I want to change textcolor of a textview which is in the header of the listview from a particular color (This could be any color) to WHITE onscroll of the listview.
I read about HSV and I need to decrease values of H and S towards 0 and increase the value of V towards 1 to get a color closer to WHITE
Has someone done a similar thing where in interpolation would happen with the value of scrollY?
Hope it will help:
private final float[] mHsvTemp = new float[3];
int hsvInterplate(float[] hsvWhen0, float[] hsvWhen1, float scale) {
if (scale <= 0) return Color.HSVToColor(hsvWhen0);
if (scale >= 1) return Color.HSVToColor(hsvWhen1);
float hDist = hsvWhen1[0] - hsvWhen0[0];
if (hDist > 180) hDist -= 360;
else if (hDist <= -180) hDist += 360;
mHsvTemp[0] = hsvWhen0[0] + hDist * scale;
mHsvTemp[1] = hsvWhen0[1] + (hsvWhen0[1] - hsvWhen0[1]) * scale;
mHsvTemp[2] = hsvWhen0[2] + (hsvWhen0[2] - hsvWhen0[2]) * scale;
return Color.HSVToColor(mHsvTemp);
}
This function takes two hsv arguments and interpolates between them, depend on scale value. scale is in range from 0 to 1.
zero or less - color fully as first argument
one or greater - color fully as second argument
0.5f - average middle between them.
So, you can pass something like (float)getScrollY() / computeVerticalScrollRange () as third argument
Related
I have a Page which contains an AbsoluteLayout with a PinchZoomContainer (like the one from microsoft docs). In this Container is an image that fills the entire screen. When the user tapes on the image, another image (a pin) is positioned at the tappostion. So far this works. My problem is, that i couldn't figure out, how to calculate the position of the added image (user tapped) when the user zooms in and out.
I want the added image to stay at the tapped position, no matter if the user zooms in or out.
When i put the image in a grid the calculation gets done automatically.
Is there a better way to achieve that? I've chosen AbsoluteLayout because i need to put the image at the tapped position.
The following code is used for zooming. Here I can't figure out how to do the calculation for the added image. The image gets added to the AbsoluteLayout on runtime.
Normal scale
Zoomed in
void OnPinchUpdated(object sender, PinchGestureUpdatedEventArgs e)
{
if (e.Status == GestureStatus.Started)
{
// Store the current scale factor applied to the wrapped user interface element,
// and zero the components for the center point of the translate transform.
startScale = Content.Scale;
Content.AnchorX = 0;
Content.AnchorY = 0;
startTransX = pin.TranslationX;
startTranxY = pin.TranslationY;
}
if (e.Status == GestureStatus.Running)
{
// Calculate the scale factor to be applied.
currentScale = currentScale + (e.Scale - 1) * startScale;
currentScale = Math.Max(1, currentScale);
// The ScaleOrigin is in relative coordinates to the wrapped user interface element,
// so get the X pixel coordinate.
double renderedX = Content.X + xOffset;
double deltaX = renderedX / Width;
double deltaWidth = Width / (Content.Width * startScale);
double originX = (e.ScaleOrigin.X - deltaX) * deltaWidth;
// The ScaleOrigin is in relative coordinates to the wrapped user interface element,
// so get the Y pixel coordinate.
double renderedY = Content.Y + yOffset;
double deltaY = renderedY / Height;
double deltaHeight = Height / (Content.Height * startScale);
double originY = (e.ScaleOrigin.Y - deltaY) * deltaHeight;
// Calculate the transformed element pixel coordinates.
double targetX = xOffset - (originX * Content.Width) * (currentScale - startScale);
double targetY = yOffset - (originY * Content.Height) * (currentScale - startScale);
// Apply translation based on the change in origin.
