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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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  • JavaScript: input validation in the keydown event

    - by c411
    Hi, I'm attempting to do info validation against user text input in the process of keydown event. The reason that I am trying to validate in the keydown event is because I do not want to display the characters those that are considered to be illegal in the input box at the beginning. The validation I am writing is like this, function validateUserInput(){ var code = this.event.keyCode; if ((code<48||code>57) // numerical &&code!==46 //delete &&code!==8 //back space &&code!==37 // <- arrow &&code!==39) // -> arrow { this.event.preventDefault(); } } I can keep going like this, however I am seeing drawbacks on this implmentation. Those are, for example, Conditional statement become longer and longer when I put more conditions to be examined. keyCodes can be different by browsers. I have to not only check what is not legal but also have to check what are exceptionals. In above examples, delete,backspace, and arrow keys are exceptionals. But the feature that I don't want to lose is having not to display the input in the textarea unless it passes the validation. (In case the user try to put illegal characters in the textarea, nothing should appear at all) That is why I am not doing validation upon keyup event. So my question is, Are there better ways to validate input in keydown event than checking keyCode by keyCode? Are there other ways to capture the user inputs other than keydown event before browser displays it? And a way to put the validation on it? Thanks for the help in advance.

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  • jQuery live keydown doesn't register until second keydown

    - by Simon
    Hi there, I'm trying to add a class (.active) to a text field once the user starts typing. I got it to work somewhat with the following code, but for some reason the .active class is not applied immediately when the user starts typing, it's only applied after a second letter has been typed. Any ideas? $(document).ready(function() { loginField = $('.field'); loginField.live('keydown', function(){ if ($(this).val()){ $(this).addClass('active'); } }); });

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  • Call a KeyDown Event

    - by Doug
    All I need is to be able to click a button and have it do the KeyDown event for Enter, I've tired doing KeyDownCheck(13); and similar things, and I can get into the KeyDown event, but I can't get it to recognize that I want Enter, and it doesn't go to any specific key. Is there a specific way to put this in? Thanks in advance

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  • C#, WinForms: Why aren't KeyDown events chaining up to Form? I have to add event handler to each chi

    - by blak3r
    As i understand it, when a button is pressed it should first invoke the Control which has focus' KeyDown Handler, then it call the KeyDown handler for any Parent controls, all the way up to the main form. The only thing that would stop the chain would be if somewhere along the chain one of the EventHandlers did: e.SuppressKeyPress = true; e.Handled = true; In my case, KeyDown events never get to the main form. I have Form - Panel - button for example. Panel doesn't offer a KeyDown Event, but it shouldn't stop it from reaching the main form right? Right now as a work around I set every single control to call an event handler I wrote. I'm basically trying to prevent Alt-F4 from closing the application and instead minimize it.

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  • C#, WinForms: What would prevent KeyDown events from chaining up from focused control up to main For

    - by blak3r
    As i understand it, when a keyboard button is pressed it should invoke the KeyDown event for the control which has focus. Then, the KeyDown for the parent control, so on and so forth until it reaches main form. UNLESS - along the chain one of the EventHandlers did: e.SuppressKeyPress = true; e.Handled = true; In my case, KeyDown events never get to the main form. I have Form - Panel - button for example. Panel doesn't offer a KeyDown Event, but it shouldn't stop it from reaching the main form right? Right now as a work around I set every single control to call an event handler I wrote. I'm basically trying to prevent Alt-F4 from closing the application and instead minimize it.

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  • How to handle both the KeyDown and KeyUp events in a Silverlight 3 TextBox

    - by sako73
    I am attaching handlers to the KeyDown and KeyUp events of a Silverlight 3 TextBox as so: _masterTextBox.KeyDown += (s, args) => { CheckForUserEnteredText(MasterTextBox.Text); args.Handled = false; }; _masterTextBox.KeyUp += (s, args) => { UpdateText(MasterTextBox.Text); }; When I comment out the KeyDown handler, then the KeyUp will trap the event, otherwise, only the KeyDown handler is triggered. Can someone explain why the KeyUp event handler is not firing after the KeyDown handler does? Thanks.

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  • Silverlight Canvas doesn't support KeyDown?

    - by chakrit
    I have this: <Canvas x:Name="LayoutRoot" KeyDown="LayoutRoot_KeyDown"> </Canvas> In a newly-minted Ag 3 application in VS2008. I simply changed the default <Grid /> to <Canvas /> and added a KeyDown handler that pops a MessageBox. But no matter how I tried, the KeyDown event just would never, ever fires. Is it simply that <Canvas /> doesn't support KeyDown or am I doing something wrong?

