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  • JScrollPanel without scrollbars

    - by Erik Itland
    I'm trying to use a JScrollPanel to display a JPanel that might be too big for the containing Jpanel. I don't want to show the scrollbars (yes, this is questionable UI design, but it is my best guess of what the customer wants. We use the same idea other places in the application, and I feel this case have given me enough time to ponder if I can do it in a better way, but if you have a better idea I might accept it an answer.) First attempt: set verticalScrollBarPolicy to NEVER. Result: Scrolling using mouse wheel doesn't work. Second attempt: set the scrollbars to null. Result: Scrolling using mouse wheel doesn't work. Third attempt: set scrollbars visible property to false. Result: It is immidiately set visible by Swing. Fourth attempt: inject a scrollbar where setVisible is overridden to do nothing when called with true. Result: Can't remember exactly, but I think it just didn't work. Fifth attempt: inject a scrollbar where setBounds are overridden. Result: Just didn't look nice. (I might have missed something here, though.) Sixth attempt: ask stackoverflow. Result: Pending. Scrolling works once scrollbars are back.

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  • Binding event handlers to specific elements, using bubbling (JavaScript/jQuery)

    - by Bungle
    I'm working on a project that approximates the functionality of Firebug's inspector tool. That is, when mousing over elements on the page, I'd like to highlight them (by changing their background color), and when they're clicked, I'd like to execute a function that builds a CSS selector that can be used to identify them. However, I've been running into problems related to event bubbling, and have thoroughly confused myself. Rather than walk you down that path, it might make sense just to explain what I'm trying to do and ask for some help getting started. Here are some specs: I'm only interested in elements that contain a text node (or any descendant elements with text nodes). When the mouse enters such an element, change its background color. When the mouse leaves that element, change its background color back to what it was originally. When an element is clicked, execute a function that builds a CSS selector for that element. I don't want a mouseover on an element's margin area to count as a mouseover for that element, but for the element beneath (I think that's default browser behavior anyway?). I can handle the code that highlights/unhighlights, and builds the CSS selector. What I'm primarily having trouble with is efficiently binding event handlers to the elements that I want to be highlightable/clickable, and avoiding/stopping bubbling so that mousing over a (<p>) element doesn't also execute the handler function on the <body>, for example. I think the right way to do this is to bind event handlers to the document element, then somehow use bubbling to only execute the bound function on the topmost element, but I don't have any idea what that code looks like, and that's really where I could use help. I'm using jQuery, and would like to rely on that as much as possible. Thanks in advance for any guidance!

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  • ActionScript - clicking and determining the sprite's class

    - by TheDarkIn1978
    i'd like to add all or most of my mouse events to stage, but in order to do that i need to be able to tell what is the type of the sprite being clicked. i've added two sprites to the display list, one of which is from a class called Square, the other from a class called Circle. var mySquare:Sprite = new Square(); var myCircle:Sprite = new Circle(); addChild(mySquare); addChild(myCircle); now when i click on these sprites, i'd like to know from which class they are from, or which type of sprite it is. //mousePoint returns mouse coordinates of the stage var myArray:Array = stage.getObjectsUnderPoint(mousePoint()); if (myArray[myArray.length - 1] is Sprite) ... so far i know how to do is determine if it IS a sprite display object, but since i'll only be working with sprites i need something more specific. rather than checking "is Sprite", is there a way i can check "is Square" or "is Circle"? if (myArray[myArray.length - 1] is Square)

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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  • Best practice - When to evaluate conditionals of function execution

    - by Tesserex
    If I have a function called from a few places, and it requires some condition to be met for anything it does to execute, where should that condition be checked? In my case, it's for drawing - if the mouse button is held down, then execute the drawing logic (this is being done in the mouse movement handler for when you drag.) Option one says put it in the function so that it's guaranteed to be checked. Abstracted, if you will. public function Foo() { DoThing(); } private function DoThing() { if (!condition) return; // do stuff } The problem I have with this is that when reading the code of Foo, which may be far away from DoThing, it looks like a bug. The first thought is that the condition isn't being checked. Option two, then, is to check before calling. public function Foo() { if (condition) DoThing(); } This reads better, but now you have to worry about checking from everywhere you call it. Option three is to rename the function to be more descriptive. public function Foo() { DoThingOnlyIfCondition(); } private function DoThingOnlyIfCondition() { if (!condition) return; // do stuff } Is this the "correct" solution? Or is this going a bit too far? I feel like if everything were like this function names would start to duplicate their code. About this being subjective: of course it is, and there may not be a right answer, but I think it's still perfectly at home here. Getting advice from better programmers than I is the second best way to learn. Subjective questions are exactly the kind of thing Google can't answer.

