Change coordinates of view on Titanium - animation

An animation in titanium doesn't change the coordinates of a view. Then what is the best way to change the coordinates (for example top) of a view and then keep track of where it is.
var t1 = Ti.UI.create2DMatrix();
var a1 = Ti.UI.createAnimation();
t1 = t1.translate(0, 10);//Translate on y coordinate
a1.transform = t1;
a1.duration = 800;
view.animate(a1); // Move the view, but the top property keeps the same
Thanks, and sorry if it is a silly question!!

animate() method does not change any coordinates for reason.
top, left, right, bottom are needed for layout mechanisms.
The easiest way to change the top coordinate is to set it like this.
$.getView().applyProperties({
top: newTopValue
});
And after you set it, it will automatically trigger layout re-calculation

Related

How to invert the sprite position in GameMaker Studio 2 code?

I put this code for my sprite to reverse the position according to its direction but it reverses the position and it looks skinny. How to fix this?
key_left = keyboard_check(ord("A"))
key_right = keyboard_check(ord("D"))
key_jump = keyboard_check(vk_space)
var move = key_right - key_left
hspd = move * spd;
vspd = vspd + grv;
if (hspd != 0) {
image_xscale = sign(hspd)
}
The code's correct. You must have resized the sprite in the room editor, delete the instance and put it in again and don't resize it, it should work.
Also if you need it a little bigger you can (If 1.5 doesn't satisfy you, feel free to use a bigger number).
image_xscale = sign(hspd) * 1.5;
The code seem to be correct, have you tried setting the origin point at the center? By default the origin point is on the top-left, and once it's set at the center of your sprite, it won't change positions when turning around.
You can set the origin point at the sprite window.

How to hide a html overlay label on a sphere object

I have a sphere model along with html text labels overlayed onto it at fixed positions. How can I hide them when they are behind the object when i am rotating my sphere using orbit controls?
Anyone knows about any references on stackoverflow or any examples which can solve my issue?
See this example how you could do it: http://jsfiddle.net/L0rdzbej/194/
I have put the relevant code in the updateLabelVisibility()-function, it looks like this:
var meshPosition = mesh.getWorldPosition();
var eye = camera.position.clone().sub( meshPosition );
var dot = eye.clone().normalize().dot( meshPosition.normalize() );
//IS TRUE WHEN THE MESH IS OCCLUDED BY THE SPHERE = dot value below 0.0
var ocluded = dot < -0.2;
if ( ocluded ) {
// HIDE LABEL IF CAMERA CANT SEE IT (I.E. WHEN IT IS BEHIND THE GLOBE)
label.style.visibility = "hidden";
}
else {
// DISPLAY LABEL IF MESH IS VISIBLE TO THE CAMERA
label.style.visibility = "visible";
}
Where mesh is the marker where your label is attached to. The dot is basically telling you how far around the sphere it is, within a certain distance of 90 degree. Simply said by values below zero the label is longer visible by going further around the back.
To be fair I based this off some code from: https://zeitgeist-globe.appspot.com/

Zoom toward mouse (eg. Google maps)

I've written a home-brew view_port class for a 2D strategy game. The panning (with arrow keys) and zooming (with mouse wheel) work fine, but I'd like the view to also home towards wherever the cursor is placed, as in Google Maps or Supreme Commander
I'll spare you the specifics of how the zoom is implemented and even what language I'm using: this is all irrelevant. What's important is the zoom function, which modifies the rectangle structure (x,y,w,h) that represents the view. So far the code looks like this:
void zoom(float delta, float mouse_x, float mouse_y)
{
zoom += delta;
view.w = window.w/zoom;
view.h = window.h/zoom;
// view.x = ???
// view.y = ???
}
Before somebody suggests it, the following will not work:
view.x = mouse_x - view.w/2;
view.y = mouse_y - view.h/2;
This picture illustrates why, as I attempt to zoom towards the smiley face:
As you can see when the object underneath the mouse is placed in the centre of the screen it stops being under the mouse, so we stop zooming towards it!
If you've got a head for maths (you'll need one) any help on this would be most appreciated!
I managed to figure out the solution, thanks to a lot of head-scratching a lot of little picture: I'll post the algorithm here in case anybody else needs it.
Vect2f mouse_true(mouse_position.x/zoom + view.x, mouse_position.y/zoom + view.y);
Vect2f mouse_relative(window_size.x/mouse_pos.x, window_size.y/mouse_pos.y);
view.x = mouse_true.x - view.w/mouse_relative.x;
view.y = mouse_true.y - view.h/mouse_relative.y;
This ensures that objects placed under the mouse stay under the mouse. You can check out the code over on github, and I also made a showcase demo for youtube.
In my concept there is a camera and a screen.
The camera is the moving part. The screen is the scalable part.
I made an example script including a live demo.
The problem is reduced to only one dimension in order to keep it simple.
https://www.khanacademy.org/cs/cam-positioning/4772921545326592
var a = (mouse.x + camera.x) / zoom;
// now increase the zoom e.g.: like that:
zoom = zoom + 1;
var newPosition = a * zoom - mouse.x;
camera.setX(newPosition);
screen.setWidth(originalWidth * zoom);
For a 2D example you can simply add the same code for the height and y positions.

