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  • Jquery event to fire in ajax loaded content, IE & FF problem

    - by Sylph
    Hello, I'm trying to trigger onclick events in an ajax loaded content but it doesn't seem to work. Here is my code :- <li><a href="#" id="subtopic">Title</a></li> <script type="text/javascript"> $(function() { $("#subtopic").click(function() { url: test.html ,success: function(data) { $('#result').html(data); $(".filetree").treeview(); $('#result').click(); $('#result').trigger("update"); } }); }); }); </script> In my loaded content, :- <a href="#" id="addSubTopic">Click here</a> <script type="text/javascript"> $(document).ready(function() { alert("000"); }); $(function() { $("#addSubTopic").click(function() { alert("0"); $.ajax({ url: url, success: function(data) { $("#listRes").append(data); } }); }); }); </script> In IE, it works fine, the click works and I can get the "alert" but in Firefox, the whole thing just go dead. However, my jquery plugin for $(".filetree").treeview(); works fine for both IE and FF. Any advice? I have tried using .live, .trigger("update"). Thanks in advance

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Value is not changing in the javascript variable on the onClick event

    - by Chetan sharma
    I am trying to implement a dynamic search jquery and php, but I am not able to change the value of a javascript variable on my onclick event. <script type="text/javascript"> var main_category = '<?php echo $main_category?>'; var main_url = '<?php echo $url?>get/' + encodeURIComponent(main_category) + '/'; var container_id = '<?php echo $unique_id?>content_area'; //name $('#<?php echo $unique_id?>search_by_name').autocomplete('<?php echo $url?>get_autocomplete_data/' + encodeURIComponent(main_category) + '/names/', { matchContains: "word", autoFill: true, width: 310 });$('#<?php echo $unique_id?>search_by_name').result(function (event, data){ var url = main_url + 'search/title/' + encodeURIComponent(data); load_div(container_id, url); }); //on click of displayed categories $('[rel="<?php echo $unique_id?>sub_category"]').click(function (){ window['main_category'] = this.title; $('#<?php echo $unique_id?>category').html('' +main_category+ ''); return false; }); }); </script> It changes the value when on click is fired //on click of displayed categories $('[rel="<?php echo $unique_id?>sub_category"]').click(function (){ window['main_category'] = this.title; $('#<?php echo $unique_id?>category').html('' +main_category+ ''); return false; }); but when after that i add data for the search it still searches for the old category $('#<?php echo $unique_id?>search_by_name').result(function (event, data){ var url = main_url + 'search/title/' + encodeURIComponent(data); load_div(container_id, url); }); "main_category" value is not changing in the "main_url"

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  • Switch encoding of terminal with a command

    - by Tomas Lycken
    One of the servers I quite often ssh to uses western encoding instead of utf-8 (and there's no way I can change that). I've started writing a bash script to connect to this server, so I won't have to type out the entire address every time, but I would like to improve this script so it also changes the encoding of the terminal window correctly. The change I need to do can be performed using the mouse by navigating to "Terminal"-"Set Character Encoding..."-"Western (ISO-8859-1)". Is there a terminal command that does the same thing, for the current terminal window/screen? To clarify: I'm not interested in ways of switching the locale of the system on the remote site - that system is administered by someone else, and I have no idea what stuff might depend on the latin-1 encoding there. What I want to do is to let this terminal window on my side switch character encoding to the above mentioned, in the same way I can do with my mouse and the menus.

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  • How to get the row and column of button clicked, in the grid event handler?

    - by younevertell
    Once the added button in grid is clicked, how to find which row and column the button is located in the grid event handler, like click event or some other events? Not the button click event handler #region Grid event handler setup myGrid.MouseEnter += new MouseEventHandler(myGrid_MouseEnter); myGrid.MouseLeave += new MouseEventHandler(myGrid_MouseLeave); myGrid.MouseDown += new MouseButtonEventHandler(myGrid_MouseDown); myGrid.MouseUp += new MouseButtonEventHandler(myGrid_MouseUp); #endregion Thanks I notice that Boyan has some solution for the button click event handler case http://stackoverflow.com/questions/363100/in-wpf-how-can-i-determine-what-column-row-in-a-grid-a-control-is In the Click event handler for the button you say: int row; Button btn = sender as Button; if (btn != null) { row = Grid.GetRow(btn); // And you have the row number... } else { // A nasty error occurred... }