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  • Combining a mousedown event with a keydown event

    - by gotguts
    I am trying to combine a keydown event with a mousedown event. Basically, I have a chat dialog, and if the user writes in one of 2 divs (keydown event) or makes a selection from either (or both) of 2 dropdowns (mousedown), I need these to have the same exact function. Thanks in advance. Code (to be combined): $('#usermsg').add('#otherComments').keydown(function() { // When key pressed and $('#strategies').add('#whySwitch').mousedown(function() { // When mouse is clicked //function body });

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  • FancyBox Callback Keydown

    - by headShrinker
    I have been working on this code, and I can't seem to figure it out. Fancybox's callbacks don't seem to work at all. I have the keyboard bound to the pagination for this gallery. But I want to unbind the keyboard from the table when fancybox opens. When fancybox opens nothing changes.... What to do?? $(document).ready(function() { $('a.active').click(function() { var url = $(this).attr('href'); $('#ajaxTable').load(url+'/1'); return false; }); $("a.fancy").fancybox({ callbackOnStart: function() { $('a#gleft a#gright').unbind("keydown"); }, 'frameWidth': 570, 'frameHeight': 470 }) $(document).keydown(function(event) { if(event.keyCode == 37 ) { var url = $('a#gleft').attr('href'); if (url != null) { $('#ajaxTable').load(url+'/1'); $(document).unbind("keydown"); } } else if(event.keyCode == 39 ) { var url = $('a#gright').attr('href'); if (url != null) { $('#ajaxTable').load(url+'/1'); $(document).unbind("keydown"); } } }); });

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  • Silverlight 4 + MVVM + KeyDown event

    - by jturn
    I'm trying to build a sample game in Silverlight 4 using the MVVM design pattern to broaden my knowledge. I'm using Laurent Bugnion's MvvmLight toolkit as well (found here: http://mvvmlight.codeplex.com/ ). All I want to do right now is move a shape around within a Canvas by pressing specific keys. My solution contains a Player.xaml (just a rectangle; this will be moved around) and MainPage.xaml (the Canvas and an instance of the Player control). To my understanding, Silverlight doesn't support tunneling routed events, only bubbling. My big problem is that Player.xaml never recognizes the KeyDown event. It's always intercepted by MainPage.xaml first and it never reaches any child controls because it bubbles upward. I'd prefer that the logic to move the Player be in the PlayerViewModel class, but I don't think the Player can know about any KeyDown events firing without me explicitly passing them on down from the MainPage. I ended up adding the handler logic to the MainPageViewModel class. Now my problem is that the MainPageViewModel has no knowledge of Player.xaml so it cannot move this object when handling KeyDown events. I guess this is expected, as ViewModels should not have any knowledge of their associated Views. In not so many words...is there a way this Player user control within my MainPage.xaml can directly accept and handle KeyDown events? If not, what's the ideal method for my MainPageViewModel to communicate with its View's child controls? I'm trying to keep code out of the code-behind files as much as possible. Seems like it's best to put logic in the ViewModels for ease of testing and to decouple UI from logic. (MainPage.xaml) <UserControl x:Class="MvvmSampleGame.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:game="clr-namespace:MvvmSampleGame" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:cmd="clr-namespace:GalaSoft.MvvmLight.Command;assembly=GalaSoft.MvvmLight.Extras.SL4" mc:Ignorable="d" Height="300" Width="300" DataContext="{Binding Main, Source={StaticResource Locator}}"> <i:Interaction.Triggers> <i:EventTrigger EventName="KeyDown"> <cmd:EventToCommand Command="{Binding KeyPressCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> <Canvas x:Name="LayoutRoot"> <game:Player x:Name="Player1"></game:Player> </Canvas> (MainViewModel.cs) public MainViewModel() { KeyPressCommand = new RelayCommand<KeyEventArgs>(KeyPressed); } public RelayCommand<KeyEventArgs> KeyPressCommand { get; private set; } private void KeyPressed(KeyEventArgs e) { if (e.Key == Key.Up || e.Key == Key.W) { // move player up } else if (e.Key == Key.Left || e.Key == Key.A) { // move player left } else if (e.Key == Key.Down || e.Key == Key.S) { // move player down } else if (e.Key == Key.Right || e.Key == Key.D) { // move player right } } Thanks in advance, Jeremy

