how to create an inner shadow of an image using easeljs - dropshadow

it's easy to make an inner shadow in Actionscript.
just use
var myShadow:DropShadowFilter = new DropShadowFilter();
myShadow.inner = true;
how to do it with easeljs? Is it not implemented?

Related

Rendering a ID3D11Texture2D into a SkImage (Skia)

I'm currently trying to create an interop layer to render my render target texture into a Skia SkImage. This is being done to facilitate rendering from my graphics API into Avalonia.
I've managed to piece together enough code to get everything running without any errors (at least, none that I can see), but when I draw the SkImage I see nothing but a black image.
Of course, these things are easier to describe with code:
private EglPlatformOpenGlInterface _platform;
private AngleWin32EglDisplay _angleDisplay;
private readonly int[] _glTexHandle = new int[1];
IDrawingContextImpl context // <-- From Avalonia
_platform = (EglPlatformOpenGlInterface)platform;
_angleDisplay = (AngleWin32EglDisplay)_platform.Display;
IntPtr d3dDevicePtr = _angleDisplay.GetDirect3DDevice();
// Device5 is from SharpDX.
_d3dDevice = new Device5(d3dDevicePtr);
// Texture.GetSharedHandle() is the shared handle of my render target.
_eglTarget = _d3dDevice.OpenSharedResource<Texture2D>(_target.Texture.GetSharedHandle());
// WrapDirect3D11Texture calls eglCreatePbufferFromClientBuffer.
_glSurface = _angleDisplay.WrapDirect3D11Texture(_platform, _eglTarget.NativePointer);
using (_platform.PrimaryEglContext.MakeCurrent())
{
_platform.PrimaryEglContext.GlInterface.GenTextures(1, _glTexHandle);
}
var fbInfo = new GRGlTextureInfo(GlConsts.GL_TEXTURE_2D, (uint)_glTexHandle[0], GlConsts.GL_RGBA8);
_backendTarget = new GRBackendTexture(_target.Width, _target.Height, false, fbInfo);
using (_platform.PrimaryEglContext.MakeCurrent())
{
// Here's where we find the gl surface to our texture object apparently.
_platform.PrimaryEglContext.GlInterface.BindTexture(GlConsts.GL_TEXTURE_2D, _glTexHandle[0]);
EglBindTexImage(_angleDisplay.Handle, _glSurface.DangerousGetHandle(), EglConsts.EGL_BACK_BUFFER);
_platform.PrimaryEglContext.GlInterface.BindTexture(GlConsts.GL_TEXTURE_2D, 0);
}
// context is a GRContext
_skiaSurface = SKImage.FromTexture(context, _backendTarget, GRSurfaceOrigin.BottomLeft, SKColorType.Rgba8888, SKAlphaType.Premul);
// This clears my render target (obviously). I should be seeing this when I draw the image right?
_target.Clear(GorgonColor.CornFlowerBlue);
canvas.DrawImage(_skiaSurface, new SKPoint(320, 240));
So, as far as I can tell, this should be working. But as I said before, it's only showing me a black image. It's supposed to be cornflower blue. I've tried calling Flush on the ID3D11DeviceContext, but I'm still getting the black image.
Anyone have any idea what I could be doing wrong?

Select and manipulate particular paths within a path group fabric.js

I am making an app that involves shapes like cylinders and boxes, and need to be able to do this with fabric.js. I know about three.js but for my purposes, it must be in 2D.
Initially I thought I would just create them in 3D software and render images which can then be added to the canvas, which I did successfully...
However, I have run into a hurdle where fabric only allows patterns to be filled onto paths or objects (rect, circle etc.)....not images (png).
Since I absolutely need patterns, I now need to create these cylinders in SVG. I have gotten as far as making the cylinders in Illustrator, saving them as SVG's and then using them on the canvas, then adding fill patterns on them. So far so good.
Now I want to be able to fill a different pattern for the top of the cylinder, and a different pattern to the side BUT still have it as one object.
So...How can I select and manipulate particular paths within a path group? Is there anyway to give each path within the group a custom attribute (eg. name) which I can then target? Do I need to create two seperate SVG files and then add them seperately, and if so, how can I do this and still have it as one object?
Here's how I am adding the svg to the canvas...
fabric.loadSVGFromURL("/shapes/50-250R.png", function(objects) {
var oImg = fabric.util.groupSVGElements(objects);
oImg.perPixelTargetFind = true;
oImg.targetFindTolerance = 4;
oImg.componentType = "Shape";
oImg.lockUniScaling = true;
oImg.lockScalingX = true;
oImg.lockScalingY = true;
oImg.setControlsVisibility({'tl': false, 'tr': false, 'bl': false, 'br': false});
canvas.add(oImg);
canvas.renderAll();
});
Here is how I am adding the pattern...
var textureIMG = new Image;
textureIMG.crossOrigin = "anonymous";
textureIMG.src = texture.image;
obj.setFill(); //For some reason, the fill doesn't happen without this line.
var pattern = new fabric.Pattern({
source: textureIMG,
repeat: 'repeat'
});
if (obj instanceof fabric.PathGroup) {
obj.getObjects().forEach(function(o) {
o.setFill(pattern);
});
} else {
obj.setFill(pattern);
}
canvas.renderAll();
Thanks in advance.
So I managed to figure this out. Each path within the path group is stored in the 'paths' array of the object.
I can now add a pattern to the top of the cylinder using...
var obj = canvas.getActiveObject();
obj.paths[0].fill = patternOne;
and to the sides using...
obj.paths[1].fill = patternTwo;

