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  • Trying to draw a dynamic rectangle in SVG

    - by Shaun
    To be more specific, here are the steps I need: onmousedown - set x and y of rect as mouse coordinates onmousemove - using the current x and y mouse coordinates calculate height and width of the rect, set these and append onmouseup - remove the rectangle, and call a function based off some calculations from the rect. Here is what I have but isn't quite working (right now I have it drawing a line to make it simpler): onmousedown: startbox(evt) function startbox(evt) { if(evt.button === 0) { x1 = evt.clientX + div.scrollLeft-5; y1 = evt.clientY + div.scrollTop-30; obj.setAttributeNS(null, "x1", x1); obj.setAttributeNS(null, "y1", y1); Root.setAttributeNS(null, "onmousemove", "updatebox(evt)"); } } onmousemove: updatebox(evt) function updatebox(evt) { if(evt.button === 0) { x2 = evt.clientX + div.scrollLeft-5; y2 = evt.clientY + div.scrollTop-30; Root.appendChild(.obj); w = Math.abs(x2-x1); h = Math.abs(y2-y1); var strokecolor; if(w>20 && h>20) { strokecolor = "green"; validbox = true; } else { strokecolor = "red"; validbox = false; } var Attr={ x2:x2, y2:y2, stroke:strokecolor } assignAttr(obj, Attr); //just loops thru adding multiple attributes } } onmouseup: endbox() function endbox(evt) { if(evt.button===0) { Root.setAttributeNS(null, "onmousemove", ""); Root.removeChild(obj); if(validbox) { //do stuff validbox = !validbox; } } } Some of my problems with this are: Its slow in Chrome making drawing the line/rect feel sluggish. It won't work two times in a row. This is the real problem that I can't fix. Any and all feedback is welcome.

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  • [Adobe Air] Can I catch a mouseUp event of an mx:Window that did not fire hte mouseDown?

    - by Irene
    Hi, In an AIR application, I have one mx:TileList with several images. What I need to do is let the user drag and drop one of the images on the desktop, giving a feeling of a desktop widget. Firstly I tried to implement this using dragStart etc, but in the end I think it is easier to handle mouseDown and mouseUp on the TileList. In general the whole setup works as desired. When a mouseDown is detected on the TileList, I create a transparent mx:Window containing the corresponding image, and call the startMove() on the Window to simulate a dragging behavior. If I release the mouse, the Window stops moving as desired. My problem is that now I want some visual feedback during dragging. It works while the Window is moving, however I can't find a way to stop it when the user releases the mouse. The mouseUp is not fired from the TileList, nor from the s:WindowedApplication. I also tried to add a listener to the Window itself, but still with no luck. Some code: private function onMouseDown(e:MouseEvent):void { trace ("down " + e.target); if (e.target is TileListItemRenderer) { // first create a dragWindow dragWindow.startGlow(); // then show some visual feedback dragWindow.moveWindow(e); // and start dragging } } private function onMouseUp(e:MouseEvent):void { trace("up " + e.target); dragWindow.stopGlow(); // <--------- Not called! } <mx:TileList id="photoTileList" mouseDown="onMouseDown(event)" mouseUp="onMouseUp(event)">

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  • HTML + javascript mouse over, mouseout, onclick not working in firefox.

