How do I tell WPF to treat my control's Padding as part of the control? - wpf-controls

If I add some padding between the border of a control and the content, clicking/mousing over the padding doesn't work. When I mouseover the border, my trigger is activated. Then I reach the padding, and the mouseover deactivates. Then I reach the content and it reactivates.
How can I make it so the padding is considered part of the control?

I decided to just use a transparent inner border instead of padding.

Related

Inner padding in jetpack compose

Jetpack compose has a padding modifier that is actually analogous to the margin attribute in other UI toolkits (it adds space around the target). Is there a way to add inner padding to a component in compose without wrapping it with a Box/Surface?
Modifier.padding() in Jetpack Compose acts as padding or margin depending on order.
Modifier.padding(10.dp).size(200.dp) adds space before setting size you have a Composable with 200.dp size
Modifier.size(200.dp).padding(10.dp) adds padding which you have 180.dp width and height after setting 10.dp padding on each side.
You can try this with Modifier.background, Modifier.border, Modifier.clickble{} to see how order changes area with color, border or which user can click.
You can also refer codelab's documentation about Modifiers to see how to apply padding.

Changing text canvas size

I realize I may not have my terminology down yet, I'm new to after effects, so I've attached a picture of what I am trying to achieve. I'd like to know how to resize the black canvas surrounding the "of magic" text layer can add more text.
Go to Composition > Composition Settings and change the size (in pixels) of that canvas under width and height.
Alternatively if this is a text block within an already larger canvas, click onto your text in the composition with the Type Tool cmd+t/ctrl+t and expand using the corner points to expand the visible type.

Transparency problem with gradient - Label in a Panel on a UserControl, ultimately displayed on parent Form

I know this has been asked many times, but not quite the way I'm trying to solve it.
I have Labels in a Panel on a UserControl, and the UserControl goes onto a form.
The Label.BackColor = Transparent.
The panel is from DevExpress, and I've set a gradient background.
Problem: The Labels aren't transparent; they each show as a white solid rectangle around the text. (I presume the white comes from the Panel, as the first of the two gradient colors is White.)
Everything I google about this problem says I need to roll my own Label control and fire off peculiar GDI+ commands, and Invalidate the control, and hook the Paint event and sing a stirring sea shanty and hold one foot above my head and...
Really? Doesn't the Label allow ".BackColor=Transparent" ? Why doesn't that work?
And what's the best way through this?
Somehow it turns out I never tried making the Label backgrounds transparent.
I am not a proud.

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.

Round Rect Button behavior when using a flipview controller

Hia.
I am using some round rect buttons with own images for their states. Each time am displaying a different view for some stuff, the buttons become white and my images are fading in briefly later.
The problem occurs only with the UIModalTransitionStyleCrossDissolve animation.
The other 3, UIModalTransitionStyleCoverVertical, UIModalTransitionStyleFlipHorizontal and UIModalTransitionStylePartialCurl, don't show this effect.
The effect would be ok, ok if the starting color would be black. I didn't find any way to change that color in IB. Where does it come from? Any idea?
Tried to set the background over the inherited properties of UIImage, but he simply ignored it. Switching the Round rect button to a custom one solved it. Leaves the question what to do if I want a round rect. A black background image didn't help. He seems to use the background color to fade.

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