I have a background image and I need to add bunch of oval buttons or images on in my case the "greenish" buttons on top of the background image, that I can click in each one of them and call a function passing a parameter. Please look on the screen shot and let me know how I can position every one of the buttons on top of the image and access them with a click (onPress). I guess the only way is using flex box but I couldn't figure out the style for it.
Thanks
Just style all the green buttons on relatively to the image's boundaries with position: absolute. Percentage values for positioning should work, if your image scales properly on screen size change.
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Hi guys I am new to photoshop I have spirit image here which has multiple images in same images for example I have cart image here alongside of phone call image. I just want to change the color of cart to red.. I have photoshop and went through tutorials but hue/saturation doesn't help enter image description here
can someone help me or provide me steps how to change color.
Your screenshot seems to show that your sprite image is a transparent PNG, so you can click the Lock Transparent Pixels button on the Layers panel on the right. Then you can pick the color red you want in the Color Picker and use the Brush tool to paint only the cart.
You can select just one image, or a specific part of a larger image, by using the 'magic wand' tool.
Click this icon, or the icon most similar to it in Photoshop:
Magic Wand Tool
Then select your shopping cart by clicking on a portion of it which is colored, then you'll be able to change the color with the paint bucket tool, or by using the menu at the top of the screen.
You'd click 'Edit' then 'Fill' to fill your selection with the color chosen in your color picker currently.
For changing a color you have to go to right footer and there you'll see fx (Add a layer style) -> Color Overlay.
From there you can change the color of your cart
For reference I am attaching the images.
Fx Menu
Color Overlay
I am currently using the Image control in XAML, when the user taps on the image I want to display another image like a tap effect*, so for example I want to make the image a bit darker or lighter once the user taps on it, how can I do this using the image control?
I've managed to fix this with adding a new image to the mousebuttonup, mousebuttondown and mouseleave event of the image control
You could place a collapsed image with the same size at the same position as the first one. If the user taps the image, you show the previously collapsed image.
If you want to make your first image darker, set the background of your hidden image to black and opacity to 0.25 or something like this. When it gets visible your first image will be slightly darker.
Instead that you can try to customize the style of your button. In Visual State>>Pressed>>You can change the Color or you can give some animation as well.
tHANKS,
I have one view filling the screen with a background image. Other views (text fields) are in exact positions (the background image includes the text field background images). When I change from 3.5" screen to 4", the text fields don't change in the same way that the background resizes. The bg image simply resizes to fill the screen, but the text fields jump out of alignment.
Is there a way to have two sets of constraints, one for each screen size? or is there a way to have views resize proportionally to another view?
EDIT:
Is there a way to have two sets of constraints, one for each screen
size?
Yes, by adding constraints programatically and checking [[UIScreen mainScreen] bounds] to get the screen size.
or is there a way to have views resize proportionally to another view?
Yes, you could set this up in interface builder. But it will be hard to manage, I would manage the constraints manually in code since you are using a custom background image the textviews need to position exactly
You're going to struggle to get these things to line up properly with the text view backgrounds being part of the background image.
You should amend your image assets and use the background property of UITextField to have an actual background image, and remove the boxes from your main background image. The icons could be separate images as well.
Failing that, it would make more sense to have the image stretch underneath the text boxes rather than on top.
Your layout is doing what it should do based on your description, but the image isn't stretching in the right way. In your screenshots, username is always the same distance from the top, and the others are the same distance from the bottom, but that isn't how image stretching works. I don't know how you've set it up but it would make sense to have a single image the size of the 4 inch screen, which has the bottom cut off for 3.5 inch devices, and constrain everything from the top.
Wondering if anybody could help me out. I have the Masonry jquery plug-in which is laying out a set of images and when you zoom in or out in the browser, they change place to fit more/less of the images on the screen. Is there a way to, when i hover over these images, they would fade to black and a description of the image would appear in it's place.
A bit like http://www.flickr.com/ but rather than the small box at the bottom when you hover on an image, a box that covers the whole image and each seperate image can have a seperate description.
some possible hover effects is like Image effects, like grayscale, blur, sepia, etc. I still haven't figure out the best hover effect that have fix height/width.
I am new to BlackBerry Java application development. My scenario is: In my application a gallery list of images will be displayed in a small icons. If I click on any image it will display in a large mode. Here I need to provide controls like front and back buttons. On clicking on those buttons the background image should change. In addition to that those buttons should be highlighted and the back ground large image should be transparent. How to do this?
Please guide me.
You can use Graphics.setGlobalAlpha() on paint() or to modify bitmap before preview.
Don't forget to set back normal global alpha value after bitmap drawing.