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  • how to round_corner a logo without leaving white background(transparent?) with it using pil?

    - by bdictator
    I got a square logo and I need to round_corner it, searched for a while and got the follow code "working": def round_corner_jpg(image, radius): """generate round corner for image""" mask = Image.new('RGB', image.size) #mask = Image.new('RGB', (image.size[0] - radius, image.size[1] - radius)) #mask = Image.new('L', image.size, 255) draw = aggdraw.Draw(mask) brush = aggdraw.Brush('black') width, height = mask.size draw.rectangle((0,0,width,height), aggdraw.Brush('')) #upper-left corner draw.pieslice((0,0,radius*2, radius*2), 90, 180, None, brush) #upper-right corner draw.pieslice((width - radius*2, 0, width, radius*2), 0, 90, None, brush) #bottom-left corner draw.pieslice((0, height - radius * 2, radius*2, height),180, 270, None, brush) #bottom-right corner draw.pieslice((width - radius * 2, height - radius * 2, width, height), 270, 360, None, brush) #center rectangle draw.rectangle((radius, radius, width - radius, height - radius), brush) #four edge rectangle draw.rectangle((radius, 0, width - radius, radius), brush) draw.rectangle((0, radius, radius, height-radius), brush) draw.rectangle((radius, height-radius, width-radius, height), brush) draw.rectangle((width-radius, radius, width, height-radius), brush) draw.flush() del draw return ImageChops.add(mask, image) then I saved the returned image object,however it has white background in it?how can i get rid of the white background? Thanks in advance~

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  • iPhone CGContext: drawing two lines with two different colors

    - by phonecoddy
    I am having some troubles using the CGContext with an iPhone app. I am trying to draw several lines with different colors, but all the lines always end up having to color, which was used last. I tried several approaches I could think of, but haven't been lucky. I set up a small sample project to deal with that issue. This is my code, I use in the drawRect method. I am trying to draw a red and a blue line: - (void)drawRect:(CGRect)rect{ NSLog(@"drawrect!"); CGContextRef bluecontext = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(bluecontext, 2.0); CGContextSetStrokeColorWithColor(bluecontext, [UIColor blueColor].CGColor); CGContextMoveToPoint(bluecontext, 1, 1); CGContextAddLineToPoint(bluecontext, 100, 100); CGContextSetStrokeColorWithColor(bluecontext, [UIColor redColor].CGColor); CGContextAddLineToPoint(bluecontext, 200, 100); CGContextStrokePath(bluecontext); } thanks for your help

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  • How can I scroll my custom view? I want to see the shapes drawn over the bounds of the screen

    - by antonio Musella
    I have a Custom view ... package nan.salsa.goal.customview; import android.R; import android.content.Context; import android.graphics.Canvas; import android.graphics.drawable.ShapeDrawable; import android.graphics.drawable.shapes.RectShape; import android.util.AttributeSet; import android.util.Log; import android.view.View; public class DayView extends View { private static String TAG="DayView"; private ShapeDrawable mDrawable; public DayView(Context context) { super(context); } public DayView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public DayView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } public void init() { int x = 10; int y = 10; mDrawable = new ShapeDrawable(new RectShape()); mDrawable.getPaint().setColor(Color.GREEN); mDrawable.setBounds(x, y, x + (width - (x * 2)), y + (height - (y*2))); mDrawable.draw(canvas); for (int i = 1; i < 30; i++) { boxDrawable = new ShapeDrawable(new RectShape()); boxDrawable.setBounds(x + x , y + (100 * i) , x + (width - ((x + x) * 2)), y + (100 * i) + 50); boxDrawable.getPaint().setColor(Color.RED); boxDrawable.draw(canvas); } } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); setBackgroundColor(R.color.black); mDrawable.draw(canvas); } } with this simple configuration file : <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="#E06F00"> <nan.salsa.goal.customview.DayView android:id="@+id/dayView" android:layout_height="match_parent" android:layout_width="fill_parent" /> </LinearLayout> In my view I want to scroll to see the shapes drawn over the bounds of the screen .. How I can do it? Regards, Antonio Musella

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  • XNA, how to draw two cubes standing in line parallelly?

