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  • Allow opening a new tab with Ctrl+T on all websites in Firefox

    - by Martin J.H.
    In Firefox, certain websites and plugins (Adobe PDF Plugin) appear to "capture" the Control key, so that when I try to open a new tab using "Ctrl+t", nothing happens - or worse, something unexpected happens. Examples: On the Codecademy site, while editing code, Ctrl+T either does nothing, or (when Flash is disabled) switches the position of the two characters next to the cursor. When viewing PDF's with the Adobe PDF Plugin, Ctrl+T does nothing. Is there a way to disable this "feature"? I would like "Ctrl+t" to always "talk" to Firefox! Edit: After searching superuser deeper, this question is very similar to the questions: "How to prevent keystroke grabbing/hijacking by websites in Firefox?" "How do I prevent pages I visit from overriding selected Firefox shortcut keys?". The answers to these questions are interesting and relevant, but do not give a method on how to disable combinatinos such as "Ctrl+t". Maybe a modified Greasemonkey script is the easiest solultion. Edit 2 - Attempt at a solution The following UserScript (Use GreaseMonkey to install it) successfully captures Ctrl+t on some sites (Google Search site, for instance - PopUp "Gotcha" appears), but not on the Codecademy site. I found another question pertaining to this subject here: "How to forbid keyboard shortcut stealing by websites in Firefox". It was raised in 2010, and the consensus was: It can't be done. // ==UserScript== // @name Disable Ctrl T interceptions // @description Stop websites from highjacking keyboard shortcuts // // @run-at document-start // @include * // @grant none // ==/UserScript== // Keycode for 't'. Add more to disable other ctrl+X interceptions keycodes = [84]; var lastPressedButton = [0]; document.addEventListener('keydown', function(e) { //uncomment to find out the keycode for any given key // alert(e.keyCode ); if (keycodes.indexOf(e.keyCode) != -1 && e.ctrlKey) { e.cancelBubble = true; e.stopImmediatePropagation(); alert("Gotcha!"); } return false; });

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  • How NumLock is used in Ubuntu?

    - by ???
    I found that, when the NumLock is on, then many key combination won't work. For example, generally Ctrl-A is used to select all, but it won't work when NumLock is on. There are two keyboard: The laptop one (Thinkpad T61), and an external USB keyboard. The logs shown in xev: (no log when pressed Fn+NumLock on the laptop keyboard) Logs when pressed the NumLock on the USB keyboard: (Switch On) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187595, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187601, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187723, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False (Switch Off) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187899, (102,107), root:(1198,133), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187904, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22188003, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • Mac - KeyRemap4MacBook - Custom XML

    - by DjRikyx
    I hope someone of you know this powerfull Pref Panel to remap the keyboard.. Since i'm using a PC Keyboard, i wanted to make Screenshot a bit easy to do.. I managed to get working: -Command+Shift+3 to Stamp (full screen screenshot) -Command+Shift+4 to Control+Stamp (Selection Cursor Screenshot) Now i want to remap Shift+Stamp to Command+Shift+4+Space to get Windows Screenshot.. i tried but nothing was working.. Here is my current XML.. i only need to add the last remap! <?xml version="1.0"?> <root> <item> <name>Custom PC Style Screenshot</name> <appendix>Command+Shift_L+4+Space to Shift+F13</appendix> <appendix>Command+Shift_L+4 to Control+F13</appendix> <appendix>Command+Shift_L+3 to F13</appendix> <identifier>private.custom_pc_style_screenshot</identifier> <autogen></autogen> <autogen>--KeyToKey-- KeyCode::F13, VK_CONTROL, KeyCode::KEY_4, ModifierFlag::COMMAND_L | ModifierFlag::SHIFT_L</autogen> <autogen>--KeyToKey-- KeyCode::F13, KeyCode::KEY_3, ModifierFlag::COMMAND_L | ModifierFlag::SHIFT_L</autogen> Hope someone of you can help me out! Thank you

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  • How can I make my Super keys (Windows Key) behave more like Ctrl/Alt/Shift in Linux

