Search Results

Search found 54311 results on 2173 pages for 'right click menu'.

Page 212/2173 | < Previous Page | 208 209 210 211 212 213 214 215 216 217 218 219  | Next Page >

  • bring object to front flash actionscript 3

    - by steve
    I have a menu set up that has about 20 menu items in a circle. When you mouse over each item, a title comes up. The only problem is that because of the depth order, it's hidden behind the other menu items. Is there a way to bring this item to the front when moused over? I'm pretty actionscript illiterate so any help would be awesome.

    Read the article

  • jquery image slide procedure faulty in IE

    - by sahulik
    Where did I go wrong? IE reports a problem while everything else seems to be just fine. $(document).ready(function(){ menu = $('#menu > ul > li'); image = $('#image > ul > li > div'); menu.each(function(idx) { this.slide = image[idx]; }).hover( function() { menu.removeClass('active'); image.removeClass('active'); $(this).addClass('active'); $(this.slide).addClass('active'); }); });

    Read the article

  • $.ajax not loading data data everytime from server

    - by Ted
    I have written a simple jQuery.ajax function which loads a user control from the server on click of a button. The first time I click the button, it goes to the server and gets me the user control. But each subsequent click of the same button does not goes to the server to fetch me the user control. Since my user control fetches data from db, I need to reload the user control everytime i hit the button. But if anyhow I get my user control to unload from the page, and re-click the button, it goes to the server and fetches me the user control. Here's the code: $("#btnLoad").click(function() { if ($(this).attr("value") == "Load Control") { $.ajax({ url: "AJAXHandler.ashx", data: { "lt": "loadcontrol" }, dataType: "html", success: function(data) { content.html(data); } }); $(this).attr("value", "Unload Control"); } else { $.ajax({ url: "AJAXHandler.ashx", data: { "lt": "unloadcontrol" }, dataType: "html", success: function(data) { content.html(data); } }); $(this).attr("value", "Load Control"); } }); Please let me know if there is any other way I can get my user control loaded from server everytime I click the button.

    Read the article

  • Simulating a button press without performClick: (cocoa osx/cocotron)

    - by Michael Minerva
    I need to be able to display popup menu when I press an openGL object. I was able to accomplish this by triggering the performClick: of an inviible NSPopupButton and also by triggering the performClickWithFrame:inView: of an NSPopupButtonCell. Both of these methods were successful on OSX but I also need to target the PC and unfortunately performClickWithFrame:inView: is unimplemented in cocotron and performClick does not cause the menu to be displayed when executed on an NSPopupButton (on cocotron). Now there must be someway for this to work because the NSPopupButton does sucesfully display the NSPopupButtonCell when it is clicked but I know it does not accomplish by calling performClick:. Can I access these lower levels methods used by the NSPopupButton to display my menu or force the invisible NSPopupButton to display its menu? If so can anyone link me to some info about this?

    Read the article

  • linq null parameter

    - by kusanagi
    how can i do the code static string BuildMenu(List<Menu> menu, int? parentId) { foreach (var item in menu.Where(i => i.ParentMenu == parentId || i.ParentMenu.MenuId == parentId).ToList()) { } } return BuildMenu(menuList,null); so if parentId==null then return only records i = i.ParentMenu == null but when parentId is 0 then return records with i.ParentMenu.MenuId == parentId

    Read the article

  • call addsubview again causes slowdown

    - by Tom
    hi guys, i am writing a little music-game for the iphone. I am almost done, this is the only issue which keeps me from rolling it out. any help to solve this is much appreciated. this is what i do: at my appDelegate I add my menu-view-screen to the window. the menu-view-screen acts as a container and controls which view gets presented to the user. means, on the menu-view-screen I got 4 buttons (new game, options, faq, highscore). when the user clicks on a button something as this happens: if (self.gameViewController == nil) { GameViewController *viewController = [[GameViewController alloc] initWithNibName:@"GameViewController" bundle:nil]; self.gameViewController = viewController; [viewController release]; } [self.view addSubview:self.gameViewController.view]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(handleSwitchViewNotificationFromGameView:) name:@"SwitchView" object:gameViewController]; when the user returns to the menu, this piece of code gets executed: [[NSNotificationCenter defaultCenter] removeObserver:self]; [self.gameViewController viewWillDisappear:YES]; [self.gameViewController.view removeFromSuperview]; this works fine for all screens but not for the gamescreen(well this is the only one with heaps of user-interaction) means the responsiveness of the iphone(when playing tones) gets really slow. The performance is fine when I display the gameview for the first time. it starts getting slower as soon as I add it to the menu-views-container-subviews again (addsubview) (basically open up a new game) any ideas what causes(or to get around) this? thanks heaps Best regards Tom

    Read the article

  • How can I diff against a revision of a single file using only the default Git GUI tools?

