Google Maps V.3 custom icons - image

How can I make a similar script for custom marker with Google Maps 3? Just like this with v.2 :
var iconBlue = new GIcon();
iconBlue.image = 'images/cell1.png';
iconBlue.shadow = '';
iconBlue.iconSize = new GSize(32, 32);
iconBlue.shadowSize = new GSize(22, 20);
iconBlue.iconAnchor = new GPoint(3, 16);
iconBlue.infoWindowAnchor = new GPoint(15, 15);
var iconRed = new GIcon();
iconRed.image = 'images/cell3.png';
iconRed.shadow = '';
iconRed.iconSize = new GSize(32, 32);
iconRed.shadowSize = new GSize(22, 20);
iconRed.iconAnchor = new GPoint(15, 2);
iconRed.infoWindowAnchor = new GPoint(15, 15);
var iconGreen = new GIcon();
iconGreen.image = 'images/cell2.png';
iconGreen.shadow = '';
iconGreen.iconSize = new GSize(32, 32);
iconGreen.shadowSize = new GSize(22, 20);
iconGreen.iconAnchor = new GPoint(-9, 2);
iconGreen.infoWindowAnchor = new GPoint(20, 15);
var customIcons = [];
customIcons["60"] = iconBlue;
customIcons["240"] = iconRed;
customIcons["350"] = iconGreen;
I wrote the following in Version 3 and the marker is not shown.
var cellone = new google.maps.MarkerImage("images/cell1.png",
new google.maps.Size(20, 34), new google.maps.Point(0,0),
new google.maps.Point(3, 16));
var celltwo = new google.maps.MarkerImage("images/cell2.png",
new google.maps.Size(20, 34), new google.maps.Point(0,0),
new google.maps.Point(-9, 2));
var cellthree = new google.maps.MarkerImage("images/cell3.png",
new google.maps.Size(20, 34), new google.maps.Point(0,0),
new google.maps.Point(15, 2));
var customIcons = [];
customIcons["60"] = cellone;
customIcons["240"] = celltwo;
customIcons["350"] = cellthree;

I've recently just did this icon stuff myself. And I initially used the same type of code you used, but that didn't work. Apparently new GIcon() was not functioning properly.
There is a very simple way to change icon though and it doesn't use variables.
This is what I did.
Declare markerVariable as a global variable.
When you create new markers, one of the lines should say icon : ...
Here is a sample of my code. Of course, you will have to change certain lines to have it working for your program (and you can't use marker with labels unless you change certain functions).
Lastly, icon : ... can be a link or location on your computer.
var iconArray = [
["http://www.google.com/intl/en_us/mapfiles/ms/micons/red-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/yellow-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/green-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/blue-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/purple-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/pink-dot.png"],
["http://www.google.com/intl/en_us/mapfiles/ms/micons/ltblue-dot.png"]
];
function getMarkers() {
for (i = 0; i < locations.length; i++) {
marker[i] = new MarkerWithLabel({
position: new google.maps.LatLng(locations[i][1], locations[i][2]),
draggable: false,
map: map,
icon: new google.maps.MarkerImage(iconArray[i]),
//icon: new google.maps.MarkerImage("http://www.google.com/intl/en_us/mapfiles/ms/micons/pink-dot.png"),
//labelContent: locations[i][3],
labelAnchor: new google.maps.Point(30, 0),
labelClass: "labels", // the CSS class for the label
labelStyle: {opacity: 0.75}
});
}
}
function initialize() {
getMarkers();
}

