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Search found 132 results on 6 pages for 'mousemove'.

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  • Using C#, can you drag a canvas in WPF?

    - by TERACytE
    Can you drag a canvas in WPF? How do you set the position of the canvas? Here is what I got so far: /// xaml <Window x:Class="TestApp.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Height="350" Width="525" WindowStyle="None" ResizeMode="NoResize" AllowsTransparency="True" Background="Transparent" Loaded="MainWindow_Loaded"> <Canvas Name="ParentCanvas" Background="#FF6E798D"> </Canvas> </Window> /// code behind public partial class MainWindow : Window { private Boolean isMouseCapture; public MainWindow() { InitializeComponent(); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { this.ParentCanvas.MouseLeftButtonDown += new MouseButtonEventHandler(_MouseLeftButtonDown); this.ParentCanvas.MouseLeftButtonUp += new MouseButtonEventHandler(_MouseLeftButtonUp); this.ParentCanvas.MouseMove += new MouseEventHandler(_MouseMove); } void _MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { this.ParentCanvas.ReleaseMouseCapture(); isMouseCapture = false; } void _MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { this.ParentCanvas.CaptureMouse(); isMouseCapture = true; } void _MouseMove(object sender, MouseEventArgs e) { if (isMouseCapture) { this.ParentCanvas.X= e.GetPosition(this).X; this.ParentCanvas.Y = e.GetPosition(this).Y; } } } 'X' is not a property of Canvas (i.e."this.ParentCanvas.X"). What do I use to set the position?

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  • Adding a selection box into an ItemsControl?

    - by Jens
    I have a WPF ItemsControl with a Canvas ItemPanel. Drawing from an internal source, it displays lots of automatically generated Rectangles. As of now, it looks like this: <Window // .. NameSpaces > <Window.Resources> <DataTemplate x:Key="binTemplate"> <Rectangle x:Name="Rect" VerticalAlignment="Bottom" Canvas.Left="10" StrokeThickness="0"> // .. Databinding Height, Width, etc </Rectangle> </DataTemplate> </Window.Resources> <DockPanel x:Name="LayoutRoot" LastChildFill="True"> <ItemsControl ItemsSource="{Binding Bins}" ItemTemplate="{StaticResource binTemplate}"> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Canvas MouseDown="Canvas_MouseDown" MouseMove="Canvas_MouseMove" MouseUp="Canvas_MouseUp"> <Rectangle x:Name="Selection" Canvas.Left="0" Canvas.Top="0" Visibility="Hidden" /> </Canvas> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </DockPanel> </Window> I now try to implement a selection box, too.. well.. select my Rectangles. =) I tried just adding the box into the ItemsControl PanelTemplate, and controlling it with the Canvas mouse events, but it appears I am not allowed to do so. The error message is "Cannot explicitly modify Children collection of Panel used as ItemsPanel for ItemsControl. ItemsControl generates child elements for Panel." What is the preferred way to implement such behavior? I thought about overlaying another canvas (using negative Margin) and drawing the selection box in there, but that seems like a bad hack. Thanks in advance!

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  • Drawing half of a Bezier path in Raphael

    - by Fibericon
    Let's say I have a cubic Bezier path as follows (formatted for use with the Raphael path function): M55 246S55 247 55 248 Just an example. This was taken from my drawing application, where I use the cursor to draw a line when the user holds the mouse button down, kind of like a pencil or marker. I'm using jquery's mousemove event to draw the line between two points every time the user moves the mouse. There is another (the reference point) that is taken before the line is drawn, so that the Bezier curve can be created. Here's my question: is it possible to make Raphael only draw half of a given path? I'm aware of the getSubpath() function, but if my understanding of Bezier curves is correct, it would be rather difficult to calculate the second argument. The problem with the animate function is that it creates double lines (that is, it creates the curved line that I want, and the boxy line around it which should not be shown, possibly because the mouse is being moved faster than the animation can handle). Of course, if my approach itself is flawed in some way (or my understanding of the possible solutions), I'd like to hear it. Any help would be appreciated.