    - by Rich
    I want to view the history of a single file, and then compare a single revision from that history against the current version. On the command line, this is easy: Run: git log -- <filename> Locate the version you want to compare, Run: git diff <commitid> -- <filename> But how can this be done using only the default Git gui tools, git gui and gitk? I know of two methods using gitk, but they're both horribly clunky: Either: Select the New View option from the View menu, Type in the full path to your file into the box labelled Enter files and directories to include, one per line, Locate the version you want to compare by looking at the highlighted items in the top pane, and click on it to select it, Right-click on the current version and select Diff selected - this, Or: Select Tree in the bottom right-hand pane, Locate the file you want to look at, right-click on it, and select Highlight this only, Locate the version you want to compare by looking at the highlighted items in the top pane, and click on it to select it, Right-click on the current version and select Diff selected - this, Click on the file in the bottom right-hand pane to jump to it in the diff output, or scroll manually. Is a better method than this?

    Read the article

  • Tkinter Gui to read in csv file and generate buttons based on the entries in the first row

    - by Thomas Jensen
    I need to write a gui in Tkinter that can choose a csv file, read it in and generate a sequence of buttons based on the names in the first row of the csv file (later the data in the csv file should be used to run a number of simulations). So far I have managed to write a Tkinter gui that will read the csv file, but I am stomped as to how I should proceed: from Tkinter import * import tkFileDialog import csv class Application(Frame): def __init__(self, master = None): Frame.__init__(self,master) self.grid() self.createWidgets() def createWidgets(self): top = self.winfo_toplevel() self.menuBar = Menu(top) top["menu"] = self.menuBar self.subMenu = Menu(self.menuBar) self.menuBar.add_cascade(label = "File", menu = self.subMenu) self.subMenu.add_command( label = "Read Data",command = self.readCSV) def readCSV(self): self.filename = tkFileDialog.askopenfilename() f = open(self.filename,"rb") read = csv.reader(f, delimiter = ",") app = Application() app.master.title("test") app.mainloop() Any help is greatly appreciated!

    Read the article

  • Previous layer not showing

    - by meep
    Hello I got a menu which can foldout and show some content based on the menu item. See demo: http://arcticbusinessnetwork.com.web18.curanetserver.dk/home.aspx If I hover the menu it works great, but if I click on "Raw Material", I can not access the PREVIOUS tab (Infrastructure) while the others fade in great. How can this be? This is the javascript <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3/jquery.min.js"></script> <script type="text/javascript" src="/js/jquery.hoverIntent.min.js"></script> <script type="text/javascript"> $(document).ready(function () { function megaHoverOver() { $(this).find(".menu_content").stop().fadeTo('fast', 1).show(); } function megaHoverOut() { $(this).find(".menu_content").stop().fadeTo('fast', 0, function () { $(this).hide(); }); } var config = { sensitivity: 2, interval: 50, over: megaHoverOver, timeout: 300, out: megaHoverOut }; $("#menu ul li").not(".parenttocurrent").not(".current").find(".menu_content").css({ 'opacity': '0' }); $("#menu ul li").not(".parenttocurrent").not(".current").hoverIntent(config); }); </script>

    Read the article

  • How can i know what TextView was clickbale?

    - by sgiro
    Hello, i have one doubt. I have an iteration of TextViews, and what i want is when i click in one TextView , i want stop the iteration and open a web, who can i know what TextView as been click on? i have this code: Iterator<TextView> it = text.iterator(); while(it.hasNext()){ test = it.next(); test.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { //mWebView = (WebView) findViewById(R.id.webview); mWebView.setWebViewClient(new WebViewClient() { @Override public boolean shouldOverrideUrlLoading(WebView view, String url) { view.loadUrl(url); return true; } }); mWebView.getSettings().setJavaScriptEnabled(true); mWebView.loadUrl(url); } }); // condition to stop the iteration when i click on TextView } And what i want is the condition to stop the iteration when i click on the TextView that i want see, i try using some methods that are in the TextView and don't work. Anyone can help me? I have the iteration of TextViews because i want to do this dynamic, and i don't know the TextView who as click, and i want to know what TextView was click to stop the iteration, because if i don't stop this, for example if i have 3 TextView they will open the same web. Thanks and forgive my English

    Read the article

  • Properly design a code editor application

    - by Hemaulo
    I'm working on personal project which is basically a code editor. Imagine standard File menu with menu items New, Open, Save, Save As, Save All, Close, Close All. I'm stuck with proper design. Currently I have: A Document class which represents a document - code editing control, respective tab in tab bar and various properties such as Caption, Filename, IsModified etc. A Documents class which represents all open documents. Contains methods like New, Open(FileName), ... The problem is that I can't figure out which class / menu command is responsible for which tasks. For example, with File-New menu command is simple - call Documents.New and that's it. But what for File-Open? The Documents.Open method expects filename as a parameter. So before calling this method I need to open an file selection dialog, let user select files and for each file call Documents.Open(FileName). Where is best place for this supporting code, in menu command, rewrite Documents.Open and put it there? The same with Save actions. Which is responsible for saving? Is it Documents class which uses Document.Editor.SaveToFile(FileName) or better create Save method in Document class? Somewhere in the middle also need to ask user if he wants to save current document... I'm stuck. Any ideas? Edited: The programming language is Delphi.