    - by user3535716
    I just got a problem with drawing two 3D cubes standing in line. In my code, I made a cube class, and in the game1 class, I built two cubes, A on the right side, B on the left side. I also setup an FPS camera in the 3D world. The problem is if I draw cube B first(Blue), and move the camera to the left side to cube B, A(Red) is still standing in front of B, which is apparently wrong. I guess some pics can make much sense. Then, I move the camera to the other side, the situation is like: This is wrong.... From this view, the red cube, A should be behind the blue one, B.... Could somebody give me help please? This is the draw in the Cube class Matrix center = Matrix.CreateTranslation( new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(0.5f); Matrix translate = Matrix.CreateTranslation(location); effect.World = center * scale * translate; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeBuffer); RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; rs.FillMode = FillMode.Solid; device.RasterizerState = rs; device.DrawPrimitives( PrimitiveType.TriangleList, 0, cubeBuffer.VertexCount / 3); } This is the Draw method in game1 A.Draw(camera, effect); B.Draw(camera, effect); **

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • WPF: Draw a grid on a Canvas?

    - by stefan.at.wpf
    Hello community, I'm currently trying to add gridlines to a canvas. I need an exact free space between them, where I'd like to place something for hit detection per cell, maybe simply a transparent border or such a thing. While I thought this would be an easy thing, I'm facing problems like antialiasing and that lines in WPF aren't very "calculate" / exact drawing friendly - e.g. if I draw a line on x=20 with a thickness of 10, the line's width goes from x=15 to x=25 (maybe not exactly, just some kind like that), so it takes the given position as middle point - if it would draw from 20 to 30 it would be easier in my case. Besides that making things more complex, how does WPF handle e.g. a thickness of 5? Draw thickness 3 left from the given point and the remaining 2 right from it? Or maybe just the opposite way? Well, just wanted to show you which problems I have, though this all maybe just seems simple to be done. Just wondering if anyone has ever done this before. Currently I find a Border without content and just 2 sites set to a thickness greater than 0 as line seems to work the best in my tests, seems like it's clear where they are drawn and they somehow don't seem to make any antialiasing problems. Just wondering if there's a more intuitive / better way of doing this? I don't want to lay a Canvas over a Grid, I think this maybe makes some things more complex in the end (by the way: how would I place a Canvas on top of a Grid?). Thanks for any hint!

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

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

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  • How to draw some lines in a view element defined in the xml layout

    - by Nils
    Hello, I have problems drawing some simple lines in a view object (Android programming). First I created the layout with the view element(kind of painting area) in it (XML file). [...] < View android:id="@+id/viewmap" android:layout_width="572px" android:layout_height="359px" android:layout_x="26px" android:layout_y="27px" [...] ... and tried then to access it to draw some lines. Unfortunately the program is running and other UI elements like buttons are displayed, but I can't see the drawings. What's wrong ? [...] viewmap = (View) findViewById(R.id.viewmap); Canvas canvas = new Canvas(); viewmap.draw(canvas); Paint p = new Paint(); p.setColor(Color.BLUE); p.setStyle(Paint.Style.STROKE); canvas.drawColor(Color.WHITE); p.setColor(Color.BLUE); canvas.drawLine(4, 4, 29, 5, p); p.setColor(Color.RED); viewmap.draw(canvas); [...] Thanks for help :) !

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  • Artifacts when trying to draw background grid without anti-aliasing in a QGraphicsScene

