android,drawing,draw,android-custom-view,android-progressbar
First I would provide 2 setters, one for color and one for the temperature value, normalized from 0 ... 1, where 0 means no visible bar, and 1 means a fully visible bar. public void setColor(int color) { mColor = color; invalidate(); // important, this triggers onDraw } public void...
Have a look at http://oleb.net/blog/2014/11/iphone-6-plus-screen/ This shows that the iPhone 6 Plus uses a scaling factor and says that you can disable the scaling by "set the contentScaleFactor of your GLKView to the value of UIScreen.nativeScale" Hopefully that will fix your problem...
Use Graphics.DrawString to draw text in center of surrounding rectangle. Specify an StringFormat object with Alignment and LineAlignment set to StringAlignment.Center: RectangleF bounds = new RectangleF(x, y, width, height); using (StringFormat format = new StringFormat()) { format.Alignment = StringAlignment.Center; format.LineAlignment = StringAlignment.Center; graphicsObj.DrawText("Number", SystemFonts.Default, Brushes.Black, bounds, format); } ...
Your draw is missing a variable. Change draw(char); to draw(char c); And both for loops need a maximum range, not the same value as the incrementing variable. height<=height; and width<=width; #include <iostream> using namespace std; void draw(char c ) { int rheight=10; int rwidth=20; for(int height=0;height<=rheight;height++) { for(int width=1;width<=rwidth;width++) {...
Use System.Drawing.StringFormat drawFormat = new System.Drawing.StringFormat(); drawFormat.FormatFlags = StringFormatFlags.DirectionVertical; and add it as the last param to DrawString...
ios,objective-c,drawing,uibezierpath,cashapelayer
You can either remove the previous CAShapeLayer (with removeFromSuperlayer) or replace the path of the previous CAShapeLayer. You would appear to be adding a new layer without removing the old one, but of course it is impossible to tell without source code.
javascript,html5,canvas,drawing
Yes, that is to be expected as each line is overdrawn at the connection points, and their alpha data will add up. I would suggest the following approach and attach a proof-of-concept demo at the end, feel free to adopt that code to your project: Create two canvases, one main...
c#,.net,winforms,charts,drawing
The task of translating drawing coordinates into DataPoints and back is not exactly intuitive. It is possible but you need to know the rules and pay a certain price. I have outlined the way in this post and it is worth looking into.. But as the problem is coming up...
c++,memory-leaks,drawing,sdl,sdl-ttf
Every time you call textManager::intToString you create a surface with TTF_RenderText_Blended and then create a texture from that surface. You are freeing the surface but it looks like you aren't doing the same for the texture. This means every frame the texture point will be re-assigned but the memory will...
c#,wpf,drawing,windows-phone-8.1,onrender
Since Windows.UI.Xaml doesn't have a raster graphics API the only options are to use vector graphics, to render into a bitmap and display that, or to interop to DirectX. Microsoft's Win2D library at http://microsoft.github.io/Win2D (also see http://blogs.msdn.com/b/win2d/ ) exposes Direct2D through C# and is probably the best match for what...
I guess it is indeed the wrong approach. The ClippingRegion is only used for clipping the DrawXXX and FillXXX commands, including DrawImage (!). The CopyFromScreen however will use the given Points and Size and not clip the source. For a Rectangle region this is no problem since you can achieve...
DrawRectangle is drawed with the current pen and filled with the current brush. So you must also call self.dc.SetBrush.
java,loops,for-loop,drawing,shapes
I think you could make it much clearer by using separate methods: private void verticalLine() { for (int i = 0; i <= 9; i++) { if (i % 3 == 0) { System.out.print("|"); } else { System.out.print(" "); } } System.out.println(""); } private void horizontalLine() { for (int i...
android,bitmap,drawing,android-canvas,android-custom-view
On the assumption you want to save the file to the devices storage, here is the solution i use... Add permission to manifest: <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> Here is how I am doing it: // Variables i needed private String mFileName; private Bitmap mBitmap; // apply this listener to your button private...
javascript,canvas,html5-canvas,drawing,mask
If you're just after an illustrative approximation you can use a combination of blending and composition modes. First thing is to make sure your main image has transparency - this is important for composition to work (I made a rough cut-off in the following demo). Main steps: Draw the pattern...
