Search Results

Search found 9614 results on 385 pages for 'touch mouse'.

Page 23/385 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

    Read the article

  • Ubuntu Suspend won't wake by mouse

    - by corsen
    I just installed Ubuntu 11.04 and realized that suspend would not wake by either keyboard or mouse. After following instructions from here: http://ubuntuforums.org/showthread.php?t=1642817 The system will now wake by keyboard. I have a USB mouse it is a logitech G5. Even if I enable all of the USB devices listed in /proc/acpi/wakeup, my computer will still not wake up via mouse. I'd really prefer to wake by mouse instead of keyboard due to cats. Does anyone know why my mouse won't wake the machine even after enabling all USB devices listed? Thanks, Bryan

    Read the article

  • Sencha touch 2/ app workflow with navigation view

    - by eplatonov
    I am trying to understand how can I implement the same functionality which provides navigation view in sencha touch 2, but .... Each item of the 'Ext.NavigationView' component should have it's own unique set of 'navigationBar' elements. I mean set of buttons, for example. I know that I can do something like this: this.getMain().getNavigationBar().rightBox.removeAll(); this.getMain().getNavigationBar().rightBox.add(this.getSettingButton()); //where 'getSettingButton' predefined by me a button And do this action each time when 'push' event happens (clear 'navigationBar' and add appropriate set of buttons) Of course, I even can implement 'Ext.Panel' with 'layout: card' and set of 'Ext.panel' elements in the 'items' property, each of which will be have unique 'toolbar'. To control the behavior I can use 'setActiveItem' method. But, I think each of these approaches is a bit weird, isn't it? I expected that would be much more natural approach to implement it. Most likely I don't know what I need. Confirm my doubts. What is the best way to do it.

    Read the article

  • Cocoa Touch: Creating and Adding Custom View

    - by Jason
    I create a custom view in cocoa touch that is superclassed by UIView and in my main controller I initialize it and then add it as a subview to the main view, but when I add it to the main view it calls my initializer method again and causes an infinite loop. Am I going about creating my custom view wrong? Here is the mainView (void)loadView { UIImage *tempImage = [UIImage imageNamed: @"image1.jpg"]; CustomImageContainer *testImage = [[CustomImageContainer alloc] initWithImage: tempImage andLabel: @"test image" onTop: true atX: 10 atY: 10]; [self.view addSubview: testImage]; } and the CustomImageContainer -(CustomImageContainer *) initWithImage: (UIImage *)imageToAdd andLabel: (NSString *)text onTop: (BOOL) top atX: (int) x_cord atY: (int) y_cord{ UIImageView *imageview_to_add = [[UIImageView alloc] initWithImage: imageToAdd]; imageview_to_add.frame = CGRectMake(0, 0, imageToAdd.size.width, imageToAdd.size.height); UILabel *label_to_add = [[UILabel alloc] init]; label_to_add.text = text; label_to_add.alpha = 50; label_to_add.backgroundColor = [UIColor blackColor]; label_to_add.textColor = [UIColor whiteColor]; [self addSubview: imageview_to_add]; self.frame = CGRectMake(x_cord, y_cord, imageToAdd.size.width, imageToAdd.size.height); if (top) { label_to_add.frame = CGRectMake(0, 0, imageview_to_add.frame.size.width, imageview_to_add.frame.size.height); //[self addSubview: label_to_add]; } else { label_to_add.frame = CGRectMake(0,.2 * imageview_to_add.frame.size.height, imageview_to_add.frame.size.width, imageview_to_add.frame.size.height); } [self addSubview: label_to_add]; [super init]; return self; }

    Read the article

  • iPhone: detect "touch-and-drag" gesture from UIBarButtonItem?