How to add an absolute element in a NativeScript page

I want to be able to just place a View component (plugin) into the page through code and have it appear at some X\Y on the page... but I'm a bit stumped.
Any attempt to add via page.content kinda adds it to the layout\render pass so it occupies space.
So this would get injected into "any" page at "any" time, I have no control over the markup this would be used in (know what I mean?) There is no XML for it and unfortunately the answer can't just be wrap everything in an AbsoluteLayout because one can't mandate that on users apps\layouts.
Thoughts, even possible?
Basically the simplest way to do this is to dynamically and be fully cross platform compatible is to create a AbsoluteLayout item in your JavaScript code, and dynamically insert your item and the AL into the page container.
Code would be something like this:
var AbsoluteLayout = require('ui/layouts/absolute-layout').AbsoluteLayout;
var myAL = new AbsoluteLayout();
var myItem = new myPluginItem();
// Set you left, right, top, bottom coords.
myItem.top = x;
// Add our item to the AbsoluteItem
myAL.addChild(myItem);
var frame = require('ui/frame');
var page = frame.topmost().currentPage;
var LayoutBase = require('ui/layouts/layout-base').LayoutBase;
page._eachChildView(function(view) {
if (view instanceof LayoutBase) {
view.addChild(myAL);
return false;
}
return true;
});
However, if you don't want to do this the really simple way; the only other way is to actually go a bit lower level. You can natively access the iOS view controller (page._ios.view) and the android view (page._nativeView), and then manually add it to the view by using things like addView (https://developer.android.com/reference/android/view/ViewManager.html) or addSubview (https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/).
I would like to add you can set the Top and Left properties in TypeScript by importing AbsoluteLayout like so
import {AbsoluteLayout} from 'ui/layouts/absolute-layout';
and then using the exposed functions setLeft or setTop
AbsoluteLayout.setLeft(YourItem, LeftValue);
or
AbsoluteLayout.setTop(YourItem, TopValue);

Phaser.io - Load objects from Tiled

I'm new to phaser, and for the past few days I've been trying to make a really simple game, platformer-style, where the player must navigate to certain areas before being able to exit the level.
I have the basics running, but now I can't seem to figure out how to check if the player is in those areas.
The relevant part of the code so far is as follows:
var game = new Phaser.Game(800, 600, Phaser.AUTO, "mygame", {
preload: preload,
create: create,
update: update,
render: render
});
function preload() {
game.load.tilemap("questMap", "assets/quest.json", null, Phaser.Tilemap.TILED_JSON);
game.load.image("tilesheet", "assets/tilesheet.png");
game.load.image("npc", "assets/npc.png");
game.load.spritesheet("player", "assets/player.png", 64, 64);
}
var map;
var tileset;
var groundBg;
var props;
var houses;
var houseProps;
var npc;
var ground;
var areas;
var player;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = "#A8DBFF";
map = game.add.tilemap("questMap");
map.addTilesetImage("tilesheet");
map.addTilesetImage("npc");
ground = map.createLayer("ground");
groundBg = map.createLayer("groundbg");
props = map.createLayer("props");
houses = map.createLayer("houses");
houseProps = map.createLayer("houseprops");
npc = map.createLayer("npc");
map.setCollisionBetween(1, 5000);
ground.resizeWorld();
Not too pretty, I know.
I've created the map with tiled and there are a lot of small props and decorative tiles, hence the multiple "map.createLayer()" calls. The only one with collision is the ground layer.
Now, on my Tiled file, I've created an Object layer and drawn small rectangles on the areas I want to check if the player is in. I thought this was going to be an easy process but I can't seem to figure out how to load those areas into Phaser, and then check if the player is within bounds.
Googling has given me some results, but none seem to fit, as they usually cover how to add a sprite to an object, which in this case does not apply.
I simply need that small area to exist and check if the player is there. I've also given names to each of those rectangles in Tiled, via the custom properties tab.
I would try using a transparent image as the area you wish to check if your sprite is over and use
if(sprite1.overlap(transparentImage)){
//do something
}

How to use Maki svg icons with Snap.svg?

I'm experimenting with Snap in order to use svg and need to be able to use the Maki icons defined in https://github.com/mapbox/maki.
My plan is to load the svg's I need, and then instantiate them for particular icons on a piece of Snap paper. But in order for this to work, I need to place the icon at a particular place on the paper, but I can't get translation to work. Neither one of the translation techniques below works; the code works as is, but always places the icon at the top left.
What am I missing? There's not enough documentation on Snap, and I don't know if the problem is with the way the Maki icon svg is defined, or my use of Snap.
var icon = Snap.load("maki/bicycle-24.svg", function(f) {
var g = f.select("g").clone();
// var g = f.select("#layer1").clone(); // also works
// g.transform("t120,120");
// var t = new Snap.Matrix();
// t.translate(120,120);
// g.transform(t);
paper.append(g);
});
The cloning needs to happen after the append, as when loading an svg in Snap its just a fragment.
So you will need to do something like...
paper.append(f);
var element = paper.select('#someId').clone();
element.transform( myTransform );
Thank you! That did the trick! And since Snap is so poorly documented, I'm going to insert the code here that allows a general solution.
// Base set from which markers are constructed
var iconSet = paper.group();
iconSet.attr({ class: 'hide' });
// Instantiations of icons
var markers = paper.g();
// Now, create SVG shape
var icon = Snap.load("maki/bicycle-24.svg", function(icon) {
// Add it to the icon set
iconSet.append(icon);
// Instantiate it and remove from main view
var element = paper.select('#svg4460'); // Copies it!
// var element = paper.select('#base'); // Selects something but doesn't work
// var element = paper.select('#layer1'); // Selects something but doesn't work
// var element = paper.select('#bicycle-24'); // Silent fail
element = element.clone();
element.remove();
// Clone this icon and move it
var t = new Snap.Matrix();
t.translate(10,120);
element.transform(t);
// Insert into main document view (markers)
markers.add(element);
});

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