How to change Appwidget Text's Gravity and Style - styles

I was trying to set appwidget text gravity and style(italic,bold..) on code.
I tried
remoteViews = new RemoteViews(context.getPackageName(), R.layout.new_app_widget);
remoteViews.setInt(R.id.widgetText,"setGravity", Gravity.LEFT);
In AppWidget code
But this method did not work. it appears to widget "problem with loading widget"
remoteViews.setTextColor(R.id.widgetText, Color.rgb(prefs.getInt("redFstatue", 255), prefs.getInt("greenFstatue", 255), prefs.getInt("blueFstatue", 255)));
While this color change code works fine.
is there any way to change text Style or Gravity on code?

Related

Background color for segmented control in IOS

I have a segmented control which needs to be blue when selected, and white when unselected. Im facing problems to set the tint color when unselected, as for some reason, it always turns out to be grey.
This is what it looks like:
The blue border is actually a UIView with some border color, and within it I stuck the segmented control. But I cant change the grey background ( which should be white ).
I tried doing all of this :
sc.selectedSegmentTintColor = UIColor.blue
sc.setTitleTextAttributes([NSAttributedString.Key.font: UIFont.preferredFont(forTextStyle: .body),NSAttributedString.Key.foregroundColor: UIColor.white], for: .selected)
sc.setTitleTextAttributes([NSAttributedString.Key.font: UIFont.preferredFont(forTextStyle: .body),NSAttributedString.Key.foregroundColor: UIColor.blue], for: .normal)
sc.tintColor = .white
sc.backgroundColor = .white
sc.isOpaque = true
with no success. :(
It's working fine with background color
self.backgroundColor = .red
It's working fine in iOS 13

python tkinter, Scrollbar missing knob(thumb)

【Summary】
By tkinter, python. I set scrollbar on Canvas ... Then that has been succeeded.
But missing knob in scrollbar.
【Background】
This is my application that developing now.
App's purpose is simple. Get some icons from target URL, Then put as tile in Window.
Application Window graphic
As you see, Can't put all icons in initial window size.
So I want to use scrollbar, Then scrolldown to show below icons.
Now succeeded put scrollbar at right side. But in that bar missing knob(thumb).
So this isn't working as scrollbar (TωT)
【Question】
How to make code to this vertical scrollbar working?
This is scrollbar build section in my src file.
Already exists scrollbar, It's almost fine... But maybe missing something.
# Make vertical scrollbar to see all stickers -----------------------
outCV = tk.Canvas(self.iconsFrame, width=GUIController.__windowWidth, height=GUIController.__windowHeight)
scrollbar = tk.Scrollbar(self.iconsFrame, orient=tk.VERTICAL)
scrollbar.config(command=outCV.yview)
scrollbar.pack(side=tk.RIGHT, fill=tk.Y)
outCV.configure(yscrollcommand=scrollbar.set)
outCV.pack()
# --------------------------------------------------------------------
gridRow = 0
gridCol = 0
for i, tkimg in enumerate(self.tkimgs) :
# Put icons as tile.
Please give me your knowledge.
(FYI) https://github.com/we-yu/L_SL/blob/develop/Canvas_in_Canvas/src/GUICtrl.py Line:196
I found already how to solve it by myself.
There are 2 points in my case.
Should be set scrollregion
Scrollbar works for only Canvas. So, on my case. Need overlapped frames and canvases.
Solving way
self.outerCV = tk.Canvas(self.iconsFrame, width=GUIController.__windowWidth, height=GUIController.__windowHeight)
scrollbar = tk.Scrollbar(self.iconsFrame, orient=tk.VERTICAL)
scrollbar.pack(side=tk.RIGHT, fill=tk.Y)
scrollbar.config(command=self.outerCV.yview)
self.outerCV.config(scrollregion=(0, 0, 2000, 2000), yscrollcommand=scrollbar.set)
self.outerCV.pack(fill=tk.BOTH)
galleryFrame = tk.Frame(self.outerCV)
self.galleryTag = self.outerCV.create_window((0, 0), window=galleryFrame, anchor=tk.NW, width=self.outerCV.cget('width'))
Put Basement-frame at bottom of window. Then put Canvas on that. Scrollbar attaches on this Canvas.
But if put Canvas on this Canvas, Scrollbar works for scroll, But window won't be working.
So, put frame on scrollbar-canvas. Then Main graphic canvases on that frame.
[Canvas-1][Canvas-2][Canvas-3]...
[Frame for gallery]
[Canvas for Scrollbar]
[Basement frame]

Pygame: Fill transparent areas of text with a color

I have several fonts that I would like to use that are basically outlines of letters, but the insides are transparent. How would I go about filling only the inside areas of these fonts with with a color? I suspect it would be using the special blitting RGBA_BLEND modes, but I am not familiar with their functionality.
Here is an example of the font I am using:
https://www.dafont.com/fipps.font?back=bitmap
Right now, I am simply rendering the font onto a surface, and I've written a helper function for that. Ideally I would be able to integrate this into my function.
def renderText(surface, text, font, color, position):
x, y = position[0], position[1]
width, height = font.size(text)
position = x-width//2, y-height//2
render = font.render(text, 1, color)
surface.blit(render, position)
Thank you so much for any help you can give me!
An option is to define a surface the size of the text, fill that with the color you want, and blit the text on that. For example you could do this:
text = font.render('Hello World!', True, (255, 255, 255)
temp_surface = pygame.Surface(text.get_size())
temp_surface.fill((192, 192, 192))
temp_surface.blit(text, (0, 0))
screen.blit(temp_surface, (0, 0))
This will create a temporary surface that should fill in the transparent pixels of a text surface. There is another option of using set_at() but its too expensive in processing power for what you are doing and is best used for pre-processing surfaces.
Im certain that a better option using BLEND_RGBA_MULT will come from a more experienced user. Im not too good at blending modes either.

Rounded corner when change LoadMoreElement background color in Monotouch Dialog

I'm trying using this code :
LoadMoreElement elm = new LoadMoreElement (normalCaption, loadingCaption, tapped);
elm.BackgroundColor = UIColor.Blue; // new UIColor (27,109,192,1);
elm.TextColor = UIColor.White;
This results in a complete blue rectangular cell with no rounded corners.
What I'm missing?
The LoadMoreElement is only intended to be used in the middle of the table, not on the corners.
If you want to use it, you will need to write custom code to render the corners, you can see some sample code in the ImageElements.

Manipulate pixels in QGraphcisPixmapItem

I am using PyQt to build a small application for viewing images. When I click on the image I would like to alter the color of the pixels I have clicked:
Schematically my current code looks like this:
scene = QtGui.QGraphicsScene()
view = QtGui.QGraphicsView( scene )
image = QtGui.QImage( "image.png" )
pixmap = QtGui.QGraphicsPixmapItem( QtGui.QPixMap.fromImage( image ))
scene.addItem( pixmap )
...
...
def mousePressEvent(self , event):
print "Click on pixmap recorded - setting Pixel to red"
image.setPixel( event.pos() , RED.rgb())
The code 'works' in the sense that the mousePressEvent() method is called, and the image.setPixel() method does not give any errors, but nothing happens on the screen. Any tips on how to get the updated pixels to be displayed?
Joakim
To make changes appear, you need to reload image
self.image.setPixel(event.pos(), RED.rgb())
self.pixmap.setPixmap(QtGui.QPixmap.fromImage(self.image))
But I'm not sure that it's a good way. If you don't need to save modified image, I'd add some circles (e.g. addEllipse) instead modifying pixels.
Also, don't forget to map window coordinates to image.

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