Based on your code, what you're doing there is just putting a circle (hence the display.newCircle) whenever a touch event is triggered. The touch event is triggered when you start touching the screen (click of mouse in simulator), when you move your finger on the screen, and when you unclick...
javascript,charts,highcharts,drawing
You can do it by detecting the setExtremes() event on you axes, and fire a function to get the axis extremes and draw a line. (or, in this case, I used the afterSetExtremes() function) In my example I did it by using a line series. I assume you can adapt...
No need to erase the old line! Just invalidate the Panel and draw the fresh one, best in the Paint event. But for this to work, the Panel must not overlay the PictureBox. It must be inside it! Put this in the load or constructor event : yourPanel.Parent = yourPictureBox;...
the problem is that you are drawing using antialiasing. disable it for your context via CGContextSetShouldAntialias(context, NO); and everything should be fine. EDIT: in case of antialiasing is needed (your updated multicolor example), you could try to not only fill the triangles but also stroke their border in the same...
c#,winforms,graphics,user-controls,drawing
The comments pretty much answer this, but since no-one has posted an answer yet, here's how you should change your code: private void drawDates(Graphics graphics) { // create pens and brushes // do not CreateGraphics, use the parameter instead //<-----drawing all graphics------>\\ // dispose pens and brushes; do not dispose...
xcode,cocoa,drawing,nstableview,nssplitview
I actually got this working by calling the subview and then just resetting the position of the splitview divider. NSView *v = [vc view]; [self.superDisplayView addSubview:v]; [self.SourceListSplitView setPosition:250 ofDividerAtIndex:0]; ...
Initial Draft -- Not Fully Tested -- Prototype (June 22, 2014): The following is a first rough draft / not fully tested protype of the concept function idea outlined in the comment beneath the question by the original poster. Because @lawlist does not have an Ubantu OS set-up, or pinta...
Try this: @implementation View { NSMutableArray paths; UIBezierPath *currentPath; CGPoint startPoint; } - (id)initWithCoder:(NSCoder *)aDecoder // (1) { if (self = [super initWithCoder:aDecoder]) { [self setMultipleTouchEnabled:NO]; // (2) [self setBackgroundColor:[UIColor whiteColor]]; paths = [NSMutableArray array]; } return self; } - (void)drawRect:(CGRect)rect // (5) { [[UIColor blackColor] setStroke]; for(UIBezierPath *path in...
This should give you basic idea. Normally with Swing graphics, you override the paintComponent() method and draw from some shared state Instead you can just draw to a large image, and then draw that image using paintComponent() I've compressed this into a single self contained example, this can be separated...
Basically, you have used LockBits() and the Bitmap() constructor incorrectly, and so whatever behavior you see, it's purely academic and indeterminate. The IntPtr that you pass to the Bitmap(int, int, int, PixelFormat, IntPtr) constructor is required to be one that you allocated for the purpose of that particular bitmap. You...
While writing the question, I realized that the answer may be fairly obvious to some. For those who are not thinking clearly (as I wasn't), here's the solution. The radius of the cap will always be one half the stroke width. cap_width = (int)paint.getStrokeWidth / 2; ...
Path2D is not yet supported in all browsers. You may be able to use a polyfill such as this one to get around this.
xcode,osx,swift,drawing,linechart
I cannot understand what the exact problem is without seeing a screenshot but visibility of the datapoints depends on the number of pixels on the screen. You cannot display more datapoints than the number of pixels, without letting some datapoints share the same pixel column or downsampling the data. You...
Your RotateRectangle is not rotating a rectangle of canvas; it's drawing a rotated rectangle. Everything that's drawn between setting the Transform and the ResetTransform will be drawn rotated. Therefore, if you want the DrawString to be rotated, you need to put it after you set the Transform, and before you...
xcode6,drawing,alpha,uigraphicscontext
So I figured this out: In TouchesBegan I made brushImage = self.imagesView.image; Then in TouchesMoved I used code to erase the stroke form imagesView and (draw2) redraw it using colorWithPatternColor brushImage but instead of using blendModeNormal I used blendModeCopy. And I works just the way I want....
Ok I found the problem, but I'll try to post more details later. Basically the goal of this code is to move a panel around and then update the parent panel. SetPosition calls Move which going through the wxWidget code calls DoMoveWindow, all of this leads to a change in...
