Search Results

Search found 5499 results on 220 pages for 'logitech mouse'.

Page 47/220 | < Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >

  • How to get numpad out of "mouse emulation" mode?

    - by Jonik
    My numeric keypad has somehow got into a "mouse emulation" mode where the number keys just move the mouse pointer around (2 = down; 8 = up, 6 = right, etc). Anyone know how to make it work normally again? None of the other numpad keys work either (I first noticed the whole thing when Ctrl + ÷ (numpad division sign) no longer produced "line comment" in IntelliJ IDEA). Toggling num lock doesn't affect this (though the indicator LED works as usual). I'm using GNOME on Lucid Lynx (10.4).

    Read the article

  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0/WIN32?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

    Read the article

  • How to snap a 2D Quad to the mouse cursor using OpenGL 3.0?

    - by NoobScratcher
    I've been having issues trying to snap a 2D Quad to the mouse cursor position I'm able : 1.) To get values into posX, posY, posZ 2.) Translate with the values from those 3 variables But the quad positioning I'm not able to do correctly in such a way that the 2D Quad is near the mouse cursor using those values from those 3 variables eg."posX, posY, posZ" I need the mouse cursor in the center of the 2D Quad. I'm hoping someone can help me achieve this. I've tried searching around with no avail. Heres the function that is ment to do the snapping but instead creates weird flicker or shows nothing at all only the 3d models show up : void display() { glClearColor(0.0,0.0,0.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for(std::vector<GLuint>::iterator I = cube.begin(); I != cube.end(); ++I) { glCallList(*I); } if(DrawArea == true) { glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); cerr << winZ << endl; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); gluUnProject(winX, winY, winZ , modelview, projection, viewport, &posX, &posY, & posZ); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, DrawAreaSurface->w, DrawAreaSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, DrawAreaSurface->pixels); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, DrawAreaTexture); glTranslatef(posX , posY, posZ); glBegin(GL_QUADS); glTexCoord2f (0.0, 0.0); glVertex3f(0.5, 0.5, 0); glTexCoord2f (1.0, 0.0); glVertex3f(0, 0.5, 0); glTexCoord2f (1.0, 1.0); glVertex3f(0, 0, 0); glTexCoord2f (0.0, 1.0); glVertex3f(0.5, 0, 0); glEnd(); } SwapBuffers(hDC); } I'm using : OpenGL 3.0 WIN32 API C++ GLSL if you really want the full source here it is - http://pastebin.com/1Ncm9HNf , Its pretty messy.

    Read the article

  • When to use event.initMouseEvent for simulating mouse clicks?

    - by Protector one
    I wonder if there are benign use-cases for simulating mouse clicks using event.initMouseEvent. I found that it is used for creating pop-under ads in the following way: var e = document.createEvent('MouseEvents'); e.initMouseEvent('click', true, true, window, 0, 0, 0, 0, 0, true, false, false, true, 0, null); a.dispatchEvent(e); This code simulates a click on the opening browser window, to force the newly opened window beneath it. Evil. I'm thinking of simply preventing all simulated clicks in my own browser via a browser extension, but I wonder if I might break useful websites and behavior in the process. Therefore I wonder what situations justify simulating mouse clicks, and if there are big sites that use it in non-evil ways.

    Read the article

  • How would I make a mouse controlled physics object in Box2D / AS3?

    - by Marty Wallace
    I recently created this tennis game using my own basic physics: http://martywallace.com/sandbox/tennis/ Basically a tennis racquet sticks to your mouse and you can hit the tennis balls upward. The physics aren't that great, and I want to make a more interesting version of this game with milestones and levels in Flash. I am planning to use Box2D because I have moderate experience with it. I'm not sure how to go about creating the racquet - as far as I understand Box2D, the racquet needs a velocity to influence the velocities of the balls when you hit them (so that you can hit them harder or softer upward to keep them up). With that said, I'm assuming I can't just have a kinematic body that will have its position set to the mouse, because it won't affect the velocities of the balls as expected. I've also thought about setting the velocity to the difference between the racquet position and the mouse each frame, but I am concerned that won't provide accurate positioning and am also thinking that the velocity could end up really large if you move the mouse quickly. What is the correct way to have a physics object locked to the mouse but also to have its displacement in the last frame (from where it was to the mouse) affect the balls?