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  • Right clicking on QHeaderView inside of QTreeView

    - by taynaron
    I've written a descendant of QTreeView with multiple columns. I want to create a popup menu that appears whe nthe user right-clicks over the column headers. I have tried catching signals from QTreeView for this, but QTreeView doesn't seem to emit signals on the headers. QTreeView.header() does. I therefore believe I must either: 1: connect one of QHeaderView's signals to a popup function - I have been unable to find a signal that is triggered on a single right click - I have tried sectionClicked, sectionHandleDoubleClicked, sectionDoubleClicked, sectionPressed (not surprised the double click functions didn't catch a single right click - but they do catch a double right click) self.header().sectionClicked.connect(self.headerMenu) self.header().sectionHandleDoubleClicked.connect(self.headerMenu) self.header().sectionDoubleClicked.connect(self.headerMenu) self.header().sectionPressed.connect(self.headerMenu) or, 2: write a descendant of QHeaderView with my own MousePressEvent function, and use that for my headers. I have so far been unsuccessful in connecting the new header class to the QTreeView descendant. I keep getting a Segmentation Fault on runtime, with no more explanation. #in DiceView's init, where DiceHeaders is the QHeaderView descendant self.setHeader(DiceHeaders()) Any ideas?

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  • How to disable touchpad while using trackpoint on a Thinkpad?

    - by January
    Thinkpads (e.g. X230 that I'm using) have both a trackpoint and a touchpad. The touchpad is disabled when typing. However, when I'm using the trackpoint, I often touch the touchpad as well, and generate mouse clicks I'd like to avoid. Does anyone have an idea how disable mouse-clicks on touchpad when trackpoint is in use? EDIT: also, can someone explain how the option of disabling touchpad when typing works? What is being done behind the scenes? Is it an xinput configuration command, and if yes, which one?

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  • JQuery UI: Accordion callbacks

    - by user177215
    I need my javascript to only do the callback when I OPEN a section on the accordion, as of right now it does a callback when I open OR close a section because I'm only using a click function. Is there a way I can modify my existing click function to only run when the given section is activated? My current click function: $("a#mimetypes").click(function() { $("span#mimetypesthrobber").loading(true, { max: 1500 }) $.getJSON("../mimetypes", function(data) { //callback }); }); Thanks! EDIT: I already tried this with another part of the accordion and it wasn't working properly: $('.ui-accordion').bind('accordionchange', function(event, ui) { if (ui.newHeader == "Encoders") { EncodersGet(); } });

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  • jQuery calling a predefined function

    - by Mircea
    I have a big function defined and executed on an element click. Is there a way to execute again that "big" function later, call it somehow, without writing it again? $('#element').click(function(big){ some big function ... ... }); $('#another_element').click(function(){ this should execute the previous "big" function }); Thanx.

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  • Jquery AJAX and figuring out how NOT to nest callbacks for multiple reloads.

    - by David H
    I have a site with a few containers that need to load content dynamically via AJAX. Most of the links inside of the containers actually load new data in that same container. I.E: $("#navmenu_item1").click(function() { $("#navmenu").load(blah); }); When I click on a link, lets say "logout," and the menu reloads with the updated login status, none of the links now work because I would need to add a new .click into the callback code. Now with repeated clicks and AJAX requests I am not sure how to move forward from here, as I am sure nested callbacks are not optimal. What would be the best way to do this? Do I include the .click event inside the actual AJAX file being pulled from the server, instead of within index.php? Or can I somehow reload the DOM? Thanks for the help!

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  • document.getElementById not working for <a> tag

    - by Kartik
    hi, I'm very new to js so kindly help me with this. I am trying to add a class to a tag using onClick. The code is as shown below: <a class="gkvSprite" href="#" id="123" onClick="showhide('1')">Click 1</a> <a class="gkvSprite" href="#" id="456" onClick="showhide('2')">Click 2</a> <a class="gkvSprite" href="#" id="789" onClick="showhide('3')">Click 3</a> Now when i click i need to add a class called "selected" for the one i select. I tried using setAttribute and add class of jquery as well but was not successful When i alert the document.getelementbyId(123) it gives out the link. Can someone kindly help me? Thanks in Advance Alloi

