Get HTML element by position - delphi

I am using TWebBrowser in Delphi.
I need help to get an HTML element by its position.
The element I need is in a frame. Using elementFromPoint():
Document.elementFromPoint(X, Y)
I am getting the frame itself, but not what is inside of it.
I tried to get it using this:
WebBrowser.OleObject.Document.Frames
But this gives me an access error when transferring frames.

Using Document.elementFromPoint() is the correct approach. What you are not taking into account is that the HTML is parsed in a hierarchical DOM tree and elementFromPoint() is not recursive.
You are asking the browser's top-level Document to find an immediate child element at a given X,Y coordinate within the Document. In this case, that is a frame element.
A frame is an embedded window that holds another Document. You need to access the frame's Document and ask it to find a child element at the target X,Y coordinate within the frame. And so on, and so on, until you finally reach the bottom-most child.
Note that elementFromPoint() takes client coordinates that are relative to the top-left corner of the Document you are calling elementFromPoint() on. So, when you want to search a child frame's Document, you need to first subtract the frame's own top-left X,Y coordinate (within its parent Document) from the target X,Y coordinate before calling elementFromPoint() on the frame's Document.

Related

Move object left and right in ARKit session

How to move an object left and right in ARKit scene without changing its Y-axis, if its in the air then it doesn't change that and just move left and right in screen?
This will be a very general example, I could get more specific if you make your question more detailed or give an example of what you are trying to do.
Lets say you want the object to just move on it's x-axis and you had an object of type SCNNode called selectedObject, you could do something like this
selectedObject.position = SCNVector3Make(value, selectedObject.position.y, selectedObject.position.z)
In this case, you can provide the value you want for the x axis position while maintaining the position the object has on the y and z axes.

Synchronize transform matrix of superview and individual views in different coordinate space

Given following view hierarchy:
root (e.g. view of a view controller)
|_superview: A view where we will draw a cross using core graphics
|_container: Clips subview
|_subview: A view where we will show a cross adding subviews, which has to align perfectly with the cross drawn in superview
|_horizontal line of cross
|_vertical line of cross
Task:
The crosses of superview and subview have to be always aligned, given a global transform. More details in "requirements" section.
Context:
The view hierarchy above belongs to a chart. In order to provide maximal flexibility, it allows to present chart points & related content in 3 different ways:
Drawing in the chart's base view (superview) draw method.
Adding subviews to subview. subview is transformed on zoom/pan and with this automatically its subviews.
Adding subviews to a sibling of subview. Not presented in view hierarchy for simplicity and because it's not related with the problem. Only mentioning it here to give an overview. The difference between this method and 2., is that here the view is not transformed, so it's left to the implementation of the content to update "manually" the transform of all the children.
Maximal flexibility! But with this comes the cost that it's a bit tricky to implement. Specifically point 2.
Currently I got zoom/pan working by basically processing the transforms for superview core graphics drawing and subview separately, but this leads to redundancy and error-proneness, e.g. repeated code for boundary checks, etc.
So now I'm trying to refactor it to use one global matrix to store all the transforms and derive everything from it. Applying the global matrix to the coordinates used by superview to draw is trivial, but deriving the matrix of subview, given requirements listed in next section, not so much.
I mention "crosses" in the view hierarchy section because this is what I'm using in my playgrounds as a simplified representation of one chart point (with x/y guidelines) (you can scroll down for images and gists).
Requirements:
The content can be zoomed and panned.
The crosses stay always perfectly aligned.
subview's subviews, i.e. the cross line views can't be touched (e.g. to apply transforms to them) - all that can be modified is subview's transform.
The zooming and panning transforms are stored only in a global matrix matrix.
matrix is then used to calculate the coordinates of the cross drawn in superview (trivial), as well as the transform matrix of subview (not trivial - reason of this question).
Since it doesn't seem to be possible to derive the matrix of subview uniquely from the global matrix, it's allowed to store additional data in variables, which are then used together with the global matrix to calculate subview's matrix.
The size/origin of container can change during zoom/pan. The reason of this is that the labels of the y-axis can have different lengths, and the chart is required to adapt the content size dynamically to the space occupied by the labels (during zooming and panning).
Of course when the size of container changes, the ratio of domain - screen coordinates has to change accordingly, such that the complete original visible domain continues to be contained in container. E.g if I'm displaying an x-axis with a domain [0, 10] in a container frame with a width of 500pt, i.e. the ratio to convert a domain point to screen coordinates is 500/10=50, and shrink the container width to 250, now my [0, 10] domain, which has to fit in this new width, has a ratio of 25.
It has to work also for multiple crosses (at the same time) and arbitrary domain locations for each. This should happen automatically by solving 1-7 but mentioning it for completeness.
What I have done:
Here are step-by-step playgrounds I did to try to understand the problem better:
Step 1 (works):
Build hierarchy as described at the beginning, displaying nothing but crosses that have to stay aligned during (programmatic) zoom & pan. Meets requirements 1, 2, 3, 4 and 5:
Gist with playground.
Particularities here:
I skipped container view, to keep it simple. subview is a direct subview of superview.
subview has the same size as superview (before zooming of course), also to keep it simple.
I set the anchor point of subview to the origin (0, 0), which seems to be necessary to be in sync with the global matrix.
The translation used for the anchor change has to be remembered, in order to apply it again together with the global matrix. Otherwise it gets overwritten. For this I use the variable subviewAnchorTranslation. This belongs to the additional data I had in mind in the bullet under requirement 5.
Ok, as you see everything works here. Time to try the next step.
Step 2 (works):
A copy of step 1 playground with modifications:
Added container view, resembling now the view hierarchy described at the beginning.
In order for subview, which is now a subview of container to continue being displayed at the same position, it has to be moved to top and left by -container.origin.
Now the zoom and pan calls are interleaved randomly with calls to change the frame position/size of container.
The crosses continue to be in sync. Requirements met: All from step 1 + requirement 6.
Gist with playground
Step 3 (doesn't work):
So far I have been working with a screen range that starts at 0 (left side of the visible playground result). Which means that container is not fulfilling it's function to contain the range, i.e. requirement 7. In order to meet this, container's origin has to be included in the ratio calculation.
Now also subview has to be scaled in order to fit in container / display the cross at the correct place. Which adds a second variable (first being subviewAnchorTranslation), which I called contentScalingFactor, containing this scaling, that has to be included in subview's matrix calculation.
Here I've done multiple experiments, all of them failed. In the current state, subview starts with the same frame as container and its frame is adjusted + scaled when the frame of container changes. Also, subview being now inside container, i.e. its origin being now container's origin and not superview's origin, I have to set update its anchor such that the origin is not at (0,0) but (-x,-y), being x and y the coordinates of container's origin, such that subview continues being located in relation to superview's origin. And it seems logical to update this anchor each time that container changes its origin, as this changes the relative position from content's origin to superview's origin.
I uploaded code for this - in this case a full iOS project instead of only a playground (I thought initially that it was working and wanted to test using actual gestures). In the actual project I'm working on the transform works better, but I couldn't find the difference. Anyway it doesn't work well, at some point there are always small offsets and the points/crosses get out of sync.
Github project
Ok, how do I solve this such that all the conditions are met. The crosses have to stay in sync, with continuous zoom/pan and changing the frame of container in between.
The present answer allows for any view in the Child hierarchy to be arbitrarily transformed. It does not track the transformation, merely converts a transformed point, thus answers the question:
What are the coordinates of a point located in a subview in the coordinate system of another view, no matter how much that subview has been transformed.
To decouple the Parent from the clipping Container and offer a generic answer, I propose place them at the same level conceptually, and in different order visually (†):
Use a common superview
To apply the scrolling, zooming or any other transformation from the Child to the Parent, go through common superview (named Coordinator in the present example).
The approach is very similar to this Stack Overflow answer where two UIScrollView scroll at different speed.
Notice how the red hairline and black hairline overlap, regardless of the position, scrolling, transform of any and all off the views in the Child hierarchy, including that of Container.
↻ replay animation
Code
Coordinate conversion
Simplified for clarity, using an arbitrary point (50,50) in the coordinate system of the Child view (where that point is effectively drawn), and convert it in the Parent view system looks like this:
func coordinate() {
let transfer = theChild.convert(CGPoint(x:50, y:50), to: coordinator)
let final = coordinator.convert(transfer, to: theParent)
theParent.transformed = final
theParent.setNeedsDisplay()
}
Zoom & Translate Container
func zoom(center: CGPoint, delta: CGPoint) {
theContainer.transform = theContainer.transform.scaledBy(x: delta.x, y: delta.y)
coordinate()
}
func translate(delta: CGPoint) {
theContainer.transform = theContainer.transform.translatedBy(x: delta.x, y: delta.y)
coordinate()
}
(†) I have renamed Superview and Subview to Parent and Child respectively.