    Read the article

  • How to get drag working properly in silverlight when mouse is not pressed ?

    - by Mrt
    Hello, I have the following code xaml <Canvas x:Name="LayoutRoot" > <Rectangle Canvas.Left="40" Canvas.Top="40" Width="20" Height="20" Name="rec" Fill="Red" MouseLeftButtonDown="rec_MouseLeftButtonDown" MouseMove="rec_MouseMove" /> </Canvas> code behind public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } public Point LastDragPosition { get; set; } private bool isDragging; private void rec_MouseMove(object sender, MouseEventArgs e) { if(!isDragging) { return; } var position = e.GetPosition(rec as UIElement); var newPosition = new Point( Canvas.GetLeft(rec) + position.X - LastDragPosition.X, Canvas.GetTop(rec) + position.Y - LastDragPosition.Y); Canvas.SetLeft(rec, newPosition.X); Canvas.SetTop(rec, newPosition.Y); LastDragPosition = e.GetPosition(rec as UIElement); } private void rec_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { isDragging = true; LastDragPosition = e.GetPosition(sender as UIElement); rec.CaptureMouse(); } } This issue is the rectangle follows the mouse if the mouse left button is down, but I would like the rectangle to move even when the mouse left button isn't down. It works, but if you move the mouse very slowly. If you move the mouse to quickly the rectangle stops moving (is the mouse capture lost ?) Cheers,

    Read the article

  • How do you run XBMC on nvidia dual screen and stop it from taking over the keyboard and mouse?

    - by Paul Swartout
    I have set up dual screen under Ubuntu 12.04. I have a GeForce 8500 GT and have used the nVidia control panel to set up dual screen in "Separate screen mode". Here's the resulting xorg.conf # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@zirconium) Fri Mar 30 13:38:49 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Maxdata/Belinea B1925S1W" HorizSync 31.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: builtin, VertRefresh source: builtin Identifier "Monitor1" VendorName "Unknown" ModelName "CRT-1" HorizSync 28.0 - 55.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce 8500 GT" BusID "PCI:1:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce 8500 GT" BusID "PCI:1:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "CRT-0: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" # Removed Option "metamodes" "CRT-1: 1280x768 +0+0" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "CRT-1: 1360x768_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection All well and good and I have a nice blank XWindow displayed on my TV (the 2nd monitor). I then fire up XBMC from a terminal on the PC monitor using DISPLAY=:0.1 xbmc XBMC fires up quite nicely on the TV however I can no longer use the main PC monitor / mouse / keyboard as XBMC on the TV screen seems to have focus. I was hoping to have XBMC running on the TV and let the kids use the MCE remote whilst I get on with my work on the PC monitor. Does anyone have any idea how to overcome this? I'm presuming there's some xorg.conf fun and games needed but I've no idea where to start to be honest.

    Read the article

  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

    Read the article

  • Where can I get the CUR files for the Firefox cursor values?

    - by harpo
    I'm using some of Firefox's specially-defined values for cursor, in particular -moz-zoom-in -moz-zoom-out -moz-grab -moz-grabbing In order to display these on other browsers, I'd like to deploy the equivalent CUR files — but I can't seem to find these online, or in my copy of Firefox. Anyone know where these are available?

    Read the article

  • Qt grabWindow coordinates shifted from GetCursorPos and GetWindowRect

    - by user1391
    In Qt, when I use the QPixmap::grabWindow(hwnd,x,y,h,w) function, the coordinates are shifted slightly, when compared to the coordinates using the windows api functions GetCursorPos and GetWindowRect. i.e. (0,0) from the point of view of GetCursorPos and GetWindowRect is at the very top left of the toolbar at the top of the window. But (0,0) for QPixmap::grabWindow is more "inside" (i.e. ignoring the window frame). How can I make these 2 coordinates consistent? Especially since the user might have different thicknesses for the window frame?