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  • Flash security popup is unclickable on a layered window

    - by sjlewis
    I have a layered (TransparencyKey is set) winform w/ a WebBrowser control on it that navigates to a page that contains flash (swf). Everything works okay except that when flash shows a security popup, none of the buttons on the popup respond to mouse click, so I can't click Allow/Deny. Right-click works but only shows the context menu that is normal to flash. I tried overriding WndProc on the WebBrowser control, as suggested here, but it still does not respond to mouse click. If I comment out the TransparencyKey setting, even w/o the WndProc override, the buttons respond. I thought this'd be a container issue so I decided to host the swf file on the form, using the example here, but this, too, had the same problem w/ layered window. So, is there another way that can get around this problem? What is it w/ layered window that renders the buttons on the flash popup unclickable? What is it w/ flash...?

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  • onbeforeunload in safari does not run code server side

    - by Deepa
    On browser close or F5, I have to perform some code on server side For this I have a button. On click of that button which has onclientclick and onclick functions written. I also wrote an event on window.onbeforeunload which does a button.click(). window.onbeforeunload=function(e) { button.click() } My problem is that this runs the code of the client side click function of the button, however server side code does not get executed. This happens only when i close the browser. When I do F5 it works perfectly. Also this happens only on Safari. In FF and mozila it works perfectly . How can i

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  • Why can't I use the return from an insertAfter as a regular jQuery object?

    - by joachim
    I'm trying to insert a link after form elements to clear them. This demo code with headings doesn't work: h2 = $('h2'); clickytest = $('click me').insertAfter(h2).click(function() { $(this).append('foo'); }); But this does: clickytest = $('click me').insertAfter(h2); $('a.clicky').click(function() { $(this).append('foo'); }); The only difference is I've gone back and re-selected the new elements, rather than use what insertAfter returns. If on the other hand there is only one H2 in the whole document, then the first version works. What's going on? I've tried playing with each() but I'm not sure exactly what jQuery is doing here.

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • JQuery toggle problem

    - by Mazhar Ahmed
    I'm using JQuery. I'm writing this as HTML code: <li id="toggle"> <a id="open" class="open" href="#">Log In | Register</a> <a id="close" class="close" style="display: none;" href="#">Close Panel</a> </li> and I'm writing a code like that: $(document).ready(function() { // Expand Panel $("#open").click(function(){ $("div#panel").slideDown("slow"); }); // Collapse Panel $("#close").click(function(){ $("div#panel").slideUp("slow"); }); // Switch buttons from "Log In | Register" to "Close Panel" on click $("#toggle a").click(function () { $("#toggle a").toggle(); }); }); They problem is that, it's working in a file. And after that I copied in in another file and it will not working. There is no duplicate ID or anything else in the document

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  • jQuery and MooTools Conflict

    - by flipflopmedia
    Okay, so I got jQuery to get along with MooTools with one script, by adding this at the top of the jQuery script: var $j = jQuery.noConflict(); and then replacing every: $( with $j( But how would you get MooTools to like the following script that using jQuery?? Thanks in advance for any input, Tracy //Fade In Content Viewer: By JavaScript Kit: http://www.javascriptkit.com var fadecontentviewer={ csszindex: 100, fade:function($allcontents, togglerid, selected, speed){ var selected=parseInt(selected) var $togglerdiv=$("#"+togglerid) var $target=$allcontents.eq(selected) if ($target.length==0){ //if no content exists at this index position (ie: stemming from redundant pagination link) alert("No content exists at page number "+selected+"!") return } if ($togglerdiv.attr('lastselected')==null || parseInt($togglerdiv.attr('lastselected'))!=selected){ var $toc=$("#"+togglerid+" .toc") var $selectedlink=$toc.eq(selected) $("#"+togglerid+" .next").attr('nextpage', (selected<$allcontents.length-1)? selected+1+'pg' : 0+'pg') $("#"+togglerid+" .prev").attr('previouspage', (selected==0)? $allcontents.length-1+'pg' : selected-1+'pg') $target.css({zIndex: this.csszindex++, visibility: 'visible'}) $target.hide() $target.fadeIn(speed) $toc.removeClass('selected') $selectedlink.addClass('selected') $togglerdiv.attr('lastselected', selected+'pg') } }, setuptoggler:function($allcontents, togglerid, speed){ var $toc=$("#"+togglerid+" .toc") $toc.each(function(index){ $(this).attr('pagenumber', index+'pg') }) var $next=$("#"+togglerid+" .next") var $prev=$("#"+togglerid+" .prev") $next.click(function(){ fadecontentviewer.fade($allcontents, togglerid, $(this).attr('nextpage'), speed) return false }) $prev.click(function(){ fadecontentviewer.fade($allcontents, togglerid, $(this).attr('previouspage'), speed) return false }) $toc.click(function(){ fadecontentviewer.fade($allcontents, togglerid, $(this).attr('pagenumber'), speed) return false }) }, init:function(fadeid, contentclass, togglerid, selected, speed){ $(document).ready(function(){ var faderheight=$("#"+fadeid).height() var $fadecontents=$("#"+fadeid+" ."+contentclass) $fadecontents.css({top: 0, left: 0, height: faderheight, visibility: 'hidden'}) fadecontentviewer.setuptoggler($fadecontents, togglerid, speed) setTimeout(function(){fadecontentviewer.fade($fadecontents, togglerid, selected, speed)}, 100) $(window).bind('unload', function(){ //clean up $("#"+togglerid+" .toc").unbind('click') $("#"+togglerid+" .next", "#"+togglerid+" .prev").unbind('click') }) }) } }

