How to make animated NSCursor? - macos

Is there a way to make animated NSCursor with my custom gif image?

Unfortunately, no--your best bet is to create an array of NSCursors, one for each frame of your image, and set them yourself using whatever animation strategy you'd like (perhaps an NSTimer?).

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Best way for progress & activity bars on Android: GIF or code?

I'm an 2D animator and am new to Android development. I have one idea about creating animated stocks for Android, but what's the best way to create a progress and activity bar, GIF or code?
Using GIF images you have no limits. A lot of animation and effects
using are code, and you have custom control of everything.
So, what's the best? Is it a good idea to use GIF images?

Scrolling a Texture2D that is in a RawImage?

Is this possible with Unity3D? ...
I have a Texture2D in a RawImage that is used to display on a UI Canvas and pixels are drawn into it with SetPixel() and then I want to scroll the Texture2D pixel by pixel. I don't want to use any material or fancy stuff as this code should be very efficient and lightweight. Can this be done somehow?
I ended up creating a wrapper class for Texture2D that adds API to better work with pixel manipulation tasks. It still all uses GetPixels/SetPixels since there isn't really much more API than that in Unity3D currently. But it's better than nothing. If anyone has a better method or suggestions it would be cool if you can share them.
Here's the class named Bitmap2D https://gist.github.com/hexagonstar/be39f847a4840c838500

Animated transparent preloader image over a solid colored background

I want to show a preloader on my website before the content loads,However when i choose a animated preloader image with transparent background the edges look very jagged. How to I modify the image or is there a way to have a transparent background to animated gifs?
I am using the preloaders from preloader.net
The first and probably easiest option you have is to use spin.js. “It dynamically creates spinning activity indicators that can be used as resolution-independent replacement for AJAX loading GIFs.”
If a script is not an option or you want to have a different spinner you have to create a .gif with no anti-aliasing that is bigger than the spinner you want to use and scale it down with html.
Original spinner without edges (without anti-aliasing, therefore it has a pixelated edge):
But if this spinner gets scaled down, it looks nice:
Be sure to use
img {
-ms-interpolation-mode:bicubic;
}
to make it also look pretty in older IEs.
You can use a site that helps you generate your spinner. A great option is :
loading.io

Combine sprite animation with path movement with CALayer

In Monotouch, I need to create a basic animation of an image moving along a path while animating it's image content with a sprite sheet or replacing the content CGImage, everything i try i can't combine both animations. I tried subclassing the CALayer and animate custom properties or combine animations in group nothing seems to work. What's the best way to produce this kind of animation?
To get a smooth animation, you want to think of what CAlayers represent: they are a handle to a texture that live in the GPU space. To get smooth animation you can control a few of their properties, but arbitrary changes like rendering the data again wont work fine.
What you should do is put all of your images in the sprite sheet, and then animate the ContentsRect property of the CALayer.

masking with an image in iOS

I'd like to take an image and use it as a mask for a view on which I add numerous image views. I know of the quartz CGContextClipToMask() call but what would be the best way to approach this? Can I override the drawRect method of a container view, call CGContextClipToMask() within it, and then expect its subviews to adhere to that clipping region? It doesn't seem to work.
Do I need to instead add some blocking mask image over top?
Instead of subclassing or overriding drawing functions, I chose to overlay the images with an image that had transparency in the viewable portion. i.e., if my 'surface' was an image of a parchment, and I aimed to draw a bunch of images on it. I would have the parchment image, then a container UIView for any images to be put on that parchment, then a masking image over top of that which was the original parchment image but with the parchment itself converted instead to full transparency, while the surrounding area is left exactly as the background the parchment is on (then all other UI widgets over top of that).
This seems a viable solution in all cases except if one were to need some image to visually animate around and behind the parchment (not my case).

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