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  • Javascript Mouseover bubbling from children

    - by Nicky De Maeyer
    Ive got the following html setup: <div id="div1"> <div id="content1">blaat</div> <div id="content1">blaat2</div> </div> it is styled so you can NOT hover div1 without hovering one of the other 2 divs. Now i've got a mouseout on div1. The problem is that my div1.mouseout gets triggered when i move from content1 to content2, because their mouseouts are bubbling. and the event's target, currentTarget or relatedTarget properties are never div1, since it is never hovered directly... I've been searching mad for this, but I can only find articles and solutions for problems who are the reverse of what I need. It seems trivial but I can't get it to work... The mouseout of div1 should ONLY get triggered when the mouse leaves div1. One of the possibilities would be to set some data on mouse enter and mouseleave, but I'm convinced this should work out of the box, since it is just a mouseout... EDIT: bar.mouseleave(function(e) { if ($(e.currentTarget).attr('id') == bar.attr('id')) { bar.css('top', '-'+contentOuterHeight+'px'); $('#floatable-bar #floatable-bar-tabs span').removeClass('active'); } }); changed the mouseout to mouseleave and the code worked...

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  • Double Click and Resize on an Ipad

    - by Luke
    Thanks to the great post at OranLooney.com I was able to get a java/icefaces web-app to resize nicely on the ipad, however the code provided for double click doesn't seem to work without further customization. Has anybody had any experience with getting this to work? there seems to be little documentation on google. the donnothing(); in the window.orientationchange is there as it seems sometimes without it the resize will (sometimes) not work // a function to parse the user agent string; useful for // detecting lots of browsers, not just the iPad. function checkUserAgent(vs) { var pattern = new RegExp(vs, 'i'); return !!pattern.test(navigator.userAgent); } if ( checkUserAgent('iPad') ) { // iPad specific stuff here window.onorientationchange = function() { donnothing(); }; document.body.addEventListener('touchstart', function(e) { touch = e.touches[0]; if ( !touch ) return; var me = document.createEvent("MouseEvents"); me.initMouseEvent('dblclick', true, true, window, 1, // detail / mouse click count touch.screenX, touch.screenY, touch.clientX, touch.clientY, false, false, false, false, // key modifiers 0, // primary mouse button null // related target not used for dblclick event ); touch.target.dispatchEvent(me); }); }

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  • After drawing circles on C# form how can i know on what circle i clicked?

    - by SorinA.
    I have to represent graphically an oriented graph like in the image below. i have a C# form, when i click with the mouse on it i have to draw a node. If i click somewhere on the form where is not already a node drawn it means i cliked with the intetion of drawing a node, if it is a node there i must select it and memorize it. On the next mouse click if i touch a place where there is not already a node drawn it means like before that i want to draw a new node, if it is a node where i clicked i need to draw the line from the first memorized node to the selected one and add road cost details. i know how to draw the circles that represent the nodes of the graph when i click on the form. i'm using the following code: namespace RepGraficaAUnuiGraf { public partial class Form1 : Form { Graphics graphDrawingArea; Bitmap bmpDrawingArea; Graphics graph; public Form1() { InitializeComponent(); } private void Form1_Load(object sender, EventArgs e) { bmpDrawingArea = new Bitmap(Width, Height); graphDrawingArea = Graphics.FromImage(bmpDrawingArea); graph = Graphics.FromHwnd(this.Handle); } private void Form1_Click(object sender, EventArgs e) { DrawCentralCircle(((MouseEventArgs)e).X, ((MouseEventArgs)e).Y, 15); graph.DrawImage(bmpDrawingArea, 0, 0); } void DrawCentralCircle(int CenterX, int CenterY, int Radius) { int start = CenterX - Radius; int end = CenterY - Radius; int diam = Radius * 2; bmpDrawingArea = new Bitmap(Width, Height); graphDrawingArea = Graphics.FromImage(bmpDrawingArea); graphDrawingArea.DrawEllipse(new Pen(Color.Blue), start, end, diam, diam); graphDrawingArea.DrawString("1", new Font("Tahoma", 13), Brushes.Black, new PointF(CenterX - 8, CenterY - 10)); } } } My question is how can i find out if at the coordinates (x,y) on my form i drew a node and which one is it? I thought of representing the nodes as buttons, having a tag or something similar as the node number(which in drawing should be 1 for Santa Barbara, 2 for Barstow etc.)

