I want to achieve a expanded effect just like a balloon expands. Change from small to big. How can I achieve this with libgdx?
Given that you are using Sprites I'd just try to scale them:
https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/Sprite.html#setScale-float-float-
Related
I have a need. I need to make a window. The glass on the window is transparent. I have found some examples:
https://threejs.org/examples/#webgl_materials_shaders_fresnel
https://threejs.org/examples/#webgl_materials_cubemap_refraction
The background of these examples is static pictures.
My background is dynamic. How can I do it?
Maybe you can use THREE.Refractor like shown in this example. It allows you to create a refractive see-through surface. You might have to adjust the respective shader program in order to achieve your intended visual result (the default shader of THREE.Refractor does not perform any distortions).
I would like to find out if there is any way of animating Text, such as changing its background colour and adding some fade transitions after a certain period of time using ReactFx.
A simple example would be appreciated.
Thanks.
I like the way the developers behind Vox.app have created a custom titlebar and still kept the original shadow.
If you set the styleMask = NSBorderlessWindowMask it will create another kind of shadow, and the rounded corners are gone.
And it doesn't seem to be that easy to recreate those shadows especially when you also want rounded corners.
I have taken a window shot of the app that I like. Look at the drop shadows and the title bar.
Is it possible (I assume) to do this? And if so, how?
Is it possible (I assume) to do this?
Yes, this is possible.
And if so, how?
You need to subclass the NSWindow and NSView, set the background color, use custom buttons etc.
For curvy-corners, you need to draw using bezier path. I tried reached somewhat near, however titlebar's color is not changed in this screenshot... but I hope you can do it from here:
I've been banging my head about this seemingly easy task and I could really use some help.
I have a wide Image loaded in the gui (using the designer..) and I want to be able to draw only a portion of it, a rectangle.
I need to be able to change this rectangle position over the large image, in order to draw a different part of the larger image at will. In this process the rect must maintain its size.
Using the Ui::MainWindow object I'm able to access the label holding the image and a solution that involves using this option is preferred (in order to keep up with the rest of the code I've already written )
Any solution will be much appreciated :)
Thanks,
Itamar
I would definitely (for ease of use) just place an empty label as placeholder in Designer.
Then implement the paintEvent for this label (delegate it to your own method). You'll have also have to look into QPainter, QPixMap, etc... Should be doable based on these hints and the documentation.
If you want more, I suggest you provide a small code snippet to work upon.
If you want to do this more or less purely through designer, you could put a QScrollArea where you want the portion of the image to appear. If you set the scroll area's scrollbar policy to be never shown, you can then manually change what part is visible via the scroll area widget. However, this would probably be more complex that creating a derived widget and reimplementing the paint function.
I would like to create an effect than an image zooms up from a thumbnail size to full screen.
I am not sure what's the right steps to achieve this. Should I create a transparent full screen window and animate a layer on top of it?
Take a look at this CoreGraphics example. Specifically, take a look at the "grow" and "shrink" animations. That's how Apple does it, and that's what you'll want to do too.
Your solution of a transparent window with a CALayer inside is probably the best supported way to do it.
One thing that seems like it should be a good solution (at least it's the first thing I thought of when I wanted to do this) but isn't is NSView's enterFullScreenMode:withOptions:. If memory serves, it was originally meant to do what you're talking about here, but the animation was taken out and it generally doesn't work that well now.