Search Results

Search found 9031 results on 362 pages for 'permanent position'.

Page 20/362 | < Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >

  • Slider Position

    - by RobinHood
    I had used this code for to create a slider. It's working fine. I want to place the slider next to my label control. Like this (Slidder : Slidder Bar) How to do that? <div> <tr> <td class="aln-rht"> <asp:Label ID="Literal4" runat="server" Text="Slidder :" Font-Bold="true" /> </td> <td> <%=Html.DropDownList("Scale", null, "--Select Scale--", new { id = "speed1" , Style = "display:none"})%> </td> </tr> </div> <script type="text/javascript"> $(function () { var abc = $('select#speed1').selectToUISlider().next(); fixToolTipColor(); }); function fixToolTipColor() { $('.ui-tooltip-pointer-down-inner').each(function () { var bWidth = $('.ui-tooltip-pointer-down-inner').css('borderTopWidth'); var bColor = $(this).parents('.ui-slider-tooltip').css('backgroundColor') $(this).css('border-top', bWidth + ' Solid ' + bColor); }); } </script> The ui.slider.extras.css, selectToUISlider.JQuery.js and ui.slider.js files I had used This is JQuery-ui-1.7.1.custom.css, which i am using... .ui-slider { position: relative; text-align: left; } .ui-slider .ui-slider-handle { position: absolute; z-index: 2; width: 1.2em; height: 1.2em; cursor: default; border-color: Maroon; background-color: Olive} .ui-slider .ui-slider-range { position: absolute; z-index: 1; font-size: .7em; display: block; border: 0; } .ui-slider-horizontal { height: .8em; border-color: Olive;} .ui-slider-horizontal .ui-slider-handle { top: -.3em; margin-left: -.6em; } .ui-slider-horizontal .ui-slider-range { top: 0; height: 100%; } .ui-slider-horizontal .ui-slider-range-min { left: 0; } .ui-slider-horizontal .ui-slider-range-max { right: 0; } .ui-slider-vertical { width: .8em; height: 100px; border-color: Olive; } .ui-slider-vertical .ui-slider-handle { left: -.3em; margin-left: 0; margin-bottom: -.6em; } .ui-slider-vertical .ui-slider-range { left: 0; width: 100%; } .ui-slider-vertical .ui-slider-range-min { bottom: 0; } .ui-slider-vertical .ui-slider-range-max { top: 0; }/* Tabs

    Read the article

  • jQuery - animating 'left' position of absolutely positioned div when sliding panel is revealed

    - by trickymatt
    Hello, I have a hidden panel off the left side of the screen which slides into view on the click of a 'tab' positioned on the left side of the screen. I need the panel to slide over the top of the existing page content, and I need the tab to move with it. and so both are absolutely positioned in css. Everything works fine, apart from I need the tab (and thus the tab-container) to move left with the panel when it is revealed, so it appears to be stuck to the right-hand-side of the panel. Its relatively simple when using floats, but of course this affects the layout of the existing content, hence absolute positioning. I have tried animating the left position of the panel-container (see the documented jquery function), but I cant get it to work. My HTML <div><!--sample page content--> <p> Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et </p> </div> <div id="panel" class="height"> <!--the hidden panel --> <div class="content"> <p>Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore</p> </div> </div> <!--if javascript is disabled use this link--> <div id="tab-container" class="height"> <a href="#" onclick="return()"> <div id="tab"><!-- this will activate the panel. --></div> </a> </div> My jQuery $(document).ready(function(){ $("#panel, .content").hide(); //hides the panel and content from the user $('#tab').toggle(function(){ //adding a toggle function to the #tab $('#panel').stop().animate({width:"400px", opacity:0.8}, 100, //sliding the #panel to 400px // THIS NEXT FUNCTION DOES NOT WORK --> function() { $('#tab-container').animate({left:"400px"} //400px to match the panel width }); function() { $('.content').fadeIn('slow'); //slides the content into view. }); }, function(){ //when the #tab is next cliked $('.content').fadeOut('slow', function() { //fade out the content $('#panel').stop().animate({width:"0", opacity:0.1}, 500); //slide the #panel back to a width of 0 }); }); }); and this is the css #panel { position:absolute; left:0px; top:50px; background-color:#999999; height:500px; display:none;/*hide the panel if Javascript is not running*/ } #panel .content { width:290px; margin-left:30px; } #tab-container{ position:absolute; top:20px; width:50px; height:620px; background:#161616; } #tab { width:50px; height:150px; margin-top:100px; display:block; cursor:pointer; background:#DDD; } Many thanks

    Read the article

  • Draw camera position in specific view port.

