JavaFX distance between two circle and keep updating property - text

For assignment, I created 2 draggable circle and connect them with line with javaFX.
I need add text which calculate distance between two circle (or length of line) and that text need to keep updating when I drag circles, but that's where I stuck
Circle circle1 = new Circle();
circle1.setCenterX(40);
circle1.setCenterY(40);
circle1.setRadius(10);
Circle circle2 = new Circle();
circle2.setCenterX(120);
circle2.setCenterY(150);
circle2.setRadius(10);
Line line = new Line ();
line.startXProperty().bind(circle1.centerXProperty());
line.startYProperty().bind(circle1.centerYProperty());
line.endXProperty().bind(circle2.centerXProperty());
line.endYProperty().bind(circle2.centerYProperty());
circle1.setOnMousePressed(mousePressEventHandler);
circle1.setOnMouseDragged(mouseDragEventHandler);
circle2.setOnMousePressed(mousePressEventHandler);
circle2.setOnMouseDragged(mouseDragEventHandler);
it's my two circles and line, and I tried
Text distance = new Text();
distance.textProperty().bind(circle1.centerXProperty()-circle2.centerXProperty() . . .);
However, as you know as, I can't normally calculate Property value, and I have no idea how should I do it.

You could create a DoubleProperty
DoubleProperty distanceProperty = new SimpleDoubleProperty();
and a ChangeListener in which you calculate the distance
ChangeListener<Number> changeListener = (observable, oldValue, newValue) -> {
Point2D p1 = new Point2D(circle1.getCenterX(), circle1.getCenterY());
Point2D p2 = new Point2D(circle2.getCenterX(), circle2.getCenterY());
distanceProperty.set(p1.distance(p2));
};
assign the listener
circle1.centerXProperty().addListener( changeListener);
circle1.centerYProperty().addListener( changeListener);
circle2.centerXProperty().addListener( changeListener);
circle2.centerYProperty().addListener( changeListener);
and bind the distanceProperty to the text
Text text = new Text();
text.textProperty().bind(distanceProperty.asString());

Related

Placing canvas inside Div element

I am trying to create a circle in itext 7 and then place this circle anywhere in I need to in the document.
The document is laid out using divs and I have managed to create the circle using a PdfCanvas.
Below is a snippet of what I am trying to achieve and there may well be a better way to do this:
PdfDocument pdfDoc = new PdfDocument(writer);
Document doc = new Document(pdfDoc);
PdfPage pdfPage = pdfDoc.addNewPage();
Div div = new Div();
div.setBackgroundColor(Color.CYAN);
div.setHeight(10.0F);
div.add(new Paragraph(" ").setFont(PdfFontFactory.createFont(FontConstants.COURIER_BOLD)));
doc.add(div);
PdfCanvas canvas = new PdfCanvas(pdfPage);
Color white = Color.WHITE;
Color black = Color.BLACK;
canvas.setColor(white, true)
.setStrokeColor(black)
.circle(15, 800, 8)
.fillStroke();
canvas.beginText()
.setFontAndSize(PdfFontFactory.createFont(FontConstants.COURIER_BOLD), 10)
.setColor(black, true)
.moveText(15 - 3, 800 - 3)
.showText("1")
.endText();
doc.close();
If there is a correct way of wrapping some text (number) in a circle that can be positioned inside a div then I will happily change to this method if someone can point me towards a tutorial or some documentation I can follow.
If anybody is looking for an easy way to do this then you can override the draw method of Div.
public class Circle extends Div
{
#Override
public IRenderer getRenderer()
{
return new CircleRenderer(this);
}
private class CircleRenderer extends DivRenderer
{
public CircleRenderer(final Circle circle)
{
super(circle);
setPadding(PADDING);
}
#Override
public void draw(final DrawContext drawContext)
{
final PdfCanvas canvas = drawContext.getCanvas();
final Rectangle area = this.occupiedArea.getBBox();
final float x = area.getX();
final float y = area.getY();
canvas.circle(x, y, 8);
canvas.fillStroke();
super.draw(drawContext);
}
}
}
After I draw the canvas I need to do some correction of the x and y positions and same for any text placed inside the circle.

