for example the rich text controls does it like this. If i use some GDI drawing functions to directly draw to the framebuffer, over a rich text control, and then scroll the rich text, it will also scroll my drawing along with the text. so i assume the rich text simply pixelshifts it's part of the framebuffer. I'd like to do the same, but don't know how to do so. Can someone help? (independant of programming language)) thanks!

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  • Gradient a Parallelogram

    - by nuclearpenguin
    I'm working in JavaScript drawing on a canvas, and have four coordinates to draw a parallelogram, called A, B, C, and D starting from the top-left, top-right, bottom-left, and bottom right, respectively. An example of some coordinates might be: A: (3, 3) B: (4, 3) C: (1, 0) D: (2, 0) I can draw the parallelogram just fine, but I would like to fill it in with a gradient. I want the gradient to fill in from left to right, but matching the angle of the shape. The library I use (CAKE) requires a start and stop coordinate for the gradient. My stop and start would be somewhere half way between A and C, and end somewhere half way between B and D. Of course, it is not simply EXACTLY half way because the angles at A, B, C, and D are not right angles. So given this information (the coordinates), how to I find the point on the line A - C to start, and the point on the line B - D to stop? Remember, I'm doing this in JavaScript, so I have some good Math tools at my disposal for calculation.

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  • code for TouchPad works, but not for DPAD ...please help me to fix this..

    - by Chandan
    package org.coe.twoD; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; //import android.graphics.Path; import android.graphics.Rect; //import android.graphics.RectF; import android.os.Bundle; //import android.util.Log; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; public class TwoD extends Activity implements OnClickListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View draw2d = findViewById(R.id.draw_button); draw2d.setOnClickListener(this); } public void onClick(View v) { if (R.id.draw_button == v.getId()) { setContentView(new draw2D(this)); } } public class draw2D extends View { private static final String TAG = "Sudoku"; private float width; // width of one tile private float height; // height of one tile private int selX; // X index of selection private int selY; // Y index of selection private final Rect selRect = new Rect(); public draw2D(Context context) { super(context); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { width = w / 9f; height = h / 9f; getRect(selX, selY, selRect); Log.d(TAG, "onSizeChanged: width " + width + ", height " + height); super.onSizeChanged(w, h, oldw, oldh); } @Override protected void onDraw(Canvas canvas) { // Draw the background... Paint background = new Paint(); background.setColor(getResources().getColor(R.color.background)); canvas.drawRect(0, 0, getWidth(), getHeight(), background); // Draw the board... // Define colors for the grid lines Paint dark = new Paint(); dark.setColor(getResources().getColor(R.color.dark)); Paint hilite = new Paint(); hilite.setColor(getResources().getColor(R.color.hilite)); Paint light = new Paint(); light.setColor(getResources().getColor(R.color.light)); // Draw the minor grid lines for (int i = 0; i < 9; i++) { canvas.drawLine(0, i * height, getWidth(), i * height, light); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), light); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } // Draw the major grid lines for (int i = 0; i < 9; i++) { if (i % 3 != 0) continue; canvas.drawLine(0, i * height, getWidth(), i * height, dark); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), dark); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } /* * dark.setColor(Color.MAGENTA); Path circle= new Path(); * circle.addCircle(150, 150, 100, Path.Direction.CW); * canvas.drawPath(circle, dark); * * * Path rect=new Path(); * * RectF rectf= new RectF(150,200,250,300); rect.addRect(rectf, * Path.Direction.CW); canvas.drawPath(rect, dark); * * * canvas.drawRect(0, 0,250, 250, dark); * * * canvas.drawText("Hello", 200,200, dark); */ Paint selected = new Paint(); selected.setColor(Color.GREEN); canvas.drawRect(selRect, selected); } /* * public boolean onTouchEvent(MotionEvent event){ * if(event.getAction()!=MotionEvent.ACTION_DOWN) return * super.onTouchEvent(event); * select((int)(event.getX()/width),(int)(event.getY()/height)); * * * return true; } */ private void select(int x, int y) { invalidate(selRect); selX = Math.min(Math.max(x, 0), 8); selY = Math.min(Math.max(y, 0), 8); getRect(selX, selY, selRect); invalidate(selRect); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return super.onKeyUp(keyCode, event); } @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) return super.onTouchEvent(event); select((int) (event.getX() / width), (int) (event.getY() / height)); // game.showKeypadOrError(selX, selY); Log.d(TAG, "onTouchEvent: x " + selX + ", y " + selY); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.d(TAG, "onKeyDown: keycode=" + keyCode + ", event=" + event); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_UP: select(selX, selY - 1); break; case KeyEvent.KEYCODE_DPAD_DOWN: select(selX, selY + 1); break; case KeyEvent.KEYCODE_DPAD_LEFT: select(selX - 1, selY); break; case KeyEvent.KEYCODE_DPAD_RIGHT: select(selX + 1, selY); break; default: return super.onKeyDown(keyCode, event); } return true; } private void getRect(int x, int y, Rect rect) { rect.set((int) (x * width), (int) (y * height), (int) (x * width + width), (int) (y * height + height)); } } }