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  • Constraining to parent container with MouseDragElementBehavior

    - by anonymous
    Hi all, I just had a question regarding constraining a control's drag and drop movement to its parent canvas. I tried using the ConstrainToParentBounds property on the MouseDragElementBehavior, however, when this is used the drag must be done really slowly or the movement of the control is choppy or stops altogether. So I am attempting to implement my own boundary constraints. I seem to be running into difficulty though. I am still using the MouseDragElementBehavior but am attempting to supplement it by also handling mouseleftbuttondown, mousemove, mouseleftbuttonup events. I know that these are working (haven't been overridden by the MouseDragElementBehavior) as I have tested them using other methods. I will post my current code below: private void Control_MouseMove(object sender, MouseEventArgs e) { MyControl mc = (MyControl)sender; Canvas canvas = (Canvas)mc.parent; GeneralTransform ct = canvas.TransformToVisual(Application.Current.RootVisual as UIElement; Point canvas_offset = ct.Transform(new Point(0,0)); double canvasTop = canvas_offset.Y; double canvasLeft = canvas_offset.X; GeneralTransform gt = mc.TransformToVisual(Application.Current.RootVisual as UIElement); Point offset = gt.Transform(new Point(0,0)); double controlTop = offset.Y; double controlLeft = offset.X; if(isMouseCaptured) { if(controlTop < canvasTop) { mc.Opacity = 1; //to test if conditions are being met, seems to indicate ok mc.setValue(Canvas.TopProperty, canvasTop); } if(controlLeft < canvasLeft) { mc.Opacity = 1; mc.setValue(Canvas.TopProperty, canvasTop); } } } This is what my code looks like at the moment (I realize there is nothing there for right/bottom). I've tried a bunch of different things at this point and none of them seem to give the desired result; the control's movement is still not constrained to the canvas. Any help/pointers would be greatly appreciated. Thanks!

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  • Drag and Drop in Silverlight with F# and Asynchronous Workflows

    - by knotig
    Hello everyone! I'm trying to implement drag and drop in Silverlight using F# and asynchronous workflows. I'm simply trying to drag around a rectangle on the canvas, using two loops for the the two states (waiting and dragging), an idea I got from Tomas Petricek's book "Real-world Functional Programming", but I ran into a problem: Unlike WPF or WinForms, Silverlight's MouseEventArgs do not carry information about the button state, so I can't return from the drag-loop by checking if the left mouse button is no longer pressed. I only managed to solve this by introducing a mutable flag. Would anyone have a solution for this, that does not involve mutable state? Here's the relevant code part (please excuse the sloppy dragging code, which snaps the rectangle to the mouse pointer): type MainPage() as this = inherit UserControl() do Application.LoadComponent(this, new System.Uri("/SilverlightApplication1;component/Page.xaml", System.UriKind.Relative)) let layoutRoot : Canvas = downcast this.FindName("LayoutRoot") let rectangle1 : Rectangle = downcast this.FindName("Rectangle1") let mutable isDragged = false do rectangle1.MouseLeftButtonUp.Add(fun _ -> isDragged <- false) let rec drag() = async { let! args = layoutRoot.MouseMove |> Async.AwaitEvent if (isDragged) then Canvas.SetLeft(rectangle1, args.GetPosition(layoutRoot).X) Canvas.SetTop(rectangle1, args.GetPosition(layoutRoot).Y) return! drag() else return() } let wait() = async { while true do let! args = Async.AwaitEvent rectangle1.MouseLeftButtonDown isDragged <- true do! drag() } Async.StartImmediate(wait()) () Thank you very much for your time!

