Am I missing anything that would prevent the child controls from appearing in the panel. Right now, none of the controls are showing, just a blank panel. I just new a hint on what I am missing in the initialization.
pane = gcnew TableLayoutPanel ();
pane->Anchor = AnchorStyles::Left | AnchorStyles::Right | AnchorStyles::Top | AnchorStyles::Bottom;
//pane->RowCount = ;
pane->Size = Size;
pane->ColumnCount = 1;
pane->BackColor = Color::AliceBlue;
// Add progess bars
AddProgressBars ();
Controls->Add (pane);
Some of the code for the AddProgressBars function.
int statusBarCount = 10; // the number of progress bars
progressBars = gcnew ArrayList (statusBarCount);
int y = 2; // the y coord for the progress bar
for each
(System::Windows::Forms::ProgressBar ^pb in progressBars)
{
pb->Size = System::Drawing::Size (200, 15);
pb->Location = Point (2, y);
pb->Dock = DockStyle::Bottom;
pane->Controls->Add (pb);
y += 10;
}
Related
Is it possible to create Horizontal Bar Chart and draw bars from right to left? Just make mirror reflection. I can't use rotate in my xml because label also will be reversed.
You can change the render from HorizontalBarChartRenderer to your customed render, and override function :protected void drawDataSet(Canvas c, IBarDataSet dataSet, int index);
add these lines after " // initialize the buffer"
BarBuffer buffer = mBarBuffers[index];
buffer.setPhases(phaseX, phaseY);
buffer.setDataSet(index);
buffer.setInverted(mChart.isInverted(dataSet.getAxisDependency()));
buffer.setBarWidth(mChart.getBarData().getBarWidth());
buffer.feed(dataSet);
trans.pointValuesToPixel(buffer.buffer);
final boolean isSingleColor = dataSet.getColors().size() == 1;
if (isSingleColor) {
mRenderPaint.setColor(dataSet.getColor());
}
for (int j = 0; j < buffer.size(); j += 4) {
if (!mViewPortHandler.isInBoundsTop(buffer.buffer[j + 3]))
break;
if (!mViewPortHandler.isInBoundsBottom(buffer.buffer[j + 1]))
continue;
if (!isSingleColor) {
// Set the color for the currently drawn value. If the index
// is out of bounds, reuse colors.
mRenderPaint.setColor(dataSet.getColor(j / 4));
}
// NEWLY ADDED CODE BELOW
float left = buffer.buffer[j];
float right = buffer.buffer[j + 2];
float midLine = (mViewPortHandler.contentLeft() + mViewPortHandler.contentRight()) / 2;
buffer.buffer[j] = midLine + (midLine - right);
buffer.buffer[j + 2] = midLine + (midLine - left);
look like this:
I'm making a terrain tool.
I made a 2D texture and am using it as a height map.
I want to change a specific part of the heightmap, but I'm having a problem.
I changed certain small parts, but the whole landscape of the texture is changed.
I would like to know the cause of this problem and how to solve it
thank you.
`HeightMap ShaderResourceView Create Code
void TerrainRenderer::BuildHeightmapSRV(ID3D11Device* device)
{
ReleaseCOM(mHeightMapSRV);
ReleaseCOM(m_hmapTex);
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = m_terrainData.HeightmapWidth; //basic value 2049
texDesc.Height = m_terrainData.HeightmapHeight; //basic value 2049
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R16_FLOAT;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DYNAMIC;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
texDesc.MiscFlags = 0;
// HALF is defined in xnamath.h, for storing 16-bit float.
std::vector<HALF> hmap(mHeightmap.size());
//current mHeightmap is all zero.