The problem to draw 'a few pictures' has turned out to mean: combine a flexible number of pictures into one single map. Place one PictureBox of sufficient size maybe with Dock=Fill and SizeMode=Center on the target tabpage. You will need to provide the names of the pictures if you want...
java,libgdx,drawing,textures,texture-packing
Your frames of animation need padding around them to account for rounding error. Put two pixels of clear pixels all around each image. If you use TexturePacker to combine the images into your file, it will automatically add the two pixels of padding by default. If you name your four...
I came up with this solution recently: class CircularProgressView: UIView { private let floatPi = CGFloat(M_PI) private var progressColor = UIColor.greenColor() private var progressBackgroundColor = UIColor.grayColor() @IBInspectable var percent: CGFloat = 0.11 { didSet { setNeedsDisplay() } } @IBInspectable var lineWidth: CGFloat = 18 override func drawRect(rect: CGRect) { let...
python,python-2.7,opencv,drawing,mouse
Instead of drawing single circles for each call of the callback function, try to draw a line from the last point to the current point. Therefore, you have to store the last point in a global variable.
javascript,drawing,javascript-library,distortion
In Raphael just apply a matrix, I show you an example made with a set of 2 different types of draws: var R = Raphael(10,150,200,140); var r = R.rect(0,0,200,100).attr({fill: "red"}); var p = R.path("M0,50h200"); var s = R.set(); s.push(r); s.push(p); s.transform("m1,0.2,0,1,0,0"); The second value is the X skew, it will...
Ok, I found a way to do this. After drawing the text, I got the bitmap from getDrawingCache, then drew the bitmap onto the canvas.
c#,exception,graphics,drawing,ellipse
Since you are passing in the PaintEventArgs e you can and should use its e.Graphics! And since you didn't create it, don't dispose of it! But those Pens and Brushes you create you should disposed of or better yet, create them inside a using clause! For the SolidBrush we can...
How about you store two time variables(DateTime) one that has the time when you started checking for that 2 second difference, another with current time and on the beginning of every iteration you verify if the difference of both times is 2 seconds. Remember, the first variable is the one...
You can do this fairly efficiently in JavaScript, by creating 10,000 divs with these styles: .circle { box-sizing: border-box; //include border in total width width: 0.8%; //width + margin === 1%, margin: 0.1%; //... so 100 circles will fill up their container's width border: 1px solid #aaa; //light gray border...
Login is not a use case simply because it does not bring any value to the actor. It is a constraint. Just draw the association from user to update status (use verb substantive, not a concatenated identifier). You can put the login association inside the use case. Ask yourself for...
Something like... image = Image.IO.read(new URL("http://...")); FYI Class#getResource returns a URL If the code is an example from the tutorial, then the tutorial is wrong and you should find a new one. Don't override paint, instead override paintComponent. You MUST call super.paint (or super.paintComponent if you've overridden paintComponent) in order...
You created another instance of JFrame inside the constructor drawing() Remove that instance and replace with this for all the initialization inside the constructor. add super.paint(g); to the first line of your public void paint(Graphics g) method. ...
c#,winforms,drawing,gdi,text-rendering
The Link in donald's comment pointing to dar7yl's excellent answer get it just right. All kudos to dar7yl! Below is an example and the result, nicely lined up on the same line: private void Form1_Load(object sender, EventArgs e) { using (Graphics G = panel2.CreateGraphics() ) { fonts.Add(new DrawFont(G, new FontFamily("Arial"),...
java,performance,variables,drawing
This is more of a design question. For a start, this: ... some other drop in efficiency, noticeable or not. ... is not a very healthy or productive way of thinking. If it's not noticeable, it's not worth worrying about. Otherwise you might as well be writing your game in...
android,canvas,drawing,scaling,screen-resolution
You can use a dp value instead of pixel. I think this should do the trick. myCanvas.drawCircle(crcl.x, crcl.y, dipToPixels(getApplicationContext(),crcl.radius), selected_paint); This function converts dp to pixel. public static float dipToPixels(Context context, float dipValue) { DisplayMetrics metrics = context.getResources().getDisplayMetrics(); return TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dipValue, metrics); } ...