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  • Module not found

    - by TMP
    Hi There! I've been working on this one quite a bit and haven't gotten any closer to a solution. I juut dug up my old copy of the WindowsHookLib again - It's available with source at http://www.codeproject.com/KB/DLL/WindowsHookLib.aspx. This library allows Global Windows Mouse/Keyboard/Clipboard Hooks, which is very useful. I'm trying to use the Mouse Hook in here to Capture Mouse-Motion (I could use a Timer that always polls Cursor.Position, but I plan on using more features of WindowsHookLib later). Code as follows: MouseHook mh = new MouseHook(); mh.InstallHook(); mh.MouseMove += new EventHandler<WindowsHookLib.MouseEventArgs>(mh_MouseMove); But on the call to InstallHook(), I get an Exception: "The specified Module could not be found". Strange. Searching, I found that someone thought this occurs because a DLL is not in a place included in the Windows PATH variable, and because placing it in system32 didn't help I went the whole hog and translated the thing to C# for inclusion directly in my project (I was curious how it works). However the error was obstinately persistent, so I dug a bit on this, and found the Code in the Library that is responsible: In InstallHook(), we have IntPtr hinstDLL = Marshal.GetHINSTANCE(Assembly.GetExecutingAssembly().GetModules()[0]); this._hMouseHook = UnsafeNativeMethods.SetWindowsHookEx(14, this._mouseProc, hinstDLL, 0); if (this._hMouseHook == IntPtr.Zero) { throw new MouseHookException(new Win32Exception(Marshal.GetLastWin32Error()).Message); } And this (after modification and recompile) tells me that what I'm really getting is a Windows error "ERROR_MOD_NOT_FOUND"! Now, Here I'm stumped. Didn't I just compile the Hook Library directly into my project? (UnsafeMethods.SetWindowsHookEx is just a DllImported Method from user32) Any Answers, or Prods in the right direction, or any hints, pointers or similar are very much appreciated!

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  • WPF create a list of controls that can be scrolled via the mouse but still remain functional

    - by Mark
    I have a list of controls that I am displaying via a WrapPanel and it horizontally oriented. I have implemented a "Click and Drag" scrolling technique so that the user scrolls with the mouse via clicking and dragging. Like so: <Canvas x:Name="ParentCanvas" PreviewMouseDown="Canvas_MouseDown" MouseMove="Canvas_MouseMove"> <WrapPanel> <WrapPanel.RenderTransform> <TranslateTransform /> </WrapPanel.RenderTransform> <!-- controls are all in here ... --> </WrapPanel> </Canvas> Then in the code behind: private Point _mousePosition; private Point _lastMousePosition; private void Canvas_MouseDown(object sender, MouseButtonEventArgs e) { _lastMousePosition = e.GetPosition(ParentCanvas); e.Handled = true; } private void Canvas_MouseMove(object sender, MouseEventArgs e) { _mousePosition = e.GetPosition(ParentCanvas); var delta = _mousePosition - _lastMousePosition; if(e.LeftButton == MouseButtonState.Pressed && delta.X != 0) { var transform = ((TranslateTransform)_wrapPanel.RenderTransform).Clone(); transform.X += delta.X; _wrapPanel.RenderTransform = transform; _lastMousePosition = _mousePosition; } } This all works fine But what I want to do is make it so that when a users clicks to drag, the items within the WrapPanel dont respond (i.e. the user is only browsing), but when the user clicks (as in a full click) then they do respond to the click. Just like how the iphone works, when you press and drag directly on an app, it does not open the app, but rather scrolls the screen, but when you tap the app, it starts... I hope this makes sense. Cheers, Mark

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  • Making a Javascript game, Having a little problem with scrolling.

