I need to fill this image with these values... I already done with "PrintDocument" but you can't automatically export it in PDF... So I'm migrating to iText, but rectangles referentes seens not be the same... While in "PrintDocument" Y value start from top, in iText, they start from bottom...
Old Code:
e.Graphics.DrawString(ParcelaAtual + 1 & " / " & tabParcelas.Rows.Count, Fonte1, Brushes.Black, x + 254, y + 34, Formato1)
New Code: (Not working properly)
PdfCanvas = New iText.Kernel.Pdf.Canvas.PdfCanvas(page)
retangulo = New iText.Kernel.Geom.Rectangle(x + 350, y + 84)
canvas = New iText.Layout.Canvas(PdfCanvas, pdf, retangulo)
texto = (New iText.Layout.Element.Text(ParcelaAtual + 1 & " / " & tabParcelas.Rows.Count).SetFontSize(12).SetBold) ' Fonte 1 | Formato 1
paragrafo = (New iText.Layout.Element.Paragraph().Add(texto))
canvas.Add(paragrafo)
canvas.Close()
So, I think I'll have to remake this... Catch all X/Y values again and etc etc etc....
I think the best way to do this is to draw an image (rectangle) and inside this image draw the texts, but taking the top/left image border as X/Y reference not the top/left from page border...
Sometimes I need only 1 image with values, sometimes I need 3 of them (as shown in imagem below)...
How can I achieve that? (This image below as drawn with "PrintDocument" but I want to draw it with iText to automatically export in PDF)
Related
I've created a textbox redaction on pymupdf that seems to work perfectly.
But when viewing it on Mac OS, the numbers appear incorrect and jumbled. Anyone have an idea what could change a pdf's view for an identical file across OS?
def apply_overlay(
page, new_area, variable, fontsize, color, align, font, is_column=False
):
col = fitz.utils.getColor("white")
variable_area = copy.deepcopy(new_area)
variable_area.y1 = new_area.y0 + fontsize + 3
redaction = page.addRedactAnnot(
variable_area, fill=col, text=" "
) # flags not available
else:
redaction = page.addRedactAnnot(
new_area, fill=col, text=" "
)
page.apply_redactions(images=fitz.PDF_REDACT_IMAGE_NONE)
writer = fitz.TextWriter(page.rect, color=color)
assignment
writer.fill_textbox(
new_area, variable, fontsize=fontsize, warn=True, align=align, font=font
)
writer.write_text(page)
# To show what happened, draw the rectangles, etc.
shape = page.newShape()
shape.drawRect(new_area) # the rect within which we had to stay
shape.finish(stroke_opacity=0) # show in red color
shape.commit()
shape = page.newShape()
shape.drawRect(writer.text_rect) # the generated TextWriter rectangle
shape.drawCircle(writer.last_point, 2) # coordinates of end of text
shape.finish(stroke_opacity=0) # show with blue color
shape.commit()
return shape
I've made a list of my own texture objects so that I can access them accordingly. These are the two bitmap images I'm using:
Every time I load my program, it reads from the two bitmap files and stores their texture data into my global texture list. The grass tile one loads first and then the checkerboard with the 1.0 loads after it. The grass tile texture renders. Here is how it looks like in my program:
It appears as if It's rotated 180 degrees and flipped horizontally. I've checked my 2d projection, coordinates and they're alright. Up goes towards positive Y, right towards positive X which, is fine. Also, the colors are alright, the texture works!
However, if I choose to render the second texture, which is the black/magenta checkerboard, it looks like this in my program:
It's rotated and flipped as well, but the colors aren't being rendered properly either. Why does this happen? Here is my code:
Loading the texture from Bitmap:
Private Function LoadFromBitmap(ByVal Bitmap As Bitmap) As Integer
Dim Tex As Integer
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest)
GL.GenTextures(1, Tex)
GL.BindTexture(TextureTarget.Texture2D, Tex)
Dim Data As BitmapData = Bitmap.LockBits(New Rectangle(0, 0, Bitmap.Width, Bitmap.Height), ImageLockMode.ReadOnly, Imaging.PixelFormat.Format32bppArgb)
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Data.Width, Data.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, Data.Scan0)
Bitmap.UnlockBits(Data)
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, TextureMagFilter.Nearest)
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, TextureMinFilter.Nearest)
Return Tex
End Function
Rendering:
GL.MatrixMode(MatrixMode.Modelview)
GL.LoadIdentity()
GL.Viewport(0, 0, ControlWidth, ControlHeight)
For X As Byte = 0 To EZSize(0) - 1
For Y As Byte = 0 To EZSize(1) - 1
GL.Enable(EnableCap.Texture2D)
GL.BindTexture(TextureTarget.Texture2D, TextureList.Item(1).IntData)
GL.Begin(PrimitiveType.Quads)
GL.TexCoord2(X, Y) : GL.Vertex2(X, Y)
GL.TexCoord2(X + 1, Y) : GL.Vertex2(X + 1, Y)
GL.TexCoord2(X + 1, Y + 1) : GL.Vertex2(X + 1, Y + 1)
GL.TexCoord2(X, Y + 1) : GL.Vertex2(X, Y + 1)
GL.End()
GL.Disable(EnableCap.Texture2D)
Next
Next
GL.LoadIdentity()
GL.Flush()
GraphicsContext.CurrentContext.SwapInterval = True
GlControl1.SwapBuffers()
If texturing is enabled, then by default the color of the texel is multiplied by the current color, because by default the texture environment mode (GL_TEXTURE_ENV_MODE) is GL_MODULATE. See glTexEnv.
This causes that the color of the texels of the texture is "mixed" by the last color which you have set by glColor.