    Read the article

  • Wanting a type of grid for a pixel editor

    - by wiggles
    Hi, I am currently trying to develop a basic pixel editor application to build up my programming experience with Java. I am designing it so the user has several colour options on, they click on an option and then they can drag over the cells in the grid and they change colour (like a typical image editor, but with a sort of snap on to each grid cell) Any idea of what Java component, if any, is able to implement this type of grid in Java? I had thought of each cell being a JButton, but this seemed terribly inefficient and I don't think it would be possible to change the colour of each cell(button) with out individually clicking on each one. Any help appreciated.

    Read the article

  • TextField breaking MOUSE_OVER in as3: only after moving it!

    - by Franz
    I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play. I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too. Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing. It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer). I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here. public function Tab(tune:Tune) { _tune = tune; mainSprite = new Sprite(); addChild(mainSprite); drawBorder(); createFormat(); placeArtist(); placeTitle(); placeAlbum(); coverArt(); } private function placeButton():void { _button = new Sprite(); _button.graphics.beginFill(0xFF000,0); _button.graphics.drawRect(0,0,229,40); _button.graphics.endFill(); _button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); _button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); _button.buttonMode = true; mainSprite.addChild(_button); } private function mouseListener(event:MouseEvent):void { switch(event.type){ case MouseEvent.MOUSE_OVER : hilite(true); break; case MouseEvent.MOUSE_OUT : hilite(false); break; } } private function createFormat():void { _format = new TextFormat(); _format.font = "FFF Neostandard"; _format.size = 8; _format.color = 0xFFFFFF; } private function placeArtist():void { var artist : TextField = new TextField(); artist.selectable = false; artist.defaultTextFormat = _format; artist.x = 41; artist.y = 3; artist.width = 135; artist.text = _tune.artist; artist.mouseEnabled = false; mainSprite.addChild(artist); } private function placeTitle():void { var title : TextField = new TextField(); title.selectable = false; title.defaultTextFormat = _format; title.x = 41; title.y = 14; title.width = 135; title.text = _tune.title; title.mouseEnabled = false; mainSprite.addChild(title); } private function placeAlbum():void { var album : TextField = new TextField(); album.selectable = false; album.defaultTextFormat = _format; album.x = 41; album.y = 25; album.width = 135; album.text = _tune.album; album.mouseEnabled = false; mainSprite.addChild(album); } private function drawBorder():void { _border = new Sprite(); _border.graphics.lineStyle(1, 0x545454); _border.graphics.drawRect (0,0,229,40); mainSprite.addChild(_border); } private function coverArt():void { _image = new Sprite(); var imageLoader : Loader = new Loader(); _loaderInfo = imageLoader.contentLoaderInfo; _loaderInfo.addEventListener(Event.COMPLETE, coverLoaded) var image:URLRequest = new URLRequest(_tune.coverArt); imageLoader.load(image); _image.x = 1.5; _image.y = 2; _image.addChild(imageLoader); } private function coverLoaded(event:Event):void { _loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded); var scaling : Number = IMAGE_SIZE / _image.width; _image.scaleX = scaling; _image.scaleY = scaling; mainSprite.addChild (_image); placeButton(); } public function hilite(state:Boolean):void{ var col : ColorTransform = new ColorTransform(); if(state){ col.color = 0xFFFFFF; } else { col.color = 0x545454; } _border.transform.colorTransform = col; }

    Read the article

  • Fastest tr:hover method

    - by Alex
    What is the single fastest method for table row hover css change? I've tried jQuery (onmouseover/out) and CSS with tr:hover, but once I make my page fullscreen (1920x1200) the performance on my grid is getting just sluggish enough to give the entire page a feel of being sub-par. That's on a grid with 25 rows, and some spans and divs per row. I've tried IE and Google Chrome. Is there another, faster method? What is generally considered the fastest method across browsers for doing hover CSS changes?