    - by RobertWHurst
    I have a #wrapper div and a #grid div nested inside. currently I can scroll around with this function below. getCursorPos : function(){ // set the empty cursor object var cursor = {}; //get the offset from the left of the grid container var grid //offset loop $(function getCursorPos(){ grid = $('#grid').offset(); setTimeout(getCursorPos, game.loopSpeed); }); //continuosly get the position var that = this; $(document).mousemove(function(e){ //if game mode is menu exit if(game.mode === 'menu'){ return; } // NOTE: this looks a litle over done but don't remove anything // its like this because javascript uses floating points // and so in order to line up to the nearest hunderedth I // had to make the cursor and div position intergers by // muliplying by ten. one the two are added I reduced them // and rounded them. that.x = Math.round(((e.pageX * 10) - (grid.left * 10)) / 10); that.y = Math.round(((e.pageY * 10) - (grid.top * 10)) / 10); }); }, the problem is that the mouse coordinates only update when the mouse moves. is there any way to get the coordinates with out moving the mouse?

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  • 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,

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  • How to make this JavaScript much faster?

    - by Ralph
    Still trying to answer this question, and I think I finally found a solution, but it runs too slow. var $div = $('<div>') .css({ 'border': '1px solid red', 'position': 'absolute', 'z-index': '65535' }) .appendTo('body'); $('body *').live('mousemove', function(e) { var topElement = null; $('body *').each(function() { if(this == $div[0]) return true; var $elem = $(this); var pos = $elem.offset(); var width = $elem.width(); var height = $elem.height(); if(e.pageX > pos.left && e.pageY > pos.top && e.pageX < (pos.left + width) && e.pageY < (pos.top + height)) { var zIndex = document.defaultView.getComputedStyle(this, null).getPropertyValue('z-index'); if(zIndex == 'auto') zIndex = $elem.parents().length; if(topElement == null || zIndex > topElement.zIndex) { topElement = { 'node': $elem, 'zIndex': zIndex }; } } }); if(topElement != null ) { var $elem = topElement.node; $div.offset($elem.offset()).width($elem.width()).height($elem.height()); } }); It basically loops through all the elements on the page and finds the top-most element beneath the cursor. Is there maybe some way I could use a quad-tree or something and segment the page so the loop runs faster?

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  • Drawing straight lines in JavaScript

    - by Shawn31313
    I'm just trying to draw a line with JavaScript. I would like it to be like this: http://deepliquid.com/projects/blog/arrows2.html My version: http://jsfiddle.net/shawn31313/qsWML/5/show Doesn't work too well and I don't know how to get it too work. It must be an issue in my JavaScript. This my code: $(document).ready(function() { var dragStatus = 2, getPos, giveRandomID; $(document).mousedown(function(event) { dragStatus = 0; getPos = { top: event.clientY, left: event.clientX }; giveRandomID = Math.floor(Math.random() * 99999); }); $(document).mousemove(function() { var line = $('#line' + giveRandomID); if (dragStatus == 0) { $('body').append("<div id='line" + giveRandomID + "' style='position:absolute;top:" + getPos.top + "px;left:" + getPos.left + "px;background:black;width:2px;height:5px'></div>"); dragStatus = 1; } if (dragStatus == 1) { if (event.clientX > getPos.left) { line.css({ left: getPos.left, width: event.clientX - getPos.left }); } else { line.css({ left: event.clientX, width: getPos.left - event.clientX }); } if (event.clientY > getPos.top) { line.css({ top: getPos.top - Math.abs((event.clientY - getPos.top) * 2), '-webkit-transform': 'rotate(' + (event.clientY - getPos.top) + 'deg)' }); } else { line.css({ top: getPos.top + Math.abs((getPos.top - event.clientY) * 2), '-webkit-transform': 'rotate(' + (getPos.top - event.clientY) + 'deg)' }); } //for DEG "-" Top-Math.abs(DEG*2) for Deg "+" Top+(DEG*2) } }); $(document).mouseup(function() { dragStatus = 2; }); });? Thanks for any help fixing this. Mainly an issue with the math, just don't know how I can fix this.

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control.   namespace InetaPlayer { public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }   //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   } }   I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control. namespace InetaPlayer{ public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }  //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   }}  I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • C#: Windows Forms: What could cause Invalidate() to not redraw?