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  • Android - Correspondence between ImageView coordinates and Bitmap Pixels

    - by Matteo
    In my application I want the user to be able to select some content of an Image contained inside an ImageView. To select the content I subclassed the ImageView class making it implement the OnTouchListener so to draw over it a rectangle with borders decided by the user. Here is an example of the result of the drawing (to have an idea you can think of it as when you click with the mouse on your desktop and drag the mouse): Now I need to determine which pixels of the Bitmap image correspond to the selected part. It's kind of easy to determine which are the points of the ImageView belonging to the rectangle, but I don't know how to get the correspondent pixels, since the ImageView has a different aspect ratio than the original image. I followed the approach described especially here, but also here, but am not fully satisfied because in my opinion the correspondence made is 1 on 1 between pixels and points on the ImageView and does not give me all the correspondent pixels on the original image to the selected area. Calling hoveredRect the rectangle on the ImageView the points inside of it are: class Point { float x, y; @Override public String toString() { return x + ", " + y; } } Vector<Point> pointsInRect = new Vector<Point>(); for( int x = hoveredRect.left; x <= hoveredRect.right; x++ ){ for( int y = hoveredRect.top; y <= hoveredRect.bottom; y++ ){ Point pointInRect = new Point(); pointInRect.x = x; pointInRect.y = y; pointsInRect.add(pointInRect); } } How can I obtain a Vector<Pixels> pixelsInImage containing the correspondent pixels?

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  • What do I need to do to make sure my app launches as Admin?

    - by John Gietzen
    I'm writing an app that allows you to script the buttons from a wiimote into actions on your PC. It currently supports all of the features of the main remote control, except for the speaker. Now, I'm running in to trouble when I run it on Vista with UAC turned on. Any time a UAC'd window has focus, my app fails to move the mouse successfully. For instance, when an installer is run, I have to navigate it with the keyboard. Will running the app as administrator solve my problem? (At one point in time, I was able to successfully move the mouse over a UAC-password-entry box) How do I build a manifest that will tell windows to "run as administrator"? How do I embed this manifest into my app, if I'm strongly naming my assembly? How do I sign my application with an Authenticode cert? EDIT: Ok, so after some more extensive research, I have found: http://msdn.microsoft.com/en-us/library/bb756929.aspx <requestedExecutionLevel level="asInvoker|highestAvailable|requireAdministrator" uiAccess="true|false"/> However, the article says: Applications with the uiAccess flag set to true must be Authenticode signed to start properly. In addition, the application must reside in a protected location in the file system. \Program Files\ and \windows\system32\ are currently the two allowable protected locations. I have edited the question to reflect the new developments.

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  • Grayscale image with colored spotlight in JavaFX

    - by DaUltimateTrooper
    I need a way to have a gray scale image in an ImageView and on mouse moved if the cursor position is in the ImageView bounds to show a colored spotlight on the mouse position. I have created a sample to help you understand what I need. This sample negates the colors of a colored image on the onMouseMoved event. package javafxapplication3; import javafx.scene.effect.BlendMode; import javafx.scene.Group; import javafx.scene.image.Image; import javafx.scene.image.ImageView; import javafx.scene.input.MouseEvent; import javafx.scene.paint.Color; import javafx.scene.paint.RadialGradient; import javafx.scene.paint.Stop; import javafx.scene.Scene; import javafx.scene.shape.Circle; import javafx.stage.Stage; var spotlightX = 0.0; var spotlightY = 0.0; var visible = false; var anImage = Image { url: "{__DIR__}picture1.jpg" } Stage { title: "Spotlighting" scene: Scene { fill: Color.WHITE content: [ Group { blendMode: BlendMode.EXCLUSION content: [ ImageView { image: anImage onMouseMoved: function (me: MouseEvent) { if (me.x > anImage.width - 10 or me.x < 10 or me.y > anImage.height - 10 or me.y < 10) { visible = false; } else { visible = true; } spotlightX = me.x; spotlightY = me.y; } }, Group { id: "spotlight" content: [ Circle { visible: bind visible translateX: bind spotlightX translateY: bind spotlightY radius: 60 fill: RadialGradient { centerX: 0.5 centerY: 0.5 stops: [ Stop { offset: 0.1, color: Color.WHITE }, Stop { offset: 0.5, color: Color.BLACK }, ] } } ] } ] }, ] }, } I am a total newbie what can I say...

