I have a set of objects grouped with Raphael.set(). What I want to do is to move the whole set (change x and y coordinates) from one place to another.
How I can move the whole set as a single object?
What I found already is that when an .attr({X: newX, Y: newY}) is called every element from the set will be positioned on this coordinated which will result in piling all the elements in one place.
Edit: Refer to Rick Westera's answer as translate is now deprecated.
Use .translate(x, y), example:
var paper = Raphael('stage', 300, 300);
var set = paper.set();
set.push(paper.rect(0,0,30,50));
set.push(paper.circle(40,50,10));
set.push(paper.path("M 0 70 L 100 70"));
set.translate(100, 100);
http://jsfiddle.net/q4vUx/
Use transform('Tx,y') as translate is deprecated. For example:
var paper = Raphael('stage', 300, 300);
var set = paper.set();
set.push(paper.rect(0, 0, 100, 100));
set.push(paper.text(50, 50, "Foo"));
set.transform("T100,50");
Note that there are two types of translation:
'T100,50' will move the set 100px to the right and 50 down using the global axis.
't100,50' will do the same but using the set's local axis (ie. it depends on which way the set has been rotated).
This is what i'm using to reposition a set, in my case is a set of fonts returned by Paper.print() but i think it should work with any kind of set.
var glyphs = paper.print(0, 0, text, paper.getFont(font, 800), fontSize).hide();
glyphs.transform('...T' + [posx, posy] + 'R' + [angle, posx, posy]).show();
hope it helps.
Related
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.
I want to display 3 lines of NSAttributedString. Is there a way to figure out the needed height, based on width and number of lines?
And I don't want to create a UILabel to do the size calculation, since I want the calculation to be done in background thread.
I wonder why this is still unanswered. Anyhow, here's the fastest method that works for me.
Make an NSAttributedString Category called "Height". This should generate two files titled "NSAttributedString+Height.{h,m}"
In the .h file:
#interface NSAttributedString (Height)
-(CGFloat)heightForWidth:(CGFloat)width;
#end
In the .m file:
-(CGFloat)heightForWidth:(CGFloat)width
{
return ceilf(CGRectGetHeight([self boundingRectWithSize:CGSizeMake(width, CGFLOAT_MAX)
options:NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading
context:nil])) + 1;
}
Here's what's happening:
boundRectWithSize:options:context get's a rect constrained to a width you pass to the method. The NSStringDrawingUsesLineFragmentOrigin option tells it to expect multiline string.
Then we fetch the height parameter from that rect.
In iOS 7, this method returns decimals. We need a round figure. ceilf helps with that.
We add an extra unit to the returning value.
Here's how to use it
NSAttributedString *string = ...
CGFloat height = [string heightForWidth:320.0f];
You can use that height for your layout computations.
The answer by #dezinezync answers half of the question. You'll just have to calculate the maximum size allowed for your UILabel with the given width and number of lines.
First, get the height allowed based on number of lines:
let maxHeight = font.lineHeight * numberOfLines
Then calculate the bounding rect of the text you set based on the criteria:
let labelStringSize = yourText.boundingRectWithSize(CGSizeMake(CGRectGetWidth(self.frame), maxHeight),
options: NSStringDrawingOptions.UsesLineFragmentOrigin,
attributes: [NSFontAttributeName: font],
context: nil).size
There is a method in TTTAttributedLabel called
+ (CGSize)sizeThatFitsAttributedString:withConstraints:limitedToNumberOfLines:
Basically,this method use some Core Text API to calculate the height, the key function is
CGSize CTFramesetterSuggestFrameSizeWithConstraints(
CTFramesetterRef framesetter,
CFRange stringRange,
CFDictionaryRef __nullable frameAttributes,
CGSize constraints,
CFRange * __nullable fitRange )
which I think ,is also used by
- (CGRect)textRectForBounds:limitedToNumberOfLines:
this is a workaround and I think there are better way...
static UILabel *label;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
label = [UILabel new];
});
label.attributedText = givenAttributedString;
CGRect rect = CGRectMake(0,0,givenWidth,CGFLOAT_MAX)
CGFloat height = [label textRectForBounds:rect
limitedToNumberOfLines:2].size.height;
I trying to do some Joint Tracking with kinect (just put a ellipse inside my right hand) everything works fine for a default 640x480 Image, i based myself in this channel9 video.
My code, updated to use the new CoordinateMapper classe is here
...
