Is there a way to customize style of Bing Maps PolyLine? - win-universal-app

Is it possible to add custom styling to polyline in Windows UWP maps control? For example can you make a gradient on the line so one side is bold and then fades to the other side, or maybe make the edges of the line blurred.

The UWP map control is a native C++ control and rendering of polylines, polygons, and MapIcons are done using native C++. As such most XAML styling functionalities are not an option. The MapPolyline class allows you to customize the stroke color, stroke thickness and the make the line a dashed line. Documentation is here: https://msdn.microsoft.com/en-us/library/windows/apps/xaml/windows.ui.xaml.controls.maps.mappolyline.aspx
The color must be a Color and not a brush.

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FIGMA I con set that can quickly change Color

Trying to understand how to make component sets and use variance to make designing more simplified. I have a tile that has an icon on the right that I want to be able to change both what type of icon it is as well as its colour. Is there a way to create the two-component properties using variance? Do all the icons need to be grouped by color and do I need to adjust their naming conventions (still not to sure how that works as well)h
There is a more efficient way to do this, by taking advantage of Color Styles. With this method, you only have to create your icons once, and no need for variants. Color Style swapping will handle that.
Create your icon components, but using a boring black color. Avoid creating variants of the icons, if it's only the fill color that's changing.
Instead create a standard set of Color Styles for your icons.
Your designers then, could place an instance of a black icon from your library. Then use the Selection Panel to replace the black color with one of your defined color styles.

Does TK's text widget support custom text decorators?

I'm looking for a cross-platform rich text widget that supports non-trivial markup including the following, and I wonder if Tk's text widget can be extended to do them:
set text background color
draw lines over and under text
draw borders around text
decorate content by overlaying lines and shapes (e.g., filled circles)
indicate items in a gutter
To give you an idea, look at the middle pane here:
I read a little about tags, but they seem to be limited to the basics like font, color, etc. I also read about drawing text on the canvas widget, but it looks like standard text editor-like text selection, flow, etc. would be lost.
Thanks very much.
In short, you can only do what you've read in the documentation (assuming you've read authoritative documentation).
Specifically, the text widget does not do all that you asked. You cannot do the following:
draw lines over and under text. You can use custom fonts with the overstrike and underline attributes turned on but there's no way to add lines over a widget, and you have no control on the visual attributes of the overstrike or underline
decorate content by overlaying lines and shapes (e.g., filled circles)
You can set text background and foreground colors, draw borders around the text, and put items in a gutter. For the latter you would need to use a canvas as the gutter.
Note that if you use a canvas rather than a text widget you can do all of those things (read: the text items of the canvas can be editable), but it would require a large amount of work to implement all of the bindings necessary to use it as an editor. For more information on this approach, see http://effbot.org/zone/editing-canvas-text-items.htm

Text Icon Transparency issue with SVG file

I am trying to create a simple SVG icon (composite path) using Adobe Fireworks.
Icon shall comprise of a circle with an alphabet in its centre.
The background of circle is supposed to be transparent but that of that should be would be the outline color of circle.
When i am trying to merge both elements as composite path using Join then the text fill is lost.
Icon is supposed to be a Single Composite Path only as it is then required to be imported in my Javafx application.
I am attaching both expected icon and current icon being created for understanding issue
Any possible solution for same would be really helpful
Thanks in advance

SVG tool to draw and display in web

I am looking for a tool to draw the SVG diagram and I want to display the same in a webpage.
There are lot of tools to create SVG diagram, but I am looking for the one to add some extra fields to each shape.
OK first I will explain my requirement clear. When we create a rectangle using any SVG tool, it will create a SVG element with rect element, in my case I would like to differentiate two devices "device type-1" and "device type-2" (using CSS in my web application) but their shape is rectangle.
So, I have to add some additional information for each rectangle in the drawing tool, so that using Javascript I could understand the type of device, based on the device type I could apply different CSS for each rectangle.
How to do this? Any drawing tools support this kind of feature?
You could use http://svg-edit.googlecode.com/svn/branches/2.6/editor/svg-editor.html and define IDs that you reference later on in JavaScript
One approach would be to us Adobe Illustrator to design you elements and Raphael JS to display and animate said elements. There are some differences in the way illustrator draws vector graphics and the way SVG does so the general consensus is to keep you graphics relatively simple. There are several guides out there, but this one looks particuallry good:
http://snugug.com/musings/illustrator-raphael-js-guide

What is the proper way of drawing label in OpenGL Viewport?

I have a multiviewport OpenGL modeler application. It has three different viewports : perspective, front and top. Now I want to paint a label for each viewport and not succeeding in doing it.
What is the best way to print a label for each different perspective?
EDITED : The result
Here is the result of my attempt:
I don't understand why the perspective viewport label got scrambled like that. And, Actually I want to draw it in the upper left corner. How do I accomplished this, because I think it want 3D coordinate... is that right? Here is my code of drawing the label
glColor3f(1,0,0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glRasterPos2f(0,0);
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen("Perspective"), GL_UNSIGNED_BYTE, "Perspective"); // Draws The Display List Textstrlen(label)
glPopAttrib();
I use the code from here http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=13
thanks
For each viewport switch into a projection that allows you to supply "viewport space" coordinates, disable depth testing (glDisable(GL_DEPTH_TEST)) and depth writes (glDepthMask(GL_FALSE)) and draw the text using one of the methods used to draw text in OpenGL (texture mapped fonts, rendering the full text into a texture drawing that one, draw glyphs as actual geometry).
Along with #datenwolf's excellent answer, I'd add just one bit of advice: rather than drawing the label in the viewport, it's usually easier (and often looks better) to draw the label just outside the viewport. This avoids the label covering anything in the viewport, and makes it easy to get nice, cleanly anti-aliased text (which you can normally do in OpenGL as well, but it's more difficult).
If you decide you need to draw the text inside the viewport anyway, I'll add just one minor detail to what #datenwolf said: since you generally do want your text anti-aliased (even if the rest of the picture isn't) you generally want to draw the label after all the other geometry of the picture itself. If you haven't turned on anti-aliasing otherwise, you generally will want to turn it on for drawing the text.

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