    - by deltaray
    After using the Ctrl + "arrow keys" for 13 years to switch virtual desktops in X windows, I've been convinced recently to change to using the Super keys instead (the windows key and the context menu key, which I've remapped). This all works fine for the most part. However, something is still picking up the key events that these keys are sending as if they are a normal alphanumeric like key. For example, I first noticed this in Google Docs spreadsheet that if I press the windows key alone over top of a cell, that it starts editing that cell. It doesn't insert anything, it just sends a key event that Firefox sees and starts editing the cell. This caused problems on a collaborative document I was working on as the way Google docs works, it led to me accidentally erasing the data in a few fields before I realised what was going on. I like using the super keys, but I want them to behave more like a Ctrl or Alt key does in that its a modifier key and doesn't send anything until a second key is pressed. My setup is the following: Ubuntu 10.10 XFCE 4 Microsoft Natural Ergo 4000 keyboard (with the logo scratched out) The following is my .Xmodmap file: remove Lock = Caps_Lock keycode 66 = Escape ! The below maps my other windows context menu key. keycode 135 = Super_R Edit: As requested, here is the relevant output from xev for a keypress and keyrelease of my Super_L (left windows key) KeyPress event, serial 34, synthetic NO, window 0x8200001, root 0x15d, subw 0x0, time 2428849342, (177,174), root:(182,228), state 0x10, keycode 133 (keysym 0xffeb, Super_L), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 34, synthetic NO, window 0x8200001, root 0x15d, subw 0x0, time 2428849430, (177,174), root:(182,228), state 0x50, keycode 133 (keysym 0xffeb, Super_L), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • code for TouchPad works, but not for DPAD ...please help me to fix this..

    - by Chandan
    package org.coe.twoD; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; //import android.graphics.Path; import android.graphics.Rect; //import android.graphics.RectF; import android.os.Bundle; //import android.util.Log; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; public class TwoD extends Activity implements OnClickListener { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); View draw2d = findViewById(R.id.draw_button); draw2d.setOnClickListener(this); } public void onClick(View v) { if (R.id.draw_button == v.getId()) { setContentView(new draw2D(this)); } } public class draw2D extends View { private static final String TAG = "Sudoku"; private float width; // width of one tile private float height; // height of one tile private int selX; // X index of selection private int selY; // Y index of selection private final Rect selRect = new Rect(); public draw2D(Context context) { super(context); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { width = w / 9f; height = h / 9f; getRect(selX, selY, selRect); Log.d(TAG, "onSizeChanged: width " + width + ", height " + height); super.onSizeChanged(w, h, oldw, oldh); } @Override protected void onDraw(Canvas canvas) { // Draw the background... Paint background = new Paint(); background.setColor(getResources().getColor(R.color.background)); canvas.drawRect(0, 0, getWidth(), getHeight(), background); // Draw the board... // Define colors for the grid lines Paint dark = new Paint(); dark.setColor(getResources().getColor(R.color.dark)); Paint hilite = new Paint(); hilite.setColor(getResources().getColor(R.color.hilite)); Paint light = new Paint(); light.setColor(getResources().getColor(R.color.light)); // Draw the minor grid lines for (int i = 0; i < 9; i++) { canvas.drawLine(0, i * height, getWidth(), i * height, light); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), light); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } // Draw the major grid lines for (int i = 0; i < 9; i++) { if (i % 3 != 0) continue; canvas.drawLine(0, i * height, getWidth(), i * height, dark); canvas.drawLine(0, i * height + 1, getWidth(), i * height + 1, hilite); canvas.drawLine(i * width, 0, i * width, getHeight(), dark); canvas.drawLine(i * width + 1, 0, i * width + 1, getHeight(), hilite); } /* * dark.setColor(Color.MAGENTA); Path circle= new Path(); * circle.addCircle(150, 150, 100, Path.Direction.CW); * canvas.drawPath(circle, dark); * * * Path rect=new Path(); * * RectF rectf= new RectF(150,200,250,300); rect.addRect(rectf, * Path.Direction.CW); canvas.drawPath(rect, dark); * * * canvas.drawRect(0, 0,250, 250, dark); * * * canvas.drawText("Hello", 200,200, dark); */ Paint selected = new Paint(); selected.setColor(Color.GREEN); canvas.drawRect(selRect, selected); } /* * public boolean onTouchEvent(MotionEvent event){ * if(event.getAction()!=MotionEvent.ACTION_DOWN) return * super.onTouchEvent(event); * select((int)(event.getX()/width),(int)(event.getY()/height)); * * * return true; } */ private void select(int x, int y) { invalidate(selRect); selX = Math.min(Math.max(x, 0), 8); selY = Math.min(Math.max(y, 0), 8); getRect(selX, selY, selRect); invalidate(selRect); } @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return super.onKeyUp(keyCode, event); } @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) return super.onTouchEvent(event); select((int) (event.getX() / width), (int) (event.getY() / height)); // game.showKeypadOrError(selX, selY); Log.d(TAG, "onTouchEvent: x " + selX + ", y " + selY); return true; } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { Log.d(TAG, "onKeyDown: keycode=" + keyCode + ", event=" + event); switch (keyCode) { case KeyEvent.KEYCODE_DPAD_UP: select(selX, selY - 1); break; case KeyEvent.KEYCODE_DPAD_DOWN: select(selX, selY + 1); break; case KeyEvent.KEYCODE_DPAD_LEFT: select(selX - 1, selY); break; case KeyEvent.KEYCODE_DPAD_RIGHT: select(selX + 1, selY); break; default: return super.onKeyDown(keyCode, event); } return true; } private void getRect(int x, int y, Rect rect) { rect.set((int) (x * width), (int) (y * height), (int) (x * width + width), (int) (y * height + height)); } } }