It seems to me that this code doesn't work as intended. Check out this part, for example: saveInfoHeader(rgbValues.length, rgbValues[0].length); saveInfoHeader has this signature: saveInfoHeader(int height, int width) So, when you pass int[100][50]; you should get bmp with height 100 and width 50. I suppose this part of the code is...
vb.net,drawing,system.drawing,paintevent
You should call the Refresh method of the Form, not call the event handler yourself. That method will eventually invoke the Paint event and its handler. Private Sub b_Click(sender As Object, e As EventArgs) Handles b.Click a = t1.Text c = t2.Text Refresh() End Sub ...
java,eclipse,swing,jpanel,drawing
gates = new ArrayList<OutPin>(); //Unused currently ... OutPin b = gates.get(0); // line 48 gates, being empty, does not have an element number 0. That's why you get the IndexOutOfBoundsException. You probably intended to do outputs.get(0) instead....
You need to put the NSBezier stroke in the drawRect, not in the mouseDragged. Save the coordinates in mouseDragged in an instance array and then do the final drawing with Bezier in drawRect. drawRect is called by the OS when the view needs display (either being told by needsDisplay =...
javascript,cordova,canvas,html5-canvas,drawing
The HTML5 canvas works like a canvas in real-life. When you draw a line on a piece of paper, the only way to change it afterwards is to erase it with an eraser (potentially also damaging something else drawn there) or draw something over it which covers it. When you...
p01 and p02 are center coordinates (CenterX and CenterY) d01-d04 represent cosine and sine of rotation angle (or dx,dy components of unit-length direction vector) l01 and l02 are half-width and half-height of initial axis-aligned rectangle. sxi and syi are X and Y-coordinates of ith vertice. These coordinates are rounded toward...
Windows File Paths do not support the colon (:) character, as well as several others for file names: https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247%28v=vs.85%29.aspx#naming_conventions In summation; invalid characters are: < (less than) > (greater than) : (colon) " (double quote) / (forward slash) \ (backslash) | (vertical bar or pipe) ? (question mark) * (asterisk)...
A QWidget that intends to paint via GDI only must: Reimplement paintEngine to return nullptr. Set the WA_PaintOnScreen attribute. Optionally set the WA_NativeWindow attribute. This only speeds up the first redraw of the widget. Reimplement QObject::event and catch Paint and UpdateRequest events. These events should result in calling a method...
I have provided an example that shows this. https://github.com/jsuppe/qt-paint What this example shows is: Create a widget & handle mouse events & paint event The widget contains a QImage which is the size of the widget. Write to the QImage the pixel coordinates when the mouse events occur Tell the...
I think you need to check the position in img_MouseDown and img_MouseUp and if those positions are equal then you should just delete the rectangle that you have created. Because you are adding a rectanlge of strokethickness of 2 in your mousedown, you are always going to end up with...
You can simply set no pen, i.e.: painter->setPen(Qt::NoPen); In this case it will not draw a border line at all....
Do not use DrawCurves to plot real data! They look nice and are useful when creating a freehand plot of your mouse movements. But when plotting data they are not so good as they tend to overdraw esp. when the direction changes quickly. See here for an instructive example of...
c#,.net,bitmap,drawing,system.drawing
Not telling us about the bigger picture makes it hard to recommend the best course of action but let me simply assume two possible aims: either you simply want something drawn onto the Form or you want to display a bitmap into which you sucessively draw more and more things....
c#,graphics,drawing,line,mouse
So short answer is you will need some custom painting. The longer answer involves custom drawing, and event handling. The other piece of code you need is a list of some sort to hold all of the lines. The code below creates a user control and does the custom painting...
The error is exactly what it says it is: You need to construct a QApplication before you try to make any QWidgets, or the Qt system does not know where to start. Replace main() with this: def main(): app = QApplication(sys.argv) global PyForm PyForm = CreateUI() PyForm.show() sys.exit(app.exec_()) And add...
python-3.x,canvas,tkinter,drawing,tkinter-canvas
Every time through your loop you are deleting everything you created before, including what you created the previous iteration. Move the delete statement outside of the loop: def display(self): self.canvas.delete("circle") for i in range(0, 10): ... ...
After a long search and hit and trial, I found solution to this problem, Hope it will help others- This problem got solved, when I defined my circle in the xml file instead of creating it by code. Add this file, say empty_circle.xml and write this- <?xml version="1.0" encoding="UTF-8"?> <shape...
java,swing,graphics,drawing,jtogglebutton
You could... Maintain a List of Shapes which are to be painted, adding or removing them as needed. You would then loop through the list in the paintComponent method, painting what ever was in the List and simply calling repaint when you want the component updated You could... Have a...