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  • How to get a flat, non-interpolated color when using vertex shaders.

    - by Brett
    Hi, Is there a way to achieve this? If I draw lines like this glShadeModel(GL_FLAT); glBegin(GL_LINES); glColor3f(1.0, 1.0, 0.0); glVertex3fv(bottomLeft); glVertex3fv(topRight); glColor3f(1.0, 0.0, 0.0); glVertex3fv(topRight); glVertex3fv(topLeft); . . (draw a square) . . glEnd(); I get the desired result (a different colour for each edge) but I want to be able to calculate the fragment values in a shader. If I do the same after setting up my shader program I always get interpolated colors between vertices. Is there a way around this? (would be even better if I could get the same results using quads) Thanks

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  • Python - wxPython What's wrong?

    - by Wallter
    I am trying to write a simple custom button in wx.Python. My code is as follows,(As a side note: I am relatively new to python having come from C++ and C# any help on syntax and function of the code would be great! - knowing that, it could be a simple error. thanks!) Error Traceback (most recent call last): File "D:\Documents\Python2\Button\src\Custom_Button.py", line 10, in <module> class Custom_Button(wx.PyControl): File "D:\Documents\Python2\Button\src\Custom_Button.py", line 13, in Custom_Button Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_gdi.py", line 561, in __init__ _gdi_.Bitmap_swiginit(self,_gdi_.new_Bitmap(*args, **kwargs)) TypeError: String or Unicode type required Main.py class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) self.Button1 = Custom_Button(self, parent, -1, "D:/Documents/Python/Normal.bmp", "D:/Documents/Python/Clicked.bmp", "D:/Documents/Python/Over.bmp", "None", wx.Point(200,200), wx.Size(300,100)) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Custom Button import wx from wxPython.wx import * class Custom_Button(wx.PyControl): ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ # The BMP's Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over Norm_bmp = wx.Bitmap(0) # The normal BMP Push_bmp = wx.Bitmap(0) # The down BMP Pos_bmp = wx.Point(0,0) # The posisition of the button def __init__(self, parent, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, pos, size, text="", id=-1, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor self.Mouse_over_bmp = wx.Bitmap(MOUSE_OVER_BMP) self.Norm_bmp = wx.Bitmap(NORM_BMP) self.Push_bmp = wx.Bitmap(PUSH_BMP) self.Pos_bmp = pos ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • How to center align background image in JPanel

    - by Jaguar
    I wanted to add background image to my JFrame. Background image means I can later add Components on the JFrame or JPanel Although I coudn't find how to add background image to a JFrame, I found out how to add background image to a JPanel from here: How to set background image in Java? This solved my problem, but now since my JFrame is resizable I want to keep the image in center. The code I found uses this method public void paintComponent(Graphics g) { //Draw the previously loaded image to Component. g.drawImage(img, 0, 0, null); //Draw image } Can anyone say how to align the image to center of the JPanel. As g.drawImage(img, 0, 0, null); provides x=0 and y=0 Also if there is a method to add background image to a JFrame then I would like to know. Thanks.

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  • What is the equivalent to Java's canvas object in C#?