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  • Binding Super+C Super+V to Copy and Paste

    - by solo
    For some time I've been interested in binding the Windows Key (Super_L) on my keyboard to Copy and Paste for no other reason but convenience and consistency between my desktop and my MacBook. I thought that I was close after reading about xmodmap and executing the following: $ # re-map Super_L to Mode_switch, the 3rd col in keymap table `xmodmap -pke` $ xmodmap -e "keycode 133 = Mode_switch" $ # map Mode_switch+c to copy $ xmodmap -e "keycode 54 = c C XF86_Copy C" $ # map Mode_switch+v to paste $ xmodmap -e "keycode 55 = v V XF86_Paste V" Unfortunately, XF86Copy and XF86Paste don't seem to work, at all. They are listed in /usr/include/X11/XF86keysym.h and xev shows that the key sequence is being interpreted by X as XF86Paste and XF86Copy, do these symbols actually work? Do they have to have application level support?

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  • How to swap ctrl and caps lock using xmodmap

    - by Maruti
    Or any other tool, but I prefer xmodmap. I tried this: remove Lock = Caps_Lock remove Control = Control_L keysym Control_L = Caps_Lock keysym Caps_Lock = Control_L add Lock = Caps_Lock add Control = Control_L I also tried this: xmodmap -e "keycode 66 = Control_L" But neither seem to fully work. Here's the event log for pressing caps lock: KeyPress event, serial 28, synthetic NO, window 0x1a00001, root 0x12d, subw 0x0, time 914826, (679,342), root:(680,362), state 0x12, keycode 66 (keysym 0xffe3, Control_L), same_screen YES, XKeysymToKeycode returns keycode: 37 // 37 is the control key code XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False I'm running Ubuntu 10.10 with awesome window manager.

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  • Keyboard / keymap problems with Xubuntu 12.04 + NX nomachine

    - by bajafresh4life
    I'm running NX client on my Macbook Pro to connect to a Xubuntu 12.04 desktop at work. I have configured NX client to start up a console upon connection. I am able to connect to my remote linux machine and I get a simple xterm console. However, when I run xfce4-session, half my keys no longer work. For example, when I launch a terminal, I typing a, s, or d works, but if type w, e, r, or t, the cursor just blinks. If I ctrl-C out of xfce4-session, all the keys work fine in my xterm console. If I run xev, this is the output for when I hit a key that works: KeyRelease event, serial 34, synthetic NO, window 0x2e00001, root 0x373, subw 0x0, time 170160781, (-45,-21), root:(824,429), state 0x4, keycode 16 (keysym 0x63, c), same_screen YES, XLookupString gives 1 bytes: (03) "" XFilterEvent returns: False KeyRelease event, serial 34, synthetic NO, window 0x2e00001, root 0x373, subw 0x0, time 170160781, (-45,-21), root:(824,429), state 0x4, keycode 67 (keysym 0xffe3, Control_L), same_screen YES, XKeysymToKeycode returns keycode: 63 XLookupString gives 0 bytes: XFilterEvent returns: False but when I hit a key that doesn't work: FocusOut event, serial 34, synthetic NO, window 0x2e00001, mode NotifyGrab, detail NotifyAncestor FocusIn event, serial 34, synthetic NO, window 0x2e00001, mode NotifyUngrab, detail NotifyAncestor KeymapNotify event, serial 34, synthetic NO, window 0x0, keys: 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Any ideas on what I can do to troubleshoot this issue? Googling around offered a few suggestions (like playing with xmodmap) but nothing seemed to work. Also, one thing worth mentioning is that I do not have any keyboard issues when remoting into a different Ubuntu 10 box via NX.

