NSShadow and paper-curl effect in Desktop - cocoa

i was playing with some source code from this blog:
http://nachbaur.com/blog/fun-shadow-effects-using-custom-calayer-shadowpaths
because i wanted to replicate its paper-curl effect with the shadow.
But it seems the property shadowPath of CALayer is not available in OSX, only in iPhone.
Could anyone suggest another method to achieve that kind of effect?
bets regards

Why not to use CIPageCurlTransition?
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CoreImageFilterReference/Reference/reference.html

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Xcode SwiftUI modify extension variable

I have an extension of Color that stores a colour variable. I am currently using this to set the main colour for the whole app, which currently works.
extension Color{ static var colour: Color = Color.red }
If I set it to red everything turns red. But at the moment I have to hard code what colour it will be. I want to be able to modify this colour during runtime.
I have tried to modify the extension at runtime but I can’t seem to get it working and I’m not sure if it allows you to do this. I’m not sure the best way to approach this.
If anyone has anyway of changing the variable in an extension that would be ideal but if there’s another way, any help would be greatly appreciated. If you have any questions or I haven’t explained something clearly ask away.
Thanks so much

Rendering CALayer multiple times

I've been trying to figure out the best way to show an existing CALayer in a secondary window to allow real-time full-screen output on a secondary monitor. Additionally I would like to have the ability to show real-time thumbnails in my application of the original CALayer, it seems like I should be able to find a setup that could fulfill both requirements.
So far my research resulted in the following options:
CALayer.render(in: CGContext) Using the original layer and redrawing it to additional views this way and setting up a timer or a CVDisplayLink to redraw it every frame.
Rendering the CALayer to a NSBitmap every frame. And using that bitmap in NSImageView across the application.
Using a CAMetalLayer and rendering the texture multiple times using a MTKView. I'm not really familiar with Metal, this seems like a fairly elegant solution, but I'm not sure if it is required to go all the way down to Metal myself.
Using a CARemoteLayerServer with a CARemoteLayerServer.
This seems like an overly complicated setup for in-process sharing of a CALayer and it feels like this approach is more suitable if I'd need to share the layer cross-process.
Using CAReplicatorLayer. Instead of using the replicator layer to create a grid of copies I tried to use it to create just one copy, but it seems like you cant add a CALayer to multiple "parent layers".
All in all I've found some workable solutions, but as I'm quite a novice working with Core Animation I'm not sure which direction is the least resource-heavy and I might still be missing an easier solution.
Has anyone tried something similar?

create a simple (and visible!) UI slider in Unity 5

![enter image description here][1]please I need some help, this should apparently be something very simple and basic to do, but maybe I'm missing something.
I'm quite newbie to Unity3d, I had no much problem with creating a somewhat flashy 2.D scene (I mean 2D with different layers in Z level), scripts, etc. But I'm having trouble to create a "UI Slider" object: when I create it, it just shows nothing on screen. How can I make it visible? I just need to create a very simple, plain slider whose value can be controlled at runtime by means of a script.
thanks.
Well.. since you give nothing to go on, I suggest that you take a look at a tutorial for the UI:
https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/using-the-ui-tools
If you have troubles after this tutorial, come back with an example of your problem to make people more willing to sacrifice their time in helping you.
Hope this is somewhat useful
Take a look at the Unity3D docs here.
http://docs.unity3d.com/Manual/script-Slider.html
It should have what you are looking for.

Chat Bubble Cocoa

I have been trying to create a chat bubble for about a month now... (you know, like the one in iChat or Tweetie). At some point I found a thread that said that I could use Twitterfon's source... which I did. But I get stuck for a few reasons. Which ones? Apple didn't seem to implement all the methods needed for calculating the rect's size. E.g.: NSTextField doesn't implement a method that allows me to give an NSRect in order for it to calculate the best size. The fact is, Tweetie's bubble rects are always perfect. I dropped him a line asking how he did that, but I didn't get a reply. Although, I understand, because it is used in a commercial application. I thought that with the popularity of iPhone's SMS application (and iChat, or any app including chat bubbles), someone would probably made an implementation on OS X, and made it open source. I am not very experienced, and mainly I don't have time (school), so this is why I have been working on it for one month and have not found a solution.
If someone created the thing on Cocoa, would they please explain their solution for it ? Or even better, show some code...
The AppKit NSString Additions have methods to measure strings for drawing, and for more advanced purposes you can use NSLayoutManager. See the Text Layout Programming Guide for more info.
Alternatively you could use WebKit and HTML/CSS. I believe this is how Adium achieve their IM message themes.
Check out the BubbleThingie sample code for example of how to do the image masking. It also has example of how to do the text bubbles using a UIButton or UILabel and does all the size calculations. it also allows to tint the bubbles any color.

Qt: transparent QRubberBand?

I'm trying to draw a QRubberBand on a QGLWidget. For some reason the area of the rubber band is drawn as opaque and I don't see what's behind it. This kinda beats the purpose of the rubber band as a way to select stuff inside it.
I've seen in docs for QStyleOptionRubberBand that there's an 'opaque' member but I have no idea how to access this in the default style or how to change it.
Anybody ever done this?
Are you in Vista/Win7 with Areo on? If so, does it work when you turn it off?
EDIT:
How about Message #6?
"In the meantime I looked it up in the QT source code, and I noticed that the following will solve my problem: myQRubberBand->setWindowFlags(Qt::ToolTip);"
It would be great having any source code ?
But here are how I would attempt to fix the problem :
Subclass QRubberBand
Redefine PaintEvent method
call iniStyleOption to activate style options of your choice
Hope it helps !

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