    - by Winston
    I'm working on creating a basic application that will let a user draw (using a series of points) and I plan to do something with these points. If this were Java, I think I would probably use a canvas object and some Java2D calls to draw what I want. All the tutorials I've read on C#/Drawing involve writing your own paint method and adding it to the paint event for the form. However, I'm interested in having some traditional Form controls as well and I don't want to be drawing over them. So, is there a "Canvas" object where I can constrain what I'm drawing on? Also, is WinForms a poor choice given this use case? Would WPF have more features that would help enable me to do what I want? Or Silverlight?

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  • Silverlight Line Graph with Gradient

    - by gav
    I have a series of points which I will turn into a line on a graph. What I want is to give the area under the graph a gradient fill. It would look somewhat similar to a Bloomberg graph like this; My question really has three parts; First, how should I fill only the area under the graph? Second, how do I fill that with a gradient? Finally, if I have multiple lines on the same graph any area under more than one line should have a greyscale gradient fill, how would you set this up? My biggest problem is deciding on the data structures to use, I could use many multiple sided shapes (One for each line/ data series) and then tell the brush to draw; Transparent if it's not in any shape The colour of one series if it's in one shape (Alpha relative to height to give grad) Black if it's in multiple shapes (Alpha relative to height to give grad) Then I'd draw the shapes' boundaries in white afterwards. Thanks, Gav

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  • Artichow PlotGroup: Legends not showing

    - by Hameed
    I am working on a little project on OpenCATS, developing some charts. In one of the charts, I need to add multiple plots to a PlotGroup and add Legends as well. I have written a small function that creates the chart, however I have difficulty displaying the legends when I add them to a PlotGroup object. Here is the code: public function draw($format = false) { /* Make sure we have GD support. */ if (!function_exists('imagecreatefromjpeg')) { die(); } if ($format === false) { $format = IMG_PNG; } $group = new PlotGroup(); $graph = new Graph($this->width, $this->height, NULL, 0, $this->width-135); $graph->setFormat($format); $graph->setBackgroundColor(new Color(0xF4, 0xF4, 0xF4)); $graph->shadow->setSize(3); $graph->title->set($this->title); $graph->title->setFont(new Tuffy(10)); $graph->title->setColor(new Color(0x00, 0x00, 0x8B)); $graph->border->setColor(new Color(187, 187, 187, 15)); $group->axis->bottom->setLabelText($this->xLabels); $group->axis->bottom->label->setFont(new Tuffy(8)); $group->setPadding(25, 145, 10, 22); $plotcount = 0; $plot = array(); foreach ($this->xValues as $xVal) { $plotcount++; $plot[$plotcount-1] = new LinePlot($xVal, LinePlot::LINE); $plot[$plotcount-1]->setPadding(25, 145, 10, 22); if ($plotcount % 5 ==0 ) $plot[$plotcount-1]->setColor(new Blue); else if ($plotcount % 4 ==0 ) $plot[$plotcount-1]->setColor(new DarkGreen); else if ($plotcount % 3 ==0 ) $plot[$plotcount-1]->setColor(new Red); else if ($plotcount % 2 ==0 ) $plot[$plotcount-1]->setColor(new Orange); $plot[$plotcount-1]->setThickness(2); $plot[$plotcount-1]->legend->add($plot[$plotcount-1], $this->legends[$plotcount-1]); $plot[$plotcount-1]->legend->setTextFont(new Tuffy(8)); $plot[$plotcount-1]->legend->setPadding(3, 3, 3, 3, 3); $plot[$plotcount-1]->legend->setPosition(1, 0.825); $plot[$plotcount-1]->legend->setBackgroundColor(new Color(0xFF, 0xFF, 0xFF)); $plot[$plotcount-1]->legend->border->setColor(new Color(0xD0, 0xD0, 0xD0)); $plot[$plotcount-1]->legend->shadow->setSize(0); $group->add($plot[$plotcount-1]); } $graph->add($group); $graph->draw(); } } If I draw only one LinePlot it works: So for instance if I change $graph->add($group); to $graph->add($plot[0]); then only one of the lines will show up with the legend next to it.