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  • prevent other event keydown on change

    - by Nik
    Hi, on my textbox i have 2 events onchange and keydown(for enter) now i did validation on onchange event if any validation fail then i raise alert but when i press press enter button if validation failed then i dont want to execute keydown event any suggestion Thanks, Nik

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  • Creating a KeyDown Event Handler for the Label Control

    - by j-t-s
    Hi All I'm sure you're all aware of the fact that the Label Control has no KeyDown handler (and why would it?)... Anyway, I'm in need of a KeyDown handler for the Label Control and would appreciate any pointers/suggestions to get me started. I've searched around but haven't found any info on creating my own Event Handlers for the Label Control. Can this be done is C#? Thanks

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  • index seems to be out of sync for jquery .keydown and .click methods

    - by Growler
    I'd like to navigate images using both keyboard and mouse (clicking left and right arrow images). I'm using Jquery to do this, but the shared imgIndex seems to be off from the .keydown function and the .click function... Whenever .keydown function -- or ++ the imgIndex, isn't that changed index also used in the click function? So shouldn't they always be on the same index? keydown function: <script type="text/javascript"> var imgArray = [<?php echo implode(',', getImages($site)) ?>]; $(document).ready(function() { var img = document.getElementById("showimg"); img.src = imgArray[<?php echo $imgid ?>]; var imgIndex = <?php echo $imgid ?>; alert(imgIndex); $(document).keydown(function (e) { var key = e.which; var rightarrow = 39; var leftarrow = 37; var random = 82; if (key == rightarrow) { imgIndex++; if (imgIndex > imgArray.length-1) { imgIndex = 0; } img.src = imgArray[imgIndex]; } if (key == leftarrow) { if (imgIndex == 0) { imgIndex = imgArray.length; } img.src = imgArray[--imgIndex]; } }); click function: Connected to left and right clickable images $("#next").click(function() { imgIndex++; if (imgIndex > imgArray.length-1) { imgIndex = 0; } img.src = imgArray[imgIndex]; }); $("#prev").click(function() { if (imgIndex == 0) { imgIndex = imgArray.length; } img.src = imgArray[--imgIndex]; }); }); Just so you have some visibility into the getImages php function: <?php function getImages($siteParam) { include 'dbconnect.php'; if ($siteParam == 'artwork') { $table = "artwork"; } else { $table = "comics"; } $catResult = $mysqli->query("SELECT id, title, path, thumb, views, catidFK FROM $table"); $img = array(); while($row = $catResult->fetch_assoc()) { $img[] = "'" . $row['path'] . "'"; } return $img; } ?> Much appreciated! Snapshot of where the script is on "view image.php"

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  • Core jQuery event modification problem

    - by DSKVR
    I am attempting to overwrite a core jQuery event, in this case the keydown event. My intention is to preventDefault() functionality of Left(37), Up(38), Right(39) and Down(40) to maintain the consistency of hot keys in my web application. I am using the solution provided here for the conditional charCode preventDefault problem. For some reason, my function overwrite is simply not firing, and I cannot put my finger on the problem. I am afraid that over the past 30 minutes this issue has resulted in some hair loss. Anybody have the remedy? /* Modify Keydown Event to prevent default PageDown and PageUp functionality */ (function(){ var charCodes = new Array(37,38,39,40); var original = jQuery.fn.keydown; jQuery.fn.keydown = function(e){ var key=e.charCode ? e.charCode : e.keyCode ? e.keyCode : 0; alert('now why is my keydown mod not firing?'); if($.inArray(key,charCodes)) { alert('is one of them, do not scroll page'); e.preventDefault(); return false; } original.apply( this, arguments ); } })();

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  • keyDown works but i get beeps