With matplotlib, playing around with dpi seems to give OK results, once you remove frames and tick marks. There's one snatch however that the bounding box calculation runs into rounding errors, so we need to fix the bbox size manually: import numpy as np import matplotlib import matplotlib.pyplot as plt...
I found a general solution that work very well. Since there is no way for drawing a unique path of different colors, then I just draw, without animation, all the paths of different colors that compound the path that I want. After that, I drawn an unique path in the...
Here is how you can do this, I have divided the path into 5 parts 20 % of each. UIBezierPath* bezierPath = UIBezierPath.bezierPath; [bezierPath moveToPoint: CGPointMake(50, 50)]; [bezierPath addLineToPoint: CGPointMake(60, 90)]; [bezierPath addLineToPoint: CGPointMake(80, 90)]; [bezierPath addLineToPoint: CGPointMake(90, 50)]; bezierPath.lineCapStyle = kCGLineCapRound; bezierPath.lineJoinStyle = kCGLineJoinBevel; [UIColor.redColor setFill]; bezierPath.lineWidth = 4;...
Two issues here: CoreGraphics drawing functions work in terms of points (the unit of screen layout which is constant in approximate physical size across all devices), not in pixels. The number of pixels per point is different on devices with different screen scales: iPad 2 and iPad mini are the...
So, based on the JavaDocs GradientPaint public GradientPaint(float x1, float y1, Color color1, float x2, float y2, Color color2) Constructs a simple acyclic GradientPaint object. Parameters: x1 - x coordinate of the first specified Point in user space y1 - y coordinate of the first specified Point in user space...
you can use a StringBulder for the upper and lower lines because they are the same. and you can build all the lines in the same loop, so that can handle variable lengths for values: StringBuilder line = new StringBuilder(); StringBuilder values = new StringBuilder(); for(;temp!=null;temp = temp.next) { String...
int positiveMod(int x, int y) { return ((x % y) + y) % y; } int main() { int x,y,sx,sy; int startX; int minStartX = 0; cin >> sy >> sx; startX = 0; // compute the various start points on x with y=0, keep the smallest to identify the...
ios,uiimage,drawing,core-graphics
If what you are trying to achieve is a cropped version of the original image, then you should know that the canvas you are drawing in as frame with {0,0} origin. So for example if your desired effect is to get an image with size 100x100 and origin {10, 10}....
Each time you click a panel, a PreviewKeyDownEventHandler is added - so 3 clicks will trigger 3 (different) eventhandlers with the same invocation target, and each will move your panel for 10 pixels up/down: protected void panel_Click(object sender, EventArgs e) { CircleButton panel = sender as CircleButton; index = (int)panel.Tag;...
qt,drawing,coordinates,qml,qt-quick
You can not use negative values for this purpose since negative width or height is not supported in QML. But you can use Scale type to accomplish this : Rectangle { id: rectangle1 x: 257 y: 221 width: 50 height: 50 color: "#000000" transform: Scale { origin.x: 0; origin.y: 0;...
I'm not sure if that approach is the best. You can try something as simple as this: // Learning Processing // Daniel Shiffman // http://www.learningprocessing.com // Example: a graph of random numbers float[] vals; void setup() { size(400,200); smooth(); // An array of random values vals = new float[width]; for...
You have too many demands. I used to use Qt, it's convenient. Using signal and slot to implement callback is very easy. Qpainter can draw many shapes, but i'am not sure it can meet your requirement. You can learn more about Qt, it has many demos to learn.
By using this library : https://github.com/javenisme/CurvaView var arctext : CoreTextArcView = CoreTextArcView(frame: CGRectMake(50, 50, 200, 200), font: UIFont.systemFontOfSize(15), text: "Hello this is radious arc with text", radius: 85, arcSize: 130.0, color: UIColor.redColor()) arctext.backgroundColor = UIColor.clearColor() self.view.addSubview(arctext) Remove arc for one file like as follows (set -fno-objc-arc to that library's .m...
javascript,jquery,canvas,drawing
First of all what you need to do is to check the total time of your values. Do this when pressing the start-button. var hours = document.getElementById("hh").value; var minutes = document.getElementById("mm").value; var seconds = document.getElementById("ss").value; var totalTime = 60*60*hours + 60*minutes + seconds; The next step is to separate the...
