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  • are scala's mouse events working? how?

    - by coubeatczech
    Hi, I'm trying to create link-like label in scala. But no mouse events works for me. How are they supposed to work? class Hyperlink extends Label{ text = "hyperlink" reactions += { case MouseClicked(_,_,_,_,_) => println("mouse clicked")}} I put this in some panel and click over the label like a pro minesweeper player... and nothing shows up in console. Why?

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  • is there any way we can disable on mouse over event on certain columns of an data grid

    - by prince23
    hi, here wat i am trying to do is that on mouse over of first column i need to hit mouse MouseEnter event and show the pop up which i have kept there rest all other column i dnt need to to show the pop up so i am having this fuction there MouseLeave="Row_MouseLeave" <sdk:DataGrid MinHeight="100" x:Name="dgCounty" AutoGenerateColumns="False" VerticalAlignment="Top" Grid.Row="1" IsReadOnly="True" Margin="5,5,5,0" RowDetailsVisibilityChanged="dgCounty_RowDetailsVisibilityChanged" SelectionMode="Extended" RowDetailsVisibilityMode="VisibleWhenSelected" MouseEnter="dgCounty_MouseEnter" MouseLeave="dgCounty_MouseLeave" SelectionChanged="dgCounty_SelectionChanged" LoadingRow="dgCounty_LoadingRow1" UnloadingRow="dgCounty_UnloadingRow"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button x:Name="myButton" Width="24" Height="24" Click="Details_Click"> <Image x:Name="img" Source="Images/detail.JPG" Stretch="None"/> </Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn Header="ID"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding EmployeeID}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn Header="Name"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding EmployeeFName}" MouseLeave="Row_MouseLeave" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn Header="MailID"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding EmployeeMailID}" MouseLeave="Row_MouseLeave" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> </sdk:DataGrid> in code behind void Row_MouseLeave(object sender, MouseEventArgs e) { Show.Visibility = Visibility.Collapsed; PoPGrid.Visibility = Visibility.Collapsed; } void Row_MouseEnter(object sender, MouseEventArgs e) { } the pop up her is like the ajax modal pop up wat we do in asp.net i am able to show data in pop up now the main issue is i need to show pop up only on the 2 column. rest all other column i need to hide the pop up when i move mouse over on that column. i am trying this concept it is not working is there any way i can achive it as i said only need to show pop up on mouse over of the 2 column thanks in advance prince

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  • Activating a button underneath the mouse: how do you capture the OVER event?

    - by cgs
    Observed behavior: I have a page of UI sliding onto the screen. On slide complete, activate buttons. If mouse already over a button, the rollover does not happen (since MOUSE_OVER hasn't technically occurred) Desired behavior: 1, 2 the same, but on 3, I see my rollover. Is there any way to easily do this, aside from something brute-force, like tracking the mouse and comparing its position against all buttons dims? Thanks!

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • [FLASH CS4] Button acting as a scroll with mouse event in AS3?

    - by Ivan
    Hi all! I'm new here, just found these forums on Google. First of all, I want to appologise if there is some topics like this, but I searched whole forums and didn't find any that finishes my problem. Now the important one. As I stated in topic title, I need an AS3 code that's doing the thing. This is what I want to accomplish. I have a MC(image) in the center of my screen, and have two buttons, one on right and one on left side of that MC. I want to scroll (image is like a menu) that MC left or right on mouse events, down or over. So, I just want to change MCs X value while holding mouse button on buttons or just hovering over them. I have managed to do that, but it's only moving by one value I have entered after a mouse event. Here's a piece of code I did. buttonL1_btn.addEventListener(MouseEvent.MOUSE_OVER, buttonL1Pressed); function buttonL1Pressed(event:MouseEvent):void{ var temp:int = 0; var temp1:int = 0; temp = paleta1_mc.x; temp1 = temp - 5; paleta1_mc.x = temp1; trace(temp1); } I hope you understood me, and have a clue how to help me with this. Thank you very much in advance! Cheers, Ivan

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  • jQuery fade li elemet and cycle it when mouse hovered.

    - by Pennf0lio
    I'm trying to recreate an effect in jQuery, where an element(<li> <img>) will be cycled and has a fading effect when hovered. The '<li>' contains '<img>' (image screenshots). when the mouse is on top of element it will keep cycling all that are in '<ul>' with a fading effect. when the mouse is away it will stop cycling the list. I also want to add a pager where you can navigate to the list. My Existing Code: link text My Problem: The current code has some problem with the pagination, it added all images that can be seen on the code. instead of 1-8 only, it continued to add another 1-8 and another. Second problem is, It also start cycling and fading when the page loads. The cycling and fading should only be working when the mouse is on top of the element. I don't know if the 'Cycle Plugin' is really required on this approach, I wan't it to be minimal as much as possible. I just use 'Cycle Plugin' because it's a quick answer to my problem. The effect i'm trying to achieve: link text (WARNING: Contains some Pornography), Sorry of my example, I tried finding other alternative but no luck. Thanks and merry xmas!