    - by estan
    Hi folks, I'm trying to draw a background grid in the drawBackground() function of my QGraphicsScene subclass: void Scene::drawBackground(QPainter *painter, const QRectF &rect) { const int gridSize = 50; const int realLeft = static_cast<int>(std::floor(rect.left())); const int realRight = static_cast<int>(std::ceil(rect.right())); const int realTop = static_cast<int>(std::floor(rect.top())); const int realBottom = static_cast<int>(std::ceil(rect.bottom())); // Draw grid. const int firstLeftGridLine = realLeft - (realLeft % gridSize); const int firstTopGridLine = realTop - (realTop % gridSize); QVarLengthArray<QLine, 100> lines; for (qreal x = firstLeftGridLine; x <= realRight; x += gridSize) lines.append(QLine(x, realTop, x, realBottom)); for (qreal y = firstTopGridLine; y <= realBottom; y += gridSize) lines.append(QLine(realLeft, y, realRight, y)); //painter->setRenderHint(QPainter::Antialiasing); painter->setPen(QPen(QColor(220, 220, 220), 0.0)); painter->drawLines(lines.data(), lines.size()); // Draw axes. painter->setPen(QPen(Qt::lightGray, 0.0)); painter->drawLine(0, realTop, 0, realBottom); painter->drawLine(realLeft, 0, realRight, 0); } However, unless I turn on anti-aliasing, moving items around will sometimes leave artifacts in the grid (areas where it's not drawn). It seems it mostly happens at low zoom levels, when the view is zoomed out a bit. Any ideas what I might be doing wrong here? I'd really don't want to turn anti-aliasing on since the lines are strictly horizontal and vertical, and I'd like them to be as crisp as possible. Any help is much appriciated, Regards, Elvis

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  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

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  • cocos2d - how to draw a bottle sprite with dynamically changing water level

    - by Oliver
    I am trying to draw a (2d) sprite in cocos2d showing a bottle. The bottle shall be able to have a dynamic water level (i.e. the amount of water in the bottle can change over the lifetime of the sprite). I am wondering how to do this. I currently have a PNG file of the empty bottle. I adjusted the alpha channel of that PNG so when rendering the sprite I can draw a blue rectangle and render the bottle texture over it. That will give the impression of the water being inside the bottle. However, the bottle's shape is not a rectangle itself of course, so the water can be seen out of the bounds of the bottle. I can change the bottle image in a way that only the bottle itself is transparent and set the "outside world" to an opaque color & alpha channel value, but that again prevents the "world background" to be visible in that area. I simply don't have a clue how to realize this in a sane manner. Do I really have to read every pixel of the bottle image, identify which pixel is "inside" of the bottle and then draw the water pixel by pixel? There must be an easier way, right? ;) Any best practices for these kinds of tasks? edit: see picture below, to make somewhat clearer, what I am talking about ;) http://i47.tinypic.com/10rqww0.png

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  • Canvas draw calls are rendering out of sequence

    - by Tom Murray
    I have the following code for writing draw calls to a "back buffer" canvas, then placing those in a main canvas using drawImage. This is for optimization purposes and to ensure all images get placed in sequence. Before placing the buffer canvas on top of the main one, I'm using fillRect to create a dark-blue background on the main canvas. However, the blue background is rendering after the sprites. This is unexpected, as I am making its fillRect call first. Here is my code: render: function() { this.buffer.clearRect(0,0,this.w,this.h); this.context.fillStyle = "#000044"; this.context.fillRect(0,0,this.w,this.h); for (var i in this.renderQueue) { for (var ii = 0; ii < this.renderQueue[i].length; ii++) { sprite = this.renderQueue[i][ii]; // Draw it! this.buffer.fillStyle = "green"; this.buffer.fillRect(sprite.x, sprite.y, sprite.w, sprite.h); } } this.context.drawImage(this.bufferCanvas,0,0); } This also happens when I use fillRect on the buffer canvas, instead of the main one. Changing the globalCompositeOperation between 'source-over' and 'destination-over' (for both contexts) does nothing to change this. Paradoxically, if I instead place the blue fillRect inside the nested for loops with the other draw calls, it works as expected... Thanks in advance!