    Read the article

  • Flex ChangeWatcher bind to a negative condition

    - by bedwyr
    I have a bindable getter in a component which informs me when a [hidden] timer is running. I also have a context menu which, if this timer is running, should disable one of the menu items. Is it possible to create a ChangeWatcher which watches for the negative condition of a bindable property/getter and changes the enabled property of the menu item? Here are the basic methods I'm trying to bind together: Class A: [Bindable] public function get isPlaying():Boolean { return (_timer != null) ? _timer.running : false; } Class B: private var _playingWatcher:ChangeWatcher; public function createContextMenu():void { //...blah blah, creating context menu var newItem:ContextMenuItem = new ContextMenuItem(); _playingWatcher = BindingUtils.bindProperty(newItem, "enabled", _classA, "isPlaying"); } In the code above, I have the inverse case: when isPlaying() is true, the menu item is enabled; I want it to only be enabled when the condition is false. I could create a second getter (there are other bindings which rely on the current getter) to return the inverse condition, but that sounds ugly to me: [Bindable] public function get isNotPlaying():Boolean { return !isPlaying; } Is this possible, or is there another approach I'm completely missing?

    Read the article

  • Using jQuery tools from within GWT -- is there a way to allow exchanges?

    - by culov
    I have a GWT web-app with a nearly full page Google map window. Inside the the map, I have infowindows which include links. What I want to do is use jquery tools overlays (http://flowplayer.org/tools/overlay/apple.html) to open the overlay and display it on top of the map once the link inside the info window is clicked. Now, the link source is generated dynamically, and it is hosted on a different server, so i have to open it in an iframe and set the source of the iframe before it opens. this seems simple enough since i only have 1 iframe on the page: function changeSource(url){ $("#menuIFrame").attr("src",url); } To call this before opening the overlay (which is done on mouse release), i create the following element in the google maps infowindow via GWT: <a href="http://whatever.com/menu/" onClick="changeSource('http://whatever.com/menu/');" rel=#menu"> View menu </a> Jquery tools works by opening whatever div has the id assigned to the value of 'rel', but because i have my javascript/jquery on my LandingPage.html in GWT, there appears to be some sort of disconnect between the two because the changeSource function is never called AND the overlay is never added to the window. Here's my app: http://truxmapper.appspot.com/ As you can see, the other overlays will work fine, but once you click an infowindow and try to view the menu, it will simply use the href to open the url in that window. Does anyone know of a solution that will allow me to accomplish my goal? Thanks!

    Read the article

  • How to make the value of one select box drive the options of a second select box

    - by Ben McCormack
    I want to make an HTML form with 2 select boxes. The selected option in the first select box should drive the options in the second select box. I would like to solve this dynamically on the client (using javascript or jQuery) rather than having to submit data to the server. For example, let's say I have the following Menu Categories and Menu Items: Sandwiches Turkey Ham Bacon Sides Mac 'n Cheese Mashed Potatoes Drinks Coca Cola Sprite Sweetwater 420 I would have two select boxes, named Menu Category and Items, respectively. When the user selects Sandwiches in the Menu Category box, the options in the Items box will only show Sandwich options. I'm stuck as how I might approach this. Once I filter out the 2nd list one time, how do I "find" the list options once I change my menu category in the 1st list? Also, if I'm thinking in SQL, I would have a key in the 1st box that would be used to link to the data in the 2nd box. However, I can't see where I have room for a "key" element in the 2nd box. How could this problem be solved with a combination of jQuery or plain javascript?

    Read the article

  • How to change quicksort to output elements in descending order?