CoordinateMapper cm = new CoordinateMapper(this.KinectSensorManager.KinectSensor);
ColorImagePoint handColorPoint = cm.MapSkeletonPointToColorPoint(atualSkeleton.Joints[JointType.HandRight].Position, ColorImageFormat.RgbResolution640x480Fps30);
Canvas.SetLeft(elipseHead, (handColorPoint.X) - (elipseHead.Width / 2)); // center of the ellipse in center of the joint
Canvas.SetTop(elipseHead, (handColorPoint.Y) - (elipseHead.Height / 2));
This works. The question is:
How to do joint tracking in a scaled image, 540x380 for example?
The solution for this is pretty simple, i fugured it out.
What a need to do is find some factor to apply to the position.
This factor can be found takin the atual ColorImageFormat of the Kinect and dividing by the desired size, example:
Lets say i am working with the RgbResolution640x480Fps30 format and my Image (ColorViewer) have 220x240. So, lets find the factor for X:
double factorX = (640 / 220); // the factor is 2.90909090...
And the factor for y:
double factorY = (480/ 240); // the factor is 2...
Now, i adjust the position of the ellipse using this factor.
Canvas.SetLeft(elipseHead, (handColorPoint.X / (2.909090)) - (elipseHead.Width / 2));
Canvas.SetTop(elipseHead, (handColorPoint.Y / (2)) - (elipseHead.Height / 2));
I've not used the CoordinateMapper yet, and am not in front on my Kinect at the moment, so I'll toss out this first. I'll see about an update when I get working with the Kinect again.
The Coding4Fun Kinect Toolkit has a ScaleTo extension as part of the library. This adds the ability to take a joint and scale it to any display resolution.
The scaling function looks like this:
private static float Scale(int maxPixel, float maxSkeleton, float position)
{
float value = ((((maxPixel / maxSkeleton) / 2) * position) + (maxPixel/2));
if(value > maxPixel)
return maxPixel;
if(value < 0)
return 0;
return value;
}
maxPixel = the width or height, depending on which coordinate your scaling.
maxSkeleton = set this to 1.
position = the X or Y coordinate of the joint you want to scale.
If you were to just include the above function you could call it like so:
Canvas.SetLeft(e, Scale(640, 1, joint.Position.X));
Canvas.SetTop(e, Scale(480, 1, -joint.Position.Y));
... replacing your 640 & 480 with a different scale.
If you include the Coding4Fun Kinect Toolkit, instead of re-writing code, you could just call it like so:
scaledJoin = rawJoint.ScaleTo(640, 480);
... then plug in what you need.
Based on my experience with Zedgraph I could not set both of X and Y axes scale same to have a correct scatter graph! Assume we have a square grid of 10x10m cells in which each cell is a square shape 1x1m. when we try to draw points of such data, the output is not acceptable because each axis scaled to different scale. It is worse when we try to call Zoomall, then we find all points are fitted to chart area regardless their equal spacing!
I hope someone can help me to find a solution. Although Zedgraph is flexible library but this is a big fault!
perfectly aware, this q. is 9 years old, but still..
Have just encountered and solved the issue of presenting the graph in a square pane.
(It seems that was the OP question)
It's a bit "brute" and invokes redundant redraws, but gets the job done.
//"GraphWinFormsHost" is my ZGraph container
GraphWinFormsHost.SizeChanged += (sender, args) =>
{
//"IsEqualScale" is my property, indicating a square is needed
if(_ChartData == null || !_ChartData.IsEqualScale)
return;
_ZedGraphControl.GraphPane.Chart.IsRectAuto = true;
_ZedGraphControl.Refresh();
//here, the graph pane is redrawn according to available space
float x = _ZedGraphControl.GraphPane.Chart.Rect.X;
float y = _ZedGraphControl.GraphPane.Chart.Rect.Y;
float h = _ZedGraphControl.GraphPane.Chart.Rect.Height;
float w = _ZedGraphControl.GraphPane.Chart.Rect.Width;
float min = Math.Min(h, w);
_ZedGraphControl.GraphPane.Chart.Rect = new RectangleF(x, y, min, min);
};
Is Scale.IsAnyOrdinal true for any Axis.Scale's ?
ZedGraph appears to position nodes based on index offset rather than node value when the Scale.Type is set to AxisType.Text, Ordinal, DateAsOrdinal, or LinearAsOrdinal.
I recently had to solve the same problem. This is what has worked for me:
zg1.AxisChange();
if (myPane.XAxis.Scale.Max > myPane.YAxis.Scale.Max) {
myPane.YAxis.Scale.Max = myPane.XAxis.Scale.Max;
myPane.YAxis.Scale.Min = myPane.XAxis.Scale.Min;
myPane.YAxis.Scale.MajorStep = myPane.XAxis.Scale.MajorStep;
} else {
myPane.XAxis.Scale.Max = myPane.YAxis.Scale.Max;
myPane.XAxis.Scale.Min = myPane.YAxis.Scale.Min;
myPane.XAxis.Scale.MajorStep = myPane.YAxis.Scale.MajorStep;
}
zg1.AxisChange();
With the first call to AxisChange the control automatically calculate the correct values for my data. Then I copy the relevant parameters from one scale to the other one and apply the change.