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  • Using the FreeType lib to create text bitmaps to draw in OpenGL 3.x

    - by Andy
    At the moment I not too sure where my problem is. I can draw loaded images as textures no problem, however when I try to generate a bitmap with a char on it I just get a black box. I am confident that the problem is when I generate and upload the texture. Here is the method for that; the top section of the if statement just draws an texture of a image loaded from file (res/texture.jpg) and that draws perfectly. And the else part of the if statement will try to generate and upload a texture with the char (variable char enter) on. Source Code, I will add shaders and more of the C++ if needed but they work fine for the image. void uploadTexture() { if(enter=='/'){ // Draw the image. GLenum imageFormat; glimg::SingleImage image = glimg::loaders::stb::LoadFromFile("res/texture.jpg")->GetImage(0,0,0); glimg::OpenGLPixelTransferParams params = glimg::GetUploadFormatType(image.GetFormat(), 0); imageFormat = glimg::GetInternalFormat(image.GetFormat(),0); glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glimg::Dimensions dimensions = image.GetDimensions(); cout << "Texture dimensions w "<< dimensions.width << endl; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, dimensions.width, dimensions.height, 0, params.format, params.type, image.GetImageData()); }else { // Draw the char useing the FreeType Lib FT_Init_FreeType(&ft); FT_New_Face(ft, "arial.ttf", 0, &face); FT_Set_Pixel_Sizes(face, 0, 48); FT_GlyphSlot g = face->glyph; glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); FT_Load_Char(face, enter, FT_LOAD_RENDER); FT_Bitmap theBitmap = g->bitmap; int BitmapWidth = g->bitmap.width; int BitmapHeight = g->bitmap.rows; cout << "draw char - " << enter << endl; cout << "g->bitmap.width - " << g->bitmap.width << endl; cout << "g->bitmap.rows - " << g->bitmap.rows << endl; int TextureWidth =roundUpToNextPowerOfTwo(g->bitmap.width); int TextureHeight =roundUpToNextPowerOfTwo(g->bitmap.rows); cout << "texture width x height - " << TextureWidth <<" x " << TextureHeight << endl; GLubyte* TextureBuffer = new GLubyte[ TextureWidth * TextureWidth ]; for(int j = 0; j < TextureHeight; ++j) { for(int i = 0; i < TextureWidth; ++i) { TextureBuffer[ j*TextureWidth + i ] = (j >= BitmapHeight || i >= BitmapWidth ? 0 : g->bitmap.buffer[ j*BitmapWidth + i ]); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, TextureWidth, TextureHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, TextureBuffer); } }

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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • wxpython: adding panel to wx.Frame disables/conflicts with wx.Frame's OnPaint?!

    - by sdaau
    Hi all, I just encountered this strange situation: I found an example, where wx.Frame's OnPaint is overridden, and a circle is drawn. Funnily, as soon as I add even a single panel to the frame, the circle is not drawn anymore - in fact, OnPaint is not called at all anymore ! Can anyone explain me if this is the expected behavior, and how to correctly handle a wx.Frame's OnPaint, if the wx.Frame has child panels ? Small code example is below.. Thanks in advance for any answers, Cheers! The code: #!/usr/bin/env python # http://www.linuxquestions.org/questions/programming-9/wxwidgets-wxpython-drawing-problems-with-onpaint-event-703946/ import wx class MainWindow(wx.Frame): def __init__(self, parent, title, size=wx.DefaultSize): wx.Frame.__init__(self, parent, wx.ID_ANY, title, wx.DefaultPosition, size) self.circles = list() self.displaceX = 30 self.displaceY = 30 circlePos = (self.displaceX, self.displaceY) self.circles.append(circlePos) ## uncommenting either only first, or both of ## the commands below, causes OnPaint *not* to be called anymore! #~ self.panel = wx.Panel(self, wx.ID_ANY) #~ self.mpanelA = wx.Panel(self.panel, -1, size=(200,50)) self.Bind(wx.EVT_PAINT, self.OnPaint) def OnPaint(self, e): print "OnPaint called" dc = wx.PaintDC(self) dc.SetPen(wx.Pen(wx.BLUE)) dc.SetBrush(wx.Brush(wx.BLUE)) # Go through the list of circles to draw all of them for circle in self.circles: dc.DrawCircle(circle[0], circle[1], 10) def main(): app = wx.App() win = MainWindow(None, "Draw delayed circles", size=(620,460)) win.Show() app.MainLoop() if __name__ == "__main__": main()