    - by masato-san
    Hi, I wrote a quicksort algorithm however, I would like to make a change somewhere so that this quicksort would output elements in descending order. I searched and found that I can change the comparison operator (<) in partition() to other way around (like below). //This is snippet from partition() function while($array[$l] < $pivot) { $l++; } while($array[$r] > $pivot) { $r--; } But it is not working.. If I quicksort the array below, $array = (3,9,5,7); should be: $array = (9,7,5,3) But actual output is: $array = (3,5,7,9) Below is my quicksort which trying to output elements in descending order. How should I make change to sort in descending order? If you need any clarification please let me know. Thanks! $array = (3,9,5,7); $app = new QuicksortDescending(); $app->quicksort($array, 0, count($array)); print_r($array); class QuicksortDescending { public function partitionDesc(&$array, $left, $right) { $l = $left; $r = $right; $pivot = $array[($right+$left)/2]; while($l <= $r) { while($array[$l] > $pivot) { $l++; } while($array[$r] < $pivot) { $r--; } if($l <= $r) {// if L and R haven't cross $this->swap($array, $l, $r); $l ++; $j --; } } return $l; } public function quicksortDesc(&$array, $left, $right) { $index = $this->partition($array, $left, $right); if($left < $index-1) { //if there is more than 1 element to sort on right subarray $this->quicksortDesc($array, $left, $index-1); } if($index < $right) { //if there is more than 1 element to sort on right subarray $this->quicksortDesc($array, $index, $right); } } }

    Read the article

  • div on top of div with Google Maps API

    - by JHM_67
    How do I float a div "menu" on top of my Google Maps API "map" div. And maybe possibly add a transparency of 50% on the menu div. Can this be done? #map {width: 835px; height 540px; float: left;} #menu {width: 145px; float: right; padding-top: 10px;} <div id="map"></div> <div id="menu"></div>

    Read the article

  • iphone moving direction using accelerometer

    - by Ruchir Shah
    Hi, I want some help on UIAccelerometer class. I want to find some way to find out or distinguish when I wave iphone device from right-to-left and the left-to-right. I am getting x,y,z values as well as interval value. I am also getting velocity and distance calculated from normal physics rule. Distance = (prevDist + sqrt(pow((prevx - acceleration.x), 2) + pow((prevy - acceleration.y), 2) + pow((prevz - acceleration.z), 2))) Velocity = (Distance * timeintercal) { here distance means newdistance-prevdistance and timeinterval for that distance } When I am moving iphone device right-to-left then left-to-right I am getting total distance traveld in both direction and velocity at regular intervals. Can you help me how I can find out that I am moving iphone device left-to-right or right-to-left? Help would be appreciated. Thanks.

    Read the article

  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

    Read the article

  • How to wrap images into a Excel Add-in 2003

    - by nimo
    hi, I'm having a excel add-in with several menu items. Each menu item embedded with a image. I'm loading picture to menu item using LoadPicture function where I gave the absolute path to image location. In order to make the add-in distributable I need to provide a relative path. Appropriate anyone can suggest me how to do this. Thank you

    Read the article

  • Text box loses focus when DIV is hovered

    - by Konoplianko
    Hello. I have a problem: When I enter a text into suggestion text box, popup panel appears. But when user places mouse over this popup panel with suggestions - text box loses focus. What should I do to prevent losing focus ? Example which have the same behaviour: http://demo.raibledesigns.com/gwt-autocomplete/ Thanks for any help. Update 1 SuggestionMenu which is being shown is extending MenuBar which sets focus for all menu items. void itemOver(MenuItem item, boolean focus) { if (item == null) { // Don't clear selection if the currently selected item's menu is showing. if ((selectedItem != null) && (shownChildMenu == selectedItem.getSubMenu())) { return; } } // Style the item selected when the mouse enters. selectItem(item); if (focus) { focus(); } // If child menus are being shown, or this menu is itself // a child menu, automatically show an item's child menu // when the mouse enters. if (item != null) { if ((shownChildMenu != null) || (parentMenu != null) || autoOpen) { doItemAction(item, false); } } } It's clear that i cant fix loosing focus. Now question is - how to make on pressing backspace or any key to focus on edit box? Thanks in advance

    Read the article

  • How do I get my Flash CS4 buttons to direct the user to another URL?

    - by goldenfeelings
    My apologies if this has been fully addressed before, but I've read through several other threads and still can't seem to get my file to work. My actionscript code is at the bottom of this message. I created it using instructions from the Adobe website: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fd7.html I believe I have all of my objects set to the correct type of symbol (button) and all of my instances are named appropriately (see screenshot here: www.footprintsfamilyphoto.com/wp-content/themes/Footprints/images/flash_buttonissue.jpg) Action Script here. Let me know if you have suggestions! (Note: I am very new to Flash): stop (); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } bc_btn1.addEventListener(MouseEvent.CLICK, families); bc_btn2.addEventListener(MouseEvent.CLICK, families); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } f_btn1.addEventListener(MouseEvent.CLICK, families); f_btn2.addEventListener(MouseEvent.CLICK, families); function families(event:MouseEvent):void { var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL); } cw_btn1.addEventListener(MouseEvent.CLICK, families); cw_btn2.addEventListener(MouseEvent.CLICK, families);

    Read the article

< Previous Page | 208 209 210 211 212 213 214 215 216 217 218 219  | Next Page >