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  • Free Fall Question

    - by Makenshi
    ok im gonna try my best to explain my problem i have this program where u can select 5 balls when u select one you can take it with you while you have the mouse button pressed and its within the ball radius. The problem is that i need a way to make the ball go up when the user stop pressing the mouse button like he sent it to float in the air then make it fall down again i have one way to know the time,velocity and thus the acceleration but i dont know how to implement it... right now i have this void Circulo::caida(float velocidad,float tiempo) { if(this->posY >= 580) { this->posY = 580; this->vcaida = 0.0f; } else if(this->posY < 580) { //this->distancia=9.81f * 0.5f*tiempo*tiempo; this->vcaida += velocidad; this->posY += this->vcaida; } } with this like this it just falls and i cant make the effect i tried to explain... thank you i hope someone can help me .< oh yeah im calculating the time like this just in case it helps difX=(x> evento.motion.xrel)? x-evento.motion.xrel : evento.motion.xrel-x; difY=(y> evento.motion.yrel)? y-evento.motion.yrel : evento.motion.yrel-y; and im sending difY as the time variable

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  • Looking for a specific featured content slider script - PHP (and jQuery, I think)

    - by Sootah
    I was looking around a few days ago for a new script to replace the featured content area on my website's current implementation. Randomly, I can across a gorgeous one that I have not been able to find again because, like an idiot, I didn't bookmark the page. It's difficult to explain what the slider looked like, so I'll try to make a crude ASCII image of it: When you would hover your mouse over one of the "title" areas that were visible, the rest of the tags would slide to the right and show the one you were hovering on. You could also hover the mouse over a tab on the right and the tabs would collapse left for the same effect. I don't know if this particular effect has a specific name to it, but for the life of me I cannot find this script again, or anything even like it. It was gorgeous. I've resorted to combing through my browser history, but there is sooooo much of it, and I cannot remember what day I saw it. So, if any of you know either what the name of this effect is, or even BETTER, what script I'm talking about, I would REAAAAALLLLYYY appreciate a link! Thanks as always! -Sootah

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  • I can't figure out why this fps counter is inaccurate.

    - by rmetzger
    I'm trying to track frames per second in my game. I don't want the fps to show as an average. I want to see how the frame rate is affected when I push keys and add models etc. So I am using a variable to store the current time and previous time, and when they differ by 1 second, then I update the fps. My problem is that it is showing around 33fps but when I move the mouse around really fast, the fps jumps up to 49fps. Other times, if I change a simple line of code elsewhere not related to the frame counter, or close the project and open it later, the fps will be around 60. Vsync is on so I can't tell if the mouse is still effecting the fps. Here is my code which is in an update function that happens every frame: FrameCount++; currentTime = timeGetTime (); static unsigned long prevTime = currentTime; TimeDelta = (currentTime - prevTime) / 1000; if (TimeDelta > 1.0f) { fps = FrameCount / TimeDelta; prevTime = currentTime; FrameCount = 0; TimeDelta = 0; } Here are the variable declarations: int FrameCount; double fps, currentTime, prevTime, TimeDelta, TimeElapsed; Please let me know what is wrong here and how to fix it, or if you have a better way to count fps. Thanks!!!!!! I am using DirectX 9 btw but I doubt that is relevant, and I am using PeekMessage. Should I be using an if else statement instead? Here is my message processing loop: MSG msg; ZeroMemory (&msg, sizeof (MSG)); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage (&msg); DispatchMessage (&msg); } Update (); RenderFrame (); }

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  • Send Click Message to another application process

