I have set up variables for the colors that i want to work with, say:
$navy: #001F3F;
$blue: #0074D9;
$aqua: #7FDBFF;
$teal: #39CCCC;
Is there any way of defining a list like i did below, and then use functions on all variables in that list.
$colors:
($navy)($blue)($aqua)($teal);
I.e. darken all colors at once and put them inside a new list by doing something like?
$colors-dark:
#each $color in $colors {
$#{$color}-dark: darken($color, 10);
};
And will i then be able to, whenever i have an element i.e. a button that I might want to have a subclass for each color as a backgound option:
#each $color in $colors-dark {
.btn.#{$color} {
backgound-color:$color;
}
}
Would be such a time saver instead of the darken or lighten all colors one at a time.
Sorry if my question is poorly written, i just started getting into sass after years of plain css, and i'm still kind of unsure how sass work along with its limitations.
Best regards.
You can't define a list with an #each or create a new list/variable name with interpolation.
You can create map values with interpolation and get your desired outcome.
DEMO
// Put your colors in a map.
$colors: (
navy: #001F3F,
blue: #0074D9,
aqua: #7FDBFF,
teal: #39CCCC
);
// Create some empty global maps
$colors-dark: ();
$colors-light: ();
#each $key, $color in $colors {
// Make new maps for each iteration
$dark: (#{$key}-dark: darken($color, 10%));
$light: (#{$key}-light: lighten($color, 10%));
// Update global map with iteration map
$colors-dark: map-merge($colors-dark, $dark);
$colors-light: map-merge($colors-light, $light);
};
// Dark colors
#each $key, $color in $colors-dark {
.btn.#{$key} {
backgound-color: $color;
}
}
// Light colors
#each $key, $color in $colors-light {
.btn.#{$key} {
backgound-color: $color;
}
}
Related
I tried this code to get the first visible row in a scrolling Table inside a BorderLayout.CENTER, but it didn't work, seems the points returned do not reflect the visible cells, unless I am missing a sort of calculation,
thank you for your insights,
#Override
protected void onScrollY(int scrollY) {
super.onScrollY(scrollY); //To change body of generated methods, choose Tools | Templates.
Component c=getComponentAt(50, scrollY);
if (c instanceof Table){
System.err.println("table "+getWidth()+" "+getHeight()+" s "+scrollY);
return;
}
Button b=(Button) c;
System.err.println("c: "+b.getText());
}
getComponentAt(x,y) takes absolute (screen) coordinates. The scrollY value is a relative coordinate in that container.
So what you want is something like:
Component c = getComponentAt(getAbsoluteX()+50, getAbsoluteY() + scrollY)
Also worth nothing that getComponentAt(x,y) will only return components that are focusable or have been set to grab pointer events. If you just want to find the first paintable immediate child of this container, and you're using a BoxLayout.Y_AXIS layout, then you might be better to just iterate through the children until you find one where y is at least the scrollY.
e.g.
Component c = null;
for (Component child : this) {
if (child.getY() + child.getHeight() > scrollY) {
c = child;
break;
}
}
....
I'm reading docs but there seems to be no parameters to do what i need: I have a plain bar chart and I need to make some bars blink depending on threshold configuration. Is there any plugin or secret parameter to obtain this?
As far as I understand, you want to have a blinking bar.
So what you can do is create the bar and then dynamically update its background-color from 'transparent' to the original color periodically using a timer.
This will create a blinking effect.
Ok, so if you want the first bar to blink:
let count = 0;
setInterval(() => {
if(count % 2 === 0) {
myChart.data.datasets[0].backgroundColor[0] = 'transparent';
myChart.update();
}
else {
myChart.data.datasets[0].backgroundColor[0] = '#FFC857';
myChart.update();
}
count++;
}, 2000);
I don't know if there is a better solution for it, but this is the first thing that came to my mind.
