Is ShapeRenderer class has the ability to do this,I would like to create boundaries for a custom object (such as a rectangle with rounded corners) and then fill it.And after that some text on that filled rounded box.
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.setColor(Color.RED);
//shapeRenderer.line(...);
shapeRenderer.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments);
shapeRenderer.line(...);
shapeRenderer.curve(...);
shapeRenderer.line(...);
shapeRenderer.curve(...);
shapeRenderer.line(...);
shapeRenderer.curve(...);
shapeRenderer.setColor(Color.BLACK);
shapeRenderer.fill();
shapeRenderer.end();
Any suggestion to do it in libgdx.
As Lestat said, you can use Scene2d.
Whether you are using Scene2d or not, a NinePatch would probably be suitable if you want to draw a rounded rectangle that scales well (check this link).
If you want to be able to set the color of your image/control, you can use NinePatch.setColor().
Here are two example scenarios regarding colors:
You will always have a black stroke/outline, and an arbitrary fill. In this case make the original image have black stroke/outline and white interior. When you 'tint' the image using NinePatch.setColor(), the stroke/outline will be unaffected and will remain black, while the interior (fill) will be the same as the color provide to the mentioned method.
You have arbitrary fill and arbitrary stroke. In this case you need 2 separate original images. First one would contain the 'fill' and would be completely white. Second one would contain the 'stroke' in white color and would be transparent inside. When drawing you would draw first the fill with its tint and then the stroke with its tint and that's all.
If for some reason you needed different corner curve radii, you would probably need separate images (or image pairs) for each radius to get the best result.
Related
I often need to add text to an image. To do this, I use the Text Tool. When I click on the image, I can start filling in the text. However, the box that the text is in always shows up as transparent. There are times where this is good, but many times I want black text on a white box. How can I set the color of the box the text is inside?
You can just bucket fill the layer (no selection) after putting the bucket tool in Behind mode. But this makes the text layer no longer a text layer (text and font information is lost).
So a better solution is to add a layer under the text later and bucket-fill, with two options:
Make a layer the right size (when you create the layer it takes by default the side of the active layer) and bucket-fill the whole layer
Make an image-size layer, make a rectangle selection and bucket-fill the selection
Note that bucket-filling the text layer (or a layer which is the exact same size) usually won't look good because the boundaries of the layer come from the font geometry (so you can stack/abut layers) and there is a lot more space on top and bottom than on the sides.
I need to allow to draw within the image boundary in flutter like filling color to an alphabet. I can adjust the canvas using height and width but how to allow to draw within particular area in flutter.
If you use clipPath it should work. First you will need to create a path from your letters. There are ways to convert a png to a svg, and an sag to a path online.
Create three canvases each clipped to your letter, and then your user will only be able to draw within that path/ that letter.
I imagine there is probably going to be an easy solution for this in GIMP, but I for the life of me can't figure it out.
I'm using the color picker tool with the use info window selected to verify pixel values.
Basically, I have some pixels in an image that I need to zero out. By that I mean I want the RGBA values to all be set to 0.
I attempted to:
use the rectangular select tool to select the group of pixels
use bucket fill to set the pixels to black with opacity set to 0.0
Then, to verify it was done correctly, I use the color picker to test the value of the rectangle I just filled.
Unfortunately, it seems to just contain the previous value. What am I missing here?
The "opacity" of the bucket-fill is the opacity of the paint, not the opacity of the resulting pixels. In other words the less opaque it is, the less visible the result. What you want to do is bucket-fill selection with black, then [delete].
Is there anyway to remove the black border from a TColorbutton ? Delphi xe5, developing for iOSdelp
There are actually three black or gray borders.
First, add a custom stylebook to your app. The docwiki tells how to do this:
http://docwiki.embarcadero.com/RADStudio/XE5/en/Customizing_the_Design_of_a_FireMonkey_Application
Follow step #2 (Step 3 doesn't work for mobile applications.)
Open the style editor and locate ColorButtonStyle.
Expand the tree node and click on "background" in the structure.
In the object inspector locate Fill and expand that node.
Change the fill Kind to bkNone.
That removes the wide gray bordered, leaving two dark gray 1px borders.
Further down the list of properties just below Sides is Stroke.
Change it's Kind to bkNone. That removes the outer gray line.
Depending on your app you may need to also edit the color animations below the background rectangle. I did this by erasing (blanking out) the triggers since I was unable to delete the animations.
Next go the Fill component and set the stroke kind to bkNone. That removes the inner gray line.
You may also also want to set the Fill Margins to 0 so the color extends to the outside of the object. (i.e no padding now that the gray is not there.)
Gary
According to Colour Structure Descriptor (CSD) definition it says, CSD can be use to express the structure of colours in an image using HMMD colour space. But how?
Since it gives number of times a colour appear, how can we derive the position from it?
If it is impossible, what could I do to extract the structure of colours in an image.
(Basically I want an output to express some thing similar. Example: Blue on top part, Green on middle part and Brown on bottom part.)