    - by Nazar
    Hi Guys I have a scenario, i need to send click events to an independent application. I started that application with the following code. private Process app; app = new Process(); app.StartInfo.FileName = app_path; app.StartInfo.WorkingDirectory = dir_path; app.Start(); Now i want to send Mouse click message to that applicaiton, I have specific coordinates in relative to application window. How can i do it using Windows Messaging or any other technique. I used [DllImport("user32.dll")] private static extern void mouse_event(UInt32 dwFlags, UInt32 dx, UInt32 dy, UInt32 dwData, IntPtr dwExtraInfo); It works well but cause the pointer to move as well. So not fit for my need. Then i use. [DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = false)] static extern IntPtr SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam); It works well for minimize maximize, but do not work for mouse events. The codes for mousevents i am using are, WM_LBUTTONDOWN = 0x201, //Left mousebutton down WM_LBUTTONUP = 0x202, //Left mousebutton up WM_LBUTTONDBLCLK = 0x203, //Left mousebutton doubleclick WM_RBUTTONDOWN = 0x204, //Right mousebutton down WM_RBUTTONUP = 0x205, //Right mousebutton up WM_RBUTTONDBLCLK = 0x206, //Right mousebutton do Thanks for the help in advance, and waiting for feedback.

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  • Condensing repeating JQuery code

    - by Craig Ward
    I have a page that has a large image on it with a number of thumbnails. When you mouse over a thumbnail the main image changes to the image you have just rolled your mouse over. The problem is the more thumbnails I have, the more repeated code I have. How could I reduce it? The Jquery code is as follows. <script type="text/javascript"> $('#thumb1') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '0001.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb2') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', 'p_0002.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb3') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '_img/p_0003.jpg'); $('#big_img').fadeIn('slow'); }); }); $('#thumb4') .mouseover(function(){ $('#big_img').fadeOut('slow', function(){ $('#big_img').attr('src', '0004.jpg'); $('#big_img').fadeIn('slow'); }); }); </script> #big_img = the ID of the full size image #thumb1, #thumb2, #thumb3, #thumb4 = The ID's of the thumbnails The main code for the page is PHP if that helps.

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  • BeginInvoke on ObservableCollection not immediate.

    - by Padu Merloti
    In my code I subscribe to an event that happens on a different thread. Every time this event happens, I receive an string that is posted to the observable collection: Dispatcher currentDispatcher = Dispatcher.CurrentDispatcher; var SerialLog = new ObservableCollection<string>(); private void hitStation_RawCommandSent(object sender, StringEventArgs e) { string command = e.Value.Replace("\r\n", ""); Action dispatchAction = () => SerialLog.Add(command); currentDispatcher.BeginInvoke(dispatchAction, DispatcherPriority.Render); } The code below is in my view model (could be in the code behind, it doesn't matter in this case). When I call "hitstation.PrepareHit", the event above gets called a couple times, then I wait and call "hitStation.HitBall", and the event above gets called a couple more times. private void HitBall() { try { try { Mouse.OverrideCursor = Cursors.Wait; //prepare hit hitStation.PrepareHit(hitSpeed); Thread.Wait(1000); PlayWarning(); //hit hitStation.HitBall(hitSpeed); } catch (TimeoutException ex) { MessageBox.Show("Timeout hitting ball: " + ex.Message); } } finally { Mouse.OverrideCursor = null; } } The problem I'm having is that the ListBox that is bound to my SerialLog gets updated only when the HitBall method finishes. I was expecting seeing a bunch of updates from the PrepareHit, a pause and then a bunch more updates from the HitBall. I've tried a couple of DispatcherPriority arguments, but they don't seem to have any effect.

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  • Java swing app can't find image

    - by KáGé
    Hello, I'm making a torpedo game for school in java with swing gui, please see the zipped source HERE. I use custom button icons and mouse cursors of images stored in the /bin/resource/graphics/default folder's subfolders, where the root folder is the program's root folder (it will be the root in the final .jar as well I suppose) which apart from "bin" contains a "main" folder with all the classes. The relative path of the resources is stored in MapStruct.java's shipPath and mapPath variables. Now Battlefield.java's PutPanel class finds them all right and sets up its buttons' icons fine, but every other class fail to get their icons, e.g. Table.java's setCursor, which should set the mouse cursor for all its elements for the selected ship's image or Field.java's this.button.setIcon(icon); in the constructor, which should set the icon for the buttons of the "water". I watched with debug what happens, and the images stay null after loading, though the paths seem to be correct. I've also tried to write a test file in the image folder but the method returns a filenotfound exception. I've tried to get the path of the class to see if it runs from the supposed place and it seems it does, so I really can't find the problem now. Could anyone please help me? Thank you.