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • JQGrid and JQuery Autocomplete

    - by Neff
    When implementing JQGrid 4.3.0, Jquery 1.6.2, and JQuery UI 1.8.16 Ive come across an issue with the Inline edit. When the inline edit is activated, some of the elements get assigned an auto complete. When the inline edit is canceld or saved, the auto complete does not always go away (selecting text by double clicking it then hitting delete, then hitting escape to exit row edit). Leaving the auto complete controls in edit mode when the row is no longer considered in edit mode. Perhaps you can tell me if there is a problem with the initialization or if I you are aware of an event post-"afterrestorefunc" that the fields can be returned to their "original" state. Original state being displayed as data in the JQGrid row. I've tried removing the DOM after row close, .remove() and .empty(): ... "afterrestorefunc": function(){ $('.ui-autocomplete-input').remove(); } ... but that causes other issues, such as the jqgrid is not able to find the cell when serializing the row for data or edit, and requires a refresh of the page, not just jqgrid, to be able to once again see the data from that row. Auto complete functionality for the element is created on the double click of the row: function CreateCustomSearchElement(value, options, selectiontype) { ... var el; el = document.createElement("input"); ... $(el).autocomplete({ source: function (request, response) { $.ajax({ url: '<%=ResolveUrl("~/Services/AutoCompleteService.asmx/GetAutoCompleteResponse") %>', data: "{ 'prefixText': '" + request.term + "', 'contextKey': '" + options.name + "'}", dataType: "json", type: "POST", contentType: "application/json; charset=utf-8", success: function (data) { response($.map(data.d, function (item) { return { label: Trim(item), value: Trim(item), searchVal: Trim(item) } })) } }); }, select: function (e, item) { //Select is on the event of selection where the value and label have already been determined. }, minLength: 1, change: function (event, ui) { //if the active element was not the search button //... } }).keyup(function (e) { if (e.keyCode == 8 || e.keyCode == 46) { //If the user hits backspace or delete, check the value of the textbox before setting the searchValue //... } }).keydown(function (e) { //if keycode is enter key and there is a value, you need to validate the data through select or change(onblur) if (e.keyCode == '13' && ($(el).val())) { return false; } if (e.keyCode == '220') { return false } }); } Other Sources: http://www.trirand.com/jqgridwiki/doku.php?id=wiki:inline_editing http://api.jqueryui.com/autocomplete/ Update: I tried only creating the autocomplete when the element was focused, and removing it when onblur. That did not resolve the issue either. It seems to just need the autocomplete dropdown to be triggered.

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  • My code gets an argument error, expecting 1 but got 0 - AS3

    - by Louis Cottier
    I've got this code with a variable of platform, which I'm trying to link with the actual object of Platform in my .fla file but I get this error when I run it; ArgumentError: Error #1063: Argument count mismatch on Code(). Expected 1, got 0. In my output window. package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Code extends MovieClip { var charSpeed:int = 0; var velocity:int = 0; var gravity:Number = 1; var Jump:Boolean = false; public function startGame(){ stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp); stage.addEventListener(Event.ENTER_FRAME, loop); } private var platform:Platform; public function Code(value:Platform) { platform = value; } function checkKeyDown(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed -= 10; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed += 10; } if (evt.keyCode == Keyboard.DOWN){ if(!Jump){ velocity -= 14; Jump = true; } } } function checkKeyUp(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed = 0; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed = 0; } } function loop(evt:Event){ player.x = velocity; if (player.x < 0){ player.x = 0; } if (player.x > 550){ player.x = 550; } velocity += gravity; var Platform:Array = new Array(platform) if (!Platform.hitTestPoint(player.x, player.y, true)){ player.y += velocity; } for (var i = 0; i < 10; i++){ if (Platform.hitTestPoint(player.x, player.y, true)){ player.y--; velocity = 0; Jump = false; } } } } } The as3 file name is Code, and the fla file name is Game. My objective is to get my player to move around on the platform using the arrow keys. The linkage of my platform is "Platform". If anyone could help that would be great