// needs to use Xamarin.Forms.Internals or Extension
Content.TranslationX = targetX.Clamp(-Content.Width * (currentScale - 1), 0);
Content.TranslationY = targetY.Clamp(-Content.Width * (currentScale - 1), 0);
x = Content.TranslationX;
y = Content.TranslationY;
// Apply scale factor
Content.Scale = currentScale;
}
if (e.Status == GestureStatus.Completed)
{
// Store the translation delta's of the wrapped user interface element.
xOffset = Content.TranslationX;
yOffset = Content.TranslationY;
x = Content.TranslationX;
y = Content.TranslationY;
}
}
Good day.I am creating a siri like wave for android and i encounter an big issue.I need the wave to be in 4 colors.Lets assume i only have one single line which is drawing on the screen accordingly to the voice decibels.Anyway i am able to do it but no way i am able to give 4 different colors for same path.Assume it is 1 single path which moves from screen start to screen end,i need that line to have 4 different colors,mainly i had to divide the path into 4 parts and draw the color for each parts,but neither google,nor any other source give me anything (not even found anything similar to what i want).
Meanwhile i am posting the code where actually i am drawing the lines.
for (int l = 0; l < mWaveCount; ++l) {
float midH = height / 2.0f;
float midW = width / 2.0f;
float maxAmplitude = midH / 2f - 4.0f;
float progress = 1.0f - l * 1.0f / mWaveCount;
float normalAmplitude = (1.5f * progress - 0.5f) * mAmplitude;
float multiplier = (float) Math.min(1.0, (progress / 3.0f * 2.0f) + (1.0f / 3.0f));
if (l != 0) {
mSecondaryPaint.setAlpha((int) (multiplier * 255));
}
mPath.reset();
for (int x = 0; x < width + mDensity; x += mDensity) {
float scaling = 1f - (float) Math.pow(1 / midW * (x - midW), 2);
float y = scaling * maxAmplitude * normalAmplitude * (float) Math.sin(
180 * x * mFrequency / (width * Math.PI) + mPhase) + midH;
// canvas.drawPoint(x, y, l == 0 ? mPrimaryPaint : mSecondaryPaint);
//
// canvas.drawLine(x, y, x, 2*midH - y, mSecondaryPaint);
if (x == 0) {
mPath.moveTo(x, y);
} else {
mPath.lineTo(x, y);
// final float x2 = (x + mLastX) / 2;
// final float y2 = (y + mLastY) / 2;
// mPath.quadTo(x2, y2, x, y);
}
mLastX = x;
mLastY = y;
}
if (l == 0) {
canvas.drawPath(mPath, mPrimaryPaint);
} else {
canvas.drawPath(mPath, mSecondaryPaint);
}
}
I tried to change color on if (l == 0) {
canvas.drawPath(mPath, mPrimaryPaint);
} but if i change it here,no result at all,either the line is separate and not moving at all,but it should,either the color is not applied,propably because i am doing it in loop as i had to and everytime the last color is picked to draw.Anyway can you help me out?Even an small reference is gold for me because really there is nothing at all in the internet.
Anyway even though Matt Horst answer fully correct,i found the simplest and easiest solution...i never thought it would be so easy.Anyway if in world there is someone who need to make an path divided into multiple colors,here is what you can do
int[] rainbow = getRainbowColors();
Shader shader = new LinearGradient(0, 0, 0, width, rainbow,
null, Shader.TileMode.REPEAT);
Matrix matrix = new Matrix();
matrix.setRotate(90);
shader.setLocalMatrix(matrix);
mPrimaryPaint.setShader(shader);
Where getRainbowColors() is an array of colors you wish your line to have and width is the length of the path so the Shader knows how to draw the colors in right way to fit the length of path.Anyway .....easy isnt it?and pretty purged me a lot to get into this simple point.Nowhere in internet you could find only if you are looking for something completelly different,than you might come across this.
It seems to me like you could set up one paint for each section, each with a different color. Then set up one path for each section too. Then as you draw across the screen, wherever the changeover point is between sections, start drawing with the new path. And make sure first to use moveTo() on the new path so it starts off where the old one left off.