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  • What Javascript graphing package will let me plot points against a user-selected coordinate system?

    - by wes
    My customer has some specific requirements for a graph to show in our web app. We use HighCharts elsewhere in the app for more traditional graphing, but it doesn't seem to work for this situation. Their requirements: Allow the user to select a background image, set the scale and origin of the coordinate system. We'll graph our points against the user-defined coordinates. Points can be color coded Mouse-over boxes show more detail about the points Support for zooming and panning, scaling the background appropriately Less importantly: Support for drawing vectors off the points Some of this seems basic, but looking around at different graph packages, I was unable to find any with an example of this kind of usage. I've entertained the thought of just hacking it together in canvas myself, but I've never worked with canvas before so I don't think it would be cost effective. The basics of plotting points with a scaled coordinate system against an image background wouldn't be too hard, but the mouse-over details, zooming and panning sound much more daunting to me. More info: Right now we use jQuery, HighCharts, and ExtJS for our app. We tried flot in the past but switched to HighCharts after flot didn't meet our needs.

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  • live.com setting can't be changed

    - by M M
    I'm on mail.live.com where, in the upper left corner it says "Windows Live™" and to the right of that it says "Hotmail([number])" "Messenger" "SkyDrive" "|" "MSN." Directly under the "Windows Live™," there is a square, bluish/gray avatar (with a generic, rotund peop with a head and trunk and arms). To the right of that there is a field (with a subtle, barely perceptible speech bubble-like arrow emanating from the avatar). But there's a word inside that field that I cannot get rid of. Coincidentally I think it's the same word I used as a search term a while back, having meant to put the search term in the "Search email and more" bing field on the other side of the screen. (Even that would have been by mistake because I had been aiming for the e-mail search field.) But it remains in the field connected to the avatar--and moreover the field is editable to the limited extent that a cursor can be placed into the field with a mouse click; the word just can't be deleted. I don't know if the avatar should be there either, but I'd rather have just simply that than the word next to it continuously there for time immemorial. If I click into the field hoping to delete the word, I'm confronted with options along the bottom of the same field (now expanded by my mouse click): "Add: Photo Link Document," and a button that says "Share" and an [X] to reduce the field back to its default state--which still contains the word I'm trying to delete.

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  • Drag and Drop in Silverlight with F# and Asynchronous Workflows

    - by knotig
    Hello everyone! I'm trying to implement drag and drop in Silverlight using F# and asynchronous workflows. I'm simply trying to drag around a rectangle on the canvas, using two loops for the the two states (waiting and dragging), an idea I got from Tomas Petricek's book "Real-world Functional Programming", but I ran into a problem: Unlike WPF or WinForms, Silverlight's MouseEventArgs do not carry information about the button state, so I can't return from the drag-loop by checking if the left mouse button is no longer pressed. I only managed to solve this by introducing a mutable flag. Would anyone have a solution for this, that does not involve mutable state? Here's the relevant code part (please excuse the sloppy dragging code, which snaps the rectangle to the mouse pointer): type MainPage() as this = inherit UserControl() do Application.LoadComponent(this, new System.Uri("/SilverlightApplication1;component/Page.xaml", System.UriKind.Relative)) let layoutRoot : Canvas = downcast this.FindName("LayoutRoot") let rectangle1 : Rectangle = downcast this.FindName("Rectangle1") let mutable isDragged = false do rectangle1.MouseLeftButtonUp.Add(fun _ -> isDragged <- false) let rec drag() = async { let! args = layoutRoot.MouseMove |> Async.AwaitEvent if (isDragged) then Canvas.SetLeft(rectangle1, args.GetPosition(layoutRoot).X) Canvas.SetTop(rectangle1, args.GetPosition(layoutRoot).Y) return! drag() else return() } let wait() = async { while true do let! args = Async.AwaitEvent rectangle1.MouseLeftButtonDown isDragged <- true do! drag() } Async.StartImmediate(wait()) () Thank you very much for your time!