    - by snackbar
    Most of this code should be fairly self explanatory. I got an display function and my view port function. There are two modes which is 4 small view ports in the window or one large. I got one camera which can be moved and if in 4 view port mode just 3 fixed angles. The thing is I want the free moving cameras position to be displayed in the 3 other view ports. I tried doing it by drawing spheres using opengl but the problem is that then the position gets draw in the free roaming camera too as it shows the same scene. It doesn't have to be a sphere, just something simple that represents the cameras spacial position in these three other views. Drawing the scene once with camera object showing for the three viewports, render to texture. Clear and draw scene without camera object render to texture and then stitch these together before actually drawing the scene seems like a lot o work for something that should be easy. void display(int what) { if(what==5){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==1){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(75,15,-5,0,5,-5,0,1,0);} if(what==2){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,110,0,0,0,0,1,0,0);} if(what==3){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, float(320) / float(240), 0.1f, 100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); camControll();} if(what==4){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(185,75,25,0,28,0,0,1,0);} glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); drawScene(); drawCamera(); glutSwapBuffers(); } void viewport(){ glEnable(GL_SCISSOR_TEST); if(!divided_view_port) { glViewport(0, 0, w, h); glScissor(0,0,640,480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 100.0f); display(5); } else { ////////////////////// bottom left - working glViewport(0, 0, w/2, h/2); glScissor(0,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(1); ////////////////////// ////////////////////// top right - working glViewport(w/2, h/2, w/2, h/2); glScissor(w/2,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(2); ////////////////////// ////////////////////// bottom right -working glViewport(w/2, 0, w/2, h/2); glScissor(w/2,0,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(3); //////////////////////// ////////////////////////// top left glViewport(0, h/2, w/2, h/2); glScissor(0,h/2,w/2,h/2); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, w / h, 0.1f, 300.0f); display(4); /////////////////////////// } glDisable(GL_SCISSOR_TEST); glMatrixMode(GL_MODELVIEW); }

    Read the article

  • error X3501: 'main': entrypoint not found

    - by Pasha
    I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message. Build started 9/10/2012 10:22:46 PM. 1>Project "D:\code\dx\Engine\Engine\Engine.vcxproj" on node 2 (Build target(s)). C:\Program Files (x86)\Windows Kits\8.0\bin\x86\fxc.exe /nologo /E"main" /Fo "D:\code\dx\Engine\Debug\color.cso" /Od /Zi color.fx 1>FXC : error X3501: 'main': entrypoint not found compilation failed; no code produced 1>Done Building Project "D:\code\dx\Engine\Engine\Engine.vcxproj" (Build target(s)) -- FAILED. Build FAILED. Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. My color.fx looks like this //////////////////////////////////////////////////////////////////////////////// // Filename: color.fx //////////////////////////////////////////////////////////////////////////////// ///////////// // GLOBALS // ///////////// matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } }

    Read the article

  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

    Read the article

  • Transforming a primitive tetrahedron into a primitive icosahedron?

    - by Djentleman
    I've created a tetrahedron by creating a BoundingBox and building the faces of the tetrahedron within the bounding box as follows (see image as well): VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[12]; BoundingBox box = new BoundingBox(new Vector3(-1f, 1f, 1f), new Vector3(1f, -1f, -1f)); vertices[0].Position = box.GetCorners()[0]; vertices[1].Position = box.GetCorners()[2]; vertices[2].Position = box.GetCorners()[7]; vertices[3].Position = box.GetCorners()[0]; vertices[4].Position = box.GetCorners()[5]; vertices[5].Position = box.GetCorners()[2]; vertices[6].Position = box.GetCorners()[5]; vertices[7].Position = box.GetCorners()[7]; vertices[8].Position = box.GetCorners()[2]; vertices[9].Position = box.GetCorners()[5]; vertices[10].Position = box.GetCorners()[0]; vertices[11].Position = box.GetCorners()[7]; What would I then have to do to transform this tetrahedron into an icosahedron? Similar to this image: I understand the concept but applying it is another thing entirely for me.