std::transform(mHeightmap.begin(), mHeightmap.end(), hmap.begin(), XMConvertFloatToHalf);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = &hmap[0];
data.SysMemPitch = m_terrainData.HeightmapWidth * sizeof(HALF);
data.SysMemSlicePitch = 0;
HR(device->CreateTexture2D(&texDesc, &data, &m_hmapTex));
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = -1;
HR(device->CreateShaderResourceView(m_hmapTex, &srvDesc, &mHeightMapSRV));
}
`HeightMap Texture modifying code
D3D11_MAPPED_SUBRESOURCE mappedData;
//m_hmapTex is ID3D11Texture2D*
HR(m_texMgr.m_context->Map(m_hmapTex, D3D11CalcSubresource(0, 0, 1), D3D11_MAP_WRITE_DISCARD, 0, &mappedData));
HALF* heightMapData = reinterpret_cast<HALF*>(mappedData.pData);
D3D11_TEXTURE2D_DESC heightmapDesc;
m_hmapTex->GetDesc(&heightmapDesc);
UINT width = heightmapDesc.Width;
for (int row = 0; row < width/4; ++row)
{
for (int col = 0; col < width/4; ++col)
{
idx = (row * width) + col;
heightMapData[idx] = static_cast<HALF>(XMConvertFloatToHalf(200));
}
}
m_texMgr.m_context->Unmap(m_hmapTex, D3D11CalcSubresource(0,0,1));
Please refer to the picture below
The lower right area renders the HeightMap texture.
I wanted to edit only 1/4 width and height, but that's all changed.
enter image description here
When the completed heightmap is applied, it works normally.
enter image description here
A texture does not always have the same width and height in memory as the definition suggests. Some textures strides (lines) are oversized. You have to use the Stride Size * Row to calculate the offset to write into.
I am trying to align a few buttons in a circular manner using SkiaSharp. My code looks like this
<skia:SKXamlCanvas x:Name="test" PaintSurface="Test_OnPaintSurface" />
Code behind
private void Test_OnPaintSurface(object sender, SKPaintSurfaceEventArgs e)
{
// the canvas and properties
var canvas = e.Surface.Canvas;
// get the screen density for scaling
var display = DisplayInformation.GetForCurrentView();
var scale = display.LogicalDpi / 96.0f;
var scaledSize = new SKSize(e.Info.Width / scale, e.Info.Height / scale);
// handle the device screen density
canvas.Scale(scale);
// make sure the canvas is blank
canvas.Clear(SKColors.Transparent);
// draw some text
var paintSmallCircle = new SKPaint
{
Color = SKColors.CornflowerBlue,
IsAntialias = true,
Style = SKPaintStyle.Fill,
TextAlign = SKTextAlign.Center,
TextSize = 24
};
var paintCircle = new SKPaint
{
Color = SKColors.LightGray,
IsAntialias = true,
Style = SKPaintStyle.Fill,
TextAlign = SKTextAlign.Center,
TextSize = 24
};
var coord = new SKPoint(
scaledSize.Width / 2,
(scaledSize.Height) / 2);
canvas.DrawCircle(coord, 120, paintCircle);
int r = 100;
int angle = 90;
for (int i = 0; i < 12; i++)
{
double x1 = scaledSize.Width / 2 + r * Math.Cos(Math.PI * angle / 180.0) ;
double y1 = scaledSize.Height / 2 - r * Math.Sin(Math.PI * angle / 180.0) ;
var coord1 = new SKPoint((float) x1, (float)y1);
canvas.DrawCircle(coord1, 10, paintSmallCircle);
Button btn = new Button { Content = i, Height = 25, Width = 25, };
btn.SetValue(SKXamlCanvas.LeftProperty, coord1.X);
btn.SetValue(SKXamlCanvas.TopProperty, coord1.Y);
test.Children.Add(btn);
angle = angle - 30;
}
}
With this code, I am able to draw Blue circles correctly, but the button alignment comes wrong. How can I solve this issue?
right now my output looks like this
As you can see blue small circles are aligned correctly, but not buttons.
The expected behavior is that buttons come in the same place where blue circles are rendered
The point is you place the Button's Left & Top property.
When you use canvas.DrawCircle(coord1, 10, paintSmallCircle); to draw a Circle, the center point is coord1.
And you draw the Buttons Left & Top at the center point of the Circle.
So you can draw Button using
btn.SetValue(SKXamlCanvas.LeftProperty, coord1.X - 25 /2);
btn.SetValue(SKXamlCanvas.TopProperty, coord1.Y - 25 / 2);
25 is the Height and Width of your Button.
