Windows pan splitter does not resize - windows

lI use a non-Microsoft software, but it is possibly an OS level bug. I am on Win 8.1.
The app has several pans. Resizing works well on other pans, but not on one that is a hierarchic folder explorer like pan widget.
It does not allow to rezine width. 2-arrow-split mouse icon appears but as soon as I drag it away, it hchanges to default mouse arrow icon. The pan width does not move.
Now the pan shows a minimal width so I see a bit of the folder icons. No way to resize the pan.
Did anybody encounter that problem and solution?
Thanks

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Finder toolbar icons are jagged or anti-aliased on non-retina displays

I'm trying to create Finder toolbar icons that match the look and feel of Monterey, but they seem to be jagged as if there are issues with anti-aliasing.
Here are the retina icons I'm trying to convert (two on the right):
And here is how they look on my non-retina display:
At first, I thought this was simply a problem with automatic anti-aliasing. However, when I manually resize the icons to 32x32, this is how they're supposed to look:
But when I use those icons in Finder, they look jagged all over again. I have no idea what is happening.
Update
Steps to reproduce:
Take icon_terminal_light.icns from this icon pack
If you already have a custom Finder toolbar icon, skip to step 6
Right-click on your Finder toolbar and choose "Customize Toolbar"
Click-and-drag any application onto the toolbar
Click "Done"
Right-click on your application and choose "Get Info"
Click-and-drag icon_terminal_light.icns onto the icon in the upper-left
Notice:
If you move the Finder toolbar to a non-retina screen, the icon will look thin and the edges will be jagged.
You can even open icon_terminal_light.icns in Preview, resize it to 32x32, and then export it to a new icns file. The icns file will look smooth on a non-retina monitor, but if you try putting it into the toolbar, it'll be jagged once again.
Finder has a quirk whereby the alpha layers of toolbar icons get multiplied by two when the window is active. If the Finder window is in the background, however, the icons probably look how'd you expect.
If your icons have any thin graphical element, the anti-aliased pixels will have low alpha values. When those alpha values are doubled, the pixels practically disappear, which is what looks like is happening.
I solved this issue when trying to resize the icons provided in OpenInTerminal-Light. My solution is a bit of a hack:
To fix the rendering, I manually resized the icons and added 89% gray behind the anti-aliased pixels. Every pixel has either 0% or 100% alpha now.
You can see more detailed notes in the issue I opened on GitHub.

Electron, how to make a window slide from offscreen? (like the notifications center)

I'd like to achieve the same opening/closing animations as macOS' notifications center, basically having it slide from a side.
Is it possible to do this using electron?
I think it is possible. Electron has everything you need for it:
A Frameless Window is probably the way to go for this.
win.setPosition(x, y[, animate]), win.setSize(width, height[, animate]), win.hide() and win.show() is all you need to animate the window
screen and Display will help you put the window in the correct position
Initial state:
Place window at the side of the screen
Set to smallest possible width
Hidden
Opening:
Show window
Increase width and change position towards center of the screen until the window reaches the desired size
Closing:
Decrease width and change position towards side of the screen
Hide window when side is reached
The content of the window is then just CSS and JS magic, to make it look good.
Check out css animations here
You can position elements off screen with css and animate them in with css
No javascript required.

UI doesn't show up in #Screen tab in Unity 4.6

I have just upgraded Unity to version 4.6 and tried to create a button by Create -> UI -> Button.
However, this button doesn't show up in #Screen tab but it does in Game tab.
Please look at the screen shoot below:
Another question is: The default width and height when creating a new button is 160 x 30. When I change the source image with my own image button, I have to change the width and height parameters in rect transform. Is there any faster way to automatically obtain new width and height based on the image which I insert?
Thank you very much!
First, double click the button in your hierarchy and see that it indeed does not show in the Scene view, excluding any kind of zoom problem. (By the way, I'm assuming you mean "Scene" and not "Screen", right?) Things in different cameras or canvases might have very different scales but appear correctly in the Game view. I don't know how used you are to Unity, so I'm sorry if this sounds obvious. :)
Next, check the dropdown labeled "Layers" on top of Unity's editor, to the right of the Play, Pause and Step buttons. See if the layer of your button (which in this case is "UI") is visible. It should have an open eye icon next to it.
Regarding your other question, after dragging your sprite to the Image component, you can press the "Set Native Size" button, which will set the size of your object to the dimensions of your Sprite. Regarding the new UI, I think this is as automatic as it gets. Note that "Set Native Size" will only appear if your Image type is set to Simple (probably what you want) or Filled in the component.
I had the same problem before and here's a possible solution.
By default, the editor camera (Scene Tab) renders the World Space,
so your Canvas component's render mode should be set to "World Space".
The problem may only occur when you're trying to (or supposedly) render your UI in Screen Space - Overlay or Screen Space - Camera in the Canvas component.
So if you want to properly edit UI objects in the scene tab/window; set the Canvas component's render mode to World Space.
We don't have this problem in Unity 4.x before because I think Unity automatically renders any render mode from the Canvas component, however, that doesn't happen in Unity 5.x. I'm guessing it's either intentional that they do that or it's a bug on Unity UI feature.

How to draw a custom shaped window using Qt and apply current Windows theme colors/effects to it?

Is it possible to draw a custom shaped window in Qt which inherits color and transparency (glass) effects from current system theme. Ultimately I need it to look & feel just like user's taskbar adjusting to his theme. Like in this concept. I realize that it might not be possible to achieve such perfect integration, but at least make a custom shaped background which look the same as the taskbar (glass look&feel) I believe is achievable.
Partially it is answered in similar questoin - Displaying translucent / irregular-shaped windows with Qt. But still not sure how to read system theme information and apply it to QPainter.
The tricky part is that slope on the left. I'd wager you could get a title bar on a window to be taller and have the rest of the window be 0 height so the window was entirely a title bar but that slope would require rendering functions that just won't exist on Windows.
Also, you're wanting your window hide the taskbar's bevel under where your window appears. That will probably not be possible either as your window will be semi-transparent so it won't be able to block the rendered bevel of the normal taskbar.
Sorry. Might have to go back to the drawing board on your design.

Find out the background color of Windows system tray to select the tray icon for my app

I'm writing a Windows application that displays its tray icon on the Windows system tray (next to the system clock). The problem is that my icon looks great on some backgrounds and looks horrible on others. One would solve this issue by creating a shadow or an outline around an icon, but the tray icon is just 16x16 pixels, which makes the former quite difficult to achieve.
So I was curious, is there a way to find out what system tray background is, that my icon is displayed on, as RGBA mean value, for instance? (I understand that it is now not a solid color, thus the word "mean".) And if so, I'm sure there's an algorithm to determine if it's a bright (gray, silver) vs. dark background (blue or black). This will let me load either dark or bright verson of my tray icon.
As you provide an icon only, you don't have an option to paint the area where the icon is supposed to be shown. With Aero off, the color is expected to be GetSysColor(COLOR_BTNFACE), otherwise things are more complicated and transparency involved so that windows underneath the appbar actually affect background color around system tray icon.

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