    - by help_inmssql
    Hello Everyone, My question is to get onMouseover,onMouseout,onMousedown,onClick on a table row. For which i am calling javascript userdefined functions. onMouseover --- Background color should change. onMouseout --- Reset to original color onClick --- First column checkbox/radio button should be set and background color should change onMousedown --- background color should change. My code in html is:- <tr onMouseOver="hover(this)" onMouseOut="hover_out(this)" onMouseDown="get_first_state(this)" onClick="checkit(this)" > and the methods in javascripts are:- var first_state = false; var oldcol = '#ffffff'; var oldcol_cellarray = new Array(); function hover(element) { if (! element) element = this; while (element.tagName != 'TR') { element = element.parentNode; } if (element.style.fontWeight != 'bold') { for (var i = 0; i<element.cells.length; i++) { if (element.cells[i].className != "no_hover") { oldcol_cellarray[i] = element.cells[i].style.backgroundColor; element.cells[i].style.backgroundColor='#e6f6f6'; } } } } // ----------------------------------------------------------------------------------------------- function hover_out(element) { if (! element) element = this; while (element.tagName != 'TR') { element = element.parentNode; } if (element.style.fontWeight != 'bold') { for (var i = 0; i<element.cells.length; i++) { if (element.cells[i].className != "no_hover") { if (typeof oldcol_cellarray != undefined) { element.cells[i].style.backgroundColor=oldcol_cellarray[i]; } else { element.cells[i].style.backgroundColor='#ffffff'; } //var oldcol_cellarray = new Array(); } } } } // ----------------------------------------------------------------------------------------------- function get_first_state(element) { while (element.tagName != 'TR') { element = element.parentNode; } first_state = element.cells[0].firstChild.checked; } // ----------------------------------------------------------------------------------------------- function checkit (element) { while (element.tagName != 'TR') { element = element.parentNode; } if (element.cells[0].firstChild.type == 'radio') { var typ = 0; } else if (element.cells[0].firstChild.type == 'checkbox') { typ = 1; } if (element.cells[0].firstChild.checked == true && typ == 1) { if (element.cells[0].firstChild.checked == first_state) { element.cells[0].firstChild.checked = false; } set_rowstyle(element, element.cells[0].firstChild.checked); } else { if (typ == 0 || element.cells[0].firstChild.checked == first_state) { element.cells[0].firstChild.checked = true; } set_rowstyle(element, element.cells[0].firstChild.checked); } if (typ == 0) { var table = element.parentNode; if (table.tagName != "TABLE") { table = table.parentNode; } if (table.tagName == "TABLE") { table=table.tBodies[0].rows; //var table = document.getElementById("js_tb").tBodies[0].rows; for (var i = 1; i< table.length; i++) { if (table[i].cells[0].firstChild.checked == true && table[i] != element) { table[i].cells[0].firstChild.checked = false; } if (table[i].cells[0].firstChild.checked == false) { set_rowstyle(table[i], false); } } } } } function set_rowstyle(r, on) { if (on == true) { for (var i =0; i < r.cells.length; i++) { r.style.fontWeight = 'bold'; r.cells[i].style.backgroundColor = '#f2f2c2'; } } else { for ( i =0; i < r.cells.length; i++) { r.style.fontWeight = 'normal'; r.cells[i].style.backgroundColor = '#ffffff'; } } } It is working as expected in IE. But coming to firefox i am surprised on seeing the output after so much of coding. In Firefox:-- onMouseOver is working as expected. color change of that particular row. onClick -- Setting the background color permenantly..eventhough i do onmouseover on different rows. the clicked row color is not reset to white. -- not as expected onclick on 2 rows..the background of both the rows is set...not as expected i.e if i click on all the rows..background color of everything is changed... Eventhough i click on the row. First column i.e radio button or checkbox is not set.. Please help me to solve this issue in firefox. Do let me know where my code needs to be changed... Thanks in advance!!

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  • HTML + javascript mouse over, mouseout, onclick not working in firefox.

