Does Setting a Lock Screen Image Always Scale to Fit - windows-phone-7

I'd like to be able to set a lock screen image that did not scale to take up the entire lock screen. This is causing a lot of issues with cutting off parts of the image either horizontally or vertically. If I have a WriteableBitmap version of my image, and either the height or width (whichever is larger) is scaled to be either the screen height or width, then how might I over lay that image on top of another image that is the page size to make the image become a 'full screen' image. I am thinking that this would mimic a 'screenshot', and therefore the lock screen would not try to scale the image (Even though there would be some blank background on part of the newly created image where the original did not show up).
As an example, if I'm trying to adapt a picture from PhotoChooserTask to overlay on a default image of 768x1280, where the 768x1280 will always remain in portrait orientation exactly as the lock screen does, regardless of the PhotoChooserTask image result's dimensions, how can I always make this fit inside the 768x1280?

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Moving the background image in mit app inventor

Is it possible to move the background image in app inventor?
I'm trying to use the call canvas background pixel color block to get the color of different parts of the background. If I can't move the background image, can I use math blocks to change the x and y parts of the call canvas background pixel color block to a variable?
Important Note
I am referring to the image sprite, under the drawings and animations tab.
An image will have coordinates once you put it inside of a canvas. In order to move it, create 2 sliders with 2 balls and 2 narrow canvases that are (seemingly) equal to the ball's diameter. (Place underneath the image, make sure the image isn't too big)
Go into blocks and place the "when dragged" command, and hook up the change in the ball's x/y to the change of the images x/y. (Assuming you know how to make the ball move while you drag it, also very simplistic). This will make the image's movement equal to the ball's movement (1:1 ratio) Depending on how much you want the image to move, your'e going to have to implement a ratio.
When you drag the ball(s), the image should move with it.

NSImageView - scaling image down loses sharpness

I am trying to render a few images in NSImageView's. These images are much larger than the size of the NSImageView (which I have set to scale proportionally up or down). But, the rendered image don't look very good. For example, in this sample image, the white border seems to have jagged edges at the 12,3,6 and 9 o'clock positions. The source image seems to be fine, even when I zoom out all the way in Preview.app.
I have tried scaling the image myself (using MGCropExtensions - which sets the interpolation quality to High), but, it doesn't seem to help. I would imagine NSImageView would internally draw on device boundary automatically, so that shouldn't be an issue?
Any ideas on how to get the image rendered crisply in the NSImageView? Thanks
Source Image - It has a white border which doesn't show here (against the white background)
Rendered NSImageView screenshot

Image map re-sizing

I have been looking to dynamically scale a image map with coordinates to a div, so when re-sizing a window occurs the map and all coordinates are scaled accordingly.
any suggestions on how to do this?
i think this may work
http://blog.outsharked.com/p/image-map-resizer.html
but with the alternate option of :enter a bounding area and the map will be clipped to within that area.
my question then is how do i establish a bounding area, will it scale dynamically to that whole area?
This jQuery plugin works great for scaling and rescaling image maps on the fly. You can call this once, and it will take care of all image maps on the page. It will even rescale an image map if something happens that changes an image's dimensions.
https://github.com/stowball/jQuery-rwdImageMaps.
If you weren't just using the div to solve the image map scaling problem, you could put a blank image (a completely transparent .gif or .png) in your div with the image map applied to it and set its width and height to 100%.

Inserting Images on the Custom UI Editor

I'm using the custom UI editor to upload images to a custom ribbon tab. I need the images to look like this:
but currently they are looking like this:
These images are directly from Microsoft shapes. I tried saving them the shapes directly but they were really messy. There must be a way to get the shapes perfect as per the first image - I'm just not sure how.
Any help would be appreciated.
Your images need to be saved in exactly 16x16 pixel size. Anything else, and they will be scaled to fit a 16x16 area, and thus have fuzzy lines.
Your top image (the rectangle) measures 16 pixels wide by 10 pixels tall. If that is the extent of that image, then when you import it, it will get stretched. You need to also include the white (or empty) space around the image (in this case, above and below) when you create the image.
The example above shows the exact same 16x10 px rectangle, in two different formats. The top image included the white space above and below the rectangle and was saved as a 16x16 px image. The bottom image only had the 16x10 px rectangle and was saved as a 16x10 px image, so it was stretched by the UI editor to fit the 16x16 available space.

Zooming in on CIImage or NSImage?

I am taking photos from a webcam in my Cocoa application and I would like to zoom in on the centre of the image I receive. I start by receiving a CIImage and eventually save an NSImage.
How would I go about zooming in on either of these objects?
“Zoom” means a couple of things. You'll need at least to crop the image, and you may want to scale up. Or you may want to reserve scaling for display only.
CGImage
To crop it, use a CICrop filter.
To scale it, use either a CILanczosScaleTransform filter or a CIAffineTransform filter.
To crop and scale it, use both filters. Simply pass the output of the crop as the input of the scale.
NSImage
Crop and scale are the same operation here. You'll need to create a new, empty NSImage of the desired size (whether it's the size of the source crop if you won't zoom or an increased size if you will zoom), lock focus on it, draw the crop rectangle from the source image into the bounding rectangle of the destination image, and unlock focus.
If the destination rectangle is not the same size as the source (crop) rectangle, it will scale; if they are the same size, it will simply copy or composite pixel-to-pixel.

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