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  • Can't get my object to point at the mouse.

    - by melignus
    I'm using a combination of SDL and OpenGL in a sort of crash course project to teach myself how this all works. I'm really only interested in OpenGL as a way to use acceleration in 2D games so I just need this to work in a 2D plane. I have been having a lot of problems today with my current issue, I would like an object to point towards the mouse while the mouse button is clicked and then of course stay pointing in that direction after the mouse is lifted. void Square::handle_input() { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: upUp = false; yVel = -1; break; case SDLK_DOWN: downUp = false; yVel = 1; break; case SDLK_LEFT: leftUp = false; xVel = -1; break; case SDLK_RIGHT: rightUp = false; xVel = 1; break; case SDLK_w: wUp = false; sAng = 1; break; case SDLK_s: sUp = false; sAng = -1; break; } } //If a key was released else if( event.type == SDL_KEYUP ) { //Adjust the velocity switch( event.key.keysym.sym ) { case SDLK_UP: upUp = true; yVel = 0; break; case SDLK_DOWN: downUp = true; yVel = 0; break; case SDLK_LEFT: leftUp = true; xVel = 0; break; case SDLK_RIGHT: rightUp = true; xVel = 0; break; case SDLK_w: wUp = true; sAng = 0; break; case SDLK_s: sUp = true; sAng = 0; break; } } //If a mouse button was pressed if( event.type == SDL_MOUSEBUTTONDOWN ) { switch ( event.type ) { case SDL_MOUSEBUTTONDOWN: mouseUp = false; mousex == event.button.x; mousey == event.button.y; break; case SDL_MOUSEBUTTONUP: mouseUp = true; break; } } } And then this is called at the end of my Object::Move call which also handles x and y translation if (!mouseUp) { xVect = mousex - x; yVect = mousey - y; radAng = atan2 ( mousey - y, mousex - x ); sAng = radAng * 180 / 3.1415926l; } Right now when I click the object turns and faces down to the bottom left but then no longer changes direction. I'd really appreciate any help I could get here. I'm guessing there might be an issue here with state versus polled events but from all the tutorials that I've been through I was pretty sure I had fixed that. I've just hit a wall and I need some advice!

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  • How to change mouse pointer icon in Xfce Debian 7 Wheezy?

    - by kadaj
    I copied the cursor theme (oxy-neon or Oxygen Neon) to /usr/share/icons and from Applications Menu - Settings - Mouse, I am able to see the new theme. I clicked on it and the pointer doesn't change. However the text typing icon ('I'), busy icon, hand icon, and resize window icons got changed. The pointer icon remains the same, the black Adwaita. I removed the Adwaita folder from the icons folder, and still the mouse pointer doesn't change. Is the pointer theme specified elsewhere? I have no setting under home directory. I tried logging out, restart, restarting xfwm4, but nothing works. I just found that the icon pointer changes when the pointer is inside Firefox, but it's not consistent. It keeps changing when I click menu items. Very weird. Any idea how to fix this? This is the output of running: gsettings list-recursively org.gnome.desktop.interface : ~$ gsettings list-recursively org.gnome.desktop.interface org.gnome.desktop.interface automatic-mnemonics true org.gnome.desktop.interface buttons-have-icons false org.gnome.desktop.interface can-change-accels false org.gnome.desktop.interface clock-format '24h' org.gnome.desktop.interface clock-show-date false org.gnome.desktop.interface clock-show-seconds false org.gnome.desktop.interface cursor-blink true org.gnome.desktop.interface cursor-blink-time 1200 org.gnome.desktop.interface cursor-blink-timeout 10 org.gnome.desktop.interface cursor-size 24 org.gnome.desktop.interface cursor-theme 'Adwaita' org.gnome.desktop.interface document-font-name 'Sans 11' org.gnome.desktop.interface enable-animations true org.gnome.desktop.interface font-name 'Cantarell 11' org.gnome.desktop.interface gtk-color-palette 'black:white:gray50:red:purple:blue:light blue:green:yellow:orange:lavender:brown:goldenrod4:dodger blue:pink:light green:gray10:gray30:gray75:gray90' org.gnome.desktop.interface gtk-color-scheme '' org.gnome.desktop.interface gtk-im-module '' org.gnome.desktop.interface gtk-im-preedit-style 'callback' org.gnome.desktop.interface gtk-im-status-style 'callback' org.gnome.desktop.interface gtk-key-theme 'Default' org.gnome.desktop.interface gtk-theme 'Adwaita' org.gnome.desktop.interface gtk-timeout-initial 200 org.gnome.desktop.interface gtk-timeout-repeat 20 org.gnome.desktop.interface icon-theme 'gnome' org.gnome.desktop.interface menubar-accel 'F10' org.gnome.desktop.interface menubar-detachable false org.gnome.desktop.interface menus-have-icons false org.gnome.desktop.interface menus-have-tearoff false org.gnome.desktop.interface monospace-font-name 'Monospace 11' org.gnome.desktop.interface show-input-method-menu true org.gnome.desktop.interface show-unicode-menu true org.gnome.desktop.interface text-scaling-factor 1.0 org.gnome.desktop.interface toolbar-detachable false org.gnome.desktop.interface toolbar-icons-size 'large' org.gnome.desktop.interface toolbar-style 'both-horiz' org.gnome.desktop.interface toolkit-accessibility false ~$