    - by Greg Maletic
    I have an "add" button that's represented by a UIBarButtonItem. Hitting the "add" button adds an object into a list that represents a moment in time. By default, that time is "now"...but I'd like to be able to use dragging behavior to let the user specify earlier times for the object. Here's the behavior I want to implement: If the user touches on the UIBarButtonItem and lets go quickly, an object is added to the list that represents "now." If the user touches on the UIBarButtonItem and drags, a little UI pops up that shows the time that the distance of their drag represents. The further they drag, the further back in time their touch will represent. When they let go, the object representing an earlier time will get added to the list. (Though the description of the behavior is complicated, I'm convinced this will be pretty intuitive for users of the app.) I haven't implemented code for anything but the most simple touches in the past, and I'm at a loss as to the best way to try this. Does anyone have any suggestions, or could point me towards some sample code that implements something like this? Thanks very much.

    Read the article

  • UIButton title disappears on touch

    - by psychotik
    I want a touchable UILabel, but since that's not possible I decided to create a UIButton of type UIButtonTypeCustom. It looks how I want it to look, but when I touch it, the title disappears. I tried setting the title for state UIControlStateHighlighted but that didn't help. I know I'm doing something really silly here, but can't figure it out. I tried a few things (commented in the code below) which didn't seem to help. Here's how I'm configuring the button: UIButton* button = [UIButton buttonWithType:UIButtonTypeCustom]; button.frame = CGRectMake(0, 0, width, height); button.clearsContextBeforeDrawing = YES; button.contentHorizontalAlignment = UIControlContentHorizontalAlignmentLeft; button.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter; button.enabled = YES; button.hidden = NO; button.highlighted = NO; button.opaque = YES; button.selected = NO; button.userInteractionEnabled = YES; button.showsTouchWhenHighlighted = NO; [button setTitle:@"Hello World" forState:UIControlStateNormal]; button.titleLabel.font = [UIFont boldSystemFontOfSize:16]; button.titleLabel.textColor = [UIColor blackColor]; // Things I tried that didn't help //[button setBackgroundColor:[UIColor clearColor]]; //button.titleLabel.text = @"Hello World"; //[button setTitle:@"Hello World" forState:UIControlStateHighlighted]; Any ideas?

    Read the article

  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

    Read the article

  • Increasing number once per mouse click/key press in XNA

    - by DMan
    This has been bothering me lately- when I use some code like below to increase selection every mouse click: if (m.LeftButton == ButtonState.Pressed) currentSelection++; Then currentSelection increases by a ton, simply because this code is in my Update() function and by design, runs every frame and so increases currentSelection. There is almost no chance you can click and release fast enough to prevent currentSelection from increasing more than one. Now my question is what I should do to make it so everytime I click the mouse down once, it only increases currentSelection once until the next time I click down again.

    Read the article

  • Mouse Capture and Selection

    - by Tommy
    I have a control, that moves around alot of different controls inside of it in the form of a grid. So basically, none of the container control is shown at any point. But i do have capture of all the mousedown and mousemove events of the controls inside. What id like to do, is create an effect alot like the desktop of a windows computer, where you can drag, and every control that is inside of the mouse's drag will be thrown in a list, and when the mouse is released i can perform an action on all the selected items. Is this possible?

    Read the article

  • How to use Ubuntu Touch manage-address-books.py?

    - by Rotary Heart
    Well I have been reading the docs for a few days and I found that I can "import" my contacts from a .csv file with the following: Alternatively you can import contacts from a csv file. The csv file should be in same format as /usr/share/demo-assets/contacts-data/data.csv. Replace the sample data.csv file with your own version and run manage-address-books.py create to import your contacts. But I can't figure out how to use manage-address-books.py create could anyone help me? I know that I can use syncevolution, but I want to sync my .csv file too.

    Read the article

  • Is there a way to simulate gestures for non-touchscreen users?

    - by m-y
    How are users able to actually use features such as pinching if they don't have touchscreen monitors? I ask this because: I plan to use Windows 8 on my desktop, and I want to get the full use of any applications I download. I want to ensure that if I ever release any application I develop to the windows store that there is a way for my users to get around this situation (no touchscreen for multitouch events).

