jsPDF-AutoTable layering and z-index - jspdf

I've implemented a PDF export of a table that has images in the first column. I use the createdCell callback to determine the (x,y) coordinates of the cell and then use doc.addImage() to render the image at the appropriate place.
The problem I have is that the images are actually behind the rendered table if I render them to the correct coordinates. If I shift the x-coordinate left I can see the images are rendered to the doc.
Does anyone know if there is a way to specify the layer index of objects rendered to the PDF, similar to how z-index property works in CSS?
Or is it possible to change the rendering order so that images are rendered on top?

FYI I was wrong to attempt this using callback, this is possible with addPageContent option.

I did not find any information about depth configuration ("z-index").
However, I know that whenever you add something to the page it is in front of all the items already inserted. As if it were an "incremental z-index".
So answering the question: "how to position one element on top of another" we have three solutions:
Just change the order of which element will be inserted on the page.
Create a loop adding all the necessary information (in this case, the table) and in another loop just create the images.
Invert the loop, for example with [a, b, c] = [c, b, a]. So the elements started to be created from the bottom up on the page (if your problem is a conflict between the loops). This case is more boring, more confusing and more difficult, but it may be the solution.

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How to create a grid in WebGL with Babylon.js?

I am a newbie with babylon.js and webGL. I want to create a grid example 3 x 3 grid and place objects in the cells. Also, I always want to know in which cell the object is present if there is one.
Update :
I want to end up with a cube which has 3 rows 3 columns on each face. I can create a tiled plane for each face but I won't know what are the contents in each cell. Is there any way ?
Can someone guide me doing it ?
Thanks !!
So now that it's clearer - Babylon.js is just used to render this 3x3 grid.
The simplest way would be to create a grid item and store 1x1x1 boxes in it. this way it will look like a big cube, but will still consist of smaller items.
I have created a very simple playground demo to get you started - http://www.babylonjs-playground.com/#2CFAMI
This, of course, should be optimized and adjusted to your usecase, but this would be a simple way to create a 3x3x3 grid with boxes in different colors.
I hope it helps!

How the get the parent element of a FCE in Fluid Powered TYPO3

Is there a possiblity to get the parent element of the current element.
Fx: I have a two column FCE and in this two column FCE I will place a custom image element. For performance reasones I would like to render the image only as big as necessary. If the special image elememt is in a two column element the image can be smaller as it must be outside of the two column element.
Until now I did not find a way to solve this problem.
Id of parent record is always stored in {record.tx_flux_parent} - however, you may need to manually transfer the {record} variable since this does not happen automatically.

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I am creating a map in which i want a polygon to display two separate variables within it. Therefore I want a stripped polygon relating to both the keys from the separate factors however I have no idea on how to do this. I messed around with multiple attributes on the properties section and could get the two variables up however could see no way of making the polygon display them both.
Thank you, any help would be appreciated
This is partially manual, but you are going to have to make a separate category within one of the fields that identifies the multivariate features. You could also create a new layer that is a selection of these features. Once you have that, go to the layer properties and display the features as 'Categories - Unique values, many fields' and hit the 'Add All Values' button. Once the categories are populated select the one you are interested in and pick a hatched symbol such as 'Radiation Overlay'. Then go to the Symbol Property Editor (double-click the symbol) and modify the two layers that make up the hatched symbol. You need to adjust the color, line thickness, offset, etc. until you get it to look the way you want. Probably not as auto as you wanted, but it will satisfy display purposes.

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I am a beginner at ActionScript3, and for my learning purpose, I am trying to build a match3 kind of game. I am making is a clone of bejeweled kind of game. but instead of swapping, I have to delete those elements and shift the upper elements down and add new elements above those shifted elements.
I am able to delete matched elements and after matching I'm removing those elements but I am stuck with the shifting code. I am not able to shift those elements down.
I believe that you should take a look at Richard Lord's Tetris source code as your game may be somehow similar in mechanics to Tetris. Tetris shifts down rows when you get lucky.
Richard Lord is one of the Flash Gurus and his way of doing things may seem pretty advanced for a starter like you. Take a look over the source code and see if it fits you. What I can tell is that this is the proper way to make a game but maybe it's not the best point to start for a novice like you that is in urgent need.
http://www.richardlord.net/blog/actionscript-3-tetris-source-code
I would approach it like this in 2 parts.
Loop through your array of board positions starting from the bottom row and check for an empty unoccupied slot, if you find one do another loop through the row above till you find a piece on the same column. If you find a piece on the row above apply a tween to move it down to the empty slot and continue your loop.
Once you have looped through all rows, and animated all the tweens you need to loop through again to find all the gaps that need gems dropped into them. Create new elements at those positions and then move them up by (element height * row), apply another tween to animate them back to their starting position.

xforms:select1 using xxforms:tree appearance rendering multiple different instances, how to control depth of rendering/branches?

I am rendering three different instances (itemsets) using xforms:select1 with xxforms:tree appearance. The first instance (itemset) renders fine,the second instance (itemset) renders at a depth level where the last item from the first instance (itemset) was rendered (e.g., at depth level 2 instead of at top level) and so on.
How do I control at what level an itemset gets rendered?
If you are asking about which items are shown in the tree, then the answer is: all the items pointed to by your <xforms:itemset>. If you wish to limit the depth level, then you need to change the nodeset expression accordingly.

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