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  • Is it possible to run several virtual machines each with independent mouse+keyboard on a single PC?

    - by chiurox
    My goal is to instead of buying 4 separate basic PCs (plus the obvious peripherals), buy just one fast PC and the peripherals. I'm wondering if I can use a more powerful computer, say, one with core i7 and plenty of RAM, with 2 video cards (total of 4 monitor outputs) to run 4 or more virtual machines (WinXPs) so instead of having 4 individual machines, I'll be having just one. However, the catch is, is it possible to have a pair of mouse and keyboard + input/output audio for each of these virtual machines?

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  • Why do scrollbars stop working when the mouse is too far away?

    - by compie
    Dragging a (Windows) scrollbar only works as long as the cursor is not too far away from the scrollbar itself. How can I 'fix' this bevaviour? Is there some kind of threshold in the registry? Tip: to see this behavior: click on a scrollbar (dont' release the mouse button) and move up/down. This works, as long as you don't move too much to the left.

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  • Can I extend my monitors, mouse, keyboard accross a room?

    - by jasondavis
    I am considering building my next PC into a server rack case, the reason is I am getting a server cabinet and will be putting in a few servers in it. It will be in my room where I use my main PC as well and in my case it just makes sense to build my next PC into this cabinet/rack. So my main concern, will I be able to extend my mouse, keyboard, and 2-3 monitors10-15 feet accross a room from my server rack to my desk?

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  • Windows 7 boots with a blank screen with mouse cursor only.

    - by user2352
    My Windows 7 machine was powered down without logging out first. Now when booting the PC, Windows 7 does not completely start--instead it boots to an all-black screen with a mouse cursor that can be moved around. There are no icons, toolbars, etc. Ctrl+Alt+Del does not bring up the Task Manager. Booting to Safe Mode renders the same result.

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  • How to refactor and improve this XNA mouse input code?

    - by Andrew Price
    Currently I have something like this: public bool IsLeftMouseButtonDown() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Pressed; } public bool IsLeftMouseButtonPressed() { return currentMouseState.LeftButton == ButtonState.Pressed && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonUp() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Released; } public bool IsLeftMouseButtonReleased() { return currentMouseState.LeftButton == ButtonState.Released && previousMouseSate.LeftButton == ButtonState.Pressed; } This is fine. In fact, I kind of like it. However, I'd hate to have to repeat this same code five times (for right, middle, X1, X2). Is there any way to pass in the button I want to the function so I could have something like this? public bool IsMouseButtonDown(MouseButton button) { return currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonPressed(MouseButton button) { return currentMouseState.IsPressed(button) && !previousMouseState.IsPressed(button); } public bool IsMouseButtonUp(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } public bool IsMouseButtonReleased(MouseButton button) { return !currentMouseState.IsPressed(button) && previousMouseState.IsPressed(button); } I suppose I could create some custom enumeration and switch through it in each function, but I'd like to first see if there is a built-in solution or a better way.. Thanks!

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • How do I disable window move with alt + left mouse button in GNOME Shell?

    - by artfulrobot
    There are lots of posts on this about Unity, this is about gnome-shell As with other posters, I use apps (Inkscape in particular) that uses Alt-Click and Alt-drag. Gnome-shell is grabbing this off me and thus disabling features in the application. I have tried using ccsm's Move plugin - you can turn this off and you still get Alt-drag window moving. using gconf editor to change /apps/metacity/general/mouse_button_modifier - this has no effect AFAICS. It's really hindering me. Otherwise I find gnome-shell a really productive environment.

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