    - by lucky
    Hello Everyone, My question is to get onMouseover,onMouseout,onMousedown,onClick on a table row. For which i am calling javascript userdefined functions. onMouseover --- Background color should change. onMouseout --- Reset to original color onClick --- First column checkbox/radio button should be set and background color should change onMousedown --- background color should change. My code in html is:- <tr onMouseOver="hover(this)" onMouseOut="hover_out(this)" onMouseDown="get_first_state(this)" onClick="checkit(this)" > and the methods in javascripts are:- var first_state = false; var oldcol = '#ffffff'; var oldcol_cellarray = new Array(); function hover(element) { if (! element) element = this; while (element.tagName != 'TR') { element = element.parentNode; } if (element.style.fontWeight != 'bold') { for (var i = 0; i<element.cells.length; i++) { if (element.cells[i].className != "no_hover") { oldcol_cellarray[i] = element.cells[i].style.backgroundColor; element.cells[i].style.backgroundColor='#e6f6f6'; } } } } // ----------------------------------------------------------------------------------------------- function hover_out(element) { if (! element) element = this; while (element.tagName != 'TR') { element = element.parentNode; } if (element.style.fontWeight != 'bold') { for (var i = 0; i<element.cells.length; i++) { if (element.cells[i].className != "no_hover") { if (typeof oldcol_cellarray != undefined) { element.cells[i].style.backgroundColor=oldcol_cellarray[i]; } else { element.cells[i].style.backgroundColor='#ffffff'; } //var oldcol_cellarray = new Array(); } } } } // ----------------------------------------------------------------------------------------------- function get_first_state(element) { while (element.tagName != 'TR') { element = element.parentNode; } first_state = element.cells[0].firstChild.checked; } // ----------------------------------------------------------------------------------------------- function checkit (element) { while (element.tagName != 'TR') { element = element.parentNode; } if (element.cells[0].firstChild.type == 'radio') { var typ = 0; } else if (element.cells[0].firstChild.type == 'checkbox') { typ = 1; } if (element.cells[0].firstChild.checked == true && typ == 1) { if (element.cells[0].firstChild.checked == first_state) { element.cells[0].firstChild.checked = false; } set_rowstyle(element, element.cells[0].firstChild.checked); } else { if (typ == 0 || element.cells[0].firstChild.checked == first_state) { element.cells[0].firstChild.checked = true; } set_rowstyle(element, element.cells[0].firstChild.checked); } if (typ == 0) { var table = element.parentNode; if (table.tagName != "TABLE") { table = table.parentNode; } if (table.tagName == "TABLE") { table=table.tBodies[0].rows; //var table = document.getElementById("js_tb").tBodies[0].rows; for (var i = 1; i< table.length; i++) { if (table[i].cells[0].firstChild.checked == true && table[i] != element) { table[i].cells[0].firstChild.checked = false; } if (table[i].cells[0].firstChild.checked == false) { set_rowstyle(table[i], false); } } } } } function set_rowstyle(r, on) { if (on == true) { for (var i =0; i < r.cells.length; i++) { r.style.fontWeight = 'bold'; r.cells[i].style.backgroundColor = '#f2f2c2'; } } else { for ( i =0; i < r.cells.length; i++) { r.style.fontWeight = 'normal'; r.cells[i].style.backgroundColor = '#ffffff'; } } } It is working as expected in IE. But coming to firefox i am surprised on seeing the output after so much of coding. In Firefox:-- onMouseOver is working as expected. color change of that particular row. onClick -- Setting the background color permenantly..eventhough i do onmouseover on different rows. the clicked previous row color is not reset to white. -- not as expected onclick on 2 rows..the background of both the rows is set..Only the latest row color should be set. other rows that are selected before should be set back..not as expected i.e if i click on all the rows..background color of everything is changed... Eventhough i click on the row. First column i.e radio button or checkbox is not set.. Please help me to solve this issue in firefox. Do let me know where my code needs to be changed... Thanks in advance!!

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  • Scripts won't affect clones - Unity3d

    - by user3666251
    I made a script which swaps two game objects on click.But the script won't work because the objects are actualy clones of the original prefab. This is the script (UnityScript): #pragma strict var object1 : GameObject; var object2 : GameObject; function OnMouseDown () { Instantiate(object2,object1.transform.position,object1.transform.rotation); Destroy(object1); } I use this script to create other game objects (clones)[c#] : using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject[] obj; public float spawnMin = 1f; public float spawnMax = 2f; // Use this for initialization void Start () { Spawn (); } void Spawn() { Instantiate(obj[Random.Range(0, obj.GetLength(0))],transform.position, Quaternion.identity); Invoke ("Spawn", Random.Range (spawnMin, spawnMax)); } } The objects get renamed to NAME (Clone). What I wanna do is make the script affect clones too.So they will swap when I click on them.

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • Unity mouse input not working in webplayer build

    - by Califer
    I have a button script with the following code void OnMouseDown() { animation.Play("button-squish"); enlarged = true; audio.PlayOneShot(buttonSound); } void OnMouseUpAsButton() { if (enlarged) { SelectThisButton(); enlarged = false; animation.Play("button-return"); } } void OnMouseExit() { if (enlarged) { enlarged = false; animation.Play("button-return"); } } It works great in the editor, but when I made a build and tested it in Chrome none of the buttons had any response. Further testing revealed that it did work in Firefox. Rather than telling people to change their browser if they want to play, I want to make the button code work. How else can I get the buttons to know when they're being pressed if the built-in stuff isn't working?