    Read the article

  • Moving player in direciton camera is facing

    - by Samurai Fox
    I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right side of the player, when I press button to move forward, I want player to turn to the left and make that the "new forward". My camera script so far: using UnityEngine; using System.Collections; public class PlayerScript : MonoBehaviour { public float RotateSpeed = 150, MoveSpeed = 50; float DeltaTime; void Update() { DeltaTime = Time.deltaTime; transform.Rotate(0, Input.GetAxis("LeftX") * RotateSpeed * DeltaTime, 0); transform.Translate(0, 0, -Input.GetAxis("LeftY") * MoveSpeed * DeltaTime); } } public class CameraScript : MonoBehaviour { public GameObject Target; public float RotateSpeed = 170, FollowDistance = 20, FollowHeight = 10; float RotateSpeedPerTime, DesiredRotationAngle, DesiredHeight, CurrentRotationAngle, CurrentHeight, Yaw, Pitch; Quaternion CurrentRotation; void LateUpdate() { RotateSpeedPerTime = RotateSpeed * Time.deltaTime; DesiredRotationAngle = Target.transform.eulerAngles.y; DesiredHeight = Target.transform.position.y + FollowHeight; CurrentRotationAngle = transform.eulerAngles.y; CurrentHeight = transform.position.y; CurrentRotationAngle = Mathf.LerpAngle(CurrentRotationAngle, DesiredRotationAngle, 0); CurrentHeight = Mathf.Lerp(CurrentHeight, DesiredHeight, 0); CurrentRotation = Quaternion.Euler(0, CurrentRotationAngle, 0); transform.position = Target.transform.position; transform.position -= CurrentRotation * Vector3.forward * FollowDistance; transform.position = new Vector3(transform.position.x, CurrentHeight, transform.position.z); Yaw = Input.GetAxis("Right Horizontal") * RotateSpeedPerTime; Pitch = Input.GetAxis("Right Vertical") * RotateSpeedPerTime; transform.Translate(new Vector3(Yaw, -Pitch, 0)); transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z); transform.LookAt(Target.transform); } }

    Read the article

  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

    Read the article

  • Enable real fixed positioning on Samsung Android browsers

    - by Mr. Shiny and New ??
    The Android browser, since 2.2, supports fixed positioning, at least under certain circumstances such as when scaling is turned off. I have a simple HTML file with no JS, but the fixed positioning on three Samsung phones I've tried is simply wrong. Instead of true fixed positioning, the header scrolls out of view then pops back into place after the scrolling is done. This doesn't happen on the Android SDK emulator for any configuration I've tested (2.2, 2.3, 2.3 x86, 4.0.4). It also doesn't happen when using the WebView in an app on the Samsung phones: in those cases the positioning works as expected. Is there a way to make the Samsung Android "stock" browser use real fixed positioning? I've tested: 1. Samsung Galaxy 551, Android 2.2 2. Samsung Galaxy S, Android 2.3 3. Samsung Galaxy S II, Android 2.3 Sample code: <html> <head> <meta name="viewport" content="initial-scale=1.0,maximum-scale=1.0,user-scalable=no,width=device-width,height=device-height"> <style> h1 { position: fixed; top: 0; left: 0; height: 32px; background-color: #CDCDCD; color: black; font-size: 32px; line-height: 32px; padding: 2px; width: 100%; margin: 0;} p { margin-top: 36px; } </style> </head> <body> <h1>Header</h1> <p>Long text goes here</p> </body> </html> The expected behaviour is that the grey header fills the top of the screen and stays put no matter how much you scroll. On Samsung Android browsers it seems to scroll out of view then pop back into place once the scrolling is done, as if the fixed-positioning is being simulated using Javascript, which it isn't. Edit Judging by the comments and "answers" it seems that maybe I wasn't clear on what I need. I am looking for a meta tag or css rule/hack or javascript toggle which turns off Samsung's broken fixed-positioning and turns on the Android browser's working fixed-positioning. I am not looking for a Javascript solution that adds broken fixed-positioning to a browser that has no support whatsoever; the Samsung fixed-positioning does that already, it just looks stupid.