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  • Updatepanel refresh messing up JqueryUI in IE7

    - by o-logn
    Hey everyone, This is a bit of a long shot as I don't have access to the code at the moment. However, there's nothing 'special' about the code. I'm using a combination of JqueryUI and ASP.NET UpdatePanels. If I click any of the trigger controls (asp.net button), the partial-postbacks are fine. However, if I click on a trigger control after clicking on a JQueryUI button, then the entire layout messes up and a lot of the content moves upwards. I can just about reach a JQueryUI button, and when I click that, the layout returns to normal and everything's fine until I click the trigger control again. The page works fine in all latest browsers, but this problem appears in IE 7. I hope maybe someone has come across a similar problem in IE 7 and found a workaround/solution. I've been trying to fix it for a couple of days, but no luck. Thanks for any advice.

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  • How to use unicode inside an xpath string? (UnicodeEncodeError)

    - by Gj
    I'm using xpath in Selenium RC via the Python api. I need to click an a element who's text is "Submit »" Here's the error that I'm getting: In [18]: sel.click(u"xpath=//a[text()='Submit \xbb')]") ERROR: An unexpected error occurred while tokenizing input The following traceback may be corrupted or invalid The error message is: ('EOF in multi-line statement', (1121, 0)) --------------------------------------------------------------------------- Exception Traceback (most recent call last) /Users/me/<ipython console> in <module>() /Users/me/selenium.pyc in click(self, locator) 282 'locator' is an element locator 283 """ --> 284 self.do_command("click", [locator,]) 285 286 /Users/me/selenium.pyc in do_command(self, verb, args) 213 #print "Selenium Result: " + repr(data) + "\n\n" 214 if (not data.startswith('OK')): --> 215 raise Exception, data 216 return data 217 <type 'str'>: (<type 'exceptions.UnicodeEncodeError'>, UnicodeEncodeError('ascii', u"ERROR: Invalid xpath [2]: //a[text()='Submit \xbb')]", 45, 46, 'ordinal not in range(128)'))

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  • Remmina remote control: black screen after XBMC exit

    - by Tinellus
    I have a HTPC (Quietpc Sidewinder Fanless media pc) running Ubuntu 12.04 and autostarting XBMC Frodo. I'm remote controlling this machine using my laptop also running Ubuntu 12.04 and using Remmina VNC as a client. Everything works perfectly as long as XBMC is running: I can see the remote screen and control via mouse and keyboard on the laptop. However, when XBMC is stopped on the HTPC, my TV shows the Ubuntu desktop normally, but the screen on the laptop turns black. I'm however still controlling the HTPC since I can see the arrow moving upon laptop mouse movement, and I can still type text in the HTPC. Oddly, when the screensaver on the HTPC kicks in, I again have a visual on the laptop. Anyone any thoughts on this? What should I do to maintain visual after stopping XBMC? Any suggestions much appreciated. Thanks!