    Read the article

  • Why does QuickTime lag in Firefox if I don't put my mouse over it?

    - by Jim McKeeth
    This has happened for me as long as I can remember. Since the first version of Firefox, on multiple computers and under different versions of Windows. QuickTime plays fine in IE and Chrome (even with Firefox in the background), but in Firefox if my mouse is not over the QuickTime window then it will start to studder, then lag and eventually just stop. To be honest, I do keep quite a few tabs open, but Firefox stays at 1% CPU (even when QuickTime runs) and I have a few gigs of free RAM. It is the same for any resolution of video or audio. If the mouse is just one pixel in the client area of the QuickTime then it usually plays fine. Other video formats typically play fine. Does anyone else notice this behavior? Ultimately I would like a fix besides keeping my mouse over the QuickTime window.

    Read the article

  • How to switch off the monitor when mouse reaches the edge of the screen?

    - by evgeny9
    I have 2 computers at home (Windows XP and Windows 7), but one monitor for both of them. They are connected to this monitor using different interfaces: DVI and VGA. I'm also using one keyboard and one mouse to control both PCs with the help of Synergy or Input Director. But I still need to manually switch between monitor interfaces. I wonder, if there's some way (software) that will switch this interfaces (turn off the monitor), when reach the edge of the screen with the mouse. Until now I found several answers, which help to avoid pressing hardware buttons, but still can not do the job automatically based on mouse pointer coordinates. Thank you.

    Read the article

  • How do I disable mouse magnet on middle edge with multi monitors?

    - by piquadrat
    I use Ubuntu 12.04 on a two screen setup. Multiscreen on 12.04 has generally become much better, but there is one thing that really gets on my nerves: there's a mouse magnet of sorts on the middle edge (between the two screens). It's undoubtedly there to make it easier to interact with the launcher on the right screen. But I have enough trust in my mousing skills, the magnet is more annoying than helpful in my case. Can I disable it somehow?

    Read the article

  • HID USB Very Strange Problem...

    - by Lasanha
    I realy hope some one can help me here cause i search all over the web and nothing comes up.. I allways used PS/2 KB and Mouse and a USB KeyPad (Genius ErgoMedia 500 Gaming Explorer) to play some games, mmorpg, fps, you named, very good whit 11 keys whit possible macros etc etc... Now it comes the problem, i have a USB mouse that have 4 extra buttons, and i need more button, i love buttons.. Well, i plug in the USB mouse and disconectes de PS/2. Everything is ok until i toutch the mouse. If i do so, the ErgoMedia goes off, then on, then i mouse the mouse or press a button and all over again. Yesterday i went buying a new mouse that i liked, a USB mouse too (NPlay whit macros and all that stuff 3600dpi...) Hoping the problem was only whit the other mouse, but no.. It does the exact same thing, ErgoMedia keeps disconecting and conecting everytime i toutch the mouse. What i allready did: Update drivers of both mouses Update drivers of ErgoMedia (no specific drivers(Windows based)) Update drivers of MB Chipset (Actualy no, cause it was up to date allready) Trying other USB Ports (4 Ports back, 4 Ports Front and even 1 Port in 16 card slot device) Disable the "Allows Windows to shut down the energy bla bla" thing in Device Setings. Look up in the Device Setings only apear a problem on the ergomedia (Human interface Device) when i move the damm mouse.. Using Everest to read behavier, everything normal, exepts the disconecting thing, but no errors. Not a power suply, only the ErgoMedia and the mouse are in the USBs, and i allready disable the 16 card reader whit one usb slot to see.. Clean the IRQ registry. Look the entire internet for a fix solution. Help others problems wile looking for a fix for me (Im not a pro but not a completly stupid) Talking to you beggin you to help me as a last resorce... Machine: Acer M3641 Core2Quad 64x Based OS Vista 64b 4GbRAM HD Audio and Graphics I realy hope some one out there knows a fix for this, maybe it´s a simple thing, so simple that i´m to stupid to see that.. Sorry for my bad inglish but i write lot of erros even in my language. Any help will be very welcome. Tanks for ur concern and atention ^^

    Read the article

  • How can I pass a mouse click to a parent control?