As the docs say: The last argument specifies the fill rule: wx.ODDEVEN_RULE (the default) or wx.WINDING_RULE. So, those are the only two values you can pass for fillstyle. If you pass anything else, you'll probably get an exception. But notice that it has a perfectly good default. If you're drawing...
You can use the bbox command to get the coordinates of a rectangle that completely encloses the text. Then, you can compare that to the coordinates of the actual rectangle you've drawn around the text.
Qt has a tutorial on importing and displaying 3ds models. It's not exactly what you wanted, since it does not operate with array of 3d point coordinates, but how about editing the model in Maya/Blender/anything else that can export 3ds and loading it this way? Moreover (I haven't tried this,...
actionscript-3,flash,actionscript,drawing
To draw something in your stage, you have added some MouseEvent listeners to your stage, so to stop drawing, you have simply to remove these listeners and clear your Graphics object, if you need of course, like this : stage.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDown1) stage.removeEventListener(MouseEvent.MOUSE_UP, mouseUp1); stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMove1); Line.graphics.clear(); Hope that can help....
I finally figured out the problem, which was here: Bitmap bg = Bitmap.createBitmap(480, 800, Bitmap.Config.ARGB_8888); with this call i was specifying a view of 480px of width and 800px of height, whereas my view is occupying the entire parent view (which is the screen). This was a quite a newbie...
The best idea I've got involves some redundant drawing, but I think it will work. Treat the aperture polygon as a list of line segments. For each line segment in the list, draw a parallelogram using the line segment of the aperture at the start of the move, and using...
android,canvas,drawing,surfaceview
The application does not determine the display's refresh rate. Attempts to "set" the rate to 60fps by sleeping for 16.7ms will produce jerky results. You should be using Choreographer to get notifications and timing info, and advancing your animation by actual time deltas rather than fixed-length frames. A discussion of...
I looked for another Q&A that would include the information you need. Frankly, it's a fundamental question, how to properly deal with drawing a Forms control. MSDN topics like Overriding the OnPaint Method and Custom Control Painting and Rendering provide some detail on the right way to do this. But...
RotateTransform certainly does change the subsequent drawing. Note that you usually need a TranslateTransform before to set the rotation point. But it 'it didn't change anything' is certainly wrong. Try again! And yes you can rotate (or scale or move) at any point and move/turn it back or completely reset...
javascript,html,canvas,onclick,drawing
You've given the click event to the canvas context and not the canvas, change it to: myCanvas.onclick = function() As for making the individual images clickable (if you draw more than one), you can always keep an array of the clickable areas and the links they should go to that...
javascript,html,css,canvas,drawing
It seems like my original plan of using canvas was not too far off then. I was not aware that it could handle so many points/lines. The predrawn image option is a good idea, but I'm giving users a choice between which 2 lines (out of a selection of many)...
ios,drawing,opengl-es-2.0,paint,undo-redo
I have decided to try a hybrid approach, where I save a bitmap snapshot every 10-15 actions, and use command lines to restore individual actions past the snapshots. A more in depth answer is offered here: http://stackoverflow.com/a/3944758/2303367
osx,cocoa,swift,drawing,nsview
Not too sure what you mean by completely clear that view but can't you just fill it with a solid colour? [[NSColor windowBackgroundColor] setFill]; NSRectFill(self.bounds); (Not up to speed with the Swift hotness yet) update I improving my Swift chops behold! NSColor.windowBackgroundColor().setFill() NSRectFill(self.bounds) ...
Animating inside a drawRect is never recommended. Why not just put an UIView on the place where you want it and animate the coordinates of that view? The UIView could be a custom view responding to touch and then triggering the drawRect with a new color. The parent view where...
Nevermind, I've found the solution here The accepted answer shows how to draw a pixmap repeatedly along a path. That's great. For reference, I'll copy the code here: QPointF lastPosition, currentPosition; qreal spacing; void draw() { QPainterPath path; path.moveTo(lastPosition); path.lineTo(currentPosition); qreal length = path.length(); qreal pos = 0; while (pos...
java,android,xml,canvas,drawing
This should set you down the right path: http://developer.android.com/tools/help/draw9patch.html It allows you to define how a custom image will stretch. I recommend you use a dialog or custom view with the 9patch image set as the background. If the custom view is a relative layout then you can just center...