Border-bottom in codename one - user-interface

Is it possible to have bottom border only without creating 9-piece image border? Is there possible workaround, say, drawing a line in Codename One Designer?

This is possible in code where a line border can only be applied to one of the sides however building the UI to describe that visually (and the related data) proved difficult.
A better approach would be to use an image background rather than a border (define the border as empty) and set its behavior to tile bottom.
Codename One also has a 3 piece image border which is designed for things like the iOS back buttons and not so much for the underline.

Related

How to wrap text around images or abstract shapes in DirectWrite with Direct2D?

I couldn't find an example of a block of text not rendered to a rectangular area.
Ideally, it would be nice if ID2D1HwndRenderTarget.DrawText() would let me provide a polygon Geometry instead of a rectangle.
I've tried adding a Direct2D Layer with contentBounds, thinking it might skip rendering text within those layers. It didn't work as expected, it just blocked render to the area still emulating text underneath.
I've also tried applying a rectangular area to hwnd window itself. It too blocked render but didn't shift text.
IDWriteTextLayout only supports rectangular layouts, but DirectWrite supports any shape you can think of by using the lower level functions (text analysis, glyph measurement, glyph shaping). It's no easy task to write your own text layout from scratch, but I wrote a Windows 7 SDK sample containing a "FlowLayout" that demonstrates a circle and a few other simple shapes. It doesn't take arbitrary geometry, but you may be able to adapt it to your needs (see FlowLayoutSource::GetNextRect for computing the width of each line).
https://github.com/pauldotknopf/WindowsSDK7-Samples/tree/master/multimedia/DirectWrite/CustomLayout
DirectWrite only supports rectangular layouts, so you can't get anything more complicated automatically. You'll have to implement layout functionality yourself if you want it to work differently. Clipping arguments, like you already observed, have nothing to do with text layout.

How to control irregular Image button click area in cocos2dx

I want to use multiple irregular picture makes up a map, each picture is a button.Transparent part of the images will overwrite each other, how should I do to make their control areas does not overlap.
I use a lot of pictures makes up a large map.
And each piece of the map is irregular, but their control area is a rectangle. Because they all have transparent pixels.
I just want to make the hit area and their shape becomes the same.Some encountered a similar problem?
I have implemented one for the cocos2d-x v3.x:
https://github.com/yszheda/cocos2d-x-irregular-button
It works OK on cocos2d-x v3.2. Maybe you can have a try XD

Use 8 individual border images instead of border-image in CSS

I've been provided with 8 individual images (top left, top, top right etc) for a border around the main (fixed width) content box. If I was given a single image, I'd use border-image.
What's the best way to use the 8 images? Divs with absolute positioning? Or is it such a pain I should just combine them into one?
What's so hard about combining the images into one? It has numerous other advantages, like reducing the number of HTTP requests the client needs to make, for example.
An alternative is to use CSS3's multiple background image feature, where you'd set each image as a layer in your box.
Eric Myer used a technique whereby (just to explain technique) the image was a little circle. Then, that was the background graphic in four separate divs each abs positioned in the corners of a containing div w/relative position. Background position was changed for each and a regular border was used for the straight lines in effect getting rounded corners. The circle had to be filled with white or whatever bckgrnd color you used.
This way, one could expand. You still need to have the height expand should changes occur, right?
I'd make one for the top and bottom and a third that repeats on the Y for the middle, that way your box will expand if content is added. Height that is.

Readable labels for D3 streamgraph

I'm trying to apply readable labels to a D3 Streamgraph that is rendered using completely dynamic data - various different datasets that are evolving over time from live data and the controls offered to manipulate what is shown too. All this works well - the problem is how to clearly label the streams - short of using a legend.
The great variation of hues and luminance needed makes choosing readable styling for labels that float over the graph extremely tricky, particularly with the limited SVG styling available cross platform and that the labels will inevitably overlap on the background sometimes too. For instance black coloured labels 'work' but it's hard to read sometimes over the top of darker colours (which we really need to ensure a good range)...
Anyone done anything similar/addressed same challenge? I'm currently pondering using a legend instead.
A couple of ideas may help:
Add a background rectangle around the text with opacity set to 0.7 (the color being the same as the data series). This helps make the text pop. For the border of the rectangle, use d3js rgb.darker or rbg.brighter.
var pathStroke = d3.rgb( item.color ).darker(1.4).toString()
For preventing overlapping labels, I can think of two solutions - both hard. Use d3js Force Layout or write your own layout code. We ended up writing our own layout code for tooltips in d3-traits. See tooltips.js and layout.js.
d3.trait.layout.verticalAnchorLeftRight( foci, self.chartRect())
layout.js does have some general purpose and very flexible layout routines. It will layout rectangles within a bounding box avoiding overlap and determines if the labels need to be left or right justified. If the origins of the rects are toward the right edge of the bounding box, they are right justified.

Flash animation help

I am a complete novice when coming to using Flash but I am looking to create an animation similar to the line into text animation at:
http://www.louisebradley.co.uk/fl/
where instead of running from the top of the screen I want the line to effectively stretch across my homepage horizontally.
I have created an animated gif that does the job but it takes a long time to stretch across 974 pixels in width, and if the frames are reduced it takes away any smoothing effect. I did this in photoshop by simply creating 20 or so frames, each increasing the size of the line by 60 pixels until the full page is covered.
Would I be better off creating the effect in Flash? And if so, where on earth do I start!! Would tweening do this, and how I would I implement it?
Thanks in advance for any help!
I am assuming you are talking about the line to the left of the main navigation? If this is the case, this is being done using a mask that is tweened. You can simply draw out the shape you want "wiped" across the screen and than on the layer above it, draw a box over the shape to be animated. Right click the layer the box is on and select "mask". You can now tween the mask to move from right to left over the shape you drew and it will appear to wipe over. Just remember, whatever the mask is currently over, is what will show through from the layer that is masked. Think of the mask as a window. This can be completely done without actionscript and only using the timeline.

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