    - by grimus
    In a Silverlight 2 app, I am using Rectangles on a Canvas to draw a representation of data. I would like to have mouse clicks on the Rectangles be passed on to the control that owns the Canvas. I would also like to be able to show a tooltip with a summary of the data when the mouse is over a Rectangle. So far I've only been able to achieve one item or the other. If I make the Rectangles have their IsHitTestVisible property = false, the tooltips don't work, but the owning control will receive the mouse clicks. If I set it to true, then tooltips do work, but the clicks don't get passed on. Is there a way to have a Silverlight item be IsHitTestvisible = true, and pass on the mouse clicks?

    Read the article

  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

    Read the article

  • How to change the volume of left channel using pulseaudio

    - by user2622247
    I am recording the video using logitech camera and bluetooth microphone. Logitech can used for recording both audio and video. When I turn on bluetooth microphone in the middle of recording, it is replacing the logitech audio channel due to this we are getting the bluetooth audio from the left channel. But when I turn off the bluetooth then I get the logitech audio on left channel but the volume is very low and also getting the some noise. I am using PulseAudio and ffmpeg for recording purpose. So how can I increase / change the volume of left channel during runtime?

    Read the article

  • What gaming keyboard(s) will work with Ubuntu?

    - by belacqua
    I've been looking at gaming keyboards to use on Ubuntu system. Microsoft has a few popular ones (e.g., Sidewinder X4, X6), but the programmable function keys appear to be unusable without the Windows software. (Though here's a post from someone who has a more recent project that uses usbmon and xdotool to add functions to some keys.) Another choice in my budget is the Cyborg V.05. It seems about right for my needs, but I would be depressed having a bunch of useless, nonprogrammable keys on it. Logitech has some models (e.g., the Logitech G110), though again I expect that the extensive macro capabilities (which I don't need) would be lost under Linux. There's a project called g15tools which has some code to work with older Logitech gaming models, but I don't know what the current status is. Last entry there was in March 2010. There are also a number of very old posts around the internet with regard to the Logitech G11 and G15. Compatibility with the current keyboards, Ubuntu version, and Linux kernel are suspect. I'm in the U.S., and so it appears that few of the Roccat keyboards are available, and they're over-priced. Support might be OK for these, though -- there's a short Phoronix article about Roccat improving their Linux support, and there's also a project and webpage for "Using Roccat Hardware with Linux". Honestly, the only feature I have to have is good backlighting for the keys, and if it's not wired (which is fine), the wireless capability should function. I could probably live with dead function keys, as long as they weren't in places that would interfere with things like Unity/compiz shortcuts. Any experience or suggestions? I've not seen much to inspire confidence with programmable/macro keys. There is a thread (with no solutions) on the Sidewinder X4 on ubuntuforums here. I'm also considering the Logitech Illuminated Keyboard as a possibility, even though it's not specifically a gaming keyboard. It is backlit, and it's supposed to be a nice keyboard.

    Read the article

  • Can Windows 7 Jump Lists be made to behave like menus when dragged out with a mouse?

    - by FocusStealer
    On a traditional menu, if you mousedown on the menu title, drag down, then release on a menu item, it will trigger that menu item immediately, e.g. in Notepad: Left mouse button down on File Drag down to New Release mouse button will start a new file without requiring an additional click. However, when dragging out a Jump List on Windows 7, you must additionally click the desired item to launch it. Is there any way to change this behavior?

    Read the article

< Previous Page | 43 44 45 46 47 48 49 50 51 52 53 54  | Next Page >