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  • To make the drawn text clear

    - by user1758835
    I have written the code to draw text on the image and to save the image,But the text which I am drawing is looking blur on the image.What modifications need to do to make it clear,Or if there is any other way to draw text on image in android Canvas canvas = new Canvas(photo); Typeface tf = Typeface.create(topaste, Typeface.BOLD); Paint paint = new Paint(); paint.setStyle(Style.FILL); paint.setTypeface(tf); paint.setColor(Color.WHITE); paint.setStrokeWidth(12); canvas.drawBitmap(photo, 0, 0, paint); canvas.drawText(topaste, 15, 120, paint); image.setImageBitmap(photo);

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  • Reference for good Android UI design patterns.

    - by sat
    Hi, I would like to get some links for getting started with design patterns.My requirement is , (at Initial stage) How to go about developing a particular pattern , say customized ListView which can be shared across applications . e.g. Applications will call something like drawCustomizedListView(params...) and my code will draw the listview according to the parameters supplied. This is particularly useful when across the applications I have to draw customized views. My intention is, I should not repeat the same code everywhere for doing similar task. Any references for the above requirement ?

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  • Using TextOptions.TextFormattingMode with FormattedText

    - by dan gibson
    With WPF4 you can have non-blurry text by adding TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to your xaml: <Window TextOptions.TextFormattingMode="Display" TextOptions.TextRenderingMode="Aliased"> This works fine for me except for when I draw text with DrawingContext.DrawText like this: void DrawText(DrawingContext dc) { FormattedText ft = new FormattedText("Hello World", System.Globalization.CultureInfo.CurrentCulture, System.Windows.FlowDirection.LeftToRight, new Typeface(FontFamily, FontStyle, FontWeight, FontStretch), FontSize, brush); dc.DrawText(ft, new Point(rect.Left, rect.Top)); } How can I draw non-blurry text with FormattedText? ie I want TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to be used.

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  • Hook for redraw event in Blackberry

    - by Bendlas
    Is there a way to add a redraw callback to a live screen object, i.e. not via inheritance? Reasoning: I want to draw an overlay from an extension for widget sdk (substituting defunct position:absolute), so the screen is created by the bbwp stub. I can get it by Ui.getUiEngine().getActiveScreen() and draw on it quite nicely, but I need a way to redraw when appropriate. Note: I've abandoned the approach to push the overlay as a screen, because i couldn't make it transparent / find a way to pass events through.

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  • Python - Polymorphism in wxPython, What's wrong?