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Switch-Case for strings in Javascript not working as expected

    - by Coltin
    So I have this problem with strings and switch-case, and I'll try to keep it as simple as possible. Here event.keyCode has the value "65", and is the result of a keydown event of 'a' (using JQuery). if (event.keyCode == "65") { alert("hmmmm"); } That works, but: switch (event.keyCode) { case '65': alert("Yay!"); break; } That doesn't. However this will work: switch ('65') { case '65': alert("Yay!"); break; } And if I do this: var t = '65'; switch (t) { case '65': alert("Yay!"); break; } It works. And then I tried this: var t = event.keyCode; switch (t) { case '65': alert("Yay!"); break; } But it fails! So why does it match in the if-block at the beginning, but not for the switch-case?

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  • Why doesn't onkeydown working properly on IE?

    - by Fabian
    function checkEnter(event) { var charcode; if (event && event.which) { charcode = event.which; alert("Case 1. event.which is " + charcode); } else if (event && !event.which) { charcode = event.keyCode; alert("Case 2. event.keyCode is " + charcode); } document.getElementById("text1").value=""; } <input type="text" id="text1" onkeyup="checkEnter(event)" /> The above function works on both IE7 and Chrome. function checkKeyPressed() { document.onkeydown = function(event) { var charcode; if (event && event.which) { charcode = event.which; alert("charcode is " + charcode); } else if (event && !event.which) { charcode = event.keyCode; alert("charcode (keyCode) is " + charcode); } } } <input type="button" id="button1" onclick="checkKeyPressed(event)" value="Button" /> However this one works only in Chrome. Any idea why?

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  • Add autoFill capabilities to jQuery-UI 1.8.1

    - by rockinthesixstring
    here's what I currently have, unfortunately I cannot seem to figure out how to get autoFill to work with jQuery-UI... It used to work with the straight up Autocomplete.js <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/jquery-ui.min.js" type="text/javascript"></script> <script src="http://jquery-ui.googlecode.com/svn/tags/latest/external/jquery.bgiframe-2.1.1.js" type="text/javascript"></script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/i18n/jquery-ui-i18n.min.js" type="text/javascript"></script> <script language="javascript" type="text/javascript"> var thesource = "RegionsAutoComplete.axd?PID=3" $(function () { function log(message) { $("<div/>").text(message).prependTo("#log"); $("#log").attr("scrollTop", 0); } $.expr[':'].textEquals = function (a, i, m) { return $(a).text().match("^" + m[3] + "$"); }; $("#birds").autocomplete({ source: thesource, change: function (event, ui) { //if the value of the textbox does not match a suggestion, clear its value if ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0) { $(this).val(''); } else { log(ui.item ? ("Selected: " + ui.item.value + " aka " + ui.item.id) : "Nothing selected, input was " + this.value); } } }).live('keydown', function (e) { var keyCode = e.keyCode || e.which; //if TAB or RETURN is pressed and the text in the textbox does not match a suggestion, set the value of the textbox to the text of the first suggestion if ((keyCode == 9 || keyCode == 13) && ($(".ui-autocomplete li:textEquals('" + $(this).val() + "')").size() == 0)) { $(this).val($(".ui-autocomplete li:visible:first").text()); } }); }); </script> I've used the answer here to get the mustMatch working, but unfortunately if I "tab" away from the input box, I get the "Nothing selected" response instead of an Value and ID. Does anyone know how to extract the ID out of the autocomplete when you don't actually select the field?

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • keyup bindings not working in Firefox

    - by Jarred
    Hi. You can see my project here - http://www.inluxphoto.com/custom/jsgallery/index.php I am attempting to make the left and right arrow keys move the slideshow. I was able to get it to work in all browsers by following exactly the instructions on the front page of jqueryfordesigners.com (sorry I am only allowed one link). However, it is necessary that the keyup be unbinded until the animation completes, so the user cannot do a quick double tap of the key, which breaks the show. This led me to the following function - function keyCommands() { //Bind Keys according to keyAssignments function keyCommandBind() { $(document.documentElement).bind('keyup', keyAssignments) } //Bind functions to specific keys function keyAssignments() { if (event.keyCode == 37) { leftArrow(); } if (event.keyCode == 39) { rightArrow(); } if (event.keyCode == 32) { spaceBar(); } } function leftArrow() { //unbind, do stuff, rebind } function rightArrow() { //unbind, do stuff, rebind } function spaceBar() { //unbind, do stuff, rebind } keyCommandBind(); } This works in all browsers except Firefox & Camino. Firebug tells me event (ie event.keyCode) is not defined. That's true, it's not defined, and I understand that. However I don't understand why, if it's not defined, does it work in all other browsers. How can I appropriately define this? Or, am I doing it wrong? Any help would be most appreciated, thanks for your time!