    Read the article

  • WPF zoom canvas and maintain scroll position

    - by Alex McBride
    I have a Canvas element, contained within a ScrollViewer, which I'm zooming using ScaleTransform. However, I want to be able to keep the scroll position of the viewer focused on the same part of the canvas after the zoom operation has finished. Currently when I zoom the canvas the scroll position of the viewer stays where it was and the place the user was viewing is lost. I'm still learning WPF, and I've been going backwards and forwards a bit on this, but I can't figure out a nice XAML based way to accomplish what I want. Any help in this matter would be greatly appreciated and would aid me in my learning process. Here is the kind of code I'm using... <Grid> <ScrollViewer Name="TrackScrollViewer" HorizontalScrollBarVisibility="Auto" VerticalScrollBarVisibility="Auto"> <Canvas Width="2560" Height="2560" Name="TrackCanvas"> <Canvas.LayoutTransform> <ScaleTransform ScaleX="{Binding ElementName=ZoomSlider, Path=Value}" ScaleY="{Binding ElementName=ZoomSlider, Path=Value}"/> </Canvas.LayoutTransform> <!-- Some complex geometry describing a motor racing circuit --> </Canvas> </ScrollViewer> <StackPanel Orientation="Horizontal" Margin="8" VerticalAlignment="Top" HorizontalAlignment="Left"> <Slider Name="ZoomSlider" Width="80" Minimum="0.1" Maximum="10" Value="1"/> <TextBlock Margin="4,0,0,0" VerticalAlignment="Center" Text="{Binding ElementName=ZoomSlider, Path=Value, StringFormat=F1}"/> </StackPanel> </Grid>

    Read the article

  • Android -- How to position View off-screen?

    - by borg17of20
    Hello all, I'm trying to animate a simple ImageView in my application and I want it to slide in from the bottom of the screen and come to a resting position where the top 50px of the view is off the top of the screen (e.g. the final position of the ImageView should be -50px in X). I've tried to use the AbsoluteLayout to do this, but this actually cuts off the top 50px of the ImageView such that the top 50px is never rendered. I need to have the top 50px of the ImageView visible/rendered while it's animating and then simply have it come to a rest slightly off-screen. I hope I've explained that well enough. Here is what I'm currently using as a layout and the slide-in animation (this currently doesn't render the top 50px of the ImageView): Layout: <?xml version="1.0" encoding="utf-8"?> <AbsoluteLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="fill_parent" android:layout_width="fill_parent" android:id="@+id/QuickPlayClipLayout"> <ImageView android:id="@+id/Clip" android:background="@drawable/clip" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_y="-50dp"> </ImageView> </AbsoluteLayout> Animation: <?xml version="1.0" encoding="utf-8"?> <set xmlns:android="http://schemas.android.com/apk/res/android"> <translate android:fromYDelta="100%p" android:toYDelta="0" android:duration="1000"/> <alpha android:fromAlpha="0.0" android:toAlpha="1.0" android:duration="1000" /> </set> Thanks in advance.

    Read the article

  • dximagetransform.matrix, absolutely position child elements not rotating in IE 8 standards mode

    - by davydka
    I've looked all over for more information on this, and would like to know why it happens. Here's the code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> </head> <body> <div style="position:absolute; top:200px; left:200px; height:200px; width:200px; border:1px solid black; filter: progid:DXImageTransform.Microsoft.Matrix(sizingMethod='auto expand', M11=0.9886188373396114, M12=-0.15044199698646263, M21=0.15044199698646263, M22=0.9886188373396114);"> <div style="position:absolute; top:10px; left:10px; border:1px solid darkblue;"> I do not rotate in IE 8. </div> </div> </body> </html> The problem is that absolutely or relatively positioned elements within a div that has been rotated using MS's dximagetransform.matrix do not inherit the transformation in IE 8. IE 6 & 7 render correctly, and I can solve the IE8 problem by triggering compatibility mode, but I'd rather not do that. Does anyone have any experience with this? I'm using css3 transform on other browsers and using dximagetransform.matrix to achieve this effect in IE. EDIT: Added the opening html tag. Problem still exists. http://i45.tinypic.com/nf4gmq.png