    - by Wallter
    I am trying to wright a simple custom button in wx.Python. My code is as follows, an error is thrown on line 19 of my "Custom_Button.py" - What is going on? I can find no help online for this error and have a suspicion that it has to do with the Polymorphism. (As a side note: I am relatively new to python having come from C++ and C# any help on syntax and function of the code would be great! - knowing that, it could be a simple error. thanks!) Error def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, **kwargs): SyntaxError: non-default argument follows default argument Main.py class MyFrame(wx.Frame): def __init__(self, parent, ID, title): wxFrame.__init__(self, parent, ID, title, wxDefaultPosition, wxSize(400, 400)) self.CreateStatusBar() self.SetStatusText("Program testing custom button overlays") menu = wxMenu() menu.Append(ID_ABOUT, "&About", "More information about this program") menu.AppendSeparator() menu.Append(ID_EXIT, "E&xit", "Terminate the program") menuBar = wxMenuBar() menuBar.Append(menu, "&File"); self.SetMenuBar(menuBar) self.Button1 = Custom_Button(self, parent, -1, "D:/Documents/Python/Normal.bmp", "D:/Documents/Python/Clicked.bmp", "D:/Documents/Python/Over.bmp", "None", wx.Point(200,200), wx.Size(300,100)) EVT_MENU(self, ID_ABOUT, self.OnAbout) EVT_MENU(self, ID_EXIT, self.TimeToQuit) def OnAbout(self, event): dlg = wxMessageDialog(self, "Testing the functions of custom " "buttons using pyDev and wxPython", "About", wxOK | wxICON_INFORMATION) dlg.ShowModal() dlg.Destroy() def TimeToQuit(self, event): self.Close(true) class MyApp(wx.App): def OnInit(self): frame = MyFrame(NULL, -1, "wxPython | Buttons") frame.Show(true) self.SetTopWindow(frame) return true app = MyApp(0) app.MainLoop() Custom Button import wx from wxPython.wx import * class Custom_Button(wx.PyControl): ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ # The BMP's Mouse_over_bmp = wx.Bitmap(0) # When the mouse is over Norm_bmp = wx.Bitmap(0) # The normal BMP Push_bmp = wx.Bitmap(0) # The down BMP Pos_bmp = wx.Point(0,0) # The posisition of the button def __init__(self, parent, id=-1, NORM_BMP, PUSH_BMP, MOUSE_OVER_BMP, text="", pos, size, **kwargs): wx.PyControl.__init__(self,parent, id, **kwargs) # Set the BMP's to the ones given in the constructor self.Mouse_over_bmp = wx.Bitmap(MOUSE_OVER_BMP) self.Norm_bmp = wx.Bitmap(NORM_BMP) self.Push_bmp = wx.Bitmap(PUSH_BMP) self.Pos_bmp = pos ############################################ ##THE ERROR IS BEING THROWN SOME WHERE IN HERE ## ############################################ self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown) self.Bind(wx.EVT_LEFT_UP, self._onMouseUp) self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave) self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter) self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground) self.Bind(wx.EVT_PAINT,self._onPaint) self._mouseIn = self._mouseDown = False def _onMouseEnter(self, event): self._mouseIn = True def _onMouseLeave(self, event): self._mouseIn = False def _onMouseDown(self, event): self._mouseDown = True def _onMouseUp(self, event): self._mouseDown = False self.sendButtonEvent() def sendButtonEvent(self): event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId()) event.SetInt(0) event.SetEventObject(self) self.GetEventHandler().ProcessEvent(event) def _onEraseBackground(self,event): # reduce flicker pass def _onPaint(self, event): dc = wx.BufferedPaintDC(self) dc.SetFont(self.GetFont()) dc.SetBackground(wx.Brush(self.GetBackgroundColour())) dc.Clear() dc.DrawBitmap(self.Norm_bmp) # draw whatever you want to draw # draw glossy bitmaps e.g. dc.DrawBitmap if self._mouseIn: # If the Mouse is over the button dc.DrawBitmap(self, self.Mouse_over_bmp, self.Pos_bmp, useMask=False) if self._mouseDown: # If the Mouse clicks the button dc.DrawBitmap(self, self.Push_bmp, self.Pos_bmp, useMask=False)

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  • Render only the segment/area of a circle that intersects the main circle

    - by Greenhouse Gases
    I absolutely love maths (or 'math' as most of you would say!) but I haven't done it to a level where I know the answer to this problem. I have a main circle which could have a centre point at any x and y on a display. Other circles will move around the display at will but at any given call to a render method I want to render not only those circles that intersect the main circle, but also only render the segment of that circle that is visible inside the main circle. An analogy would be a shadow cast on a real life object, and I only want to draw the part of that object that is 'illuminated'. I want to do this preferably in Java, but if you have a raw formula that would be appreciated. I wonder how one might draw the shape and fill it in Java, I'm sure there must be some variation on a polyline with arcs or something? Many thanks

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  • Custom activity designers in Workflow Foundation 3.5: How do they work?