set coordinates as center of imageview Android programmatically

I have coordinates to align imageviews on these, programmatically. And right now images are being aligned but the image starts from this coordinate or I should say that the coordinate becomes its top left corner of my imageview and I want to make it center of my imageview. how to make coordinate center of imageview? Right now I'm doing this:
ImageView iv = new ImageView(this);
float x_coordinate = 256;
float y_coordinate = 350;
iv.setX(x_coordinate);
iv.setY(y_coordinate);
iv.setImageResource(R.drawable.myimage);
iv.setLayoutParams(new LayoutParams(
LayoutParams.WRAP_CONTENT,
LayoutParams.WRAP_CONTENT));
mylayout.addView(iv);
I didn't find the simple one line solution but i solved my problem doing the following procedure. Here Place is my model class of which getX_Cord() and getY_Cord() returns the x and y coordinate of image, And you have to save an image in your drawable folder of which size you want to set on your screen in my case this is R.drawable.placeImage.
// display parameters
Point size = new Point();
Display display = getWindowManager().getDefaultDisplay();
display.getSize(size);
width = size.x;
height = size.y;
final Place place = roomPlace.get(i);
Drawable d = getResources().getDrawable(R.drawable.placeImage);
int y = d.getIntrinsicHeight() / 2;
int x = d.getIntrinsicWidth() / 2;
placeImage.setX((place.getX_Cord() * width) - x);
placeImage.setY((place.getY_Cord() * height) - y);
May be someone gets with more appropriate solution but i solved my problem doing this.

How can i draw circle at Xamarin?

Hello dear developers,
Im using xamarin (monotouch) i want to draw circle image view like google plus profile image or like otherones...
I was search on net but didnt find useful thing.
Somebody help me?
Thank you..
For your purposes you can use UIView or UIButton. With UIButton it is easier to handle touch events.
The basic idea is to create a UIButton with specific coordinates and size and set the CornerRadius property to be one half of the size of the UIButton (assuming you want to draw a circle, width and height will be the same).
Your code could look something like this (in ViewDidLoad of your UIViewController):
// define coordinates and size of the circular view
float x = 50;
float y = 50;
float width = 200;
float height = width;
// corner radius needs to be one half of the size of the view
float cornerRadius = width / 2;
RectangleF frame = new RectangleF(x, y, width, height);
// initialize button
UIButton circularView = new UIButton(frame);
// set corner radius
circularView.Layer.CornerRadius = cornerRadius;
// set background color, border color and width to see the circular view
circularView.BackgroundColor = UIColor.White;
circularView.Layer.CornerRadius = cornerRadius;
circularView.Layer.BorderColor = UIColor.Red.CGColor;
circularView.Layer.BorderWidth = 5;
// handle touch up inside event of the button
circularView.TouchUpInside += HandleCircularViewTouchUpInside;
// add button to view controller
this.View.Add(circularView);
At last implement the event handler (define this method somewhere in your UIViewController:
private void HandleCircularViewTouchUpInside(object sender, EventArgs e)
{
// initialize random
Random rand = new Random(DateTime.Now.Millisecond);
// when the user 'clicks' on the circular view, randomly change the border color of the view
(sender as UIButton).Layer.BorderColor = UIColor.FromRGB(rand.Next(255), rand.Next(255), rand.Next(255)).CGColor;
}
Xamarin.iOS is a wrapper over Cocoa Touch on UI side,
https://developer.apple.com/technologies/ios/cocoa-touch.html
So to draw circle you need to use the Cocoa Touch API, aka CoreGraphics,
http://docs.xamarin.com/videos/ios/getting-started-coregraphics/

Trying to draw Rotated text with CGAffineTransform and MakeRotation appears at wrong location