Translated version of Mike Williams' v2 "category" example

Related

Add a texture on a sphere by Urhosharp

I'm using Xamarin.Forms + Urhosharp, I've got a problem to set texture from an image on a sphere. The problem is that texture.Load or texture.SetData always returns false. I did try different methods like SetData, Load, resize texture and image (to a power of 2 number) and ... but none of them worked. Here is my code:
private async void CreateScene()
{
Input.SubscribeToTouchEnd(OnTouched);
_scene = new Scene();
_octree = _scene.CreateComponent<Octree>();
_plotNode = _scene.CreateChild();
var baseNode = _plotNode.CreateChild().CreateChild();
var plane = baseNode.CreateComponent<StaticModel>();
plane.Model = CoreAssets.Models.Sphere;
var cameraNode = _scene.CreateChild();
_camera = cameraNode.CreateComponent<Camera>();
cameraNode.Position = new Vector3(10, 15, 10) / 1.75f;
cameraNode.Rotation = new Quaternion(-0.121f, 0.878f, -0.305f, -0.35f);
Node lightNode = cameraNode.CreateChild();
var light = lightNode.CreateComponent<Light>();
light.LightType = LightType.Point;
light.Range = 100;
light.Brightness = 1.3f;
int size = 3;
baseNode.Scale = new Vector3(size * 1.5f, 1, size * 1.5f);
var imageStream = await new HttpClient().GetStreamAsync("some 512 * 512 jpg image");
var ms = new MemoryStream();
imageStream.CopyTo(ms);
var image = new Image();
var isLoaded = image.Load(new MemoryBuffer(ms));
if (!isLoaded)
{
throw new Exception();
}
var texture = new Texture2D();
//var isTextureLoaded = texture.Load(new MemoryBuffer(ms.ToArray()));
var isTextureLoaded = texture.SetData(image);
if (!isTextureLoaded)
{
throw new Exception();
}
var material = new Material();
material.SetTexture(TextureUnit.Diffuse, texture);
material.SetTechnique(0, CoreAssets.Techniques.Diff, 0, 0);
plane.SetMaterial(material);
try
{
await _plotNode.RunActionsAsync(new EaseBackOut(new RotateBy(2f, 0, 360, 0)));
}
catch (OperationCanceledException) { }
}
Please help!
To Create a material from a 2D Texture, you can use Material.FromImage .
Refer following documentation for more detail.
model.SetMaterial(Material.FromImage("earth.jpg"));
https://developer.xamarin.com/api/type/Urho.Material/
https://developer.xamarin.com/api/member/Urho.Material.FromImage/p/System.String/
private async void CreateScene()
{
_scene = new Scene();
_octree = _scene.CreateComponent<Octree>();
_plotNode = _scene.CreateChild();
var baseNode = _plotNode.CreateChild().CreateChild();
var plane = _plotNode.CreateComponent<StaticModel>();
plane.Model = CoreAssets.Models.Sphere;
plane.SetMaterial(Material.FromImage("earth.jpg"));
var cameraNode = _scene.CreateChild();
_camera = cameraNode.CreateComponent<Camera>();
cameraNode.Position = new Vector3(10, 15, 10) / 1.75f;
cameraNode.Rotation = new Quaternion(-0.121f, 0.878f, -0.305f, -0.35f);
Node lightNode = cameraNode.CreateChild();
var light = lightNode.CreateComponent<Light>();
light.LightType = LightType.Point;
light.Range = 100;
light.Brightness = 1.3f;
int size = 3;
baseNode.Scale = new Vector3(size * 1.5f, 1, size * 1.5f);
Renderer.SetViewport(0, new Viewport(_scene, _camera, null));
try
{
await _plotNode.RunActionsAsync(new EaseBackOut(new RotateBy(2f, 0, 360, 0)));
}
catch (OperationCanceledException) { }
}

Delete specific image from loader

I have three images all from the same loader on screen. I need to delete a specific (targeted) bitmap once clicked. I have an onClick function below, any help is greatly appreciated. Thanks!
var nb_images:int = 3;
var bmp:Bitmap = new Bitmap;
var img_margin:int = stage.stageHeight/3.5;
var img_request:URLRequest;
var img_loader:Loader;
var images_container:Sprite = new Sprite();
addChild(images_container);
function remove_all_images():void {
for (var i:int = images_container.numChildren - 1; i >= 0; i--) {
images_container.removeChildAt(i);
}
}
function load_images():void {
remove_all_images();
for (var i:int = 0; i < nb_images; i++) {
img_request = new URLRequest('../img/planet' + (int(nb_images * Math.random())) + '.png');
img_loader = new Loader();
img_loader.load(img_request);
img_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, on_img_loaded);
}
}
function on_img_loaded(e:Event):void {
e.currentTarget.removeEventListener(Event.COMPLETE, on_img_loaded);
bmp = e.currentTarget.content;
bmp.x = 600, bmp.width = bmp.height = 80;
bmp.y = images_container.numChildren * (bmp.height + img_margin);
images_container.addChild(bmp);
stage.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void {
removeChild(e.target);
}
}
load_images();
Okay, first thing I did here was remove var bmp:Bitmap = new Bitmap. You're creating a reference you don't really need, so let's get rid of that altogether.
Now, in your on_img_loaded method, you're going to want to create a new Bitmap for each loaded image.
var bmp:Bitmap = e.currentTarget.content;
Then, you'll need to add the event listener directly to an InteractiveObject rather than the stage. Bitmaps are not InteractiveObjects, so we'll need to wrap it in something else before adding the listener.
var sprite: Sprite = new Sprite();
sprite.addChild(bmp);
addChild(sprite);
sprite.addEventListener(MouseEvent.CLICK, onClick);
Finally, create a method to remove the clicked Bitmap from images_container (note here I removed the nested function - this prevents argument ambiguity and is generally good practice).
function onClick(e:MouseEvent):void
{
images_container.removeChild(e.currentTarget);
}
This is the relevant code in its entirety (untested).
//remove var bmp:Bitmap = new Bitmap from the beginning of the code
function on_img_loaded(e:Event):void {
e.currentTarget.removeEventListener(Event.COMPLETE, on_img_loaded);
var bmp:Bitmap = e.currentTarget.content;
bmp.x = 600, bmp.width = bmp.height = 80;
bmp.y = images_container.numChildren * (bmp.height + img_margin);
var sprite: Sprite = new Sprite();
sprite.addChild(bmp);
addChild(sprite);
images_container.addChild(sprite);
sprite.addEventListener(MouseEvent.CLICK, onClick);
}
function onClick(e:MouseEvent):void
{
e.currentTarget.removeEventListener(MouseEvent.CLICK, onClick)
images_container.removeChild(e.currentTarget as DisplayObject);
}
Hope this helps!

