react-native-reanimated and react-native-gesture-handler X/Y coordinates - react-native

I've setup an expo snack here, where you can drag an image and see the X/Y coordinates.
I don't understand why if I drag the image on the top left corner, the coordinates are negative numbers.
You could argue that the position is relative to the starting point. But as you can se in the Cardeditor.js file the cardItems state X and Y are both set to 1.
In my app (not in the example) the user is able to navigate to another screen where the cards is in landscape mode, so I have to reposition the image in the correct spot, for this I need to be sure that the top left corner is always x:0 and y:0.
This issue probably has to do with absolute/relative positioning, but I can't find any source of information on the net.

try to main container position:'relative' and other components position: 'absolute'

Related

Move view hiding its side in android

Moving a view I try to hide all parts of view that cross some vertical line, so view starts to loose its width to 0.
The image describes better what I want.
I mean not just shrink a width with scaleX but hide, because this command compresses the photo horizontally, and I need to hide it without distortion.
How can I do it?
On the image a photo started to move left with translationX hiding line by line left side of the photo during this movement. Also, the photo is not at left edge of screen - it's on the center
View has left(and x) attribute in its LayoutParams.
How can I dynamically set the position of view in Android?
When left attribute is negative, it is hidden under the parent view.
If you want an animation, here is the document!
https://developer.android.com/develop/ui/views/animations/reposition-view

GML When resolution is not in fullscreen and you swap resolutions, the game is not centered on the screen

I have settings screen within my game for resolution. Within this setting page, you have a fullscreen ON and OFF option. I also have a resolution switcher above it. However when you turn fullscreen off and change the resolution. The game is no longer centered on the screen and moves around as you change the resolution. I have tried many things such as window_center() within the switch statement. However this isnt solving my issue. Does anyone have any ideas on how to keep the game centered on the screen when changing resolutions with fullscreen turned off? (Such as a windowed fullscreen)
You'll want to either delay window_center call by 1 frame (as the window position data doesn't update till the end of the frame), or use window_set_rectangle to calculate position yourself immediately, like so
window_set_rectangle((display_get_width() - width) div 2, (display_get_height() - height) div 2, width, height);
(or slightly more complex if you want to resize window relative to the current position)

Using MapKit, MKMapview how can I orientate the map by aligning two coordinates vertical on the screen

I have two coordinates that represent a portion of a route, and I want to orientate the MKMapView such that the route, polyline is displayed going from the bottom of the screen to the top of the screen.
Currently I first calculate the angle between the two coordinates, and then rotate the map by setting the camera heading, where 90 degrees is facing north and vertically centred on the screen.
Is there perhaps an easier approach, sample code would be great in either Swift or Objective-C.
Currently I first calculate the angle between the two coordinates, and then rotate the map by setting the camera heading, where 90 degrees is facing north and vertically centred on the screen.
You've got the right idea. There's no way to set the map view's heading directly, so setting the camera heading is the right way to go. Be sure to set the map view's rotationEnabled property to YES to get the map view to use the camera's heading, and if you want to always see the map in plan view (i.e. looking straight down), you can set pitchEnabled to NO.

Camera for Spotlight

I have two orthographic cameras. The first one is for the main display and the other one is used for a spotlight effect.
What I want is, if I move the second camera (spotlight), I want the view port rect to be normalized as well. Right now, if I move the second camera's Transform, it looks at the camera's direction but the display is not moving.
So, if the display is at the bottom-right corner, and I move the camera at the top-left corner, I want to display the camera at the top-left corner as well instead of displaying it at the bottom-right corner.
Also, I'm building it on iPad.

What's the RIGHT way to draw an image in the upper left corner on a mac?

I have an NSView in a ScrollView and I'm trying to draw an image in it. The problem is that I want the upper left corner of the image locked to the upper left corner of the frame, instead of the lower left corner, which is what the View wants me to do. I will need to be able to zoom in and out, and rotate.
currently, I have a kludge of a system where I calculate how much I have to translate my image based on the size of the image and the size of the window. In order to do this, I needed to create an extra view outside the scrollview, so that I could get the size of the window, not including decorations. Then I can calculate the size of the view based on the size of the image and the size of the window, and based on THAT, I can figure out where to translate the image to.
My only other thought was to use the isFlipped: method, but that ends up reversing my image L-R which is bad.
Is there another way I should be doing this?
If you want 0,0 to be in the upper-left corner, then overriding -isFlipped to return YES is the way to go. It should not affect the coordinate systems of any subviews (I think!), but images drawn directly into the flipped view will appear upside-down unless you apply a transform to them.
View Programming Guide for Cocoa: View Geometry