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  • How to allow click-through and a cursor in a background app while not taking the active appearance a

    - by Peter Hosey
    Here are my goals: My application displays an overlay window above all applications' window. The user can draw in the overlay window. The mouse cursor changes to a specific cursor while in the overlay window. The application that has the active appearance before summoning the overlay window still has it while the overlay window is up and usable. The user does not need to click on the overlay window to activate it before they can draw. Drawing in the window does not steal the active appearance away from the application that has it. With LSUIElement, I get #1, #2, #3, and #5. With LSBackgroundOnly, I get #1, #2, #4, and #6. How can I satisify all of these goals without installing an event tap and processing the mouse events myself? Things I've tried: [NSApp preventWindowOrdering] in mouseDown: [NSApp activateIgnoringOtherApps:YES] in applicationWillFinishLaunching: [myWindow orderFront:nil] in applicationWillFinishLaunching: [myWindow makeKeyAndOrderFront:nil] in applicationWillFinishLaunching: [myWindow orderFrontRegardless] in applicationWillFinishLaunching: [myWindow makeMainWindow] in applicationWillFinishLaunching: (this caused failure of point 4 even with LSBackgroundOnly) SetThemeCursor in applicationWillFinishLaunching: (With LSUIElement) Implementing canBecomeMainWindow in my NSPanel subclass to return NO Except where otherwise noted, none of these made any difference. So, with LSUIElement, goals #4 and #6 remain; with LSBackgroundOnly, goals #3 and #5 remain. Any suggestions?

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  • NSOpenGLFullScreen and SetSystemUIMode freeze bug!?

    - by Mattias
    Hi! I have a really strange problem which is perfectly re-producable using sample code! If I use Apple's NSOpenGLFullScreen sample I can click a button to enter fullscreen OpenGL mode. However if I click the mouse in the area where the menubar would be if I was running windowed mode, the entire program freezes because I really activate the menu-choice behind the OpenGL screen, so to speak. The solution I have found after some Googling is to use SetSystemUIMode to hide the menubar. Also I want to initiate the application to fullscreen at startup by adding a call to EnterFullScreen after initialization. Entering FullScreen works perfectly, BUT - if I add the call to SetSystemUIMode I get a really strange error! The entire screen hangs, the animation stops and no mouse coordinates seem to be reported. If I then exit the Fullscreen mode and press the FullScreen button again everything works and the menubar is gone.. What could be wrong here? I mean it obviously works to remove the menubar in that manner and it obviously works to enter fullscreen mode like that (using Cocoa), but why doesn't the combination work!? Pleeease help :) Sincerely, / Mattias

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  • How to get a JTextField event that started a pop up menu in Java ?

    - by Frank
    I have a JTextField that represents a day, such as "Sunday", when I left mouse click on it, it changes background color, when I right mouse click on it, a pop up menu comes up, after I click on a menu item, such as "1st of month", it gets the value, closes the menu and then change the bgcolor, my code looks like this : JTextField dayHeading=new JTextField("Su"); ...... final JPopupMenu Pmenu; JMenuItem menuItem; Pmenu=new JPopupMenu(); menuItem=new JMenuItem("1st of month"); Pmenu.add(menuItem); menuItem=new JMenuItem("2nd of month"); Pmenu.add(menuItem); ...... menuItem.addMouseListener(new MouseAdapter() { public void mouseReleased(final MouseEvent e) { System.out.println(((JMenuItem)e.getComponent()).getText()); onHeadingClicked(e); // Error : java.lang.ClassCastException: javax.swing.JMenuItem cannot be cast to javax.swing.JTextField // How to get the orininal JTextField event that started this pop up menu, so I can pass it onto onHeadingClicked() ? } }); ...... dayHeading.setEditable(false); dayHeading.setFocusable(false); dayHeading.addMouseListener(new MouseAdapter() { public void mouseReleased(final MouseEvent evt) { if (SwingUtilities.isLeftMouseButton(evt)) onHeadingClicked(evt); else if (SwingUtilities.isRightMouseButton(evt)) Pmenu.show(evt.getComponent(),evt.getX(),evt.getY()); } }); ...... void onHeadingClicked(final java.awt.event.MouseEvent evt) { final javax.swing.JTextField fld=(javax.swing.JTextField) evt.getSource(); ... } My question is : in the menuItem.addMouseListener section, how to get the orininal JTextField event that started this pop up menu, so I can pass it onto onHeadingClicked() ?

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  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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