    Read the article

  • Mouse Over YouTube Previews YouTube Videos in Chrome

    - by ETC
    If you’re an avid YouTube video watcher, Mouse Over YouTube is a free Chrome extension that pops up a preview of any video you mouse over. Install the extension, put your mouse cursor over any YouTube video thumbnail, and a preview pops up in the upper right corner of your Chrome browser window. The only request we’d direct at the developer is either the ability to adjust the mouse over delay or to simply extend the delay. As it is now the video preview starts almost instantly which can make a whole page of YouTube thumbnails like a mine field of unexpected videos. Hit up the link below to grab a free copy. Mouse Over YouTube [Google Chrome Extensions via Addictive Tips] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

    Read the article

  • How To Temporarily Disable The Touch Screen In X1 Carbon

    - by Daniel Cazzulino
    I know, why would anyone want to do that? Scott properly predicted: Don't knock a touchscreen until you've used one. Every laptop should (and will) have a touch screen in a year. Mark my words. And surely, less than a year later, the X1 Carbon (an amazing ultrabook for sure) has a touch model. And as of today, the price difference for the touch screen is a ridiculous $30 (actually $24 with a “back to school” coupon right now ;)): So why would you NOT get it? I know for some it works great. Now, let’s get real about touch *for a developer* for a minute. About 99.9% of my time in front of my laptop I’m either using Visual Studio or Chrome. I have my hands on the keyboard ALL THE TIME. I use the trackpoint ALL THE TIME. If I want to scroll, I only have to slightly move my fingers. I don’t click around much on pages: I READ them. So, in a few months of using the X1, I think I touched the screen like 10 times, and it was mostly to clear dust, which drives whatever app is in focus crazy. Plus, at home I have this simple setup:...Read full article

    Read the article

  • Stop Your Mouse from Waking Up Your Windows 7 Computer

    - by The Geek
    If you use Sleep Mode on your PC, have you ever noticed that moving your mouse will wake the computer from sleep mode? If you would prefer to only have the PC wake up when you hit a key instead, there’s a simple tweak. Just type Mouse into the start menu search box, or the Control Panel search box, and then open up the Mouse Properties panel. Find the Hardware tab, select your mouse in the list, and then click the Properties button. You’ll have to click the “Change settings” button before you can see the Power Management tab… And now, you can uncheck the box from “Allow this device to wake the computer”. That’s all there is to it. Similar Articles Productive Geek Tips Stop the Mouse From Waking Up Your Computer from Sleep ModeFix "Sleep Mode Randomly Waking Up" Issue in Windows VistaTemporarily Disable Windows Update’s Automatic Reboot in Win7 or VistaDisable Aero Snap (the Mouse Drag Window Arranging Feature in Windows 7)New Year’s Resolutions: Use Your Computer as an Alarm Clock the Easy Way TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar

    Read the article

  • Proportional speed movement between mouse and cube

    - by user1350772
    Hi i´m trying to move a cube with the freeglut mouse "glutMotionFunc(processMouseActiveMotion)" callback, my problem is that the movement is not proportional between the mouse speed movement and the cube movement. MouseButton function: #define MOVE_STEP 0.04 float g_x=0.0f; glutMouseFunc(MouseButton); glutMotionFunc(processMouseActiveMotion); void MouseButton(int button, int state, int x, int y){ if(button == GLUT_LEFT_BUTTON && state== GLUT_DOWN){ initial_x=x; } } When the left button gets clicked the x cordinate is stored in initial_x variable. void processMouseActiveMotion(int x,int y){ if(x>initial_x){ g_x-= MOVE_STEP; }else{ g_x+= MOVE_STEP; } initial_x=x; } When I move the mouse I look in which way it moves comparing the mouse new x coordinate with the initial_x variable, if xinitial_x the cube moves to the right, if not it moves to the left. Any idea how can i move the cube according to the mouse movement speed? Thanks EDIT 1 The idea is that when you click on any point of the screen and you drag to the left/right the cube moves proportionally of the mouse mouvement speed.