    Read the article

  • UIView Animation animates position but not width

    - by Aaron Vegh
    Hi there, I'm trying to transform a UISearchBar, like in Mobile Safari: touch in the search field and it grows while the location field shrinks. My current animation to alter the width and position of the search field only animates the position: just before it slides to the right place, it simply snaps out to the right width. Here's my code: [UIView beginAnimations:@"searchGrowUp" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.5f]; [UIView setAnimationDelegate:self]; CGFloat findFieldWidth = findField.frame.size.width; CGFloat urlFieldWidth = urlField.frame.size.width; CGRect findFieldFrame = findField.frame; CGRect urlFieldFrame = urlField.frame; findFieldFrame.origin.x = findFieldFrame.origin.x - 150.0f; findFieldFrame.size.width = findFieldWidth + 150.0f; urlFieldFrame.size.width = urlFieldWidth - 150.0f; urlField.frame = urlFieldFrame; findField.frame = findFieldFrame; [UIView commitAnimations]; I've modified this code slightly for the sake of presenting it here, but I hope this gives the gist. Any guesses as to why this is happening would be appreciated! Cheers, Aaron.

    Read the article

  • Retrieve position of a google maps v3 marker to Qt in a desktop app with QtWebKit

    - by nelas
    I'm building a Qt app with Python where you can point and click at a (google) map and get the coordinates of the location. The map is shown through a QWebView loading a simple HTML page and the user can create markers by clicking. Screenshot of the widget after clicking on the map: However, I'm having trouble to retrieve the just-clicked location coordinates back to Qt (so that I can use them as variables -- and, for example, show them in the QLineEdits on the topleft corner above, as current location of the marker). This is the relevant part of the HTML file: <script type="text/javascript"> var map; function initialize() { var local = new google.maps.LatLng(-23.4,-40.3); var myOptions = { zoom: 5, center: local, mapTypeId: google.maps.MapTypeId.ROADMAP } map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); google.maps.event.addListener(map, 'rightclick', function(event) { placeMarker(event.latLng); }); } function placeMarker(location) { var clickedLocation = new google.maps.LatLng(location); var marker = new google.maps.Marker({ position: location, map: map }); map.setCenter(location); } function dummyTxt() { return 'This works.'; } </script> I've been trying with evaluateJavaScript, but was not able to retrieve the coordinates. I tried to created a function to access the position with marker.getPosition(), but with no luck. The dummy below works though.. newplace = QWebView.page().mainFrame().evaluateJavaScript(QString('dummyTxt()')) >>> print newplace.toString() This works. Any suggestions on how to get the coordinates back to Qt?

    Read the article

  • How to get position of parent element - XSL

    - by joe
    What I wish I could do in xsl is the following, but unfortunatly parent/position() is not valid. XSL <xsl:template match="li"> <bullet> <xsl:apply-templates/> </bullet> <!-- todo: if this is the last bullet AND there are no more "p" tags, output footer --> <xsl:if test="count(ancestor::div/*) = parent/position()"> <footer/> </xsl:if> </xsl:template> XML <html> <div> <p>There is an x number of me</p> <p>There is an x number of me</p> <p>There is an x number of me</p> <ul> <li>list item</li> <li>list item</li> <li>list item</li> <li>list item</li> <li>list item</li> </ul> </div> </html> Anyone have any ideas how to figure out this problem from WITHIN my template match for li? Thanks!

    Read the article

  • Need help to make link active with change background-position onClick

    - by Erik
    I can't figure out how to make my image links change background-position onClick on ACTIVE. Nothing works: .active { background-position-y: -96px 0px; } <script type="text/javascript"> $(document).ready(function() { //Default Action $(".tab_content").hide(); //Hide all content $("ul.tabs li:first").addClass("active").show(); //Activate first tab $(".tab_content:first").show(); //Show first tab content //On Click Event $("ul.tabs li").click(function() { $("ul.tabs li").removeClass("active"); $(this).addClass("active"); $(".tab_content").hide(); var activeTab = $(this).find("a").attr("href"); $(activeTab).fadeIn(); return false; }); }); </script> <ul class="tabs"> <li><a class="a1" href="#tab1"></a></li> <li><a class="a22" href="#tab22"></a></li> <li><a class="a23" href="#tab23"></a></li> <li><a class="a24" href="#tab24"></a></li> <li><a class="a25" href="#tab25"></a></li> <li><a class="a26" href="#tab26"></a></li> </ul>