For my solution, I tried changing the color of the linePaint in the onDraw Call. But it was drawing a single color.
So i used two different paints for two different colors and draw path on the canvas.
And it worked. Hope it helps someone out there.
I have a rectangle with known size and position. (flag)
I have to fill this rectangle with 4 other rectangles. (stripes)
Each stripe must have 1/4 of the total width of the flag and his position is near the previous.
I have to draw this stripes with a random angle that goes from 0° to 90°.
0° = Vertical stripes (stripe width = flag width / 4)
90° = Horizontal stripes (stripe width = flag height / 4)
How can I calculate the width of each stripe for other angles?
int stripes = 4;
RectF rect = new RectF(0, 0, 100f, 75f);
float angle = new Random.nextInt(90);
float stripeSize;
if (angle == 0) {
stripeSize = rect.width() / stripes;
} else if (angle == 90) {
stripeSize = rect.height() / stripes;
} else {
stripeSize = ?
}
canvas.save();
canvas.rotate(angle, rect.centerX(), rect.centerY());
float offset = 0;
for (int i = 0; i < stripes; i++) {
if (angle == 0) {
reusableRect.set(offset, rect.top, offset + stripeSize, rect.bottom);
} else if (angle == 90) {
reusableRect.set(rect.left, offset, rect.right, offset + stripeSize);
} else {
reusableRect.set(?, ?, ?, ?);
}
canvas.drawRect(reusableRect, paint);
offset += stripeSize;
}
canvas.restore();
Let's pretend you have one stripe. Depending on the angle, the stripe width is going to be a value between the shorter dimension (the height in your case) and the longer dimension (the width in your case). The formula for the stripe width calculation should look something like this:
height + ((width - height) * ?)
where ? varies between 0 and 1 based on the angle of rotation. To me that sounds like the sine function might be a good candidate: sine(0) = 0 and sine(90) = 1. You can use Math.sin(), but be aware that the argument it takes is in radians, not degrees, so you need to use Math.toRadians() on your angle first. Then just divide by the number of stripes:
double radians = Math.toRadians(angle);
float stripeTotal = height + ((width - height) * Math.sin(radians));
float stripeWidth = stripeTotal / 4; // or however many stripes you have
If it's not perfect, you can adjust the formula. One last point, since these values only need to be calculated once, I would do that separately every time the angle changes (if it ever changes), not inside of onDraw().
I m woring on an android opengl 1.1 2d game with a top view on a vehicule and a camera zoom relative to the vehicule speed. When the speed increases the camera zoom out to offer the player a best road visibility.
I have litte trouble finding the exact way to detect if a sprite is visible or not regarding his position and the current camera zoom.
Important precision, all of my game's objects are on the same z coord. I use 3d just for camera effect. (that's why I do not need frustrum complicated calculations)
here is a sample of my GLSurfaceView.Renderer class
public static float fov_degrees = 45f;
public static float fov_radians = fov_degrees / 180 * (float) Math.PI;
public static float aspect; //1.15572 on my device
public static float camZ; //927 on my device
#Override
public void onSurfaceChanged(GL10 gl, int x, int y) {
aspect = (float) x / (float) y;
camZ = y / 2 / (float) Math.tan(fov_radians / 2);
Camera.MINIDECAL = y / 4; // minimum cam zoom out (192 on my device)
if (x == 0) { // Prevent A Divide By Zero By
x = 1; // Making Height Equal One
}
gl.glViewport(0, 0, x, y); // Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, fov_degrees, aspect , camZ / 10, camZ * 10);
GLU.gluLookAt(gl, 0, 0, camZ, 0, 0, 0, 0, 1, 0); // move camera back
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix
gl.glLoadIdentity(); // Reset The Modelview Matrix
when I draw any camera relative object I use this translation method :
gl.glTranslatef(position.x - camera.centerPosition.x , position.y -camera.centerPosition.y , - camera.zDecal);
Eveything is displayed fine, the problem comes from my physic thread when he checks if an object is visible or not:
public static boolean isElementVisible(Element element) {
xDelta = (float) ((camera.zDecal + GameRenderer.camZ) * GameRenderer.aspect * Math.atan(GameRenderer.fov_radians));
yDelta = (float) ((camera.zDecal + GameRenderer.camZ)* Math.atan(GameRenderer.fov_radians));
//(xDelta and yDelta are in reallity updated only ones a frame or when camera zoom change)
Camera camera = ObjectRegistry.INSTANCE.camera;
float xMin = camera.centerPosition.x - xDelta/2;
float xMax = camera.centerPosition.x + xDelta/2;
float yMin = camera.centerPosition.y - yDelta/2;
float yMax = camera.centerPosition.y + yDelta/2;
//xMin and yMin are supposed to be the lower bounds x and y of the visible plan
// same for yMax and xMax
// then i just check that my sprite is visible on this rectangle.