I'm trying to draw some rotated texts by using the CGAffineTransform.MakeRotation method at specifc location. I also make use of the TranslateCTM, but something must be wrong as rotated texts do not appear aligned and at the correct x, y position where they should appear, here is simple the code I'm using, anyone know where the problem is? :
public override void Draw (RectangleF rect)
{
DrawTextRotated("Hello1",10,100,30);
DrawTextRotated("Hello2",50,100,60);
SetNeedsDisplay();
}
static public float DegreesToRadians(float x)
{
return (float) (Math.PI * x / 180.0);
}
public void DrawTextRotated(string text,int x, int y, int rotDegree)
{
CGContext c = UIGraphics.GetCurrentContext();
c.SaveState();
c.TextMatrix = CGAffineTransform.MakeRotation((float)DegreesToRadians((float)(-rotDegree)));
c.ConcatCTM(c.TextMatrix);
float xxx = ((float)Math.Sin(DegreesToRadians((float)rotDegree))*y);
float yyy = ((float)Math.Sin(DegreesToRadians((float)rotDegree))*x);
// Move the context back into the view
c.TranslateCTM(-xxx,yyy);
c.SetTextDrawingMode(CGTextDrawingMode.Fill);
c.SetShouldSmoothFonts(true);
MonoTouch.Foundation.NSString str = new MonoTouch.Foundation.NSString(text);
SizeF strSize = new SizeF();
strSize = str.StringSize(UIFont.SystemFontOfSize(12));
RectangleF tmpR = new RectangleF(x,y,strSize.Width,strSize.Height);
str.DrawString(tmpR,UIFont.SystemFontOfSize(12),UILineBreakMode.WordWrap,UITextAlignment.Right);
c.RestoreState();
}
Thanks !
Here's some code that will draw text rotated properly about the top-left corner of the text. For the moment, I'm disregarding your use of text alignment.
First, a utility method to draw a marker where we expect the text to show up:
public void DrawMarker(float x, float y)
{
float SZ = 20;
CGContext c = UIGraphics.GetCurrentContext();
c.BeginPath();
c.AddLines( new [] { new PointF(x-SZ,y), new PointF(x+SZ,y) });
c.AddLines( new [] { new PointF(x,y-SZ), new PointF(x,y+SZ) });
c.StrokePath();
}
And the code to draw the text (note I've replaced all int rotations with float, and you may want negate your rotation):
public void DrawTextRotated(string text, float x, float y, float rotDegree)
{
CGContext c = UIGraphics.GetCurrentContext();
c.SaveState();
DrawMarker(x,y);
// Proper rotation about a point
var m = CGAffineTransform.MakeTranslation(-x,-y);
m.Multiply( CGAffineTransform.MakeRotation(DegreesToRadians(rotDegree)));
m.Multiply( CGAffineTransform.MakeTranslation(x,y));
c.ConcatCTM( m );
// Draws text UNDER the point
// "This point represents the top-left corner of the string’s bounding box."
//http://developer.apple.com/library/ios/#documentation/UIKit/Reference/NSString_UIKit_Additions/Reference/Reference.html
NSString ns = new NSString(text);
UIFont font = UIFont.SystemFontOfSize(12);
SizeF sz = ns.StringSize(font);
RectangleF rect = new RectangleF(x,y,sz.Width,sz.Height);
ns.DrawString( rect, font);
c.RestoreState();
}
Rotation about a point requires translation of the point to the origin followed by rotation, followed by rotation back to the original point. CGContext.TextMatrix has no effect on NSString.DrawString so you can just use ConcatCTM.
The alignment and line break modes don't have any effect. Since you're using NSString.StringSize, the bounding rectangle fits the entirety of the text, snug up against the left and right edges. If you make the width of the bounding rectangle wider and use UITextAlignment.Right, you'll get proper right alignment, but the text will still rotate around the top left corner of the entire bounding rectangle. Which is not, I'm guessing, what you're expecting.
If you want the text to rotate around the top right corner, let me know and I'll adjust the code accordingly.
Here's the code I used in my test:
DrawTextRotated("Hello 0",100, 50, 0);
DrawTextRotated("Hello 30",100,100,30);
DrawTextRotated("Hello 60",100,150,60);
DrawTextRotated("Hello 90",100,200,90);
Cheers.

Find scene position of Shape in Group

I have a group of shapes like this:
Group g = new Group();
Rectangle r = new Rectangle( 100, 100, 50, 50 );
Circle c = new Circle( 125, 125, 10 );
g.getChildren().addAll( r, c );
and a Line, which is not part of the group, that ends at the centre of the circle.
Line l = new Line( 0, 0, 125, 125 );
I have made it so that the group can be dragged around as per the Mouse Events demo in Ensemble (just a couple of mouse listeners that update the x and y translation property). What I would like though is for the end of the line to follow the centre of the circle. That means updating the endX and endY properties of the line.
The problem I'm having is that endX and endY are in scene local space (I think). When I drag the group around the screen the centerX and centerY properties of the circle don't get updated. All I seem to get is changes to translationX and translationY on the group. I can't figure out how I find the new centre of the circle after (and during) the drag operation.
Pointers very gratefully received as this has got me tearing my hair out!
The best solution I've come up with is to put a translation listener on the group, get the centre position of the circle and then add the translation of the group but the results aren't exactly great the end of the line roughly follows the circle but jumps about and drifts away. Something like this:
translateXProperty().addListener( new ChangeListener<Number>() {
public void changed(ObservableValue<? extends Number> ov, Number oldValue, Number newValue) {
Connector c = getInputConnectors().get( 0 );
double x = circle.getCenterX();
double y = circle.getCenterY();
line.setEndX( x + newValue.doubleValue());
}
});
Use binding:
l.endXProperty().bind(g.translateXProperty().add(c.centerXProperty()));
l.endYProperty().bind(g.translateYProperty().add(c.centerYProperty()));
P.S.: your way can work too, but note you should have listeners for both x and y property.

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