How to make an image as transparent in BlackBerry? - user-interface

I am new to BlackBerry Java application development. My scenario is: In my application a gallery list of images will be displayed in a small icons. If I click on any image it will display in a large mode. Here I need to provide controls like front and back buttons. On clicking on those buttons the background image should change. In addition to that those buttons should be highlighted and the back ground large image should be transparent. How to do this?
Please guide me.

You can use Graphics.setGlobalAlpha() on paint() or to modify bitmap before preview.
Don't forget to set back normal global alpha value after bitmap drawing.

Related

React Native bunch of buttons on top of background image

I have a background image and I need to add bunch of oval buttons or images on in my case the "greenish" buttons on top of the background image, that I can click in each one of them and call a function passing a parameter. Please look on the screen shot and let me know how I can position every one of the buttons on top of the image and access them with a click (onPress). I guess the only way is using flex box but I couldn't figure out the style for it.
Thanks
Just style all the green buttons on relatively to the image's boundaries with position: absolute. Percentage values for positioning should work, if your image scales properly on screen size change.

how to color a particular part of image in photoshop

Hi guys I am new to photoshop I have spirit image here which has multiple images in same images for example I have cart image here alongside of phone call image. I just want to change the color of cart to red.. I have photoshop and went through tutorials but hue/saturation doesn't help enter image description here
can someone help me or provide me steps how to change color.
Your screenshot seems to show that your sprite image is a transparent PNG, so you can click the Lock Transparent Pixels button on the Layers panel on the right. Then you can pick the color red you want in the Color Picker and use the Brush tool to paint only the cart.
You can select just one image, or a specific part of a larger image, by using the 'magic wand' tool.
Click this icon, or the icon most similar to it in Photoshop:
Magic Wand Tool
Then select your shopping cart by clicking on a portion of it which is colored, then you'll be able to change the color with the paint bucket tool, or by using the menu at the top of the screen.
You'd click 'Edit' then 'Fill' to fill your selection with the color chosen in your color picker currently.
For changing a color you have to go to right footer and there you'll see fx (Add a layer style) -> Color Overlay.
From there you can change the color of your cart
For reference I am attaching the images.
Fx Menu
Color Overlay

UI doesn't show up in #Screen tab in Unity 4.6

I have just upgraded Unity to version 4.6 and tried to create a button by Create -> UI -> Button.
However, this button doesn't show up in #Screen tab but it does in Game tab.
Please look at the screen shoot below:
Another question is: The default width and height when creating a new button is 160 x 30. When I change the source image with my own image button, I have to change the width and height parameters in rect transform. Is there any faster way to automatically obtain new width and height based on the image which I insert?
Thank you very much!
First, double click the button in your hierarchy and see that it indeed does not show in the Scene view, excluding any kind of zoom problem. (By the way, I'm assuming you mean "Scene" and not "Screen", right?) Things in different cameras or canvases might have very different scales but appear correctly in the Game view. I don't know how used you are to Unity, so I'm sorry if this sounds obvious. :)
Next, check the dropdown labeled "Layers" on top of Unity's editor, to the right of the Play, Pause and Step buttons. See if the layer of your button (which in this case is "UI") is visible. It should have an open eye icon next to it.
Regarding your other question, after dragging your sprite to the Image component, you can press the "Set Native Size" button, which will set the size of your object to the dimensions of your Sprite. Regarding the new UI, I think this is as automatic as it gets. Note that "Set Native Size" will only appear if your Image type is set to Simple (probably what you want) or Filled in the component.
I had the same problem before and here's a possible solution.
By default, the editor camera (Scene Tab) renders the World Space,
so your Canvas component's render mode should be set to "World Space".
The problem may only occur when you're trying to (or supposedly) render your UI in Screen Space - Overlay or Screen Space - Camera in the Canvas component.
So if you want to properly edit UI objects in the scene tab/window; set the Canvas component's render mode to World Space.
We don't have this problem in Unity 4.x before because I think Unity automatically renders any render mode from the Canvas component, however, that doesn't happen in Unity 5.x. I'm guessing it's either intentional that they do that or it's a bug on Unity UI feature.

Highlight selected image in Windows Phone XAML?

I am currently using the Image control in XAML, when the user taps on the image I want to display another image like a tap effect*, so for example I want to make the image a bit darker or lighter once the user taps on it, how can I do this using the image control?
I've managed to fix this with adding a new image to the mousebuttonup, mousebuttondown and mouseleave event of the image control
You could place a collapsed image with the same size at the same position as the first one. If the user taps the image, you show the previously collapsed image.
If you want to make your first image darker, set the background of your hidden image to black and opacity to 0.25 or something like this. When it gets visible your first image will be slightly darker.
Instead that you can try to customize the style of your button. In Visual State>>Pressed>>You can change the Color or you can give some animation as well.
tHANKS,

QT QPushButton with an icon and overlaid centered text

I recently took to Qt Programming and want to port my app to Qt.
I'm fiddling with QPushButtons and I've managed to display an image into the button and to set some text to the button but, whatever I do, with or without the designer,
I have the same problem, the text is aligned right to the icon instead of being overlaid over the icon.
addButton = new QPushButton();
addButton->setIcon(QIcon(":/AddButton.png"));
addButton->setText(tr("+"));
addButton->setFlat(true);
addButton->setIconSize(QSize(100,90));
What am I missing ?
I know there is the toolButton but it doesn't seem to have the "flat" property.
Any idea please ?
Thanks a lot,
Mike
If you are trying to use your image as a background image, you can use a style sheet:
addButton->setStyleSheet("background-image: url(:/AddButton.png);"
"background-repeat: no-repeat;"
"background-position: center center");
You'll just have to make sure the size of your button is at least as big as the image.

Resources