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  • IE8 v8 not changing class for a DOM element despite JS function changing the element attribute

    - by Alfabravo
    I have an on-screen keyboard in order to provide a safer input for passwords. The keyboard itself is placed like this: <div class="teclado_grafico" id="teclado_grafico"> <a class="tecla_teclado" onmousedown="teclaAction( this, 'caja_selector'); return false" style="top: 0px; left: 0px;">Q</a> <a class="tecla_teclado" onmousedown="teclaAction( this, 'caja_selector'); return false" style="top: 0px; left: 28px;">W</a> . . . </div> And it has a "Shift button" which fires a JS function with this (I've already tried all that, indeed): if (obj.innerHTML == "Mayus.") { try { MAYUSCULA_ACTIVADO = !MAYUSCULA_ACTIVADO; var tgrafico = document.getElementById("teclado_grafico"); if(MAYUSCULA_ACTIVADO) { // tgrafico.className = "teclado_grafico mayuscula"; // $("#teclado_grafico").removeClass('minuscula').addClass('mayuscula'); // $("#teclado_grafico").attr('class', 'teclado_grafico mayuscula'); // $("#teclado_grafico").attr('className', 'teclado_grafico mayuscula'); tgrafico.setAttribute('className', "teclado_grafico mayuscula") || tgrafico.setAttribute('class', "teclado_grafico mayuscula"); } else { // tgrafico.className = "teclado_grafico minuscula"; // $("#teclado_grafico").removeClass('mayuscula').addClass('minuscula'); // $("#teclado_grafico").attr('class', 'teclado_grafico minuscula'); // $("#teclado_grafico").attr('className', 'teclado_grafico minuscula'); tgrafico.setAttribute('className', "teclado_grafico minuscula") || tgrafico.setAttribute('class', "teclado_grafico minuscula"); } } catch (_E) { //void } return; } The associated CSS is like this: .mayuscula a.tecla_teclado{ text-transform: uppercase; } .minuscula a.tecla_teclado{ text-transform: lowercase; } It works on every single browser I've tried. IE 6, 7; Opera 10; GChrome; FF 3, 3.5 and 3.6; Safari 4,... but in IE8 v8 (strict mode) the class is not changed! I mean, debuggin' with the IE8 tools allows one to see that the attribute className is there and it changes... but the user does not see the letters changing from uppercase to lowercase, to uppercase again. I just don't know how to handle this... I had complains about the client using IE6... now they updated their stuff and this shows up. Any help will be reaaaaly helpful!

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  • Panning weirdness on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • drag to pan on an UserControl

    - by Matías
    Hello, I'm trying to build my own "PictureBox like" control adding some functionalities. For example, I want to be able to pan over a big image by simply clicking and dragging with the mouse. The problem seems to be on my OnMouseMove method. If I use the following code I get the drag speed and precision I want, but of course, when I release the mouse button and try to drag again the image is restored to its original position. using System.Drawing; using System.Windows.Forms; namespace Testing { public partial class ScrollablePictureBox : UserControl { private Image image; private bool centerImage; public Image Image { get { return image; } set { image = value; Invalidate(); } } public bool CenterImage { get { return centerImage; } set { centerImage = value; Invalidate(); } } public ScrollablePictureBox() { InitializeComponent(); SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.OptimizedDoubleBuffer, true); Image = null; AutoScroll = true; AutoScrollMinSize = new Size(0, 0); } private Point clickPosition; private Point scrollPosition; protected override void OnMouseDown(MouseEventArgs e) { base.OnMouseDown(e); clickPosition.X = e.X; clickPosition.Y = e.Y; } protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X = clickPosition.X - e.X; scrollPosition.Y = clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); e.Graphics.FillRectangle(new Pen(BackColor).Brush, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height); if (Image == null) return; int centeredX = AutoScrollPosition.X; int centeredY = AutoScrollPosition.Y; if (CenterImage) { //Something not relevant } AutoScrollMinSize = new Size(Image.Width, Image.Height); e.Graphics.DrawImage(Image, new RectangleF(centeredX, centeredY, Image.Width, Image.Height)); } } } But if I modify my OnMouseMove method to look like this: protected override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (e.Button == MouseButtons.Left) { scrollPosition.X += clickPosition.X - e.X; scrollPosition.Y += clickPosition.Y - e.Y; AutoScrollPosition = scrollPosition; } } ... you will see that the dragging is not smooth as before, and sometimes behaves weird (like with lag or something). What am I doing wrong? I've also tried removing all "base" calls on a desperate movement to solve this issue, haha, but again, it didn't work. Thanks for your time.