    - by Oscar
    I just got my keydown method to work. But i get system beep everytime i press key. i have no idea whats wrong. Googled for hours and all people say is that if you have your keyDown method you should also implement the acceptsFirstResponder. did that to and it still doesn't work. #import <Cocoa/Cocoa.h> #import "PaddleView.h" #import "BallView.h" @interface GameController : NSView { PaddleView *leftPaddle; PaddleView *rightPaddle; BallView * ball; CGPoint ballVelocity; int gameState; int player1Score; int player2Score; } @property (retain) IBOutlet PaddleView *leftPaddle; @property (retain) IBOutlet PaddleView *rightPaddle; @property (retain) IBOutlet BallView *ball; - (void)reset:(BOOL)newGame; @end #import "GameController.h" #define GameStateRunning 1 #define GameStatePause 2 #define BallSpeedX 0.2 #define BallSpeedY 0.3 #define CompMoveSpeed 15 #define ScoreToWin 5 @implementation GameController @synthesize leftPaddle, rightPaddle, ball; - (id)initWithCoder:(NSCoder *)aDecoder { self = [super initWithCoder:aDecoder]; if(self) { gameState = GameStatePause; ballVelocity = CGPointMake(BallSpeedX, BallSpeedY); [NSTimer scheduledTimerWithTimeInterval:0.001 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } return self; } - (void)gameLoop { if(gameState == GameStateRunning) { [ball setFrameOrigin:CGPointMake(ball.frame.origin.x + ballVelocity.x, ball.frame.origin.y + ballVelocity.y)]; if(ball.frame.origin.x + 15 > self.frame.size.width || ball.frame.origin.x < 0) { ballVelocity.x =- ballVelocity.x; } if(ball.frame.origin.y + 35 > self.frame.size.height || ball.frame.origin.y < 0) { ballVelocity.y =- ballVelocity.y; } } if(CGRectIntersectsRect(ball.frame, leftPaddle.frame)) { if(ball.frame.origin.x > leftPaddle.frame.origin.x) { ballVelocity.x =- ballVelocity.x; } } if(CGRectIntersectsRect(ball.frame, rightPaddle.frame)) { if(ball.frame.origin.x +15 > rightPaddle.frame.origin.x) { ballVelocity.x =- ballVelocity.x; } } if(ball.frame.origin.x <= self.frame.size.width / 2) { if(ball.frame.origin.y < leftPaddle.frame.origin.y + 75 && leftPaddle.frame.origin.y > 0) { [leftPaddle setFrameOrigin:CGPointMake(leftPaddle.frame.origin.x, leftPaddle.frame.origin.y - CompMoveSpeed)]; } if(ball.frame.origin.y > leftPaddle.frame.origin.y +75 && leftPaddle.frame.origin.y < 700 - leftPaddle.frame.size.height ) { [leftPaddle setFrameOrigin:CGPointMake(leftPaddle.frame.origin.x, leftPaddle.frame.origin.y + CompMoveSpeed)]; } } if(ball.frame.origin.x <= 0) { player2Score++; [self reset:(player2Score >= ScoreToWin)]; } if(ball.frame.origin.x + 15 > self.frame.size.width) { player1Score++; [self reset:(player1Score >= ScoreToWin)]; } } - (void)reset:(BOOL)newGame { gameState = GameStatePause; [ball setFrameOrigin:CGPointMake((self.frame.size.width + 7.5) / 2, (self.frame.size.height + 7.5)/2)]; if(newGame) { if(player1Score > player2Score) { NSLog(@"Player 1 Wins!"); } else { NSLog(@"Player 2 Wins!"); } player1Score = 0; player2Score = 0; } else { NSLog(@"Press key to serve"); } NSLog(@"Player 1: %d",player1Score); NSLog(@"Player 2: %d",player2Score); } - (void)moveRightPaddleUp { if(rightPaddle.frame.origin.y < 700 - rightPaddle.frame.size.height) { [rightPaddle setFrameOrigin:CGPointMake(rightPaddle.frame.origin.x, rightPaddle.frame.origin.y + 20)]; } } - (void)moveRightPaddleDown { if(rightPaddle.frame.origin.y > 0) { [rightPaddle setFrameOrigin:CGPointMake(rightPaddle.frame.origin.x, rightPaddle.frame.origin.y - 20)]; } } - (BOOL)acceptsFirstResponder { return YES; } - (void)keyDown:(NSEvent *)theEvent { if ([theEvent modifierFlags] & NSNumericPadKeyMask) { NSString *theArrow = [theEvent charactersIgnoringModifiers]; unichar keyChar = 0; if ( [theArrow length] == 0 ) { return; // reject dead keys } if ( [theArrow length] == 1 ) { keyChar = [theArrow characterAtIndex:0]; if ( keyChar == NSLeftArrowFunctionKey ) { gameState = GameStateRunning; } if ( keyChar == NSRightArrowFunctionKey ) { } if ( keyChar == NSUpArrowFunctionKey ) { [self moveRightPaddleUp]; } if ( keyChar == NSDownArrowFunctionKey ) { [self moveRightPaddleDown]; } [super keyDown:theEvent]; } } else { [super keyDown:theEvent]; } } - (void)drawRect:(NSRect)dirtyRect { } - (void)dealloc { [ball release]; [rightPaddle release]; [leftPaddle release]; [super dealloc]; } @end