Load & Display Image in ActionScript

I am typing with very green fingers, so, please excuse the question. Learning from examples, I have been trying to load and display an image in ActionScript. This is from the original example that I am working on:
...
...
var bmd2:BitmapData = bmd.clone();
var infoBM:Bitmap = new Bitmap(bmd2);
var back:MovieClip = new MovieClip();
back.name = "back";
back.rotationX = -90;
var bSurface:MovieClip = new MovieClip();
bSurface.y = int(...
bSurface.z = int(...
bSurface.addChild(infoBM);
var overlay:Sprite = new Sprite();
overlay.graphics.beginFill(...);
overlay.graphics.drawRect(0, 0, bSurface.width, bSurface.height);
overlay.graphics.endFill();
bSurface.addChild(overlay);
back.addChild(bSurface);
var tf:TextField = new TextField();
tf...
tf...
tf...
bSurface.addChild(tf);
...
...
I am trying to place an image onto the bSurface instead of the text block, as above. So far, I've come up with:
var iSprite:Sprite = new Sprite();
var iMatrix:Matrix = new Matrix();
var bmData:BitmapData;
bmData = new BitmapData(surface.width, surface.height, true, 123);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.load(new URLRequest("c:\pixlr.png"));
function onComplete (event:Event):void
{
bmData = Bitmap(LoaderInfo(event.target).content).bitmapData;
}
iMatrix.tx = 0;
iMatrix.ty = 0;
iSprite.graphics.beginBitmapFill(bmData, iMatrix, false, true);
iSprite.graphics.drawRect(0, 0, surface.width, surface.height);
iSprite.graphics.endFill();
surface.addChild(iSprite);
...and:
var bmData:BitmapData;
bmData = new BitmapData(surface.width, surface.height, true, 123);
var loader:Loader = new Loader();
var location:URLRequest = new URLRequest("c:\pixlr.png");
loader.load(location);
bmData = Bitmap(loader.content).bitmapData;
surface.addChild(bmData);
but to no success. I've been failing miserably for days now, and would greatly appreciate some help.
Thanking you in advance,
Sofia
You're making this more complicated than it needs to be. A Loader is a DisplayObject. So when you want to load an image you can simply do this:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
loader.load(new URLRequest("c:\pixlr.png"));
addChild(loader);
You can use the onComplete event to handle any sizing or positioning, or fading in you might want to do.