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  • How to refresh/redraw the screen (not the program window)

    - by mohrphium
    I'm having a bit of a hard time figuring out, how to remove a drawn ellipse after it has been drawn somewhere else. I need a circle to follow my mouse all the time and this is all the program should do. I get the mousepositions and draw my circle but how can I remove the last one? #include <Windows.h> #include <iostream> void drawRect(int a1, int a2){ HDC screenDC = ::GetDC(0); //Draw circle at mouse position ::Ellipse(screenDC, a1, a2+5, a1+9, a2+14); ::ReleaseDC(0, screenDC); //::InvalidateRect(0, NULL, TRUE); //<- I tried that but then everything flickers //Also, the refresh rate is not fast enough... still some circles left } int main(void) { int a1; int a2; bool exit=false; while (exit!=true) { POINT cursorPos; GetCursorPos(&cursorPos); float x = 0; x = cursorPos.x; float y = 0; y = cursorPos.y; a1=(int)cursorPos.x; a2=(int)cursorPos.y; drawRect(a1, a2); } } I am working with graphics and all that stuff for the first time. Im kinda stuck here... once again. Thanks.

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  • How To Draw More Precise Lines using Core Graphics and CALayer

    - by user308444
    Hello I am having a hard time making this UI element look the way I want (see screenshot). Notice the image on the right--how the line width and darkness looks inconsistent compared to the image on the left (which happens to be a screen grab from safari) where the border width is more consistent. How does apple make their lines so perfect? I'm using a CALayer and the Core Graphics API to draw the image on the right. Is it possible to draw such perfect lines with the standard apis?

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  • draw line over uilable after loading from nib

    - by Nnp
    here is my code CGContextRef c = UIGraphicsGetCurrentContext(); CGContextBeginPath(c); CGContextMoveToPoint(c, 277.0f, 21.0f); CGFloat newpoint = 277.0f + (CGFloat)(self.msrp.text.length * 8); //NSLog(@"%f", newpoint); CGContextAddLineToPoint(c, newpoint, 21.0f); CGContextStrokePath(c); i am trying to draw a line over UIlabel, i am loading my view from nib.i dont know what i am doing wrong. i just work fine if i draw entire view instead loading from nib.(but i dont wanna do that)

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  • draw ellipse in MFC C++ just use OPENGL?

    - by taki
    i trying to draw ellipse in MFC C++ just use OPENGL. it ran for the resulting ellipse but it is not correct mouse coordinates. My code: in class Ellispe.cpp void VeEllispe::putPixel(int x,int y,int xc, int yc) { glBegin(GL_POINTS);// bat dau bang ve diem glVertex2i(xc+x,yc+y); glVertex2i(xc-x,yc-y); glVertex2i(xc+x,yc-y); glVertex2i(xc-x,yc+y); glEnd(); } void VeEllispe::Draw(int a, int b,int xc,int yc) { int x = 0; int y = b; float a2 = (a*a); float b2 = (b*b); float p = b2 - a2*b + 0.25*a2; while(2*b2*x <= 2*y*a2) { putPixel(x,y,xc,yc); if (p < 0) p+= 2*b2*x + 3*b2; else { p+= 2*b2*x + 3*b2 - 2*a2*y + 2*a2; y--; } x++; } x = a; y = 0; p = a2 - b2*a + 0.25*b2; while(2*a2*y <= 2*x*b2) { putPixel(x,y,xc, yc); if (p < 0) p+= 2*a2*y + 3*a2; else { p+= 2*a2*y + 3*a2 - 2*b2*x + 2*b2; x--; } y++; } } in class XYZView.cpp . . VeEllispe e; void Cbaitap1View::OnDraw(CDC* /*pDC*/) { Cbaitap1Doc* pDoc = GetDocument(); ASSERT_VALID(pDoc); if (!pDoc) return; wglMakeCurrent(m_hDC,m_hRC); glClear(GL_COLOR_BUFFER_BIT); glClearColor(1.0,1.0,1.0,0.0); glColor3f(0.0,0.0,1.0); glPointSize(2); if (state==4) e.Draw(X2,Y2,X1,Y1); glFlush(); SwapBuffers(::GetDC(GetSafeHwnd())); wglMakeCurrent(NULL,NULL); } And if possible, can you teach me the document to drawing triangles or parapol use OPENGL?