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  • WATIN simulating right button click in Firefox

    - by Sendoh
    Hi, I use the following code to simulate right button click NameValueCollection eventProperties = new NameValueCollection(); eventProperties.Add("button", "2"); box.FireEvent("onmousedown", eventProperties); they work well in IE, but does not work in Firefox, Firefox still recognize the click as left (0) button button. Thanks

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  • Intellisense for Javascript - not correct in Visual Studio 2010

    - by Finglas
    var obj = document.getElementById("header"); Given the above code snippet, I should be able to wire event handlers. For example, I can wire onMouseDown to the mouse down event, the issue is that Visual Studio does not display this in the Intellisense. I've tried this on both a standalone Javascript file, as well as an MVC project to no luck. Is there anything I'm doing wrong - or is there a way to resolve this?

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  • get element position

    - by hopes
    how can i know that a specific is on another specific after dragging the first and drop it I am using this code in the head of my document to enable drag and drop of my divs var dragapproved=false var z,x,y function move(){ if (event.button==1&&dragapproved){ z.style.pixelLeft=temp1+event.clientX-x z.style.pixelTop=temp2+event.clientY-y return false } } function drags() { if (!document.all) return if (event.srcElement.className=="drag") { dragapproved=true z=event.srcElement temp1=z.style.pixelLeft temp2=z.style.pixelTop x=event.clientX y=event.clientY document.onmousemove=move } } document.onmousedown=drags document.onmouseup=new Function('dragapproved=false')

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  • how to clear the 'double right click ' on google-map-v3..

    - by zjm1126
    this is my code, and I can't remove the mousedown eventlistener : //*********** double right click ********/ var c =0 ; function time(event){ if(event.button == 2){ c++; setTimeout(cc, 600); } if (c >1){ alert('ok i get it') } } //$('#map_canvas')[0].mousedown(time); $('#map_canvas')[0].addEventListener('mousedown', time, false); //$("map_canvas").unbind() //$('map_canvas')[0].onmousedown=function(){};//this can't be clear the event $('map_canvas')[0].removeEventListener('mousedown', time, false); function cc(){ c=0; } //*********** double right click ********/

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  • How to Use Images as Navigation with innerfade Slideshow?

