How can I use an Action to move down to the next path in the layers window? - action

I did a gray scale image trace and came back with 250 colors. I created an action that selects the same fill color and then groups them together. Every time I want to run the action I have to select the next target in the layers window. Is there anyway to tell the action to move to the next target or path in the layers window until there is no more to do? I Tried select next object, but it doesn't work on paths or targets.
Thank you,
Amber

OK I figured out my problem. I was trying to use the select next object below inside a group. I guess you can't do that, it has to be inside a layer.

Related

wxWigets create wxPanel changing with the context

My software is based on just a frame dividen into two panels
For example, if I click the button "let's draw", the first panel on the left should becone a toolbox (with colour palette, brush and so on), the second panel should become a paint like panel
If I click the button "let's sing", on the left should appear four button, on the right the song to sing
What's the best tecnique to obtain that result?
I render the four panel (two for drawing, two for singing). The two I use are in position 0,0; the other are in position -1000,0
I create some function changeLeftPanelIntoDrawing(), changeRightPanelIntoDrawing(), changeLeftPanelIntoSinging(), changeRightPanelIntoSinging(), then I call them on click
Other hint?
In wxWidgets 3.0 you have wxSimplebook which allows you to just add different pages (i.e. arbitrary windows) to it and switch between them. If you're using an earlier version you can still just drop the contents of wx/simplebook.h into your project and use it, it's a very simple class and you can read its code in 30 seconds to see how it is implemented.

How to determine the content step value of scrollarea

I'm making my own UI from scratch using OpenGL that is why I'm asking this and please don't make any discouragement as this is just a hobby project.
Currently, I'm stuck implementing how this scrollbars really work. In my current implementation, the content scrolls at the wrong step value as well as the thumb, meaning, I set the value manually like 1px step for each of them.
The structure of my scrollbar implementation is describe as follows:
I draw scrollbars i.e the main rectangle where the 3 button lies.
Those 3 buttons are, thumb, buttonBack and buttonNext.
All of them do the basic logic of scrollbars i.e when I click each one of them, they moved. But the whole part(scrollbar) don't know how to scroll contents
So what I did is: I make another object and I call it scrollarea
It has two scrollbars, vertical and horizontal scrollbar.
I made a function called scrollToX and scrollToY which
does what I named to them.
But the step values I set to them are
manually set up.
I try to google some scrollbar, scrollarea, scrollview or whatever you call to that scrollable rectangle thing, but all I see are implementation and I cannot find any guides how to build your own. I have no choice but to look at their implementation. I try my best to comprehend what they did but their implementation of how their whole UI structure is very different to mine, and I cannot find anything useful there.
So I ask again here if anybody can explain me well how to make a properly functional scrollbar.
Most specific things I'm really concerned of are:
How do I determine the thumb step value?
How do I determine the content step value?
All of these depend on your content -
Is it just an image ? If so, you only need to change the offset depending on the size of the image.
Is it a list of values like in Windows explorer ? Then you need to create a data structure first that contains all of it, and shows the content that fits within the window as it scrolls.
OpenGL does not fit into this discussion.

resizing a MDI Tabbed Group

Using C++, MFC, I have an application with MDI Tabbed Groups. I have written code to
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programmatically create new tab groups and move tabs around. That all works fine.
But I am having trouble setting the size of the tab groups I make. By default, the groups are given a size that is half of the available space. I couldn't find an official size method on the tab control class. So I tried SetWindowPos() and MoveWindow() on the group controls instead. That seems to have an impact, but not a full impact.
For example, lets say I want group A to be 10% of the frame window's area, while group B takes 90%. When I issue calls to SetWindowPos() or MoveWindow(), I get about 30%:70% instead of 10%:90% I asked for. It seems like it wants to do what I said, but it is fighting it.
I also tried calling the tab control's AutoSizeWindow(FALSE) method beforehand.
But that didn't help.
Any ideas?
Any ideas?
Ok, my mistake. MoveWindow() works fine.
I just didn't notice that each tabgroup needed a rect with it's own origin. (every left would be 0)
I tried to setup rectangles that were in frame window coordinates.

Selecting different regions of a worldmap

In cocos2d for iPhone, how can I turn a selected portion of the screen into a menu item with selector functionality?
Imagine a worldmap with curved borders between different regions. When the player touches one of these regions, there should be a selector / callback for it. Sort of like a standard menu, but without making a label or an image selectable. Instead, what I want is to be able to specify the clickable area manually.
How about making a CCLayer that will contain this custom region? CCLayer already implements the touch delegates, and you could easily start capturing the regions by setting self.isTouchEnabled to true.
Define the areas of your world map manually, ideally as rectangles for polygons you'll need to look up polygon intersection test. Then just use CGRectContainsPoint with all rectangles and the touch point. If the touch is inside a world area, run whatever code needs to run.

Grid does not animate from collapsed to visible

I'm currently trying to make a grid that animates from collapsed -> visible to notify the user that the save has been completed. In Blend 4 I opened the project and created a usercontrol for the SaveNotifier so I can use it in other areas of this project and others. I created the default to be collapsed and also created another state called "Complete" which has visibility set to Visible and has a timetrigger of 3 seconds which sends it back to the default state. The transitions are set to transition over 1 second and use fluidlayout to show the animation between the states, but it does not show the animation between states. Instead it just shows it as if there was no fluidlayout or transition time.
If someone would be so kind as to let me know if there is a problem with trying to do this or even show me how to do this it would be gre
Not sure why, but when I put the grid inside of a new grid it started working. Seems as if you need to have a grid to be the full size for the animation to display.