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  • Get Taskbar's Battery and PhoneSignal indicators icons and draw into a picturebox (C#/WindowsMobile)

    - by Christian Almeida
    Hi, Is there any way to get taskbar's battery and phonesignal indicators icons and then draw into a picturebox or something? Why do I need this? I need all screen space available, so all forms are maximized and they cover up the windowsmobile taskbar. But, I have to display information about battery e phone signal strength in just a couple of forms. I know how to get their values (like systeminformation.phonesignalstrength), but what I want is the "current icon", so I don't need to worry about their values. It's just a visual information for the user. In last case, if this is not possible, how to get those icons from windowsmobile shell, so I'll draw them by my self, treating each differente status/values that they assume. (This is what I don't want to do!) Thanks in advance and sorry for my poor english.

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  • How to draw a smooth/dithered gradient on a canvas in Android

    - by André
    Several answers mention to use GradientDrawable.setDither(true) to draw smooth gradients in Android. That has no effect in my code. Any idea what I have to change to get a well looking gradient in my live wallpaper? GradientDrawable gradient = new GradientDrawable(Orientation.TL_BR, colors); gradient.setGradientType(GradientDrawable.RADIAL_GRADIENT); gradient.setGradientRadius(canvas.getWidth() * 2); gradient.setDither(true);g gradient.setGradientCenter(-0.1f, -0.1f); gradient.setBounds(cb); gradient.draw(canvas);

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  • Smartest way to draw 100+ images on screen

    - by Henrik
    Hello all, First of all I'm a newbie when it comes to Android programming. So if this question is totally stupid please delete it ASAP :-). Question: I'm going to draw a grid of 10x10 PNG images. Each image is 32x32 px. All of the images are unique. I'm thinking that the easiest way seems to be to put each image in an ImageView. If adding all ImageView's to the layout would this give me some kind of performance hit? Would there be any smarter way to draw these images? Thanks. / Henrik

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  • draw an arc given 3 points in SWT

    - by Ahmed Kotb
    iam using the swt java library and iam having a problem. the gc draw arc method takes the following arguments GC.drawArc(int x, int y, int width, int height, int startAngle, int endAngle); but i want to be able to draw the arc using 3 arguments : the source ,destination and control points. is there any formula to convert between those parameters ? QuadCurve2D class do exactly what i want but it is not AWT not swt ...and i tried to use java2d under swt but it was very slow .... any solutions ?

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  • draw ios quartz 2d path with a varying alpha component

    - by Giovanni
    Hi, I'd like to paint some Bezier curves with the alpha channel that is changing during the curve painting. Right now I'm able to draw bezier paths, with a fixed alpha channel. What I'd like to do is to draw a single bezier curve that uses a certain value of the alpha channel for the first n points of the path another, alpha value for the subsequent m points and so on. The code I'm using for drawing bezier path is: CGContextSetStrokeColorWithColor(context, curva.color.CGColor); .... CGContextAddCurveToPoint(context, cp1.x, cp1.y, cp2.x, cp2.y, endPoint.x, endPoint.y); .... CGContextStrokePath(context); Is there a way to achieve what I'm describing? Many thanks, Giovanni

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  • Draw a textured triangle (patch) in Matlab

    - by Petter
    I have a triangle in (u,v) coordinates in an image. I would like to draw this triangle at 3D coordinates (X,Y,Z) texture-mapped with the triangle in the image. Here, u,v,X,Y,Z are all vectors with three elements representing the three corners of the triangle. I have a very ugly, slow and insatisfactory solution in which I (1) extract a rectangular part of the image, (2) transform it to 3D space with the transformation defined by the three points, (3) draw it with surface, and (4) finally masking out everything that is not part of the triangle with AlphaData. Surely there must be an easier way of doing this?

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