    - by stakx
    Intent of this post: I realise that Workflow Foundation is not extremely popular on StackOverflow and that there will probably be not many answers, or none at all. This post is intended as a resource to people trying to customise workflow activities' appearance through custom designer classes. Goals: I am attempting to create a custom designer class for Workflow activities to achieve the following: Make activities look less technical. For example, I don't necessarily want to see the internal object name as the activity's "title" -- instead, I'd like to see something more descriptive. Display the values of certain properties beneath the title text. I would like to see some properties' values directly underneath the title so that I don't need to look somewhere else (namely, at the Properties window). Provide custom drop areas and draw custom internal arrows. As an example, I would like to be able to have custom drop areas in very specific places. What I found out so far: I created a custom designer class deriving from SequentialActivityDesigner as follows: [Designer(typeof(SomeDesigner))] public partial class SomeActivity: CompositeActivity { ... } class PlainDesigner : SequentialActivityDesigner { ... } Through overriding some properties and the OnPaint method, I found out about the following correspondences between the properties and how the activity will be displayed: Figure 1. Relationship between some properties of an SequentialActivityDesigner and the displayed activity. Possible solutions for goal #1 (make activities look less technical) and goal #2 (display values of properties beneath title text): The displayed title can be changed through the Title property. If more room is required to display additional information beneath the title, the TitleHeight property can be increased (ie., override the property and make it return base.TitleHeight + n, where n is some positive integer). Override the OnPaint method and draw additional text in the area reserved through TitleHeight. Open questions: What are the connectors, connections, and connection points used for? They seem to be necessary, but for what purpose? While the drop targets can be got through the GetDropTargets method, it seems that this is not necessarily where the designer will actually place dropped activities. When an activity is dragged across a workflow, the designer displays little green plus signs where activities can be dropped; how does it figure out the locations of these plus signs? How does the designer figure out where to draw connector lines and arrows?

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  • Drawing text at an angle (e.g. upside down) in Android

    - by Damian
    I'm trying to build a custom clock view in Android. See image http://twitpic.com/1devk7 So far to draw the time and hour markers I have been using the Canvas.rotate method to get the desired effect. However, notice that it is difficult to interpret the numbers in the lower half of the clock (e.g. 6 or 9?) because of the angle in which they are drawn. When using drawText, is it possible to draw the text at 45/90/180 degrees so that all text appears upright when my onDraw method has finished?

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  • Drawing individual pixels with iphone sdk.

    - by blob8108
    Hi, I've been trying to figure out how to make a powder toy style game on the iPhone. My problem is how to draw pixels to the screen. From what I've read, OpenGL is better for games as it is faster/hardware accelerated, but there is no method to draw pixels directly to the screen. Apparently drawing pixels to an off-screen frame buffer is the way to go, but how do I then pass this to OpenGL? Do I use a texture? (this is assuming I have no previous knowledge of iPhone graphics programming). Thanks!

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  • iPhone CALayer Stacking Order

    - by Brian
    I'm using CALayers to draw to a UITableViewCell. I'm trying to figure out how layers are ordered with the content of the UITableViewCell. For instance: I add labels to the UITableViewCell in my cellForRow:atIndexPath method In the drawRect method of UITableViewCell I draw some content using the current context Also, in drawRect I add a few sublayers So what would be the order of these elements. I know I have zPosition on the CALayers but I'm not sure if they are always on top of any subviews of the UITableViewCell. And I'm not sure where the content that is drawn in drawRect comes in the order. Any help or links to documentation would be great. I have read through the Core Animation Programming Guide and didn't see anywhere where this would be answered.

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  • Initialize window code Mac OS X

    - by Jarle
    I'm currently reading "the red book" for learning OpenGL properly, and in one of the first examples, the author writes a line that says "InitializeAWindowPlease();" as a place holder for the code that will make a window to draw the OpenGL content in. Since I'm using Xcode for my programing, I know that I "get" a window to work with automatically (and that I have to make my own OpenGL view in interfacebuilder). How can I make this with pure code? I'm trying to learn programming, and I'm not to happy about taking "shortcuts" all the time. How can I make a window to draw my openGL stuff in? With Objective-C and C code I would love to see it. My goal is that I can make it without opening interface builder at all:)

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  • How does ImageView just redraw part of its content when invalidate(Rect) is called?

    - by imax366
    Hi, guys I am new to Android development, just reading docs and trying the APIs. I am quit confused how ImageView managed to draw just a part of its content after an invalidate(Rect) invocation. I've checked ImageView.java, found no other drawing method except onDraw(Canvas), but onDraw(Canvas) only cut the drawable only if it is beyound the view's visible boundary. I also read the implementation of View.invalidate(Rect), I think the key of this function is calling to mParent.invalidateChild(this, r); However, I think the parent view doesn't know how to draw the child in the given Rect, it finally has to call some method of it child to paint out. Has anybody investigated this part of codes? Would you please give me some guide?

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