Set a "white" color before you render the texture, to solve your issue:
GL.Color3(Color.White)
The texture is flipped, because the lower left window coordinate is (0,0), but in the texture the upper right coordinate is (0, 0). You've to compensate that by flipping the v-component of the texture coordinate:
e.g.:
GL.Enable(EnableCap.Texture2D)
GL.BindTexture(TextureTarget.Texture2D, TextureList.Item(1).IntData)
GL.Color3(Color.White)
GL.Begin(PrimitiveType.Quads)
GL.TexCoord2(X, Y + 1) : GL.Vertex2(X, Y)
GL.TexCoord2(X + 1, Y + 1) : GL.Vertex2(X + 1, Y)
GL.TexCoord2(X + 1, Y) : GL.Vertex2(X + 1, Y + 1)
GL.TexCoord2(X, Y) : GL.Vertex2(X, Y + 1)
GL.End()
GL.Disable(EnableCap.Texture2D)
Likewise you can change the environment mode to GL_REPLACE, instead by glTexEnv:
GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, GL_REPLACE)
I would like to adjust the length/height ratio of the scale bar in an image by the DM scripting. As the following code shown, I can adjust the font size by changing "scalebar.componentsetfontinfo("Microsoft Sans Serif", 0, fontsize)", but I do not know how to change the shape (length/height ratio) of rectangle which constitute to the scale bar. Is there any code/command can achieve this? Thanks,
image front:=getfrontimage()
imagedisplay imgdisp=front.imagegetimagedisplay(0)
number nobar=imgdisp.componentcountchildrenoftype(31)
number fontsize=20
imgdisp.applydatabar(0)
component scalebar=imgdisp.componentgetnthchildoftype(31,0)
scalebar.componentsetfontinfo("Microsoft Sans Serif", 0, fontsize)
scalebar.componentsetdrawingmode(1)
When you select a scalebar, you will notice the green points showing that component's rectangle.
You control that rectangle like you control any component rectangle:
number kScaleBar = 31
image img := GetFrontImage()
imageDisplay disp = img.ImageGetImageDisplay(0)
component scaleBar = disp.ComponentGetNthChildOfType( kScaleBar, 0 )
number t,l,b,r
scaleBar.ComponentGetRect(t,l,b,r)
Result("\n Current rect: [" + t + "/" + l + "/" + b + "/" + r )
number sx, sy
img.GetSize( sx, sy )
// Set centered half at bottom
l = sx*1/4
r = sx*3/4
t = sy*17/20
b = sy*19/20
scaleBar.ComponentSetRect(t,l,b,r)
Note, that you can not explicitly specify the length of the scalebar, it will always "snap" to a meaningful fraction within the boundary box, depending on the image calibration.
Setting the bounding rect will also override the font-size, while setting the font-size will override the boundary rect's height.
I would like to know how I can horizontally align to center textboxes and labels inside a Frame in VBA. Basically, I want each text box to be placed at the center of the Frame with the corresponding label next to it.
To do this, you need to gather :
UserForm.Width (same for all "rows")
TextBox.Width (different for each TextBox)
Label.Width (different for each Label)
And then :
Label.Left = (UserForm.Width - TextBox.Width - Label.Width) / 2
TextBox.Left = (UserForm.Width - TextBox.Width - Label.Width) / 2 + Label.Width
I have a problem with the rotation within a JSVGCanvas.
The user can load SVG images into a document page (JLayeredPane).
Every image displays in his own JSVGCanvas and has his own class.
The user can resize the image by dragging the endpoints and also move the image around.
The rotation works perfectly
(Basic and rotated situation)
Only the subsequent change of the bounding box of the Canvas results in a scaling, which no longer corresponds to the original size
(Finally after setting Boundingbox)
Code fragment in UpdateManager():
....
// calculating new canvas bounding box
AffineTransform at = AffineTransform.getRotateInstance(rotation*Math.PI/180.0,
originalX + originalW/2.0,
originalY + originalH/2.0);
Rectangle2D.Double rect = new Rectangle2D.Double(originalX, originalY, originalW, originalH);
Shape s = at.createTransformedShape(rect);
xx = s.getBounds2D().getX();
yy = s.getBounds2D().getY();
ww = s.getBounds2D().getWidth();
hh = s.getBounds2D().getHeight();
canvas.setRenderingTransform(AffineTransform.getRotateInstance(rotation*Math.PI/180.0,
originalW/2.0, originalH/2.0));
// this.setBounds() will do the stuff and also change the Canvas Bounds
setBounds(xx, yy, ww, hh);
....
I am grateful for any help.
Solved...
I have found the way to solve this problem:
....
// calculating new canvas bounding box
AffineTransform at = AffineTransform.getRotateInstance(rotation*Math.PI/180.0,
originalX + originalW/2.0,
originalY + originalH/2.0);
Rectangle2D.Double rect = new Rectangle2D.Double(originalX, originalY, originalW, originalH);
Shape s = at.createTransformedShape(rect);
xx = s.getBounds2D().getX();
yy = s.getBounds2D().getY();
ww = s.getBounds2D().getWidth();
hh = s.getBounds2D().getHeight();
double rotScale = originalW/ww;
double diffX = (originalW * rotScale - originalW) / 2.0 * -1.0;
double diffY = (originalH * rotScale - originalH) / 2.0 * -1.0;
AffineTransform af = AffineTransform.getScaleInstance(rotScale, rotScale);
af.preConcatenate(AffineTransform.getTranslateInstance(diffX, diffY));
af.preConcatenate(AffineTransform.getRotateInstance(rotation*Math.PI/180.0, originalW/2.0, originalH/2.0));
canvas.setRenderingTransform(af);
// this.setBounds() will do the stuff and also change the Canvas Bounds
setBounds(xx, yy, ww, hh);
....
Maybe this will help others having the same problem.
Picture solved