    Read the article

  • Draw a position from a 2d Array on respected canvas location

    - by Anon
    Background: I have two 2d arrays. Each index within each 2d array represents a tile which is drawn on a square canvas suitable for 8 x 8 tiles. The first 2d array represents the ground tiles and is looped and drawn on the canvas using the following code: //Draw the map from the land 2d array map = new Canvas(mainFrame, 20, 260, 281, 281); for(int i=0; i < world.length; i++){ for(int j=0; j < world[i].length; j++){ for(int x=0; x < 280; x=x+35){ for(int y=0; y < 280; y=y+35){ Point p = new Point(x,y); map.add(new RectangleObject(p,35,35,Colour.green)); } } } } This creates a grid of green tiles 8 x 8 across as intended. The second 2d array represents the position on the ground. This 2d array has everyone of its indexes as null apart from one which is comprised of a Person class. Problem I am unsure of how I can draw the position on the grid. I was thinking of a similar loop, so it draws over the previous 2d array another set of 64 tiles. Only this time they are all transparent but the one tile which isn't null. In other words, the tile where Person is located. I wanted to use a search throughout the loop using a comparative if statement along the lines of if(!(world[] == null)){ map.add(new RectangleObject(p,35,35,Colour.red));} However my knowledge is limited and I am confused on how to implement it.

    Read the article

  • placing pop up based on the mouse position(x,y)RSS Feed

    - by prince23
    hi, right now i am showing pop at the botton of the screen. i need to change them according to the value(x,y) whhere i have moved the mouse here i need to get the MouseEventArgs e postion that is its x:value and y:value based on that i need to place the pop up in the screen i need to get the mouse x, y postion? is it possiable to get its value? private void DG_LoadingRow(object sender, DataGridRowEventArgs e) { DataGridRow row = e.Row; int index = 0; foreach (DataGridColumn colGrid in DG.Columns) { if(colGrid .Header == "ID" || colGrid .Header == "Name") { FrameworkElement cellContent = colGrid .GetCellContent(e.Row); DataGridCell cell = cellContent.Parent as DataGridCell; cell.MouseEnter -= cell_MouseEnter; cell.MouseEnter += new MouseEventHandler(cell_MouseEnter); cell.MouseLeave -= cell_MouseLeave; cell.MouseLeave += new MouseEventHandler(cell_MouseLeave); } } } void cell_MouseLeave(object sender, MouseEventArgs e) { //Hide your popup } void cell_MouseEnter(object sender, MouseEventArgs e) { **// here i need to get the mouse position that is its x,y value based on that i can place my modal pop up in that postion. my pop is defined in xaml page here i will be assigning only its position where i need to place my modal pop up.** //

    Read the article

  • Implementing list position locator in C++?

    - by jfrazier
    I am writing a basic Graph API in C++ (I know libraries already exist, but I am doing it for the practice/experience). The structure is basically that of an adjacency list representation. So there are Vertex objects and Edge objects, and the Graph class contains: list<Vertex *> vertexList list<Edge *> edgeList Each Edge object has two Vertex* members representing its endpoints, and each Vertex object has a list of Edge* members representing the edges incident to the Vertex. All this is quite standard, but here is my problem. I want to be able to implement deletion of Edges and Vertices in constant time, so for example each Vertex object should have a Locator member that points to the position of its Vertex* in the vertexList. The way I first implemented this was by saving a list::iterator, as follows: vertexList.push_back(v); v->locator = --vertexList.end(); Then if I need to delete this vertex later, then rather than searching the whole vertexList for its pointer, I can call: vertexList.erase(v->locator); This works fine at first, but it seems that if enough changes (deletions) are made to the list, the iterators will become out-of-date and I get all sorts of iterator errors at runtime. This seems strange for a linked list, because it doesn't seem like you should ever need to re-allocate the remaining members of the list after deletions, but maybe the STL does this to optimize by keeping memory somewhat contiguous? In any case, I would appreciate it if anyone has any insight as to why this happens. Is there a standard way in C++ to implement a locator that will keep track of an element's position in a list without becoming obsolete? Much thanks, Jeff

    Read the article

  • Absolute position <span> in <li> - strange -

    - by kevinius
    Hi, So i have a normal list <ul class="test"> <li><span><a href="">Gemeente</a><span></span></span></li> <li><span><a href="">Openingsuren</a><span></span></span></li> <li><span><a href="">Gezondheid</a><span></span></span></li> </ul> 1: The second <span> is a 100x100 block background image. 2: The list is a normal bulleted list, not floated 3: The <ul> has position:relative, the <li> has not 4: The second <span> is set to position:absolute; top:0px; left:0px; The problem The second <span> gets positioned relative to the <li> dsf not the <ul>. Why is that?