Vector2 phD = element.getDimToTestIfVisibleOnScreen();
int sizeXd2 = (int) phD.x / 2;
int sizeYd2 = (int) phD.y / 2;
return (element.position.x + sizeXd2 > xMin)
&& (element.position.x - sizeXd2 < xMax)
&& (element.position.y - sizeYd2 < yMax)
&& (element.position.y + sizeYd2 > yMin);
}
Unfortunately the object were disapearing too soon and appearing to late so i manuelly added some zoom out on the camera for test purpose.
I did some manual test and found that by adding approx 260 to the camera z index while calculating xDelta and yDelta it, was good.
So the line is now :
xDelta = (float) ((camera.zDecal + GameRenderer.camZ + 260) * GameRenderer.aspect * Math.atan(GameRenderer.fov_radians));
yDelta = (float) ((camera.zDecal + GameRenderer.camZ + 260)* Math.atan(GameRenderer.fov_radians));
Because it's a hack and the magic number may not work on every device I would like to understand what i missed. I guess there is something in that "260" magic number that comes from the fov or ration width/height and that could be set as a formula parameter for pixel perfect detection.
Any guess ?
My guess is that you should be using Math.tan(GameRenderer.fov_radians) instead of Math.atan(GameRenderer.fov_radians).
Reasoning:
If you used a camera with 90 degree fov, then xDelta and yDelta should be infinitely large, right? Since the camera would have to view the entire infinite plane.
tan(pi/2) is infinite (and negative infinity). atan(pi/2) is merely 1.00388...
tan(pi/4) is 1, compared to atan(pi/4) of 0.66577...
Question:
How can I taken into account the rectangular shape of the screen to ensure that circles are drawn exactly to the padded boundary?
The following works for a 'round' area, but not a rectangular one...
dx = abs(center.x - place.x);
dy = abs(center.y - place.y);
dh = Math.sqrt((dx * dx) + (dy * dy));
radius = dh - padding;
Halo Design:
If the problem doesn't seem apparent, the following image represents the current approach which i'm using. Depending on where the place is effects how far it protrudes into the screen space.
I think this should work. Not tested.
dx = abs(placeLocationPixels.x - ourLocationPixels.x)
dy = abs(placeLocationPixels.y - ourLocationPixels.y)
ox = dx - ((screenSize.x / 2) - padding);
oy = dy - ((screenSize.y / 2) - padding);
if (ox < 0) ox = 0;
if (oy < 0) oy = 0;
radius = sqrt((ox*ox) + (oy*oy));
edit: this is not in any particular language.
I'm not sure but maybe you can calculate the convex hull, and then circumscribe it into a rectangle, then you will have the scale of your map to ensure that every circle is shown on the screen.
here: you can find information about the convex hull: http://en.wikipedia.org/wiki/Convex_hull