I'm trying to make small platformer game, just in learning purposes. I've tried to animate character with array of SKTextures like this:
let animation: SKAction = SKAction.animate(
with: frames.map {
let texture : SKTexture = SKTexture(imageNamed: $0)
texture.filteringMode = SKTextureFilteringMode.nearest
return texture
},
timePerFrame: 0.15
)
frames variable is array of SKTextures. I've used map to set filtering mode for each texture. This works fine and dandy, but than i've discovered that i can create animations (actions) in ActionEditor in XCode with AnimateWithTextures action. And here lies my problem. This is much more efficient, but i can't change filtering mode for textures in animation in ActionEditor. I've looked into SKTexture class and saw this:
open class SKTexture : NSObject, NSCopying, NSCoding {
...
/**
The filtering mode the texture should use when not drawn at native size. Defaults to SKTextureFilteringLinear.
*/
open var filteringMode: SKTextureFilteringMode
...
}
If i'm not mistaken open means that i can override variable, but i don't know how. I want to set default value of filteringMode to SKTextureFilteringMode.nearest for all SKTextures so ActionEditor will use textures with texture filtering set to nearest neighbor.
Also if you know how to set filtering mode for textures in specific action – i would like to know how to do it too. Thanks
you can create a function to setup the animation for you, and create an extension to SKTexture with your custom init, and when your ready just call it to your node.
extension SKTexture { // Declare this extension outside your class decleration
convenience init(customImageNamed: String) {
self.init(imageNamed: customImageNamed)
self.filteringMode = .nearest
}
}
func setupAnimationWithPrefix(_ prefix: String, start: Int, end: Int, timePerFrame: TimeInterval) -> SKAction{
var textures = [SKTexture]()
for i in start...end{
textures.append(SKTexture(customImageNamed: "\(prefix)\(i)"))
}
return SKAction.animate(with: textures, timePerFrame: timePerFrame)
}
if you have 10 images named image1, image2, image3 ect..then this is how you would use this function
func runAction(){
let action = setupAnimationWithPrefix("image", start: 1, end: 10, timePerFrame: 0.1)
yourNode.run(action)
} // you can change timePerFrame to your liking i find 0.1 sec per frame the best
Unfortunately you can't override a variable without subclassing it, that is to do something like
class MyTexture: SKTexture {
from there, you could override the variable:
override var filteringMode: SKTextureFilteringMode {
get {
return .nearest
}
set {
}
}
That should work, but now you can't change the filtering mode, ever (without going through a bunch of hooplah).
So the more apt way would be to set the default value via the initializer, but SKTexture has no public designated initializers, so that option is out of the window.
So your best bet is going to be the convenience init extension by Arie, or just make a plain function that returns a new texture:
func nearestTexture(imageNamed name: String) -> SKTexture {
let newTex = SKTexture(imageNamed: name)
newTex.filteringMode = .nearest
return newTex
}
let texture: SKTexture = nearestTexture(imageNamed: "lol")
ActionEditor is still very limited in features, you are going to have to write some kind of code behind to allow for texture filtering. If you do not plan on scaling your sprites (Note I said sprite, not scene, these are two different behaviors), then I would not even worry about texture filtering, the time difference would be negligible.
I have a performance issue while displaying large amounts MapItems on a Map provided by the QML Location module. I already asked the question here (https://forum.qt.io/topic/79229/large-amount-of-qml-mapitems), but nobody could help me, so I wanted to try it here once. I also found this question (How to use the QML/QtLocation module for displaying a large amount of offline data on a map?), but before adding another dependency, I wanted to see if my code can be improved so that QML can handle this situation without any help.
I am currently trying to plot a large amount of items onto a QML Map (30,000 - 120,000 points). These items shall be updated dependent of the position of a QSlider. Performance decreases strongly from about 1,000 items upwards, when I use 30,000 it takes several minutes until the QML Map has all the data visualized and is responsive again. I have a machine which is absolutely capable of fulfilling this task in general, so I think the problem is QML. I am using Qt 5.8.
Is there any way to improve this performance or is it just not possible with a QML-map to plot so many MapItems at a time? I tried MapCircles, Polylines, Polygons and MapQuickItems with images, but for me it seems like the performance issue just arises from adding this amount of MapItems, as I could not see a significant difference in processing time between these types.