I've ran into a weird problem with getCharBoundaries, I could not figure out what coordinate space the coordinates returned from the function was in. What ever I tried I could not get it to match up with what I expected.
So I made a new project and and added simple code to highlight the last charater in a textfield, and all of a sudden it worked fine. I then tried to copy over the TextField that had been causing me problems, into the new project. And now the same weird offset appeared 50px on the x axis. Everything else was spot on.
So after some headscracthing comparing the two TextFields, I simply can not see a difference in their properties or transformation.
So I was hoping that someone might now what property might affect the coordinates returned by getCharBoundaries.
I am using Flash CS4.
I've just had exactly the same problem and thought I'd help out by offering what my findings are. With a help from this thread, I tried to find everything that wasn't 'default' about the textfield I was using. I found that when I had switched my TextFormatAlign (or 'align' in the IDE) and TextFieldAutoSize properties to 'LEFT' as opposed to 'CENTER', it solved the problem.
A little late in the game perhaps, but worth knowing for anyone running into the same problem. This was the only thread I could find that raised the right flag...
Well the getCharBoundaries returns the boundaries in the textfield coordinate system. Where the origin is topleft corner of the textfield.
getCharBoundaries does not take into consideration the scrolling. you need to check if there are scrollbars on its parent (textarea) and if so relocate. One quick way of doing it is using localtoglobal and globaltolocal. Use the first to translate from the textfield coordinate system to the application coordinate system and then use the second to translate from the app coordinate system to the coordinate system of the parent of the textfield which is the textarea. I'm fine tuning a my method to get char boundaries i will publish it today on my blog
http://flexbuzz.blogspot.com/
Works For Me(tm) (Flex Builder AS3 project):
[Embed(systemFont="Segoe UI", fontWeight="bold", fontName="emb",
mimeType="application/x-font")]
private var EmbeddedFont:Class;
public function ScratchAs3()
{
stage.scaleMode = 'noScale';
stage.align = 'tl';
var m:Matrix = new Matrix(.8, .1, -.1, 1.1, 26, 78);
var t:TextField = new TextField();
t.autoSize = 'left';
t.wordWrap = false;
t.embedFonts = true;
t.defaultTextFormat = new TextFormat("emb", 100, 0, true);
t.transform.matrix = m;
t.text = "TEST STRING.";
addChild(t);
var r:Rectangle = t.getCharBoundaries(8);
var tl:Point = m.transformPoint(r.topLeft);
var tr:Point = m.transformPoint(new Point(r.right, r.top));
var bl:Point = m.transformPoint(new Point(r.left, r.bottom));
var br:Point = m.transformPoint(r.bottomRight);
graphics.beginFill(0xFF, .6);
graphics.moveTo(tl.x, tl.y);
graphics.lineTo(tr.x, tr.y);
graphics.lineTo(br.x, br.y);
graphics.lineTo(bl.x, bl.y);
graphics.lineTo(tl.x, tl.y);
}
To literally answer your question, it returns the coordinates in the TextField's coordinate system, not it's parent, and it is affected by DisplayObject.transform.matrix, which is the backing for the .x, .y, .scaleX, .scaleY, .width, .height, and .rotation properties.
What ever it was the solution was simple to add a new TextField, never found out what property screwed everything up.
The first answer is correct in most cases. However if your field is parented to another movie clip it may still return the wrong y coordinate. try this code:
//if this doesn't work:
myTextFormat = new TextFormat();
myTextFormat.align = TextFormatAlign.LEFT;
myFieldsParent.myField.autoSize = TextFieldAutoSize.LEFT;
myFieldsParent.myField.setTextFormat( myTextFormat);
//try this:
var x = myFieldsParent.myField.getCharBoundaries(o).x;
var y = myFieldsParent.myField.getCharBoundaries(o).y;
var myPoint:Point = new Point(myField.getCharBoundaries(o).x,myField.getCharBoundaries(o).y);
var pt:Point = new Point(myFieldsParent.myField.getCharBoundaries(o).x, myFieldsParent.myField.getCharBoundaries(o).y);
pt = myFieldsParent.myField.localToGlobal(pt);
//pt is the variable containing the coordinates of the char in the stage's coordinate space. You may still need to offset it with a fixed value but it should be constant.
I didn't test this code as I have adapted this example from code that is embedded into my project so I apologize if I'm missing something...