OSMF PLAYER with 4 videos and 1 control bar

I have a requirement where i need to show 4 contents of video playing parallely i achieved it through parallel element but here the main challange is that i want to show all the 4 videos in different panels and a common controlbar to play/pause the video.
When i am trying to add the mediaplayer as Uicomponent to hbox/vbox its throwing runtime exception.
Please help me.
protected function initPlayer():void
{
// Create a mediafactory instance
var leftcontainer:Panel = new Panel();
leftcontainer.percentHeight=50;
leftcontainer.percentWidth=50;
mediaFactory = new DefaultMediaFactory();
//Marker 1: Create a LayoutMetaData object stup up to even out the 2 parellel streams initially
var layoutData:LayoutMetadata = new LayoutMetadata();
layoutData.percentWidth = 50;
layoutData.percentHeight = 50;
layoutData.scaleMode = ScaleMode.LETTERBOX;
//Marker 2: Create the left side Media Element to play the LOGO_VID and apply the meta-data
var leftElement:MediaElement = mediaFactory.createMediaElement( new URLResource( LOGO_VID ) );
leftElement.metadata.addValue( LayoutMetadata.LAYOUT_NAMESPACE, layoutData );
//Marker 3: Create the right side Media Element to play the STREAMING_PATH and apply the meta-data
var rightElement:MediaElement = mediaFactory.createMediaElement( new URLResource( STREAMING_PATH ) );
rightElement.metadata.addValue( LayoutMetadata.LAYOUT_NAMESPACE, layoutData );
//Marker 4: Create the ParallelElement and add the left and right elements to it
var parallelElement:ParallelElement = new ParallelElement();
parallelElement.addChild( leftElement );
parallelElement.addChild( rightElement );
//Marker 5: Reinstantiate the layoutData to clear it out and set the layout data for the parallel element
layoutData = new LayoutMetadata();
layoutData.layoutMode = LayoutMode.HORIZONTAL;
layoutData.horizontalAlign = HorizontalAlign.CENTER;
layoutData.verticalAlign = VerticalAlign.MIDDLE;
layoutData.width = 800;
layoutData.height = 600;
parallelElement.metadata.addValue( LayoutMetadata.LAYOUT_NAMESPACE, layoutData );
//the simplified api controller for media
player = new MediaPlayer( parallelElement );
//the container (sprite) for managing display and layout
container = new MediaContainer();
container.addMediaElement( parallelElement );
//Adds the container to the stage
var ui:UIComponent = new UIComponent();
ui.addChild(container as DisplayObject);
leftcontainer.addElement(ui);
this.addChild(container);
}
You can download the OSMF trunk and there are samples folder in
which a project ExamplePlayer is there in which many different
way to playing video. The following code is extracted from there
var parallelElement:SynchronizedParallelElement = new SynchronizedParallelElement();
var layout:LayoutMetadata = new LayoutMetadata();
layout.horizontalAlign = HorizontalAlign.CENTER;
layout.verticalAlign = VerticalAlign.MIDDLE;
parallelElement.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layout);
var mediaElement1:MediaElement = new VideoElement(new URLResource(REMOTE_PROGRESSIVE));
layout = new LayoutMetadata();
layout.left = 0;
layout.top = 0;
layout.percentWidth = 50;
layout.percentHeight = 50;
mediaElement1.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layout);
parallelElement.addChild(mediaElement1);
var mediaElement2:MediaElement = new VideoElement(new URLResource(REMOTE_STREAM));
layout = new LayoutMetadata();
layout.left = 0;
layout.bottom = 0;
layout.percentWidth = 50;
layout.percentHeight = 50;
mediaElement2.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layout);
parallelElement.addChild(mediaElement2);
var mediaElement3:MediaElement = new VideoElement(new URLResource(REMOTE_STREAM));
layout = new LayoutMetadata();
layout.right = 0;
layout.top = 0;
layout.percentWidth = 50;
layout.percentHeight = 50;
mediaElement3.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layout);
parallelElement.addChild(mediaElement3);
var mediaElement4:MediaElement = new VideoElement(new URLResource(REMOTE_PROGRESSIVE2));
layout = new LayoutMetadata();
layout.right = 0;
layout.bottom = 0;
layout.percentWidth = 50;
layout.percentHeight = 50;
mediaElement4.addMetadata(LayoutMetadata.LAYOUT_NAMESPACE, layout);
parallelElement.addChild(mediaElement4);
return parallelElement;
Try this you will get the 4 video playing or download the sample and use the FlashBuilder to run the project.

How to add bounce effect to dynamically created images in winRT?

My objective is to give bounce effect to dynamically created images within a for loop.
var sb = new Storyboard();
Storyboard.SetTarget(sb, imageTranslateTransform);
sb.RepeatBehavior = RepeatBehavior.Forever;
sb.AutoReverse = true;
var da = new DoubleAnimation();
Storyboard.SetTargetProperty(da, "Y");
da.From = 0;
da.To = 100;
da.Duration = TimeSpan.FromSeconds(1d);
da.EasingFunction = new QuadraticEase {EasingMode = EasingMode.EaseOut};
sb.Children.Add(da);
sb.Begin();

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