I have more data on the map visualized, which should not be refreshed every time the QSlider is moved. Even though I tried just to clear all MapItems and add the new ones for performance tests, but even this did not improve the performance.
My code (a bit abstracted) looks like this:
///-------------- Widget.cpp-----------------///
void ProcessInput(int qslider_pos) {
QVariantList lat_vec;
QVariantList lon_vec;
// Fill vectors with lateral and longitudinal positions
// ...
// Clean current points on map and draw new ones
SendToQmlFuncRemovePoints();
SendToQmlFuncAddPoints(lat_vec, lon_vec);
}
void QmlConnector::SendToQmlFuncRemovePoints()
{
QVariant returnedValue;
QMetaObject::invokeMethod(QmlMapSingleton::instance()->GetRoot(), "remove_points",
Q_RETURN_ARG(QVariant, returnedValue));
}
void QmlConnector::SendToQmlFuncAddPoints(QVariantList input_one, QVariantList input_two)
{
QVariant returnedValue;
QMetaObject::invokeMethod(QmlMapSingleton::instance()->GetRoot(), "add_points",
Q_RETURN_ARG(QVariant, returnedValue),
Q_ARG(QVariant, QVariant::fromValue(input_one)), Q_ARG(QVariant, QVariant::fromValue(input_two)));
}
.
///-------------- Map.qml -----------------///
Map {
anchors.fill: parent
property variant points: ({})
property int pointCounter: 0
Plugin
{
id: osmplugin
name: "osm"
PluginParameter { name: "osm.mapping.highdpi_tiles"; value: true }
}
Component.onCompleted: {
points = new Array();
}
id: map
plugin: osmplugin
//Javascript functions
function add_points(array_lat, array_lon) {
var myArray = new Array()
var component = Qt.createComponent("mapcircle.qml");
for (var i=0; i<array_lat.length; i++)
{
var object = component.createObject(map, { "center": QtPositioning.coordinate(array_lat[i], array_lon[i]})
map.addMapItem(object)
myArray.push(object)
}
map.points = myArray
}
function remove_points() {
var count = map.points.length
for (var i = 0; i<count; i++){
map.removeMapItem(map.points[i])
map.points[i].destroy()
}
map.points = []
}
}
.
///-------------- mapcircle.qml -----------------///
import QtQuick 2.0
import QtLocation 5.6
MapCircle {
radius: 1
border.width: 0
color: 'green'
}
Qt says that the performance decreases with the number of elements added to the map. Do you need all the points to be visible on the map in the same time, if not you can play around with visibility.
Can't you use QQuickPaintedItem to paint the points in C++ and wrap it into an MapQuickItem, if you have multiple polygonsfor e.g? But also there are some limitation, you cannot have to big images displayed.
If you need all the points maybe you can have different points based on the map zoom level and reduce the number of points added to the map at small zoom level, as was recommended on the other group ...
I'm tying to make 3 state toggle for my lighting in OpenGL using C++. So the way I want to do it is when LIGHT0 is enabled LIGHT1 and LIGHT2 are disabled. When LIGHT1 is enabled LIGHT0 and LIGHT2 are disabled etc.
I know I can easily toggle between two variables like this:
bool light_0 = true, light_1 = false;
if (key press) {
light_0 = !light_0;
light_1 = !light_1;
}
And if I use it for three variables then I'll end up switching one light on and switching two lights off.
Use a state machine.
You need an enum like suggested:
enum Light{
LIGHT_0, LIGHT_1, LIGHT_2
}
Create an instance of Light to keep track of states.
Light lightState = new Light();
Whenever you are using your lights you can switch to the current state:
useLight(){
switch(lightState){
case LIGHT_0:
//do whatever you want
break;
case LIGHT_1:
//do whatever you want
break;
// and so on, customized for your need
}
}
Whenever you want to change light just assing the desired light state to lightState.
if(keyPress){
lightState = LIGHT_1;
}
I hope it's understandable now. (It's not a proper c++ syntax)