Drawing inside Image Border in Flutter - flutter

I am trying To make a smart board that allows the user to draw just inside the Alphabet Letters which is a PNG image and Following a certain pattern as shown in the image and I got stuck trying to figure it out I tried using flutter_painter package But the painting still goes on top of the image and it did not work for me so I need some help!!.
Arabic Letter A

Related

Alphabet Tracing using Clip Path and Custom Paint in Flutter

I'm trying to make an Alphabet Tracing App Logic is Almost clear
1- I made proper path using Custom Clipper so user can only touch inside the Path
2- I made Custom Paint as child of Custom Clipper so user can draw inside it
3- But there is an issue in this logic user can draw in whole Alphabet but requirements are slightly different. I want to draw some portion first and other portion after that how can I do that any Idea ? For Reference I am Uploading an Image you can check it as well

How to insert clickable points in an image in flutter?

I want to do just that on the flutter, can anyone help me?
Clickable Marked points on an Image
Hello, I need to show an image with clickable dots on the screen and trigger an action when the user clicks on these dots. I heard that it is made with SVG, I've searched in several places but I find no solution in the flutter.
I was struggling with a similar situation.
Slah's solution --- put a operational layer on top of the background image --- works if you don't need pinch to zoom the image, but in my case the positioned widgets get invalid when zooming in the image.
My solution is embedding the image into a webview, you may use webview_flutter because it can be easily plugged onto your widget tree, but I think in your case flutter_webview_plugin works too since you just need to listen to some click events. Add hyperlinks to the elements to be clicked, then play with the click event by webviewcontroller(webview_flutter) or onUrlChanged Stream(flutter_webview_plugin).
One benefit you can get immediately is the ability to use .svg without any other packages by Uri.dataFromString('<html><svg>some svg codes</svg></html>', mimeType: 'text/html').toString()
Then you have full control of the appearance(via css) and the behavior(via javascript). e.g.You may define irregular areas to be clickable, and responsive to clicks.

Unity How do I Flow TextMesh Pro Text around an Image?

Unity Version: 5.6.5f1 Personal
TextMesh Pro Version: 1.0.56.0b3
I have a TextMesh Pro UI Text object whose area intersects the area of a UI Image. The text is dynamic, but the image will never change. Is there a way to make the TextMesh Pro UI Text flow around the image similar to how text would wrap to one side in HTML/CSS?
The image below shows two copies of the object in Unity. One object, denoted by a red space where the image is located, is what I'm currently getting. The text enters the space of the image. The other object, denoted by a blue space where the image is located, shows the desired outcome where text is wrapping properly.
Current vs. Desired Outcome:
Research so far:
How do I put an image inside text? - The Image that I'm using is a UI Image, not a text asset. The Image will only act as though it is inline with the text.
How do you wrap text around a rectangle?, Fluid layout for Unity UI - These are what I'm looking for. However, no suggestions have been posted in them.
I've explored the idea of using multiple TextMesh Pro UI Text Objects, with each one acting as a fragment of the complete text area. However, this isn't the same as wrapping the text around the Image. For dynamic text, if I pull content from one text area and push it into the next area, this will conflict with the Auto-Sizing functionality and cause unequal font sizes.
Another possibility is that I could insert characters one at a time, check to see if adding another character would result in a collision with the image, and add System.Environment.Newline to prevent this. However, I worry about the potential performance issues from dealing with large amounts of text.
TextMesh Pro Documentation - The TextMesh Pro Documentation has some tools for finding word wrap points, but I haven't figured out how to implement a means of comparing this to an anchor position of another object.
This can be accomplished with TextMeshPro's "Linked" overflow mode. See attached picture for an example. Essentially, you'll need to make two TMP objects and adjust the layout for each of them appropriately. Then:
1) change the overflow mode of the first one to "Linked" using the dropdown in the inspector.
2) place the second TMP object as the reference in the field that appears.

Curved Box from one side in Word

I am trying to make a template for my company's profile. I want to make rectangle curved from one side. As shown in the figure below. The blue box is a rectangle and the curved line is a curve in word. How can I ignore/delete the highlighted area in MSWord?
You can try using an image instead of the built in shapes. Insert the image, set the height to the full height of the page and set the text-wrapping so it is behind the text. Here's a sample image to try.
Instead of a curved line, use a filled oval shape in front of the rectangle. You might need to use the numeric fields in the Format tab to get the size you need. Also, if you put these elements in the header, they won't get in your way when editing your docs.

How does one seperate parts of an image using EaselJS canvas manipulation library

I'm trying to create segmented parts of an image... like the top right square of an image can be highlighted or clicked on while the rest of the image isn't. I tried to google this stuff and I found codes related to container but I'm not sure if that's what I want.. How can I make parts of image segmented so I can fire events on mouseover/mouseselect etc...
You could either define a hitArea (http://www.createjs.com/Docs/EaselJS/classes/DisplayObject.html#property_hitArea) if your image only requires one segment or if you want multiple clickeable areas on one image: Split up the image through using multiple Shapes via beginnBitmapFill (an example for bitmapFill can be found here: http://jsfiddle.net/lannymcnie/nmLhu/) and then put the listeners on the individual shapes.