Listview item's background with gradient in Fragment - android-fragments

I've got a problem, using gradient in background for listview's items inside fragment activity (using ABS).
So, first of all I've got a background, that is succesfully using in other application. It has a gradient from (r = g = b = 91) to (r = g = b = 81).
And thats how it looks in simple activity:
And thats how it looks inside fragment activity:
At first I think that it is very big gradient and I did a gradient only for 2 points, from (r = g = b = 80) to (r = g = b = 78).
And thats what I gоt:
I'm still want to use gradients in listview's items backgrounds in order items not seemed to be plane.
So, why I'm getting such terrible image, using gradient in backgrounds for listview items inside fragment?

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How can I generate a mask on a solid or create a custom (complex) drawing on that solid to Adobe After Effects only via scripting

I'm making an After Effects script that generates simple shapes & animations for kids, and I'm trying to avoid importing vector shapes from Illustrator to After Effects to animate them. And that is working perfectly with simple shapes such as squares and circles.
Is there any solution for generating complex shapes inside the Extendscript Toolkit, a pure code with no imports or locating some .txt file, just by setting the vertices, position and color of the shape and applies it to a new solid as a mask by running the script inside of After Effects?
If I wanted to do it manually, I will add a new solid, copy the first path from Illustrator, and back to after effects to paste it on that solid,then I'll add another solid, back to illustrator, copy another path, back to after effect, paste it on solid 2, and I'll repeat the process till the final result appears.
I want to end this switching between software 1 and 2 and save the drawing as an array of [vertices], [in-tangents], and [out-tangents] and call it whenever I want!
Running the script
The Result
I've done it like this, it can be used for import any kind of footage
var path = "File Path";
var input = new ImportOptinputns(File(path));
if (input.canImportAs(ImportAsType.FOOTAGE));
input.importAs = ImportAsType.FOOTAGE;
Or if you want to import an image sequence you can do it like this
// or if your footage is an image sequence
input.sequence = true;
input.forceAlphabetical = true;
imageSequence = app.project.importFile(input);
imageSequence.name = 'My automatically imported foorage";
theComp = app.project.activeItem; //import in to currently selected composition
theComp.layers.add(imageSequence);
I know how to create simple vector objects via script but I'm not sure if its work for you as you want it.
An example of two group rectangle
var shapeLayer = newComp.layers.addShape(); // adding shape layer
shapeLayer.name = "bannerLayer"; // name the shape layer
var shapeGroup1 = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); / creating a group1
shapeGroup1.name = "Banner"; //name the group1
myRect= shapeGroup1.property("Contents").addProperty("ADBE Vector Shape - Rect"); // adding rectangle to the group1
Another example of a more complex shape, a triangle add to an existing shape layer, you can use this code as a base and create more complex shapes.
var shapeLayer = newComp.layers.addShape(); // adding shape layer
shapeLayer.name = "bannerLayer"; // name the shape layer
var shapeGroup1 = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); // creating a group1
shapeGroup1.name = "Banner"; //name the group1
myRect = shapeGroup1.property("Contents").addProperty("ADBE Vector Shape - Rect"); // adding rectangle to the group1
// construct a Shape object that forms a triangle
var myTriShape = new Shape();
myTriShape.vertices = [[-50,50], [50,50], [0,100]];
myTriShape.closed = true;
// add a Path group to our existing shape layer
myTriGroup = shapeLayer.property("Contents").addProperty("ADBE Vector Group"); // adding rectangle to the group1
myTriGroup.name = "Triangle";
myTri = myTriGroup.property("Contents").addProperty("ADBE Vector Shape - Group");
// set the Path property in the group to our triangle shape
myTri.property("Path").setValue(myTriShape);
you can find more information on this page. I googled it myself.
Check this link https://forums.creativecow.net/docs/forums/post.php?forumid=2&postid=1119306&univpostid=1119306&pview=t