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  • How to figure out which key was pressed on a BlackBerry

    - by Skrud
    What I want: To know when the user has pressed the button that has the number '2' on it, for example. I don't care whether "Alt" or "Shift" has been pressed. The user has pressed a button, and I want to evaluate whether this button has '2' printed on it. Naturally, if I switch devices this key will change. On a Bold 9700/9500 this is the 'E' key. On a Pearl, this is the 'T'/'Y' key. I've managed to get this working in what appears to be a roundabout way, by looking up the keycode of the '2' character with the ALT button enabled and using Keypad.key() to get the actual button: // figure out which key the '2' is on: final int BUTTON_2_KEY = Keypad.key(KeypadUtil.getKeyCode('2', KeypadListener.STATUS_ALT, KeypadUtil.MODE_EN_LOCALE)); protected boolean keyDown(int keycode, int time) { int key = Keypad.key(keycode); if ( key == BUTTON_2_KEY ) { // do something return true; } return super.keyDown(keycode,time); } I can't help but wonder if there is a better way to do this. I've looked at the constants defined in KeypadListener and Keypad but I can't find any constants mapped to the actual buttons on the device. Would any more experienced BlackBerry devs care to lend a helping hand? Thanks!

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  • ActionScript shiftKey Not Working In Full Screen Mode?

    - by Chunk1978
    i've drawn an ellipse sprite and added it to the display list of a container, which is added to the display list of the stage. to move the sprites with the keyboard arrows, it appears that my shiftModifier:Number variable is not working when the stage's display state is set to full screen. shiftModifier works as it should when the stage's display state is set to Normal. stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown); function onKeyboardDown(evt:KeyboardEvent):void { var shiftModifier:Number = 0.25; if (evt.shiftKey) {shiftModifier = 10;} if (evt.keyCode == Keyboard.UP) {ellipse1.y -= shiftModifier;} if (evt.keyCode == Keyboard.DOWN) {ellipse1.y += shiftModifier;} if (evt.keyCode == Keyboard.LEFT) {ellipse1.x -= shiftModifier;} if (evt.keyCode == Keyboard.RIGHT) {ellipse1.x += shiftModifier;} } fsm.addEventListener(MouseEvent.CLICK, toggleFullScreenMode); function toggleFullScreenMode(evt:MouseEvent):void { if (stage.displayState == StageDisplayState.FULL_SCREEN) {stage.displayState = StageDisplayState.NORMAL;} else {stage.displayState = StageDisplayState.FULL_SCREEN;} } full screen is tested in Safari and Firefox.

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  • How do I insert this subclass into my code?

    - by BamsBamx
    This is a very noob question so I hope you can help me with this... This is my built code: public class PantallaOpciones extends PreferenceActivity { private SharedPreferences preferences; @Override public void onCreate(Bundle savedInstanceState) { preferences = PreferenceManager.getDefaultSharedPreferences(this); findPreference("speechkeycode").setOnPreferenceClickListener(keycodedialog); Preference.OnPreferenceClickListener keycodedialog = new Preference.OnPreferenceClickListener(){ public boolean onPreferenceClick(Preference preference){ keycodedialog(); return false; }}; } private void keycodedialog(){ final Dialog dialog = new Dialog(this); dialog.setContentView(R.layout.keycodedialog); dialog.setTitle("Speech keycode"); final TextView keypresstext = (TextView) findViewById(R.id.keypresstext); Button savekeycode = (Button) dialog.findViewById(R.id.btnsavekeycode); savekeycode.setOnClickListener(new OnClickListener() { public void onClick(View v) { dialog.dismiss(); } }); Button resetkeycode = (Button) dialog.findViewById(R.id.btnresetvalue); resetkeycode.setOnClickListener(new OnClickListener() { public void onClick(View v) { dialog.dismiss(); } }); dialog.show(); } Okay, now I want to add this code to dialog: public boolean onKeyDown(int keyCode, KeyEvent event) { //SOME STUFF return super.onKeyDown(keyCode, event); } So I want to listen to a keypress when dialog is opened and show the keycode of hardware press by using textview.settext()... The question is: how do I insert public boolean onKeyDown into the dialog??? Thanks in advance!! :)

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  • Handle edittexts onKeyListener ?