    - by Katie
    I am very new to JavaScript and only have the most basic understanding of how it works, so please bear with me. :) I'm using the jquery.innerfade.js script to create a slideshow with fade transitions for a website I'm developing, and I have added navigation buttons (which are set as background-images) that navigate between the “slides”. The navigation buttons have three states: default/off, hover, and on (each state is a separate image). I created a separate JavaScript document to set the buttons to “on” when they are clicked. The “hover” state is achieved through the CSS. Both the slideshow and the navigation buttons work well. There is just one thing I want to add: I would like the appropriate navigation button to display as “on” while the related “slide” is “playing”. Here's the HTML: <div id="mainFeature"> <ul id="theFeature"> <li id="the1feature"><a href="#" name="#promo1"><img src="_images/carousel/promo1.jpg" /></a></li> <li id="the2feature"><a href="#" name="#promo2"><img src="_images/carousel/promo2.jpg" /></a></li> <li id="the3feature"><a href="#" name="#promo3"><img src="_images/carousel/promo3.jpg" /></a></li> </ul> <div id="promonav-con"> <div id="primarypromonav"> <ul class="links"> <li id="the1title" class="promotop"><a rel="1" href="#promo1" class="promo1" id="promo1" onMouseDown="promo1on()"><strong>Botox Cosmetic</strong></a></li> <li id="the2title" class="promotop"><a rel="2" href="#promo2" class="promo2" id="promo2" onMouseDown="promo2on()"><strong>Promo 2</strong></a></li> <li id="the3title" class="promotop"><a rel="3" href="#promo3" class="promo3" id="promo3" onMouseDown="promo3on()"><strong>Promo 3</strong></a></li> </ul> </div> </div> And here is the jquery.innerfade.js, with my changes: (function($) { $.fn.innerfade = function(options) { return this.each(function() { $.innerfade(this, options); }); }; $.innerfade = function(container, options) { var settings = { 'speed': 'normal', 'timeout': 2000, 'containerheight': 'auto', 'runningclass': 'innerfade', 'children': null }; if (options) $.extend(settings, options); if (settings.children === null) var elements = $(container).children(); else var elements = $(container).children(settings.children); if (elements.length > 1) { $(container).css('position', 'relative').css('height', settings.containerheight).addClass(settings.runningclass); for (var i = 0; i < elements.length; i++) { $(elements[i]).css('z-index', String(elements.length-i)).css('position', 'absolute').hide(); }; this.ifchanger = setTimeout(function() { $.innerfade.next(elements, settings, 1, 0); }, settings.timeout); $(elements[0]).show(); } }; $.innerfade.next = function(elements, settings, current, last) { $(elements[last]).fadeOut(settings.speed); $(elements[current]).fadeIn(settings.speed, function() { removeFilter($(this)[0]); }); if ((current + 1) < elements.length) { current = current + 1; last = current - 1; } else { current = 0; last = elements.length - 1; } this.ifchanger = setTimeout((function() { $.innerfade.next(elements, settings, current, last); }), settings.timeout); }; })(jQuery); // **** remove Opacity-Filter in ie **** function removeFilter(element) { if(element.style.removeAttribute){ element.style.removeAttribute('filter'); } } jQuery(document).ready(function() { jQuery('ul#theFeature').innerfade({ speed: 1000, timeout: 7000, containerheight: '291px' }); // jQuery('#mainFeature .links').children('li').children('a').attr('href', 'javascript:void(0);'); jQuery('#mainFeature .links').children('li').children('a').click(function() { clearTimeout(jQuery.innerfade.ifchanger); for(i=1;i<5;i++) { jQuery('#the'+i+'feature').css("display", "none"); //jQuery('#the'+i+'title').children('a').css("background-color","#226478"); } // if(the_widths[(jQuery(this).attr('rel')-1)]==960) { // jQuery("#vic").hide(); // } else { // jQuery("#vic").show(); // } // jQuery('#the'+(jQuery(this).attr('rel'))+'title').css("background-color", "#286a7f"); jQuery('#the'+(jQuery(this).attr('rel'))+'feature').css("display", "block"); clearTimeout(jQuery.innerfade.ifchanger); }); }); And the separate JavaScript that I created: function promo1on() {document.getElementById("promo1").className="promo1on"; document.getElementById("promo2").className="promo2"; document.getElementById("promo2").className="promo2"; } function promo2on() {document.getElementById("promo2").className="promo2on"; document.getElementById("promo1").className="promo1"; document.getElementById("promo3").className="promo3"; } function promo3on() {document.getElementById("promo3").className="promo3on"; document.getElementById("promo1").className="promo1"; document.getElementById("promo2").className="promo2"; } And, finally, the CSS: #mainFeature {float: left; width: 672px; height: 290px; margin: 0 0 9px 0; list-style: none;} #mainFeature li {list-style: none;} #mainFeature #theFeature {margin: 0; padding: 0; position: relative;} #mainFeature #theFeature li {position: absolute; top: 0; left: 0;} #promonav-con {width: 463px; height: 26px; padding: 0; margin: 0; position: absolute; z-index: 900; top: 407px; left: 283px;} #primarypromonav {padding: 0; margin: 0;} #mainFeature .links {padding: 0; margin: 0; list-style: none; position: relative; font-family: arial, verdana, sans-serif; width: 463px; height: 26px;} #mainFeature .links li.promotop {list-style: none; display: block; float: left; display: inline; margin: 0; padding: 0;} #mainFeature .links li a {display: block; float: left; display: inline; height: 26px; text-decoration: none; margin: 0; padding: 0; cursor: pointer;} #mainFeature .links li a strong {margin-left: -9999px;} #mainFeature .links li a.promo1 {background: url(../_images/carouselnav/promo1.gif); width: 155px;} #mainFeature .links li:hover a.promo1 {background: url(../_images/carouselnav/promo1_hover.gif); width: 155px;} #mainFeature .links li a.promo1:hover {background: url(../_images/carouselnav/promo1_hover.gif); width: 155px;} .promo1on {background: url(../_images/carouselnav/promo1_on.gif); width: 155px;} #mainFeature .links li a.promo2 {background: url(../_images/carouselnav/promo2.gif); width: 153px;} #mainFeature .links li:hover a.promo2 {background: url(../_images/carouselnav/promo2_hover.gif); width: 153px;} #mainFeature .links li a.promo2:hover {background: url(../_images/carouselnav/promo2_hover.gif); width: 153px;} .promo2on {background: url(../_images/carouselnav/promo2_on.gif); width: 153px;} #mainFeature .links li a.promo3 {background: url(../_images/carouselnav/promo3.gif); width: 155px;} #mainFeature .links li:hover a.promo3 {background: url(../_images/carouselnav/promo3_hover.gif); width: 155px;} #mainFeature .links li a.promo3:hover {background: url(../_images/carouselnav/promo3_hover.gif); width: 155px;} .promo3on {background: url(../_images/carouselnav/promo3_on.gif); width: 155px;} Hopefully this makes sense! Again, I'm very new to JavaScript/JQuery, so I apologize if this is a mess. I'm very grateful for any suggestions. Thanks!