GDI - Unexpected result for the OffsetRgn() function

I'm using Embarcadero RAD Studio C++ builder XE7.
For a drawing function using the Windows GDI, I need to add a clip region to the device context of a canvas.
By testing my code, I noticed that sometimes the clipping region was smaller than the expected size. I searched why and I found a strange behavior of the OffsetRgn() function which lets me a little puzzled.
To apply the clip region, I use a code similar to the following:
std::unique_ptr<TBitmap> pBitmap(new TBitmap());
pBitmap->PixelFormat = pf32bit;
pBitmap->AlphaFormat = afDefined;
pBitmap->SetSize(60, 7);
TCanvas* pCanvas = pBitmap->Canvas;
::SelectClipRgn(pCanvas->Handle, NULL);
const TRect sourceRect = pCanvas->ClipRect;
HRGN pClipRegion = ::CreateRectRgn(50, -2, 60, 8);
::SelectClipRgn(pCanvas->Handle, pClipRegion);
const TRect intermediateRect = pCanvas->ClipRect;
const int deltaX = pCanvas->ClipRect.Left - 50;
const int deltaY = pCanvas->ClipRect.Top - (-2);
::OffsetRgn(pClipRegion, -deltaX, -deltaY);
::SelectClipRgn(pCanvas->Handle, pClipRegion);
const TRect finalRect = pCanvas->ClipRect;
NOTE written like this and out of his context, the above code does not really make sense, and I know it's illogical. Please do not judge its quality, this is not the purpose of my question. I gathered several excerpts that I grouped into an executable code putting the problem forward.
The hardcoded values are an example of values I get in my application when the problem occurs. If I execute the above code, I measure:
left = 0, top = 0, right = 60, bottom = 7 in sourceRect value
left = 50, top = 0, right = 60, bottom = 7 in intermediateRect value
left = 50, top = 0, right = 60, bottom = 6 in finalRect
I however expected that the bottom value should also be equals to 7 in finalRect, which is the canvas limit, as I only moved the region and nothing else. So why it's value become suddenly smaller than expected?
So I finally found the substance of the case. Based on this post:
Why does calling GetRgnBox on the result of GetClipRgn return a very different rect than GetClipRect?
The clip region is applied in logical units relatively to the canvas origin, whereas the clipping rectangle I tried to apply was measured in pixels from a [0, 0] origin.
As I incorrectly thought in my code that the origin was always [0, 0] for the both systems, the resulting region could be incorrect in several special cases, causing this strange shifting I sometimes noticed between the clipping really applied and which I expected.
Measuring the canvas origin with the GetWindowOrgEx() function highlighted the issue.
However for the above shown case, issue came because the clip region was moved by an offset of -2, taking so the value of -4 on top and 6 on bottom, which is then clipped to fit the canvas bounds while the clip region is applied, resulting to a clipping with value of 0 on top and 6 on bottom.

Closing window when object reaches bottom

I want to display a message, and close the window when the user clicks. This should happen when the circle reaches the bottom of the window. I'm not sure how to go about this, everything works fine until the circle passes the bottom of the window, the closing message doesn't pop up and the window doesnt close on click. I'm using the graphics.py graphics library from Zelle for Python. I'm a beginner in Python so my knowledge is very limited right now. My code is as follows:
from graphics import *
def q2a():
win = GraphWin("window",400,400)
win.setCoords(0,0,400,400)
win.setBackground("light grey")
#drawing circle
circle = Circle(Point(200,100),30)
circle.setFill("red")
circle.draw(win)
#text
message = Text(Point(200,200),"Click Anywhere to Begin")
message.draw(win)
#clicking
while True:
click = win.checkMouse()
if click:
message.undraw()
while circle.getCenter().getY() < 170:
dy=1
dx = 0
dy *=-.01
circle.move(dx,dy)
if circle.getCenter()== 0:
circle.undraw()
gameover = Text(Point(200,200),"Game Over - Click to Close")
gameover.draw(win)
win.checkMouse()
win.close()
q2a()
I believe the problem is simpler than you're making it. One problem is that this is an infinite loop:
while circle.getCenter().getY() < 170:
dy=1
dx = 0
dy *=-.01
circle.move(dx,dy)
As circle's Y center starts at 100 and decreases, so it's always less than 170 so this loop never finishes and any code beyond this point is never executed. Let's use the circle's radius, 30, instead so the circle stops when it sits on the bottom of the window.
Another issue is that I believe you're using checkMouse() when you really want getMouse(). Read the documentation about the difference between these two commands.
Here's my rework of your code (with some style tweaks.) I changed the -0.01 increment to -0.1 as I've no patience!
from graphics import *
RADIUS = 30
HEIGHT, WIDTH = 400, 400
CENTER = Point(HEIGHT / 2, WIDTH / 2)
def q2a():
win = GraphWin("window", HEIGHT, WIDTH)
win.setCoords(0, 0, HEIGHT, WIDTH)
win.setBackground("light grey")
# drawing circle
circle = Circle(Point(WIDTH / 2, 100), RADIUS)
circle.setFill("red")
circle.draw(win)
# text
message = Text(CENTER, "Click Anywhere to Begin")
message.draw(win)
# moving
win.getMouse()
message.undraw()
while circle.getCenter().getY() > RADIUS:
circle.move(0, -0.1)
# end game
circle.undraw()
gameover = Text(CENTER, "Game Over - Click to Close")
gameover.draw(win)
win.getMouse()
win.close()
q2a()