    - by Rosarch
    I'm using Windows Forms. For a long time, pictureBox.Invalidate(); worked to make the screen be redrawn. However, it now doesn't work and I'm not sure why. this.worldBox = new System.Windows.Forms.PictureBox(); this.worldBox.BackColor = System.Drawing.SystemColors.Control; this.worldBox.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle; this.worldBox.Location = new System.Drawing.Point(170, 82); this.worldBox.Name = "worldBox"; this.worldBox.Size = new System.Drawing.Size(261, 250); this.worldBox.TabIndex = 0; this.worldBox.TabStop = false; this.worldBox.MouseMove += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseMove); this.worldBox.MouseDown += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseDown); this.worldBox.MouseUp += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseUp); Called in my code to draw the world appropriately: view.DrawWorldBox(worldBox, canvas, gameEngine.GameObjectManager.Controllers, selectedGameObjects, LevelEditorUtils.PREVIEWS); View.DrawWorldBox: public void DrawWorldBox(PictureBox worldBox, Panel canvas, ICollection<IGameObjectController> controllers, ICollection<IGameObjectController> selectedGameObjects, IDictionary<string, Image> previews) { int left = Math.Abs(worldBox.Location.X); int top = Math.Abs(worldBox.Location.Y); Rectangle screenRect = new Rectangle(left, top, canvas.Width, canvas.Height); IDictionary<float, ICollection<IGameObjectController>> layers = LevelEditorUtils.LayersOfControllers(controllers); IOrderedEnumerable<KeyValuePair<float, ICollection<IGameObjectController>>> sortedLayers = from item in layers orderby item.Key descending select item; using (Graphics g = Graphics.FromImage(worldBox.Image)) { foreach (KeyValuePair<float, ICollection<IGameObjectController>> kv in sortedLayers) { foreach (IGameObjectController controller in kv.Value) { // ... float scale = controller.View.Scale; float width = controller.View.Width; float height = controller.View.Height; Rectangle controllerRect = new Rectangle((int)controller.Model.Position.X, (int)controller.Model.Position.Y, (int)(width * scale), (int)(height * scale)); // cull objects that aren't intersecting with the canvas if (controllerRect.IntersectsWith(screenRect)) { Image img = previews[controller.Model.HumanReadableName]; g.DrawImage(img, controllerRect); } if (selectedGameObjects.Contains(controller)) { selectionRectangles.Add(controllerRect); } } } foreach (Rectangle rect in selectionRectangles) { g.DrawRectangle(drawingPen, rect); } selectionRectangles.Clear(); } worldBox.Invalidate(); } What could I be doing wrong here?

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  • Why won't this Jquery run on IE?

