How to use poi to get an animation, this animation is added to a paragraph of text.
The class for text processing is XSLFShape and several classes that inherit this class, all of which have no relevant methods to deal with。
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Is there such a thing as an edit control (meaning a rectangle of text containing a caret and modify-able by user input) for THREE.js? If so, could somebody give me an example of its use? . and, if not, must this functionality be simulated through DOM/JavaScript?
There is no such control class in three.js. You probably want to work with plain HTML textarea elements. If you want to apply a 2D or 3D transformation to a DOM element, consider to include one of the CSS renderers of three.js into your project:
https://threejs.org/docs/index.html#examples/en/renderers/CSS2DRenderer
https://threejs.org/docs/index.html#examples/en/renderers/CSS3DRenderer
I have a view designed for printing which includes a watermark, a transparent view which draws some text atop the other content.
When printing and using the Mac OS Save as PDF feature, the watermark text is selectable. Sometimes this interferes with selecting the other content, other times it's just distracting.
How can I make the text not selectable in the generated PDF?
I tried drawing the watermark behind the other content instead of in front. It didn't prevent selecting the watermark, but kept it out of the way of the other content. However, the table view rows occluded the watermark, which of course is worse.
Commenter asked for code, so here's some code which prepares the view:
// self.view is the print view
// watermark is an instance of WatermarkBackground, an NSView
if (watermark) {
watermark.frame = self.view.frame;
[self.view addSubview:watermark positioned:NSWindowAbove relativeTo:nil];
}
And the line in [WatermarkBackground drawRect] which does the drawing:
// _message is an NSString
// textAttributes returns a dictionary with a color and font
[_message drawWithRect:textRect
options:NSLineBreakByWordWrapping
attributes:[WatermarkBackground textAttributes]];
I meant to post this screenshot originally:
One option would be to create one or multiple CGPaths from your string and draw those into the PDF instead. One way to do so would be to use CTFontCreatePathForGlyph, but it's actually quite a lot of work to do this for entire strings, Core Text does help, but it's a pretty low-level framework.
If you're always drawing the same watermark, it would be much easier to create a static PDF in some vector graphics app and use that with CGPDFPageDraw etc. Illustrator has a "Convert to Paths" command for text objects.
As far as I know, there in no way to make text unselectable in PDF. Probably the best solution would be to use an image watermark instead.
However, if it is in front of text, it can make background text difficult to select. If it is behind everything, there will be same issues with obscuring it with tables. So, possibly a better plan of action would be not to try to make text unselectable, but rather make table background transparent. Then, use image watermark.
Taking an idea from omz, instead of using CGPaths and generating them on the fly, the simplest, most elegant solution would be this:
Create a vector watermark by typing the text in a vector editor and expanding text to create outlines.
Save it as SVG or PDF.
Then, put this new vector graphic on top as a watermark. It will not be selectable, will not obscure the view, and will not be obscured by tables.
Is there any Cocoa control that is capable of drawing tile maps with multiple layers and multiple texture sources which can also intercept touches into single tiles? Having multiple layer support is not a real requirement but an optional feature (the views could still be stacked). Hardware acceleration is not needed at all.
So far I have toyed around with NSMatrix, IKImageBrowser and NSCollectionView but non of them felt like a good solution for the problem. Ideally I need an control similar to the one in Tiled.app. Is there anything, third party or built-in, or do I have to handcraft this control?
I fear that you will be hardly able to find a ready-to-use control for managing tile maps.
If I had to implement something like that on my own, I would consider using CATiledLayer, since this is the closest thing to a tile map control that I know of.
From CATiledLayer Reference:
CATiledLayer is a subclass of CALayer providing a way to asynchronously provide tiles of the layer's content, potentially cached at multiple levels of detail.
There is a nice sample by Bill Dudney (the author of "Core Animation for MacOS and the iPhone"). This sample could provide you a solid foundation for your own project, though it only displays one single PDF, allowing you to zoom in the area you clicked on (this requires rereading the tile at a different detail level).
Another interesting introduction can be found here. This is more step-by-step, so you might start with this.
Finally, on Cocoa is my Girlfriend there is a nice article, although it focuses on iOS, but you may find it anyway relevant.
Cocos2D supports building mac applications now
Article on cocos2d stating this: http://www.cocos2d-iphone.org/archives/1444
Aee here for how to do it: http://chris-fletcher.com/tag/cocos2d-os-x/
Aee here on how to use TMX tile maps with Cocos2D to build tile based maps: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
This means you can use the power of Cocos2d and you will have to write much less code to get to where you want with a tile based map.
If you don't want to use Cocos2D:
It seems you would have to code it yourself, but it shouldn't be too hard to do.
First you can create your .TMX file using the tile editor "Tiled.app" then you would need to parse the XML using a standard xml library for Cocoa.
To lay out the tiles use a UIView for the overall container and then create a tile class that holds your tile display information and responds to clicks the tile class should extend UIView. For the tile class allow the assigning of a click delegate and assign your ViewController as the click delegate for all tiles so you can handle clicks easily with the clicked tile being passed to you.
Loop through your xml data and create and position the tiles in the overall UIView by using the tiles width/height and your tilemaps rows/columns.
I think in about a day or 2 you could have the tile map being rendered and clickable using the standard TMX format which will allow you to edit your map in "Tiled.app"
The TMX standard is covered here: https://github.com/bjorn/tiled/wiki/TMX-Map-Format
route-me might fit the bill.
How do I place objects that appear only if the background scrolls to a certain point?
Example- I have this long image that keeps scrolling using the technique above. However, after scrolling to part of the image, I want to add a platform there. How would I do that?
In general, you will probably need to save the locations of your objects in a file and then load that file at the beginning of the level (assuming you are making some kind of platformer game). You can do this by creating a class or a struct containing all the relevant information for the platform (position, size, texture, etc) and then using XML serialization to write an array of those classes/structs to a file.
Your level loader would then load and deserialize the level data, which would end up being a list of all the objects in your level (such as platforms). Now that you have the locations of your platforms in memory you have a couple different options on how to get them to the screen.
Draw all the objects (platforms) all the time, whether or not they are in the view of the camera. If your levels don't contain a lot of objects, this would be simple to implement.
Draw only those in the camera's view. Without knowing how you implemented the horizontal scroller, it's kind of hard to make suggestions for this part. Whatever mechanism you currently have to identify the boundaries of what part of the background to show could be used to determine which objects to draw as well.
I'm working on a game that scrolls vertically right now, and I needed a way to do something similar: place objects in a level and have them appear when the background scrolled to them. I used TorqueX 2D (free engine binaries if you've payed to develop for XNA) and its 2D scene editor to set this up pretty easily. I have my camera scrolling up, the background stays in place. When it gets to an object position defined in the XML level file it spawns the object in the level.
Does anyone know how to set the background colour of just a section of text within a RichTextField on the Blackberry?
I already use the offsets, attributes and fonts arrays to make changes to the appearance of certain sections of the text, but I would like to add a highlight colour to the background of one section too.
I know there is a protected method called getBackgroundColors that returns an array of colors to be used, which I can overwrite. But I have tried this and that method never seems to get called in my code, I don't actually know how and when the underlying implementation of the RichTextField actually use this method. Any ideas?
You can extend the RichtextField and then in the paint method, you can paint the background and then call super.paint()
So basically, it can't be done is the answer.
It can't be done.