I'm using Google Maps for Flutter but Google Maps for Android is close enough.
I want to place fixed Flutter image overtop the map (positioned with Stack) then be able to drag & drop a map marker onto that image for an event on that image?
Is that possible? I'm aware of displaying Google Maps in Flutter, displaying the Flutter image overtop the map, and dragging a marker. What i can't figure out is how to trigger an event once the marker is dropped on the Flutter image. I figure this involves converting the dropped marker's latlng to screen coordinates and knowing what my flutter image's screen coordinates each time the screen orientation changes.
Related
I am currently trying to make a map like canvas with buttons inside using SkiaSharp and Xamarin.Forms.
but when it comes to zoom / pan i can't sync this 2 up because when
a) im using a control with zoom / pan actions and canvas + buttons as childs with inverse scale, that mostly works but the skiasharp canvas will be blurry because it's only an element transform (bitmap scaling)
b) the buttons don't stay at the desired location when using the direct skiasharp canvas transform and a seperate content container for the buttons because (bad) transform syncing
any idea on how to combine this 2 components to a map with button markers like element?
My suggestion would be to use AbsoluteLayouts to stack Xamarin.Forms buttons (or Images with GestureRecognizers) over the top of a drawn SKCanvas. Each time a button is clicked you then have to eventually call InvalidateSurface() on the SKCanvas and it will redraw with the parameters that were changed by the clicking of the button. I'm doing this a lot in an app of mine and am very happy with it, you can see it over here.
I'm a Unity nob, so please don't flame me for this question.
I'm trying to change a simple UI button to look like a Play button (via simple Play PNG image), I see that the Button have a Source Image under the Image script, but as far as I can see I must select a Sprite.
How can I create a Sprite from a PNG Image?
Unity's sprite is a kind of Texture.
Import your PNG by drag your file to the Project panel, Unity will automatically generate texture for you.
Click on that file, The Inspector panel will show texture's Import setting.
In Inspector, Choose texture type as Sprite (2D and UI), Hit Apply at the bottom.
In Project Panel, Drag this texture to your Source Image under Image Script
Do you know why this is happening and most important how to fix it?
Adding the key with what value?
Starting in tvOS 10 you must include a wide top shelf image, Top Shelf Image Wide, with a size of 2320px by 720px #1x. tvOS Human Interface Guidelines: Icons and Images.
If Top Shelf Image Wide is not already in your Assets.xcassets you can create one manually, or with the + Add a Group or Image Set button. For example:
The crop area is still 1920px x 720px #1x when the top shelf image is displayed on the Apple TV. So, if you're using any text or images that you don't want cut off make sure to make them centered in those dimensions. For example:
The areas in red are only used for sliding in your top shelf image when your app icon becomes highlighted on the Apple TV home screen.
EDIT:
Check your target's Build Settings.
I'm trying to clip an image overlay in Google Maps API, however without success. I can clip a HTML image successfully and overlay it on a Google MAP by using the CSS clip property and z-index property, however that's no use, as the image does not adjust to the Google map zoom and movements. i.e. the image is not bound to the Google MAP object in any way, doesn't respond to map changes.
If I assign the Google Map overlay to the cropped image source, it simply uses the original un-cropped source and not the cropped page image element. That's just how the image.src property works.
I successfully added an image overlay for Google MAPS, but there does not seem to be any clipping or cropping function for them. There is text on the image that I don't want to display for this application, but I don't want to crop the original source file image, as it's used for multiple display purposes.
historicalOverlay = new google.maps.GroundOverlay(imageurl,imageBounds);
historicalOverlay.setMap(map);
I need imageurl to point to a clipped version in memory or something like that or the clipped form image element, but not its un-clipped source image. Any ideas ?
The GroundOverlay class in Google Maps javascript API V3 does not provide any support for in-browser clipping/cropping of the image before display.
Because we needed that capability, plus some others like image rotation and non-rectangular images, we wrote a GroundOverlayEX javascript class that supports everything that the Google Earth version of GroundOverlay supports, including browser-side clipping/cropping of the image to-be-displayed.
The javascript class is open-source on Github at: https://github.com/azmikemm/GroundOverlayEX. There is API documentation as well (documentation.txt). All images shown by the GroundOverlayEX class are integral to the map, and will drag with the map, and zoom with the map.
A working functional example of the class in-action (with some clipped/ cropped images) is at: https://sites.google.com/site/issearthatnight/
If you turn off the VIIRS checkbox, and set the transparency down to midway, you'll see the images pretty plainly, and see that some are cropped (all are stored in NASA's servers as rectangles, so images that are square-ish or look like slices have been cropped by the GroundOverlayEX class).
I have a live tile in my Windows 8 store app which is defined as TileWideImageAndText01 and TileSquarePeekImageAndText04. The image is in an format which doesn't fit the tile, so I guess the tile is taking the center of the picture?
Actually I want the tile to take the top of my picture and not centering it.
Is it possible to change this behaviour in my live tile declaration?
Unfortunately I found out that there is no out-of-the-box-solution for my problem.
I solved it by creating a BitmapResource out of my image, cropping it programmatically and save it back to my ApplicationFolder, where I can reference the image in my live tile with "ms-appdata:///...."