    Read the article

  • Hide cursor in Chrome (and IE)

    - by Chris
    I have the following CSS that hides the mouse cursor for anything on the web page. It works perfectly in FireFox but in IE and and Chrome it doesn't work. html { cursor: none; } In Chrome I always see the mouse pointer. In IE however I see whatever cursor was last 'active' when it entered the screen. Presumably it's keeping the last selection instead of removing it.

    Read the article

  • Windows 7: Touch gestures in IE not working without explorer.exe being run once

    - by Michael
    Details: Internet Explorer 9 and Windows 7 Professional, running on a HP TouchSmart (touch screen PC). It is going to be a kiosk PC (running a custom GUI for displaying websites). Scenario 1: When running Internet Explorer as a normal program in Windows 7, touch functions work perfectly. I can scroll the website by dragging it with my finger, I can pinch zoom and I can touch-and-hold right click. I now change the default shell in Windows to Internet Explorer (ie. IE starts instead of explorer.exe). Internet Explorer of course starts up when logging in. However, touch functions are reduced to basic clicking (no dragging, no pinch zooming, no touch-and-hold right click). Then I manually start explorer.exe, and the touch functions work again! And here is the weird part: When I kill explorer.exe, the touch functions keeps working - even if I close IE and start a new instance. Scenario 2: The exact same, but instead of changing the default shell to Internet Explorer, I change it to my own program, which uses an embedded Internet Explorer ("WebBrowser"). Same thing happens. What I've tried: Autorun programs: When explorer.exe launches, it launches all the autorun programs. There are no relevant programs being run by explorer, but just in case, I have manually started all the autorun programs, so that it is identical (but without explorer.exe) to a normal login. It still does not work (until I launch explorer.exe). Specifically TabTip.exe, TabTip32.exe and wisptis.exe are all running. All services are also started. To sum it up Running explorer.exe once changes something in the touch capabilities of Internet Explorer. It doesn't matter if explorer.exe is running - as long as it has been run once. Does anyone know what causes this behavior? Or how I can circumvent it neatly? Thanks!

    Read the article

  • wxOSX/Carbon: wxGLCanvas mouse offset in non-floating window classes

    - by srose
    Hi All, I mainly program plugins using wxWidgets within a Carbon bundle which is loaded at runtime. The host-applications where my plugins are running in provide a native window handle (WindowRef), which I can use to add my custom, wxWidgets-based GUI-classes. To use the native window handle with wxWidgets classes I had to write a wxTopLevelWindow wrapper class, which does all the WindowRef encapsulation. So far, this works pretty well, but under some circumstances I got vertical mouse offsets within a wxGLCanvas if the window class of the native window handle is not of the type "kFloatingWindowClass". I am able to bypass the problem if I display an info panel (wxPanel) over the whole wxGlCanvas and if the user hides the info panel then the mouse offset is gone. Now my questions: Is there a "simple" explanation for this behaviour? Is it possible to use certain method calls to imitate info panel effect without using the panel itself? I tried several combinations of Update() and Refresh() calls of all involved components, but none of them worked so far. Even the use of wxSizer couldn't help here. Window hierarchy used by plugin-applications: wxCustomTopLevelWindow (WindowRef provided by host-application) wxPanel (parent window for all application panel) wxPanel (application info panel) wxPanel (application main panel) wxPanel (opengl main panel) wxGlCanvas (main opengl canvas) Any ideas? Any help is very appreciated.

    Read the article

  • XNA 2D mouse picking

    - by Corndog
    I'm working on a simple 2D Real time strategy game using XNA. Right now I have reached the point where I need to be able to click on the sprite for a unit or building and be able to reference the object associated with that sprite. From the research I have done over the last three days I have found many references on how to do "Mouse picking" in 3D which does not seem to apply to my situation. I understand that another way to do this is to simply have an array of all "selectable" objects in the world and when the player clicks on a sprite it checks the mouse location against the locations of all the objects in the array. the problem I have with this approach is that it would become rather slow if the number of units and buildings grows to larger numbers. (it also does not seem very elegant) so what are some other ways I could do this. (Please note that I have also worked over the ideas of using a Hash table to associate the object with the sprite location, and using a 2 dimensional array where each location in the array represents one pixel in the world. once again they seem like rather clunky ways of doing things.)