    - by Charles Marsh
    Hello All, I have this Jquery code (function($){ $.expr[':'].linkingToImage = function(elem, index, match){ // This will return true if the specified attribute contains a valid link to an image: return !! ($(elem).attr(match[3]) && $(elem).attr(match[3]).match(/\.(gif|jpe?g|png|bmp)$/i)); }; $.fn.imgPreview = function(userDefinedSettings){ var s = $.extend({ /* DEFAULTS */ // CSS to be applied to image: imgCSS: {}, // Distance between cursor and preview: distanceFromCursor: {top:2, left:2}, // Boolean, whether or not to preload images: preloadImages: true, // Callback: run when link is hovered: container is shown: onShow: function(){}, // Callback: container is hidden: onHide: function(){}, // Callback: Run when image within container has loaded: onLoad: function(){}, // ID to give to container (for CSS styling): containerID: 'imgPreviewContainer', // Class to be given to container while image is loading: containerLoadingClass: 'loading', // Prefix (if using thumbnails), e.g. 'thumb_' thumbPrefix: '', // Where to retrieve the image from: srcAttr: 'rel' }, userDefinedSettings), $container = $('<div/>').attr('id', s.containerID) .append('<img/>').hide() .css('position','absolute') .appendTo('body'), $img = $('img', $container).css(s.imgCSS), // Get all valid elements (linking to images / ATTR with image link): $collection = this.filter(':linkingToImage(' + s.srcAttr + ')'); // Re-usable means to add prefix (from setting): function addPrefix(src) { return src.replace(/(\/?)([^\/]+)$/,'$1' + s.thumbPrefix + '$2'); } if (s.preloadImages) { (function(i){ var tempIMG = new Image(), callee = arguments.callee; tempIMG.src = addPrefix($($collection[i]).attr(s.srcAttr)); tempIMG.onload = function(){ $collection[i + 1] && callee(i + 1); }; })(0); } $collection .mousemove(function(e){ $container.css({ top: e.pageY + s.distanceFromCursor.top + 'px', left: e.pageX + s.distanceFromCursor.left + 'px' }); }) .hover(function(){ var link = this; $container .addClass(s.containerLoadingClass) .show(); $img .load(function(){ $container.removeClass(s.containerLoadingClass); $img.show(); s.onLoad.call($img[0], link); }) .attr( 'src' , addPrefix($(link).attr(s.srcAttr)) ); s.onShow.call($container[0], link); }, function(){ $container.hide(); $img.unbind('load').attr('src','').hide(); s.onHide.call($container[0], this); }); // Return full selection, not $collection! return this; }; })(jQuery); It works perfectly in all browsers apart from IE, which it does nothing, no errors, no clues? I have a funny feeling IE doesn't support attr? Can anyone offer any advice?

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  • Making a JQuery tooltip retrieve a new value every time the mouse moves.

    - by Micheal Smith
    As i am developing an application that makes use of a tooltip that will display a different value when the user moves the mouse. The user mouses over a table cell and the application then generates a number, the further right the cursor moves in the cell, the higher the value increases. I have created a tooltip that runs and when the cursor mouses over the cell, it does indeed show the correct value. But, when the i move the mouse, it does not show the new value but just the older one. I need to know how to make it update everytime the mouse moves or the value of a variable changes, Any ideas for the problem? <table> <tr id="mon_Section"> <td id="day_Title">Monday</td> <td id="mon_Row"></td> </tr> </table> Below is the document.ready function that calls my function: $(document).ready(function() { $("#mon_Row").mousemove(calculate_Time); }); Below is the function: <script type="text/javascript"> var mon_Pos = 0; var hour = 0; var minute = 0; var orig = 0; var myxpos = 0; function calculate_Time (event) { myxpos = event.pageX; myxpos = myxpos-194; if(myxpos<60) { orig = myxpos; $('#mon_Row').attr("title", orig); } if (myxpos>=60 && myxpos<120) { orig=myxpos; $('#mon_Row').attr("title", orig); } if (myxpos>=120 && myxpos<180) { orig=myxpos; $('#mon_Row').attr("title", orig); Inside the function is the code to generate the tooltip: $('#mon_Row').each(function() { $(this).qtip( { content: { text: false }, position: 'topRight', hide: { fixed: true // Make it fixed so it can be hovered over }, style: { padding: '5px 15px', // Give it some extra padding name: 'dark' // And style it with the preset dark theme } }); }); I know that a new value is being assigned to the cells title attribute because it will display inside the standard small tooltip that a browser will display. The JQuery tooltip will not grab the new value and display it, only the variables initial value when it was called.

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  • D3 fisheye on width on bar chart

