I would like to make anchor points (handlers like in FabricJS) for change the size, width and height of any element drawn on layers with jCanvas. Is it possible to do that?
Previously, there was no easy way to create a resizable shape in jCanvas. However, I have recently released a jCanvas plugin, called Handles, that will allow you to do just that. You can download and read the documentation for Handles on its plugin page.
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I'm trying to do this animation in flutter :
https://material.io/guidelines/motion/choreography.html#choreography-creation
My problem is that I have absolutely no idea how to do that.
As far as I know, widgets in flutter don't know their position nor the position or other widgets at all.
And you can't access context.size inside the build method.
I tried to use Hero animation to do it. Or ScaleTransition. But it's definitely not working.
You can use showMenu to dynamically show a popup menu at a given location. Consider using PopupMenuButton, which is an IconButton that automatically shows a menu when it is tapped. There's an example in the Gallery. If showMenu doesn't do what you want, you can copy the code in popup_menu.dart and customize it to make your own version. It uses CustomSingleChildLayout and PopupRoute.
If you just want to absolutely position a Material or Card on top of other elements, you can give it some elevation and use a Positioned within a Stack. You can use an AnimatedSize to adjust the element's size with a Curve. This won't interact with the back button on Android automatically, so if you want that, you may have to use addLocalHistoryEntry or PopupRoute.
If I understand you correct - you want to show square widget, and animation is not suitable at most because widget doesn't know its size.
In this case you can try MediaQuery.of(context).size.width - it returns width of your screen, so you can use it for calculating widgets size
The new Unity 4.6 comes with a new GUI, when I change de resolution on Unity the UI Button scales perfectly but when I test on the Nexus 7 device the Button looks too small. Any idea how to solve this?
Unity's new GUI system uses "anchors" to control how gui elements (like buttons) scale in relation to their parent container.
Unity has a tutorial video on how to use the new "Rect Transform" component (where the anchors are configured) here: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
The last half of the tutorial is all about anchors. That page has links to the entire tutorial series. It's not too long. You should watch the whole thing.
Specific to your question:
The anchors are visible in your first screen shot. They are those 4 little arrows at the top left of your button.
Right now, your button is only anchored by it's top left corner.
The two right anchors need to be dragged to the right so that the right edge of your button is anchored to a space inside its parent container.
Depending on your situation, the two bottom arrows may need to be dragged down so that the bottom edge of your button is anchored as well.
The video I linked above covers all this in detail.
Lastly, for the font size to scale nicely on different resolutions, you will need to add and configure a reference resolution component to the base canvas of your UI, as Ash-Bash32 wrote earlier.
Update: The best way to add a Reference Resolution component is through the inspector window for the base canvas in your UI.
1) click the "Add Component Button" at the bottom of the inspector.
2) type the word "Reference" in the search filter field.
3) select the "Reference Resolution" component in the search results.
The Reference Resolution is now renamed as Canvas Scaler.. Along with the renaming they have added many more features for the dynamicity of the Canvas. You can go through the Unity Doc of Canvas Scaler and also take a look at this article for a practical example of how and why to use Canvas Scaler. Also make sure you use the Anchor Points to good effect to make this more robust...
To Scale UI added the ReferenceResolution Component to the Canvas you want to scale.
P.S. Theres no Documention for ReferenceResolution
If you want the button to be the same size for all screens and resolutions, you have to add the canvas scaler component to the canvas and the set the screen match mode to: match width or height, here is the link to the docs, this helps a lot if you want to aim to different sizes or resolutions:
http://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
This becomes giant and convoluted once you start laying things out in code AND using a canvas scaler, so I wish to provide a thorough answer to save someone the hours I went through.
First, don't use anchoredPosition to position anything, unless you fully realize it is a 0.0 to 1.0 number. Use the RectTransform localPosition to do the actual laying out, and remember it's in relation to the parent anchor. (I had to lay out a grid from the center)
Second, put a canvas scaler on the parent layout object AND the inner ui pieces. One makes the layout in the right position, the other will resize your elements so they actually show up right. You can't rely on the the parent unless the children also have scalers (and Graphic Raycasters to touch them).
Third, if you have a scaler, DON'T use Screen.width and height, instead assume the screen is the same value you put for the scalers (hopefully you used the same, or know what you're doing). The screen width always returns the actual device pixels, retina devices too, but the canvas scalers DO NOT account for this. This probably gives unity the one remaining way to find actual screen dpi if your game wants it. Edit: This paragraph applies to any parent canvas connected to the code doing your laying out. Not stray canvases, you can probably mix it up. Just remember unity's guidelines on performance with canvases.
Fourth, the canvas is still a bit buggy. Even with the above working, some things don't render until you delete and recreate a canvas, if you re-open the scene or it crashes. Otherwise, the above is the general "rules" I've found.
To center a "grid of things" you can't just use half of the canvas scaler's width or height, you have to calculate the height of your grid and set the offset by half of it, otherwise it will always be slightly off. I just added this as an extra tip. This calculation works for all orientations.
I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.
Is there any Cocoa control that is capable of drawing tile maps with multiple layers and multiple texture sources which can also intercept touches into single tiles? Having multiple layer support is not a real requirement but an optional feature (the views could still be stacked). Hardware acceleration is not needed at all.
So far I have toyed around with NSMatrix, IKImageBrowser and NSCollectionView but non of them felt like a good solution for the problem. Ideally I need an control similar to the one in Tiled.app. Is there anything, third party or built-in, or do I have to handcraft this control?
I fear that you will be hardly able to find a ready-to-use control for managing tile maps.
If I had to implement something like that on my own, I would consider using CATiledLayer, since this is the closest thing to a tile map control that I know of.
From CATiledLayer Reference:
CATiledLayer is a subclass of CALayer providing a way to asynchronously provide tiles of the layer's content, potentially cached at multiple levels of detail.
There is a nice sample by Bill Dudney (the author of "Core Animation for MacOS and the iPhone"). This sample could provide you a solid foundation for your own project, though it only displays one single PDF, allowing you to zoom in the area you clicked on (this requires rereading the tile at a different detail level).
Another interesting introduction can be found here. This is more step-by-step, so you might start with this.
Finally, on Cocoa is my Girlfriend there is a nice article, although it focuses on iOS, but you may find it anyway relevant.
Cocos2D supports building mac applications now
Article on cocos2d stating this: http://www.cocos2d-iphone.org/archives/1444
Aee here for how to do it: http://chris-fletcher.com/tag/cocos2d-os-x/
Aee here on how to use TMX tile maps with Cocos2D to build tile based maps: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
This means you can use the power of Cocos2d and you will have to write much less code to get to where you want with a tile based map.
If you don't want to use Cocos2D:
It seems you would have to code it yourself, but it shouldn't be too hard to do.
First you can create your .TMX file using the tile editor "Tiled.app" then you would need to parse the XML using a standard xml library for Cocoa.
To lay out the tiles use a UIView for the overall container and then create a tile class that holds your tile display information and responds to clicks the tile class should extend UIView. For the tile class allow the assigning of a click delegate and assign your ViewController as the click delegate for all tiles so you can handle clicks easily with the clicked tile being passed to you.
Loop through your xml data and create and position the tiles in the overall UIView by using the tiles width/height and your tilemaps rows/columns.
I think in about a day or 2 you could have the tile map being rendered and clickable using the standard TMX format which will allow you to edit your map in "Tiled.app"
The TMX standard is covered here: https://github.com/bjorn/tiled/wiki/TMX-Map-Format
route-me might fit the bill.
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.