    Read the article

  • javascript mouse cursor change on page load in firefox browser 3.5

    - by Amit
    Hi in case of full page submit a trasparent div id coming and changing the cursor to 'wait' . Now when the page is getting submitted and new page is coming up cursor still remains to 'wait' not changing to default until mouse is moved in Firefox Here is simple html click on show button div is coming when user move mouse over the div cursor is changing as wait cursor. Now when this page is loaded again pressing F5 cursor remain as wait cursor in firefox its working fine in IE is there any way to make the cursor as default on pageload in Firefox <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>Untitled Document</title> <style> body{ cursor:default; } </style> <script src="js/jquery.js"> </script> <script> var test = true; $(document).ready(function(){ $('#maindiv').css('display','none') }); function showDiv(){ $('#maindiv').css('display','block') } </script> </head> <body> <div id="divBody" style="background-color:red;width:500px;height:500px" >aa <div id="maindiv" style="background-color:#999999;height:100$;width:400px;height:400px;cursor:wait"> sss </div>aa </div> <input type="button" value="show" onclick="showDiv()"/> </body> </html>

    Read the article

  • Clicking mouse by sending messages

    - by Frank Meulenaar
    I'm trying to send mouse clicks to a program. As I don't want the mouse to move, I don't want to use SendInput or mouse_event, and because the window that should receive the clicks doesn't really use Buttons or other GUI events, I can't send messages to these buttons. I'm trying to get this working using SendMessage, but for some reason it doesn't work. Relevant code is (in C#, but tried Java with jnative as well), trying this on Vista [DllImport("user32.dll", CharSet=CharSet.Auto)] public static extern int SendMessage(IntPtr A_0, int A_1, int A_2, int A_3); static int WM_CLOSE = 0x10; static int WM_LBUTTONDOWN = 0x201; static int WM_LBUTTONUP = 0x202; public static void click(IntPtr hWnd, int x, int y) { SendMessage(hWnd, WM_LBUTTONDOWN, 1, ((x << 0x10) ^ y)); SendMessage(hWnd, WM_LBUTTONUP, 0, ((x << 0x10) ^ y)); } public static void close(IntPtr hWnd) { SendMessage(hWnd, WM_CLOSE, 0, 0); } The close works fine, but the click doesn't do anything.

    Read the article

  • Is there any multi-touch graphics tablet with Linux drivers?

    - by Zifre
    After watching the absolutely amazing 10/GUI video, I have been dying to try to implement something like this. I can do the software side quite easily, but I don't have the hardware. The Wacom Bamboo Fun would work, but the Linux drivers don't support the multi-touch features. Microsoft's "UnMouse Pad" looks like the perfect solution, but it is not commercially available yet. Are there any similar devices that would work? Alternatively, is there a way to build a DIY version? (It is fairly easy to build a multi-touch display with a webcam and IR LEDs, but it would not be pressure sensitive. Does anyone have any info on how the UnMouse Pad works and if it is possible to build one?) EDIT: I should clarify that I don't want a multi-touch display. I want the sensor to be separate from the display. If that sounds crazy, watch the 10/GUI video.

    Read the article

  • Can you swap dpi buttons on the Astra Dragon War mouse with 4th and 5th buttons?

    - by Denny Nuyts
    I'm left-handed and I'm in need of a good computer mouse with at least five buttons. However, most computer mice on the market are sadly right-handed and very impracticable to use with the extra buttons on my pinkie side instead of on my thumb side. The Dragon War Astra has two buttons on both sides. Buttons 4 and 5 on the left side and the dpi-buttons on the right side. If I were just able to re-assign them so they swap positions I'd have a great left-handed mouse. Sadly, the program X-Mouse Button Control doesn't allow the user to re-assign dpi buttons. My question is whether there exist other methods to still get it to work for me (third party programs, perhaps?). Or should I get another gaming mouse?

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >