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  • Sproutcore: Changing css properties on mouse events

    - by greg
    In sproutcore I'm trying to change the border thickness of a div when a user mouses over it. All the other code is working but I can't find how to either access the css properties directly or attach a new classname to the div. borderDiv: SC.View.design({ layout:{top:60, left:60, width: 400, height: 525}, classNames:"panel", mouseEntered: function(evt) { alert("this is working"); // // No idea what to put here to change css properties // return YES } })

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  • jQuery: hover (mouseleave event fired when mouse is over child)

    - by CronosS
    Hi, I want to create a zoom effect on some thumbs. Here is my javascript simplified code : parent.hover( function(){ parent.stop().animate({/* css */}, inputZoomDuration, "linear"); wrapper.stop().animate({/* css */}, inputZoomDuration, "linear"); child.stop().animate({/* css */}, inputZoomDuration, "linear"); }, function(){ alert("leave"); child.stop().animate({/* css */}, 140, "linear"); wrapper.stop().animate({/* css */}, 140, "linear"); parent.stop().animate({/* css */}, 140, "linear"); } ); and the html is like : <div parent> <div wrapper> <div child> </div> </div> </div> I increase the size of all my divs when I over the "parent". But a soon as I over (or leave, btw) one of the child, the alert appears. Without the alert, the result is a very bugy animation. Is there any way to prevent the mouseleave event to be fired when a child is overed? Best regards, thanks.

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  • Circle to move when mouse clicked Java

    - by Myt
    So I am really new to Java and I need a circle to move around JFrame when it's clicked, but the circle has to get random cordinates. So far this code generates a new circle every time it's clicked, but all the other circles stay there aswell, but I only need one circle to move around the frame. So maybe someone can help me a little :) public class test2 extends JFrame implements MouseListener { int height, width; public test2() { this.setTitle("Click"); this.setSize(400,400); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); addMouseListener(this); width = getSize().width; height = getSize().height; } public void paint (Graphics g) { setBackground (Color.red); g.setColor(Color.yellow); int a, b; a = -50 + (int)(Math.random()*(width+40)); b = (int)(Math.random()*(height+20)); g.fillOval(a, b, 130, 110); } public void mouseClicked(MouseEvent e) { int a, b; a = -50 + (int)(Math.random()*(width+40)); b = (int)(Math.random()*(height+20)); repaint(); } public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mousePressed(MouseEvent e){} public static void main(String arg[]){ new test2(); } }

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  • How Can I Get a TextPointer from a mouse click in a FlowDocument

    - by Bear
    I would like to get the word that a user has clicked on in a FlowDocument. I am currently adding an event handler to every Run in the document and iterating through the TextPointers in the Run that was clicked, calling GetCharacterRect() on each one and checking if the rectangle contains the point. However, when the click occurs near the end of a long Run this takes 10 seconds. Is there any more efficient method?

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  • Console App Mouse-Click X Y Coordinate Detection/Comparison

    - by Bloodyaugust
    I have a game that I am working on in a C# console application, purely as practice before going on to better methods. As opposed to using something such as a Windows Forms App, which has button functionality built in, I am endeavoring to grab the cursor position (which I know how to do) and compare it to a number of area's inside a console application as defined by perhaps pixel location, but I also do not know if there is some sort of built in unit of space other than pixels (this last bit is the part I am unable to figure). P.S. I know this is in general terms, with no code already provided, but I do not feel that it is needed as all I am asking for is a brief explanation of how to grab X Y coordinates inside a console application, and stick them in int variables. Many Thanks in advance! :D

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  • Tab on hover mode while mouse over drop down menu

    - by Hwang
    How could I have the tab to be on hover mode while I rollover the drop down sub-menu. Does it require javascript or it could be done solely on CSS? <li id="anchor" class="title dropdown"><a href="#">Main Tab</a> <div class="column"> <ul> <li class="subtitle">Button 1</li> <li class="subtitle">Button 2</li> <li class="subtitle">Button 3</li> </div> </li>

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  • Sprite background image lags on mouse hover

    - by user351342
    I have basic DOM menu that has sprite background images for the first level of "LI"s. It works just fine, but I guess there is some problem and instead of switching the image right away on hover it goes blank and after about a second the hover image "appears" (shifts). That happens only on first hovering. After that it's smooth like it's supposed to be. Refresh the page and there it is again... Frustrating... Here is a link to check it out: http://goo.gl/6FAM The problem exist on Firefox v3.6.3. Chrome 5.0.375 and IE 8.0.7600 don't have this issue. Any ideas?

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  • How do i get the mouse position?

    - by acidzombie24
    Basically in relation to this question It seems like e.X,y and e.Location.X,Y is relative to mousedown? I seen negative values when i havent moved it left/above the parent picbox. So it seems like the values are relative to my mousedown, but i need values relative to the parent because i update the left/top every event and other datat and relative to mousedown is breaking my code.

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  • Bind event to right mouse click

    - by zac
    How can I trigger some action with right click after disabling the browser context menu ? I tried this . . . $(document).ready(function(){ $(document).bind("contextmenu",function(e){ return false; $('.alert').fadeToggle(); }); }); .alert { visibility: hidden; }

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  • Mouse down Issue

    - by 3gwebtrain
    HI, I am making my own scroll bar. in which i made this code below i pasted. i am getting the issue from this code. i) in the first time i am pressing "#scroller" that works fine. ii) in case of second or other time when i am enter into "#scroller" itself, i am getting the alert "hi", instead of i am pressing the "#scroller", i know that i am doing some wrong this with my code, but i unable to find the mistake. Any one help me? $(function(){ var slidesWidth = ($('#show-content li').length)*($('#show-content li').width()+20); $('#show-content ul').width(slidesWidth); var scrollBarWidth = (100/slidesWidth)*1000;//presently taken by manual/ $('#scroller').width(scrollBarWidth); $('#scroller').bind('mousedown',function(){ $('#scroller').mousemove(function(){ alert('hi'); }) }) $('#scroller').bind('mouseup',function(){ $('#scroller').unbind('mousedown,mousemove'); alert('unbinded'); }) })

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  • Determine mouse click for all screen resolutions

    - by Hallik
    I have some simple javascript that determines where a click happens within a browser here: var clickDoc = (document.documentElement != undefined && document.documentElement.clientHeight != 0) ? document.documentElement : document.body; var x = evt.clientX; var y = evt.clientY; var w = clickDoc.clientWidth != undefined ? clickDoc.clientWidth : window.innerWidth; var h = clickDoc.clientHeight != undefined ? clickDoc.clientHeight : window.innerHeight; var scrollx = window.pageXOffset == undefined ? clickDoc.scrollLeft : window.pageXOffset; var scrolly = window.pageYOffset == undefined ? clickDoc.scrollTop : window.pageYOffset; params = '&x=' + (x + scrollx) + '&y=' + (y + scrolly) + '&w=' + w + '&random=' + Date(); All of this data gets stored in a DB. Later I retrieve it and display where all the clicks happened on that page. This works fine if I do all my clicks in one resolution, and then display it back in the same resolution, but this not the case. there can be large amounts of resolutions used. In my test case I was clicking on the screen with a screen resolution of 1260x1080. I retrieved all the data and displayed it in the same resolution. But when I use a different monitor (tried 1024x768 and 1920x1080. The marks shift to the incorrect spot. My question is, if I am storing the width and height of the client, and the x/y position of the click. If 3 different users all with different screen resolutions click on the same word, and a 4th user goes to view where all of those clicks happened, how can I plot the x/y position correctly to show that everyone clicked in the same space, no matter the resolution? If this belongs in a better section, please let me know as well.

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  • JQuyer slide and stop issues: animated element freezes with quick mouse movement

    - by sherlock
    Here is Zi JsFiddle. In order to replicate my issue you have to hover over the link that says 'javascript', then mouseout that, then mouseback in. If you do this before the animation is complete, the pink slidedown #subMenu will freeze midway through sliding. Is there a way to prevent this from happening? I have tried some .stop()s , but i really don't want the animation to re-start every time you mouseenter or leave the .navLink . The animation should begin from where it left off. In other words, if the pink section is halfway down, and a slideDown() gets executed, the pink should not dissappear and then slide down, it should slide down from where it is. Thanks!! JS: $('header#subHeader').hide(); $('.navLink').hover(function () { if ($(this).children('div').length > 0) { var subMenu = $(this).find('.subMenu').html(); $('header#subHeader').empty().append('<div>' + subMenu + '</div>').stop().slideDown(); } else { $('header#subHeader').stop().slideUp(); } }); $('hgroup:first').on('mouseleave', function(){ $('header#subHeader').slideUp(); });

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  • Tkinter mouse event initially triggered

    - by user3714884
    I'm currently learning Tkinter and I cannot find a solution for my problem here nor outside Stackoverflow. In a nutshell, all events that I bind to my widgets are triggered initialy and don't respond to my actions. In this example, the red rectangle appears on the canvas when I run the code, and color=random.choice(['red', 'blue']) revealed that the event binding doesn't work after that: import Tkinter as tk class application(tk.Frame): def __init__(self, master=None): tk.Frame.__init__(self, master) self.can = tk.Canvas(master, width=200, height=200) self.can.bind('<Button-2>', self.draw()) self.can.grid() def draw(self): self.can.create_rectangle(50, 50, 100, 100, fill='red') app = application() app.mainloop() I use a Mac platform, but I haven't got a clue about its role in the problem. Could anyone please point me at the mistake i did here?

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  • How To Alter This Code So That It Only Redirects If There Is No Mouse Movement

    - by user1426261
    I have the following java script which redirects the user to another website (google in this case). <script type="text/JavaScript"> window.setTimeout("location=('http://www.google.com');",5000); </script> However, although i want the website to redirect to another website, i dont want it to redirect for no reason. My aim is for the website to redirect automatically on the condition that the cursor hasnt been moved for a little while. is this possible?

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  • OpenGL, draw two polygons in the same time (by mouse clicks)

    - by YoungSalafi
    im trying to draw 2 polygons at the same time depending on user input from the opengl screen... so i made 2 arrays which each one of them will carry the vertices of each polygon ... i think my logic is right but the program still prints only polygon and delete the old polygon if you draw a polygon again . and its acting weird too please check the code yourself here it is : P.S dont mind the delete function right now.. i know it missing something. #include <windows.h> #include <gl/gl.h> #include <gl/glut.h> void Draw(); void Set_Transformations(); void Initialize(int argc, char *argv[]); void OnKeyPress(unsigned char key, int x, int y); void DeleteVer(); void MouseClick(int bin, int state , int x , int y); void GetOGLPos(int x, int y,float* arrY,float* arrX); void DrawPolygon(float* arrX,float* arrY); float xPos[20]; float yPos[20]; float xPos2[20]; float yPos2[20]; float fx = 0,fy = 0; float size = 10; int count = 0; bool done = false; bool flag = true; void Initialize(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(600, 600); glutCreateWindow("OpenGL Lab1"); Set_Transformations(); glutDisplayFunc(Draw); glutMouseFunc(MouseClick); glutKeyboardFunc(OnKeyPress); glutMainLoop(); } void Set_Transformations() { glClearColor(1, 1, 1, 1); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-200, 200, -200, 200); } void OnKeyPress(unsigned char key, int x, int y) { if (key == 27) exit(0); switch(key) { case 13: //enter key it will draw done = true; glutPostRedisplay(); flag=!flag; // this flag to switch to the other array that the vertices will be stored in, in order to draw the second polygon break; } } void MouseClick(int button, int state , int x , int y) { switch (button) { case GLUT_RIGHT_BUTTON: if (state == GLUT_DOWN) { if (count>0) { DeleteVer(); //dont mind this right now } } break; case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { if(count<20) { if(flag =true){ // drawing first polygon GetOGLPos(x, y,xPos,yPos);} if (flag=false) //drawing second polygon after Enter is pressed GetOGLPos(x, y,xPos2,yPos2); } } break; } } void GetOGLPos(int x, int y,float* arrY,float* arrX) //getting the vertices from the user { GLint viewport[4]; GLdouble modelview[16]; GLdouble projection[16]; GLfloat winX, winY, winZ; GLdouble posX, posY, posZ; glGetDoublev( GL_MODELVIEW_MATRIX, modelview ); glGetDoublev( GL_PROJECTION_MATRIX, projection ); glGetIntegerv( GL_VIEWPORT, viewport ); winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ ); gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ); arrX[count] = posX; arrY[count] = posY; count++; glPointSize( 6.0 ); glBegin(GL_POINTS); glVertex2f(posX,posY); glEnd(); glFlush(); } void DeleteVer(){ //dont mind this glColor3f ( 1, 1, 1); glBegin(GL_POINTS); glVertex2f(xPos[count-1],yPos[count-1]); glEnd(); glFlush(); xPos[count] = NULL; yPos[count] = NULL; count--; glColor3f ( 0, 0, 0); } void DrawPolygon(float* arrX,float* arrY) { int n=0; glColor3f ( 0, 0, 0); glBegin(GL_POLYGON); while(n<count) { glVertex2f(arrX[n],arrY[n]); n++; } count=0; glEnd(); glFlush(); } void Draw() //main drawing func { glClear(GL_COLOR_BUFFER_BIT); glColor3f(0, 0, 0); if(done) { DrawPolygon(xPos,yPos); DrawPolygon(xPos2,yPos2); } glFlush(); } int main(int argc, char *argv[]) { Initialize(argc, argv); return 0; }

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  • Scroll DIV Horizontally with Mouse Events

    - by williamtroup
    I have a layout as follows: <div style="width: 300"> <div style="width: 300">Some Content</div> </div I want to be able to mousedown in the content DIV and be able to move it left to right, or scroll it in other words :) What would be the best way of being this? I would prefer it in JavaScript mainly :)

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  • How to delete object with a mouse click ?

    - by Meko
    Hi all. I made a simple FlowChat Editor that creates rectangles and triangles and connects them to each other and shows the way from up to down. I can move this elements on screen too. I am now trying to create a button to delete the element which I clicked. There is problem that I can delete MyTriangle objects, but I can't delete MyRectangle objects. It deletes but not object which I clicked. I delete from first object to last. Here is my code: if (deleteObj) { if (rectsList.size() != 0) { for (int i = 0; i < rectsList.size(); i++) { MyRect rect = (MyRect) rectsList.get(i); if (e.getX() <= rect.c.x + 50 && e.getX() >= rect.c.x - 50 && e.getY() <= rect.c.y + 15 && e.getY() >= rect.c.y - 15) { rectsList.remove(rect); System.out.println("This is REctangle DELETED\n"); } } } if (triangleList.size() != 0) { for (int j = 0; j < triangleList.size(); j++) { MyTriangle trian = (MyTriangle) triangleList.get(j); if (e.getX() <= trian.c.x + 20 && e.getX() >= trian.c.x - 20 && e.getY() <= trian.c.y + 20 && e.getY() >= trian.c.y - 20) { triangleList.remove(trian); System.out.println("This is Triangle Deleted\n"); } } } Edit Here MyRectangle and MyTriangle classes public class MyRect extends Ellipse2D.Double { Point c; Point in; Point out; int posX; int posY; int width = 100; int height = 30; int count; public MyRect(Point center, Point input, Point output,int counter) { c = center; in = input; out = output; count=counter; } void drawMe(Graphics g) { // in.x=c.x+20; int posX = c.x; int posY = c.y; int posInX = in.x; int posInY = in.y; int posOutX = out.x; int posOutY = out.y; g.setColor(Color.MAGENTA); g.drawString(" S "+count ,posX-5, posY+5); g.setColor(Color.black); g.drawRect(posX-50, posY-15, width, height); g.setColor(Color.green); g.drawRect(posInX-3, posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutX-3, posOutY+3, 6, 6); } } public class MyTriangle { Point c; Point in ; Point outYES ; Point outNO ; int posX; int posY; int count; public MyTriangle(Point center,Point input,Point outputYES,Point outputNO,int counter) { c = center; in = input; outYES = outputYES; outNO = outputNO; count=counter; } void drawMe(Graphics g) { int posX = c.x; int posY = c.y; int posInX=in.x; int posInY=in.y; int posOutYESX=outYES.x; int posOutYESY=outYES.y; int posOutNOX=outNO.x; int posOutNOY=outNO.y; int[] xPoints = {posX - 50, posX, posX + 50, posX}; int[] yPoints = {posY, posY - 30, posY, posY + 30}; g.setColor(Color.MAGENTA); g.drawString(" T "+count,posX-5, posY+5); g.setColor(Color.black); g.drawPolygon(xPoints, yPoints, 4); // draw input g.setColor(Color.green); g.drawRect(posInX-3,posInY-9, 6, 6); g.setColor(Color.blue); g.drawRect(posOutYESX-9,posOutYESY-3 , 6, 6); g.setColor(Color.red); g.drawRect(posOutNOX-3,posOutNOY+3 , 6, 6); } }

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  • How To Delete objet whit mouse click ?

    - by Meko
    Hi all. I made a simple FlowChat Editor that creates rectangles and triangles and connect them each other and shows the way from up to down. I can move this elements on screen to .But I am tying to create button to delete element which I clicked. There is problem that I can delete mytriangle object but but I cant delete myRectangle objects.It deletes but not object which i clicked.I delete from first object to last ..Here my code ... if (deleteObj) { if (rectsList.size() != 0) { for (int i = 0; i < rectsList.size(); i++) { MyRect rect = (MyRect) rectsList.get(i); if (e.getX() <= rect.c.x + 50 && e.getX() >= rect.c.x - 50 && e.getY() <= rect.c.y + 15 && e.getY() >= rect.c.y - 15) { rectsList.remove(rect); System.out.println("This is REctangle DELETED\n"); } } } if (triangleList.size() != 0) { for (int j = 0; j < triangleList.size(); j++) { MyTriangle trian = (MyTriangle) triangleList.get(j); if (e.getX() <= trian.c.x + 20 && e.getX() >= trian.c.x - 20 && e.getY() <= trian.c.y + 20 && e.getY() >= trian.c.y - 20) { triangleList.remove(trian); System.out.println("This is Triangle Deleted\n"); } } }

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  • OSX: Programmatically added subviews not responding to mouse down events

    - by BigCola
    I have 3 subclasses: a Block class, a Row class and a Table class. All are subclasses of NSView. I have a Table added with IB which programmatically displays 8 rows, each of which displays 8 blocks. I overrode the mouseDown: method in Block to change the background color to red, but it doesn't work. Still if I add a block directly on top of the Table with IB it does work so I can't understand why it won't work in the first case. Here's the implementation code for Block and Row (Table's implementation works the same way as Row's): //block.m - (void)drawRect:(NSRect)dirtyRect { [color set]; [NSBezierPath fillRect:dirtyRect]; } -(void)mouseDown:(NSEvent *)theEvent { color = [NSColor redColor]; checked = YES; [self setNeedsDisplay:YES]; } //row.m - (void)drawRect:(NSRect)dirtyRect { [[NSColor blueColor] set]; [NSBezierPath fillRect:dirtyRect]; int x; for(x=0; x<8; x++){ int margin = x*2; NSRect rect = NSMakeRect(0, 50*x+margin, 50, 50); Block *block = [[Block alloc] initWithFrame:rect]; [self addSubview:block]; } }

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  • How do I MVVM-ize this MouseDown code in my WPF 3D app?

    - by DanM
    In my view, I have: <UserControl x:Class ... MouseDown="UserControl_MouseDown"> <Viewport3D Name="Viewport" Grid.Column="0"> ... </Viewport3D > </UserControl> In my code-behind, I have: private void UserControl_MouseDown(object sender, MouseButtonEventArgs e) { ((MapPanelViewModel)DataContext).OnMouseDown(e, Viewport); } And in my view-model, I have: public void OnMouseDown(MouseEventArgs e, Viewport3D viewport) { var range = new LineRange(); var isValid = ViewportInfo.Point2DtoPoint3D(viewport, e.GetPosition(viewport), out range); if (!isValid) MouseCoordinates = "(no data)"; else { var point3D = range.PointFromZ(0); var point = ViewportInfo.Point3DtoPoint2D(viewport, point3D); MouseCoordinates = e.GetPosition(viewport).ToString() + "\n" + point3D + "\n" + point; } } I really don't have a good sense of how to handle mouse events with MVVM. I always just end up putting them in the code-behind and casting the DataContext as SomeViewModel, then passing the MouseEventArgs on to a handler in my view-model. That's bad enough already, but in this case, I'm actually passing in a control (a Viewport3D), which is necessary for translating coordinates between 2D and 3D. Any suggestions on how to make this more in tune with MVVM?

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