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  • Different actions on multiple Keydown event

    - by Billy Mitchell
    Okay, so my question (im hoping) is fairly simple. I want to know what to do so that I can create different events for the same keycode. For instance Id like to fade out a div and fade a new one in on the first keypress, then fade that one out and fade a new one in on keypress. Thanks! $(document).keydown(function() { if (event.keyCode == '40') { $('.div-1').fadeOut("slow") $('.div-2').fadeIn("slow") // I'd like this event to occur on the Second keydown $('.div-2').fadeOut("slow") $('.div-3').fadeIn("slow") } });

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  • jQuery selector for document and another element

    - by James
    Can I merge these in jQuery? I'm using the HotKeys plugin. $(document).bind('keydown', 'n', cycleNoise); $(document).bind('keydown', 's', pickRandom); $(document).bind('keydown', 'v', toggleTasks); $(document).bind('keydown', 't', toggleTimer); $(document).bind('keydown', 'up', hideTask); $(document).bind('keydown', 'down', nextTask); $('#duration').bind('keydown', 't', toggleTimer); $('#duration').bind('keydown', 'n', cycleNoise); $('#duration').bind('keydown', 's', pickRandom); $('#duration').bind('keydown', 'v', toggleTasks); $('#duration').bind('keydown', 'up', hideTask); $('#duration').bind('keydown', 'down', nextTask); In other words, is it possible to use document and '#duration' in the same selector. The following doesn't seem to work: $(document + ',#duration').bind(...);

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  • bind event handler on keydown listen function JavaScript jQuery

    - by user1644123
    I am trying to bind a handler to an event. The event is a keydown function. The handler will listen for hit variables to produce one of two conditions. The 1st condition (odd number of hits) will perform 1 function, the 2nd (even number of hits) will perform another function. To elaborate, the 1st function will scroll to one element, the 2nd will scroll to another element. My syntax may be the wrong approach, but it works for the 1st condition, but not the 2nd. I think I have the conditional statement in the wrong place. How can I rewrite this to work as intended? Thank you kindly, in advance! $(document).keydown(function(e) { switch (e.which) { case 37: break; case 38: break; case 39: break; case 40: //bottom arrow key var hits = 0; if (hits % 2 !== 0) { $('#wrap').animate({ scrollTop: $("#scrollToHere").offset().top }, 2800); } else { $('#wrap').animate({ scrollTop: $("#scroll2ToHere").offset().top }, 2800); } hits++; return false; break; } })? *I moved "var hits = 0;" to the top, but it only works! But is there a way I can reset the whole thing after every two hits? I want to reset because when there is a bug and if I press a 3rd time it scrolls to the very top of the page, where there is no element to make it scroll to the top. Why would it scroll to the top of the page if I never scripted it to do so?? *

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  • WPF Binding KeyDown event to Command

    - by Daniil Harik
    Hello, I want to bind KeyDown event handler (when user presses Ctrl+C and Ctrl+V) on Telerik's GridView to RelayCommand object in my ViewModel. I know about this post http://blog.functionalfun.net/2008/09/hooking-up-commands-to-events-in-wpf.html But I'm still bit confused about implementation of my scenario. I just don't understand how it works. Could someone point out how should my scenario be implemented. Thank You very much!

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  • How to raise a System KeyDown event manually in .Net Compact framework 3.5

    - by Sundar
    I have developed a custom keypad using resco controls in my application I have currently handled the backspace button click event with the following code private void customKeyboard1_KeyboardKeyUp(object sender, Resco.Controls.Keyboard.KeyPressedEventArgs e) { if (e.Key.Text == "Backspace") { Resco.Controls.Keyboard.CustomKeyboard.SendBackspace(); e.Handled = true; } } This works fine with the edit boxes in the application but not working in edit boxes in the web pages (for eg. on gmail username text box). so is there any way to raise the KeyDown event manually

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  • Flex Catch Keydown

    - by Antilogic
    I want to handle the keydown event globally in my application and as such have added the event handler to the top most DisplayObject in the display list. However, the event doesn't seem to fire unless the cursor focus is on a Textbox or Datagrid or the like. How can I have key presses handled globaly by the application?

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