    - by hungson175
    Hi everyone, I am creating login screen with 2 editTexts: etUsername and etPassword. On the etUsername, user should input the username and press Enter to go to the edit text etPassword, then he inputs the password, press Enter to login. Here are my current codes: etUsername.setOnKeyListener(new OnKeyListener() { @Override public boolean onKey(View v, int keyCode, KeyEvent event) { if ((keyCode == KeyEvent.KEYCODE_ENTER)) { etPassword.requestFocus(); return true; } else return false; } }); etPassword.setOnKeyListener(new OnKeyListener() { @Override public boolean onKey(View v, int keyCode, KeyEvent event) { if ((keyCode == KeyEvent.KEYCODE_ENTER)) { loginToServer(); return true; } else return false; } }); But when I input the username, and then press Enter – the program tries to log in to the server. In the debug mode, I saw that when I pressed Enter once (on the etUsername) then first: etUsername.onKey() is called and then etPassword.onKey() is also called ! Can anyone please tell me, how to implement what I want ? Thank you very much, Son

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  • Android: onKeyDown() problem

    - by niko
    Hi, I would like to create a photo/video capture application. I have created a CaptureView class which extends SurfaceView and placed it in the main form. The main form's activity has onCreateOptionsMenu() method which creates a menu. The menu worked fine but then I tried to implement a method onKeyDown: @Override public boolean onKeyDown(int keyCode, KeyEvent event) { if(event.getAction() == KeyEvent.ACTION_DOWN) { switch(keyCode) { case KeyEvent.KEYCODE_CAMERA: videoPreview.TakePicture(); return true; } } return super.onKeyDown(keyCode, event); } The menu doesn't appear anymore and the method doesn't catch onKeyDown event. Does anyone know what could be the reason for this issue? Thanks!

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  • [C#][Win32 API] PostMessage Help?

    - by Rudi
    I've looked at sites and MSDN documentation but I still don't understand the last parameter of PostMessage(). On forums in which people ask how to use PostMessage, people reply with one of two implementations: PostMessage(WindowHandle, WM_KEYDOWN, KeyCode, MapVirtualKey(KeyCode, 0) << 16); PostMessage(WindowHandle, WM_KEYDOWN, KeyCode, 0); What's the difference? Why can the last parameter be left as 0 in some instances, but has to be 'shifted' and all that in other instances? Just a quick question. Don't need essay replies (although they would be much appreciated). Any insight is appreciated. Thanks in advance.

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  • ASP.NET AJAX postback and jQuery

    - by Echilon
    I have a Textbox, a LinkButton and a RadioButtonList inside an UpdatePanel. When the button is clicked, the UpdatePanel shows matching items in the radiobuttonlist. This works fine, but I now need to make the same happen OnKeyDown on the TextBox. I'm trying to cancel all AJAX requests in progress but not having much luck. Firstly, on every keypress the UpdatePanel posts back, so only one letter can be changed at a time. Secondly, the textbox loses focus on postback. I need to show the list as normal, but OnKeyDown as well as when the button is pressed. This is what I have (control IDs shortened) $('#textBoxId').live('keydown', function(e) { if((e.keyCode >= 47 && e.keyCode <= 90) || e.keyCode == 13) { Sys.WebForms.PageRequestManager.getInstance().abortPostBack(); $('#buttonId').click(); $('#textBoxId').focus(); } }); Thanks for any insight.

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  • table row long press

    - by adoo42
    I have a table which is built dynamically based on how much data is present, if at all. I want to be able to long press anywhere on a the table row to be able to get some options to delete or edit etc. Is this possible? Remember I need to do all this without setting any XML as its dynamically built. Is this relevant to what I want to achieve? ` @override public boolean onKeyLongPress(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_BACK) { // do your stuff here return true; } return super.onKeyLongPress(keyCode, event); } ` any advice is appreciated.

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