I am now using KonvaJS.
I know Text draws text. But it accepts only one style.
Here's my code to render text.
And I want to make Konva color to red and others green.
You can do live coding here
Currently, that is not possible with Konva. To resolve your issue you can:
Use several instances of Konva.Text with different styles
Use custom Konva.Shape and draw all text manually with native canvas access
Related
I am using custom marker for AR.js which is working fine, But I need to create a black border less or margin less custom marker for my project but when i create it along with it's pattern it's not effected rather it's detect the old custom marker. Please help me if it's possible.
After creating absoluteLayout object what is the easiest way to draw line between two objects in that?
I would recommend not to use absoluteLayout for drawing lines, but instead one of the Canvas addons:
https://vaadin.com/directory#!addon/canvas
https://vaadin.com/directory#!addon/canvas-plus
Depending of your use-case you also want to draw whatever you are drawing directly in the client and not from the server.
For your question is very limited I can't give you more guidance.
If you still want to use absoluteLayout and drawing lines, you should go with a simple div-element (you could for example add an empty Label or whatever) and style it via CSS so it looks like a line. You won't be able to "connect" your two objects easily, though - use a canvas for that purpose.
Need to develop the component shown in the image above using Objective-C language. No idea where to start and which framework to use. Any heads up/reference links to develop this component is highly appreciated.
Use a combination of UIBezierPaths with custom fill colors. You can either use a shape layer or core graphics. Bezier path allows you to construct a custom path, so the first one will be a triangle, and the second a quadrilateral.
You could also use paint code if you want to construct the path visually.
Look at this
https://www.raywenderlich.com/76433/how-to-make-a-custom-control-swift
It's a very general way to create whatever control you want.
I am developing an iPhone application that uses Cocos3d to draw shapes and images. Now I want to draw some text. Can anyone please guide me on how to draw text using Cocos3d?
Thanks in advance!
If you want to embed text in the 3D scene (like add a sign on a wall within the 3D scene), you can use CC3BitmapLabelNode. The CC3DemoMashUp app includes an example of how to do this, in the addBitmapLabel method of CC3DemoMashUpScene. The example actually does more than you need, because it uses a specialized subclass of CC3BitmapLabelNode that wraps the text around a cylinder. But it will give you the idea of how to use CC3BitmapLabelNode.
If you want to add text as a 2D overlay as part of the user interface (like a button, menu, or message to the user), use the standard Cocos2D components for that. You can add these 2D components to your customized CC3Layer. See the CC3DemoMashUpLayer for an example of how to do this.
I need to draw an interactive map for an iOs application. For example it can be the map of the US showing the states. It will need to show all the states in different colors ( I'll get this from a delegate colorForStateNo: ) It will need to allow the user to select a state by touching it, when the color will change, and a "stick out" effect should be shown, maybe even a symbol animated to appear over the selected state. Also the color of some states will need to change depending on external events. This color change will mean an animation like a circle starting in the middle of the state and progressing towards the edges changing the color from the current one to the one inside the circle.
Can this be done ,easily in core-graphics? Or is it only possible with Open GL ES? What is the easiest way to do this? I have worked with core graphics and it doesn't seem to handle animation very well, I just redraw the entire screen when something needed to move... Also how could I use an external image to draw the map? Setting up a lot of drawLineToPoint seems like , a lot of work to draw only one state let alone the whole map ...
You could create the map using vector graphics and then have that converted to OpenGL calls.
Displaying SVG in OpenGL without intermediate raster
EDIT: The link applies to C++, but you may be able to find a similar solution.