Convert a given point from the window’s base coordinate system to the screen coordinate system

I am trying to figure out the way to convert a given point from the window’s base coordinate system to the screen coordinate system. I mean something like - (NSPoint)convertBaseToScreen:(NSPoint)point.
But I want it from quartz/carbon.
I have CGContextRef and its Bounds with me. But the bounds are with respect to Window to which CGContextRef belongs. For Example, if window is at location (100, 100, 50, 50) with respect to screen the contextRef for window would be (0,0, 50, 50). i.e. I am at location (0,0) but actually on screen I am at (100,100). I
Any suggestion are appreciated.
Thank you.
The window maintains its own position in global screen space and the compositor knows how to put that window's image at the correct location in screen space. The context itself, however doesn't have a location.
Quartz Compositor knows where the window is positioned on the screen, but Quartz 2D doesn't know anything more than how big the area it is supposed to draw in is. It has no idea where Quartz Compositor is going to put the drawing once it is done.
Similarly, when putting together the contents of a window, the frameworks provide the view system. The view system allows the OS to create contexts for drawing individual parts of a window and manages the placement of the results of drawing in those views, usually by manipulating the context's transform, or by creating temporary offscreen contexts. The context itself, however, doesn't know where the final graphic is going to be rendered.
I'm not sure if you can use directly CGContextRef, you need window or view reference or something like do the conversion.
The code I use does the opposite convert mouse coordinates from global (screen) to view local and it goes something like this:
Point mouseLoc; // point you want to convert to global coordinates
HIPoint where; // final coordinates
PixMapHandle portPixMap;
// portpixmap is needed to get correct offset otherwise y coord off at least by menu bar height
portPixMap = portPixMap = GetPortPixMap( GetWindowPort( GetControlOwner( view ) ) );
QDGlobalToLocalPoint(GetWindowPort( GetControlOwner( view ), &mouseLoc);
where.x = mouseLoc.h - (**portPixMap).bounds.left;
where.y = mouseLoc.v - (**portPixMap).bounds.top;
HIViewConvertPoint( &where, NULL, view );
so I guess the opposite is needed for you (haven't tested if it actually works):
void convert_point_to_screen(HIView view, HIPoint *point)
{
Point point; // used for QD calls
PixMapHandle portPixMap = GetPortPixMap( GetWindowPort( GetControlOwner( view ) ) );
HIViewConvertPoint( &where, view, NULL ); // view local to window local coordtinates
point.h = where->x + (**portPixMap).bounds.left;
point.w = where->y + (**portPixMap).bounds.top;
QDLocalToGlobalPoint(GetWindowPort( GetControlOwner( view ), &point);
// convert Point to HIPoint
where->x = point.h;
where->y = point.v;
}

Time Machine style Navigation

I've been doing some programming for iPhone lately and now I'm venturing into the iPad domain. The concept I want to realise relies on a navigation that is similar to time machine in osx. In short I have a number of views that can be panned and zoomed, as any normal view. However, the views are stacked upon each other using a third dimension (in this case depth). the user will the navigate to any view by, in this case, picking a letter, whereupon the app will fly through the views until it reaches the view of the selected letter.
My question is: can somebody give the complete final code for how to do this? Just kidding. :) What I need is a push in the right direction, since I'm unsure how to even start doing this, and whether it is at all possible using the frameworks available. Any tips are appreciated
Thanks!
Core Animation—or more specifically, the UIView animation model that's built on Core Animation—is your friend. You can make a Time Machine-like interface with your views by positioning them in a vertical line within their parent view (using their center properties), having the ones farther up that line be scaled slightly smaller than the ones below (“in front of”) them (using their transform properties, with the CGAffineTransformMakeScale function), and setting their layers’ z-index (get the layer using the view’s layer property, then set its zPosition) so that the ones farther up the line appear behind the others. Here's some sample code.
// animate an array of views into a stack at an offset position (0 has the first view in the stack at the front; higher values move "into" the stack)
// took the shortcut here of not setting the views' layers' z-indices; this will work if the backmost views are added first, but otherwise you'll need to set the zPosition values before doing this
int offset = 0;
[UIView animateWithDuration:0.3 animations:^{
CGFloat maxScale = 0.8; // frontmost visible view will be at 80% scale
CGFloat minScale = 0.2; // farthest-back view will be at 40% scale
CGFloat centerX = 160; // horizontal center
CGFloat frontCenterY = 280; // vertical center of frontmost visible view
CGFloat backCenterY = 80; // vertical center of farthest-back view
for(int i = 0; i < [viewStack count]; i++)
{
float distance = (float)(i - offset) / [viewStack count];
UIView *v = [viewStack objectAtIndex:i];
v.transform = CGAffineTransformMakeScale(maxScale + (minScale - maxScale) * distance, maxScale + (minScale - maxScale) * distance);
v.alpha = (i - offset > 0) ? (1 - distance) : 0; // views that have disappeared behind the screen get no opacity; views still visible fade as their distance increases
v.center = CGPointMake(centerX, frontCenterY + (backCenterY - frontCenterY) * distance);
}
}];
And here's what it looks like, with a couple of randomly-colored views:
do you mean something like this on the right?
If yes, it should be possible. You would have to arrange the Views like on the image and animate them going forwards and backwards. As far as I know aren't there any frameworks for this.
It's called Cover Flow and is also used in iTunes to view the artwork/albums. Apple appear to have bought the technology from a third party and also to have patented it. However if you google for ios cover flow you will get plenty of hits and code to point you in the right direction.
I have not looked but would think that it was maybe in the iOS library but i do not know for sure.

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