Delphi, TTreeView: how to get the screen coordinates of the given node and its icon?

Please help me to get the screen coordinates of the state icon rectangle of the given TTreeNode in a TreeView (I mean the icons specified in the TTreeView.StateImages property).
There is a TTreeView.GetHitTestInfoAt(X, Y: integer): : THitTests function, but that is not quite what I'm looking for; it says whether the given coordinates correspond to the label, or to the icon, or to the state icon of the item, but I need to know what part of the icon was clicked.
(The reason is that I want to implement the TreeView nodes with two checkboxes for each item, and I use StateImages to simulate the checkboxes (one state is a checked item, the other state is an unchecked item). As I understand, to know which one of the checkboxes is clicked I need to compare the cursor coordinates with the state icon coordinates. How can I get them?)
You can send the control a tvm_GetItemRect message which will tell you the client coordinates of the item's bounding box. Use that and what you know of the relative positions of the label text and the icons to determine where the mouse was clicked in the icon.
Instead of GetHitTestInfoAt, you might prefer to send a tvm_HitTest message instead since it will give you the hit-test information and an item handle at once; a handle is what tvm_GetItemRect requires.
You don't need the screen coordinates since all the coordinates involved so far are client coordinates, but you can call ClientToScreen if you really want screen coordinates.

How can I draw a point at my ImagevView's anchorpoint?

I am trying to achieve some effect using imageViews and I need to set the anchorpoint correctly. It is very hard without it being visible.
How would you go about showing it up on the imageview ?
The anchor point is a property specified on the layer (you will need QuartCore to access it). It is specified in the unit coordinate space of the device (both x and y goes from 0 to 1 within the bounds of the layer. You can know the coordinate of the actor point by multiplying the x value with the width and the y value with the height. To draw a point at that location you could just add a new, small layer (bounds 4x4 and corner radius 4 (to get a circle))
Be aware that changing the anchor point will change where the layer (and the view) appears on screen as the frame is calculated relative to the anchor point. To have the frame appear in the same place after the anchor point has been set you could re-set the frame (this will update the layers position so that the frame is what you expect it to be)

How can I get cursor position on the form?

I need to get cursor position on the form, how would I do that?
Pass Mouse.CursorPos to TForm.ScreenToClient().
Mouse.CursorPos is returned in the screen coordinate system. TForm.ScreenToClient() converts points into the form's client coordinate system.
In fact all TControl descendants offer the ScreenToClient() method, and its inverse, ClientToScreen(), to convert between coordinate systems.

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