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • WatiN Mouse right button in WatiN

    - by Uma
    How to use Right Mouse button in WatiN i tried the follwong code but didn't work.. Div div1 = pzDev.Div("AppExplorer"); Span sp1 = div1.Span(Find.ById(new Regex("cl_"))); NameValueCollection eventProperties = new NameValueCollection(); eventProperties.Add("button", "2"); sp1.FireEvent("onmouseover",eventProperties); Thread.Sleep(1000); sp1.FireEvent("onmousedown",eventProperties); sp1.FireEvent("onmouseup",eventProperties); can any one plz suggest the right approach

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  • Mouse Event BHO

    - by shaimagz
    I want my BHO to listen to onmousedown event of some element in a certain webpage. I have all the code that find the specific element, and in msdn its says that I need to use the get_onmousedown event. I came up with this code. CComQIPtr<IHTMLElement> someElement; VARIANT mouse_eve; someElement->get_onmousedown(&mouse_eve); The question is, how do I tell it to run some function when this event occurs?

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  • jquery link handler with google ads link

    - by kani
    my jquery jQuery(function(){ jQuery('div.class a').click(function() { alert("hello"); }); }); google ads link <a id="aw0" class="adt" target="_top" onmouseover="return ss('','aw0')" onmousedown="st('aw0')" onfocus="ss('','aw0')" onclick="ha('aw0')" href="/aclk?sa=l&ai=BH3xd2ZmTSvrMC5iKqAO2v7XDBv6jtl-mgLjKDMCNtwGA8QQQARgBILCNuQooBTgAUO3uw-4EYPEDoAHdtsH_A7IBCWxvY2FdsG9zdLoBCjE2MHg2MDBfYXPIAQHaARdodHRwOi8vbG9jYWxob3N0L21lZHV1L8gCrOj9A6gDAcgDB-gDigPoA9gC6AMf6AMg9QMAAAAE&num=1&sig=AGiWqtyWbhq4GCyGudApdZUjBApw4vI74w&client=ca-pub-0099118250769400&adurl=http://www.nixusoftware.com/products_nss.html"> <span>Nixu Software's Warning</span> </a> My problem is jquery not properly work with google ads link // other links no problem (<a>link</a>) is jquery functions conflict with google ads functions Please help me

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  • AS2 Play Movie Clip OnMouseUp not working

    - by Mr Vardermier
    My plan is to play mc_1 on MouseDown and mc_2 on MouseUp. The trouble I am having is that when I release, mc_2 is not playing. mc_1 plays fine when MouseDown is initiated. Here's my code: stop(); slide_mc.stop(); slideback_mc.stop(); onMouseDown = function() { _root.slide_mc.play(); } onMouseUp = function() { _root.slideback_mc.play(); } I am new to AS2, I have tried looking but can't seem to find anything like this... Many thanks in advance!

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