See the result.
when i plot my data, the dashes are only visible if: the # of data points is small, or if i manually widen the window, or if i zoom in on the graph. my expectation is that i'd see dashes regardless of these factors, as you'd get in excel. am i overlooking a zedgraph config? thanks very much.
void plot_array(ref ZedGraphControl zgc)
{
int num_samples = 100;
double[] xvals = new double[num_samples];
double[] yvals = new double[num_samples];
for (double i = 0; i < num_samples; i++)
{
xvals[(int)i] = i / 10;
yvals[(int)i] = Math.Sin(i / 10);
}
var lineItem = zgc.GraphPane.AddCurve("Can't see the dashes", xvals, yvals, Color.Black);
lineItem.Line.Style = System.Drawing.Drawing2D.DashStyle.Custom;
lineItem.Line.DashOn = 10;
lineItem.Line.DashOff = 10;
lineItem.Symbol.Type = SymbolType.None;
zgc.AxisChange();
zgc.Refresh();
}
Obvious , nothing is wrong with your settings, everything is normal since you have lot of data the dashed line tends to (look) straight line.
if you try:
lineItem.Line.DashOn = 1;
lineItem.Line.DashOff = 10;
it solves your problem
I'm new to actionscript. What I'm tryin to do is simulate traffic flow near a 2 lane intersection, following Wolfram's rule 184. To begin with, I'm trying to create a grid (8x8 of which the intersection is between the middle two rows and the middle two columns, like a plus sign) whose cells have the following attributes:
color = white;
car = false;
when clicked:
color = red;
car = true (a car is present);
So, after the user clicks cells to position the cars initially and presses the start button, the simulation will begin.
Here's my code so far (apologies for incorrect formatting):
class Main
{
private var parent:MovieClip;
public static function main(mc:MovieClip)
{
var app = new Main(mc);
}
public function Main(mc:MovieClip)
{
this.parent = mc;
//grid settings
var Cell:MovieClip = mc.createEmptyMovieClip("cell", mc.getNextHighestDepth());
var x:Number = 0;
var y:Number = 0;
var color:Number = 0xffffff;
var car:Boolean = false;
for (y = 0; y < 3 * Stage.height / 8; y += Stage.height / 8)
{
for (x = 3*Stage.width/8; x < 5*Stage.width/8; x+=Stage.width/8)
{
UI.drawRect(Cell, x, y, (Stage.width / 8) - 5, (Stage.height / 8) - 5, color, 100);
}
}
for (y = 3*Stage.height/8; y < 5 * Stage.height / 8; y += Stage.height / 8)
{
for (x = 0; x < Stage.width; x+=Stage.width/8)
{
UI.drawRect(Cell, x, y, (Stage.width / 8)-5, (Stage.height / 8)-5, color, 100);
}
}
for (y = 5*Stage.height/8; y < Stage.height; y += Stage.height / 8)
{
for (x = 3*Stage.width/8; x < 5*Stage.width/8; x+=Stage.width/8)
{
UI.drawRect(Cell, x, y, (Stage.width / 8)-5, (Stage.height / 8)-5, color, 100);
}
}
Cell.onMouseDown()
{
Cell.color = UI.RED;
Cell.car = true;
}
}
}
I know there's quite a few things gone wrong here. First of all, the cell color doesn't change on mouse down. Do i need to make movie clip for each cell in the for loops? I think it would be easier to make a grid of objects with given attributes, but i don't know how to do that. Would really appreciate if someone helps me out.
From what I can tell, issue with your current approach is that using drawRect() literally draws pixels on to the stage, which means you'll have no reference to those shapes in future frames. right now, you've got one MovieClip that has been drawn many times. What you need is a lot of MovieClips so you have a reference to each cell that you can update/edit every frame.
Your best bet is to do the following (I'll just provide pseudo because I'm a bit shaky on AS2 syntax):
A) Create an array to hold all of the Cells. Call it:
var Cells:Array = new Array();
B) During each step of the loops in your constructor, do 4 things.
1) Create a new MovieClip `var tempCell:MovieClip = new MovieClip();
2) Draw a rectangle on to each MovieClip: A tutorial for the graphics API in AS2 http://www.actionscript.org/resources/articles/727/1/Drawing-shapes-with-AS2/Page1.html
3) Add an event listenerto each MovieClip that points to a common event handler. This listener listens for mouse clicks on that MovieClip (or MOUSE_DOWN)
4) and use Cells.push(tempClip) to add that new MovieClip to your array so you now have one object that contains a reference to all of your cells.
C) Create an click event handler that redraws the cell that has been clicked. Try MouseEvent.target
You have another option to using the graphics API to draw rectangles, and that is to simply add and remove stock graphics from your Flash library. You'll have to draw these graphics in Flash and then 'Export for Actionscript' to call them up.
Hope this points you in the right direction!
J