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  • Arcball 3D camera - how to convert from camera to object coordinates

    - by user38873
    I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up until now, like lookat etc. http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball So i can rotate with the click and drag of the mouse, but when i rotate 90º degrees around Y and then move the mouse upwards or donwwards, it rotates on the wrong axis, this problem is demonstrated on this part of the tutorial An extra trick is converting the rotation axis from camera coordinates to object coordinates. It's useful when the camera and object are placed differently. For instace, if you rotate the object by 90° on the Y axis ("turn its head" to the right), then perform a vertical move with your mouse, you make a rotation on the camera X axis, but it should become a rotation on the Z axis (plane barrel roll) for the object. By converting the axis in object coordinates, the rotation will respect that the user work in camera coordinates (WYSIWYG). To transform from camera to object coordinates, we take the inverse of the MV matrix (from the MVP matrix triplet). What i have to do acording to the tutorial is convert my axis_in_camera_coordinates to object coordinates, and the rotation is done well, but im confused on what matrix i use to do just that. The tutorial talks about converting the axis from camera to object coordinates by using the inverse of the MV. Then it shows these 3 lines of code witch i havent been able to understand. glm::mat3 camera2object = glm::inverse(glm::mat3(transforms[MODE_CAMERA]) * glm::mat3(mesh.object2world)); glm::vec3 axis_in_object_coord = camera2object * axis_in_camera_coord; So what do i aply to my calculated axis?, the inverse of what, i supose the inverse of the model view? So my question is how do you transform camera axis to object axis. Do i apply the inverse of the lookat matrix? My code: if (cur_mx != last_mx || cur_my != last_my) { va = get_arcball_vector(last_mx, last_my); vb = get_arcball_vector( cur_mx, cur_my); angle = acos(min(1.0f, dotProduct(va, vb)))*20; axis_in_camera_coord = crossProduct(va, vb); axis.x = axis_in_camera_coord[0]; axis.y = axis_in_camera_coord[1]; axis.z = axis_in_camera_coord[2]; axis.w = 1.0f; last_mx = cur_mx; last_my = cur_my; } Quaternion q = qFromAngleAxis(angle, axis); Matrix m; qGLMatrix(q,m); vi = mMultiply(m, vi); up = mMultiply(m, up); ViewMatrix = ogLookAt(vi.x, vi.y, vi.z,0,0,0,up.x,up.y,up.z);

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  • how to ignore the event onchange of a4j:support when clicking button

    - by bakkujp
    Hi All, I have a textbox like below <h:inputText value="#{bean.strQuantite}"> <a4j:support actionListener="#{tabacListCommandeAltadisDetailBean.actionListenerQuantity}" event="onchange" /> </h:inputText> I input some value into the textbox above and don't click outside the textbox yet. After that, I click a other button, then click event of button is not trigger. Instead of this, the event onchange of the inputtext above is trigger. I want to when clicking the button, the click event is trigged before. Can anyone help me to solve this problem ?

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Flash CS5- Problem with "navigateToURL" in web-browswer hosted on MySpace

    - by NervXT
    I made a quick flash document for my friend who posted it his MySpace. The document has 3 buttons, each with a URL attached to them. When I play the SWF file locally, the links work fine, however once it's published to MySpace, the links refuse to work. The hand icon comes up so it understands them at least as buttons, but it seems to do nothing when clicked in the web-browser. Also, I can open the SWF in my browser and it also works fine. I'm using Flash CS5 and working in ActionScript 3.0. The three buttons are on one layer called "Buttons". I right click the button and click "Actions". From there, I click the "Code Snippets" and under the folder "Actions" there is an item called "Click to Go To Webpage". Here is the code it gives you by default: button_2.addEventListener(MouseEvent.CLICK, fl_ClickToGoToWebPage_6); function fl_ClickToGoToWebPage_6(event:MouseEvent):void { navigateToURL(new URLRequest("http://www.adobe.com"), "_blank"); } I heard there was a problem with MySpace not allowing action scripts, but after checking the source code of the web-page, the values in the "param" code seem to "always" allow action scripts. At any point, I'm lost and not sure what it causing this. I don't think it's a browser issue, since it's working fine when I execute the SWF by itself, and when I load it into Firefox. It's just seems MySpace is having a problem with it. Any advice is appreciated.

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