Altering code to place 2D UIImage as opposed to 3D shape geometry

I've been following a tutorial to create an AR Ruler. Therefore, with the code below, I'm able to place 3D sphere's in my scene (which im looking to keep for the tracking functionality). However, instead of a 3d image, I'm looking to place an image. I attempted changing the dotGeometry and setting it to a UIImage and commenting out the material code but wasn't sure how to deal with with dotNode piece of code. Therefore, how would I be able to set my image as the resulting on-screen addition?
let dotGeometry = SCNSphere(radius: 0.005)
let material = SCNMaterial()
material.diffuse.contents = UIColor.red
dotGeometry.materials = [material]
let dotNode = SCNNode(geometry: dotGeometry)
dotNode.position = SCNVector3(hitResult.worldTransform.columns.3.x, hitResult.worldTransform.columns.3.y, hitResult.worldTransform.columns.3.z)
sceneView.scene.rootNode.addChildNode(dotNode)
You could create a SCNBox and set its length to a very small value to make it appear flat.
let box = SCNBox(width: 0.2, height: 0.2, length: 0.005, chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "image.png")
box.materials = [material]
boxNode = SCNNode(geometry: box)
boxNode.opacity = 1.0
boxNode.position = SCNVector3(0,0,-0.5)
scene.rootNode.addChildNode(boxNode)
Or you could follow another approach and add an overlay SKScene (2D) to the SCNScene(3D) as described here : How can I overlay a SKScene over a SCNScene in Swift?

DirectX 11 Alpha Blending Not Working

Okay, so I have been trying to get Alpha Blending to work in my 3D application but it just doesn't want to happen. I am drawing 2d images with an orthogonal projection at the very end of the rendering loop (depth testing remains enabled) and the image textures have transparent parts but they render black.
Here is my blending code:
D3D11_BLEND_DESC blendStateDesc;
ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));
blendStateDesc.AlphaToCoverageEnable = FALSE;
blendStateDesc.IndependentBlendEnable = FALSE;
blendStateDesc.RenderTarget[0].BlendEnable = TRUE;
blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
if (FAILED(device->CreateBlendState(&blendStateDesc, &blendState))) {
printf("Failed To Create Blend State\n");
}
deviceContext->OMSetBlendState(blendState, NULL, 0xFFFFFF);
And if it helps here is the texture description:
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = TextureWidth;
texDesc.Height = textureHeight;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_IMMUTABLE;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;
I am only using a single render target and not pre-multiplying alphas inside the shaders. I have looked everywhere and tried all manner of different combinations for the D3D11_BLEND_STATE but nothing has worked.
The closest I can get is when I set the AlphaToCoverage to TRUE but then it doesn't work if I change the alpha of the vertices, and I know for what I'm doing AlphaToCoverage should be FALSE.
I know this is a very old question but i had a similiar issue.
What i had to do was to make sure you set/enabble the blend state before drawing and then disable after the draw call of the transparent 2d image. More information can be found: DirectX Image texture quad displays underlying controls color where it is transparent

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