    Read the article

  • The XPath @root-node-position attribute info

    - by Igor Savinkin
    I couldn't find the @root-node-position XPath attribute info. Would you give me a link of where i can read about it? Is it XPath 2.0? The code (not mine) is ../preceding-sibling::div[1]/div[@root-node-position]/div applied to this HTML: <div class="left"> <div class='prod2'> <div class='name'>Dell Latitude D610-1.73 Laptop Wireless Computer </div>2 GHz Intel Pentium M, 1 GB DDR2 SDRAM, 40 GB </div> <div class='prod1'> <div class='name'>Samsung Chromebook (Wi-Fi, 11.6-Inch) </div>1.7 GHz, 2 GB DDR3 SDRAM, 16 GB </div> </div> <div class="right"> <div class='price2'>$239.95</div> <div class='price1 best'>$249.00</div> </div> Firstly i fetch a price text under class='right' with this query : //DIV[contains(@class,'best')] and then i apply the above mentioned XPath with @root-node-attribute under class='left' to retrieve the rest of the record info.

    Read the article

  • div with absolute position behind the normal flow

    - by vasion
    i am trying to get a div to be my background and am using absolute positioning to achieve it. everything works fine except for the fact that it appears above anything in the normal flow and fiddling with z-indexes does absolutely nothing. <div id="blind"> <div id="blindbackground"></div> <div id="blindcontainer"><div class="loader"><img class='loader' src="/img/loader.gif"/></div></div> <div id="blindclosecontainer"><img id='blindclose' src="/img/close.gif"/></div> </div> and this is the css: #blind{ position :absolute; width:100%; z-index: 2; border-bottom: 1px silver solid; } #blindclosecontainer{ text-align: right; } #blindbackground{ position:absolute; top:0; width:100%; height:100%; background-color: white; filter:alpha(opacity=60); opacity:0.6; } #blindcontainer{ margin:auto; width:500px; background-color: white; padding:10px; } .loader{ margin: auto; width:18px; margin-top:10px; margin-bottom: 5px; }

    Read the article

  • How to avoid resetting the java Scanner position

    - by Derek
    I have some code that looks more or less like this: while(scanner.hasNext()) { if(scanner.findInLine("Test") !=null) { //do some things }else{ scanner.nextLine(); } } I am using this to parse an ~10MB text file. The problem is, if I put a breakpoint on the while() and the scanner.nextLine(), I can see that sometimes the scanners position (in the debug window) goes back to zero. I think this is causing me some kind of loop blow up, because the regext in findInLine() starts at zero, looks through some amount of text, advancing the position, and then it randomly gets set back to zero, so it has to re-parse all that text again. Any ideas what can be causing that? Am I even doing this the right way? Thanks Some additional info: The Scanner is instantiated from an InputStream. After diubg sine debugging, it appears that there is a HearCharBuffer that Scanner uses and it only allows 1024 characters at a time, and then resets. Is there a way to avoid this, or do things differently? That seems like a small amount of characters to be able to scan. Derek

    Read the article

  • CSS: position:absolute inside position:relative, but not affecting parent?

    - by JP
    <style> #special p { display:none; } #special:hover p { display:block; } </style> <table> <tr> <td style="width:200px">Things</td> <td style="position:relative; width:220px"> <div style="position:absolute;right:0" id="special"> <img id="shows" /> <p>Variable width upto, say 600px (Will be hidden until this td is :hovered</p> </div> </td> </tr> </table> Can I make this work? Ie, can I make the #special p expand over the top of 'Things'? As I currently have it set up #special won't ever grow outside the 220px wide td. Any ideas?

    Read the article

  • Css absolute position don't work in MS WORD

    - by Tim
    Hello! This is a sample: <html> <head> <title>word test</title> </head> <body> <div style='position: absolute; width: 30px; height: 50px; top: 100px; left: 20px; border-color: black; border-width: 1px; border-style: solid;'> <p>Hello!</p> </div> </body> </html> Save it as "word.doc" and open in MS WORD. Absolute position don't work! Div is rendered on the top of document and with 100% width. Why? I can't use a html tables. Version on ms word: 2003

    Read the article

< Previous Page | 16 17 18 19 20 21 22 23 24 25 26 27  | Next Page >