    - by Dexter Tan
    i have been trying to create a vertical bar chart with a d3 fisheye cartesian distortion with only the x-axis being distorted. I have succeeded in distorting the x position of the vertical bars on mouseover with the following code: var maxMag = d3.max(dataset, function(d) { return d.value[10]; }); var minDate = d3.min(dataset, function(d) { return new Date(d.value[1], d.value[2]-1, d.value[3]).getTime(); }); var maxDate = d3.max(dataset, function(d) { return new Date(d.value[1], d.value[2]-1, d.value[3]).getTime(); }); var yScale = d3.scale.linear().domain([0, maxMag]).range([0, h]); var xScale = d3.fisheye.scale(d3.scale.linear).domain([minDate, maxDate]).range([0, w]).focus(w/2); var bar = svg.append("g") .attr("class", "bars") .selectAll(".bar") .data(dataset) .enter().append("rect") .attr("class", "bar") .attr("y", function(d) { return h - yScale(d.value[10]); }) .attr("width", w/dataset.length) .attr("height", function(d) { return yScale(d.value[10]); }) .attr("fill", function(d) { return (d.value[10] <= 6? "yellow" : "orange" ); }) .call(position); // Positions the bars based on data. function position(bar) { bar.attr("x", function(d) { var date = null; if (d.date != null) { date = d.date; } else { date = new Date(d.value[1],0,1); if (d.value[2] != null) date.setMonth(d.value[2]-1); if (d.value[3] != null) date.setMonth(d.value[3]); d.date = date; } return xScale(date.getTime()); }); } svg.on("mousemove", function() { var mouse = d3.mouse(this); xScale.distortion(2.5).focus(mouse[0]); bar.call(position); }); However at this point, applying fisheye on the width remains a mystery to me. I have tried several methods like using a fisheye scale for width however it does not work as expected. What i wish to do is to have the width of a bar expand on mouseover, the same way a single vertical bar is singled out on mouseover with the cartesian distortion. Any clues or help will be much appreciated! edit: http://dexter.xumx.me to view the visualisation i am talking about for easier understanding!

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  • Javascript - Canvas image never appears on first function run

    - by Matt
    I'm getting a bit of a weird issue, the image never shows the first time you run the game in your browser, after that you see it every time. If you close your browser and re open it and run the game again, the same issue occurs - you don't see the image the first time you run it. Here's the issue in action, just hit a wall and there's no image the first time on the end game screen. Any help would be appreciated. Regards, Matt function showGameOver() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "black"; ctx.font = "16px sans-serif"; ctx.fillText("Game Over!", ((canvas.width / 2) - (ctx.measureText("Game Over!").width / 2)), 50); ctx.font = "12px sans-serif"; ctx.fillText("Your Score Was: " + score, ((canvas.width / 2) - (ctx.measureText("Your Score Was: " + score).width / 2)), 70); myimage = new Image(); myimage.src = "xcLDp.gif"; var size = [119, 26], //set up size coord = [443, 200]; ctx.font = "12px sans-serif"; ctx.fillText("Restart", ((canvas.width / 2) - (ctx.measureText("Restart").width / 2)), 197); ctx.drawImage( //draw it on canvas myimage, coord[0], coord[1], size[0], size[1] ); $("canvas").click(function(e) { //when click.. if ( testIfOver(this, e, size, coord) ) { startGame(); //reload } }); $("canvas").mousemove(function(e) { //when mouse moving if ( testIfOver(this, e, size, coord) ) { $(this).css("cursor", "pointer"); //change the cursor } else { $(this).css("cursor", "default"); //change it back } }); function testIfOver(ele,ev,size,coord){ if ( ev.pageX > coord[0] + ele.offsetLeft && ev.pageX < coord[0] + size[0] + ele.offsetLeft && ev.pageY > coord[1] + ele.offsetTop && ev.pageY < coord[1] + size[1] + ele.offsetTop ) { return true; } return false; } }

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  • Canvas scalable arc position

    - by Amay
    http://jsfiddle.net/cs5Sg/11/ I want to do the scalable canvas. I created two circles (arcs) and one line, when you click on circle and move it, the line will follow and change position. The problem is when I added code for resize: var canvas = document.getElementById('myCanvas'), context = canvas.getContext('2d'), radius = 12, p = null, point = { p1: { x:100, y:250 }, p2: { x:400, y:100 } }, moving = false; window.addEventListener("resize", OnResizeCalled, false); function OnResizeCalled() { var gameWidth = window.innerWidth; var gameHeight = window.innerHeight; var scaleToFitX = gameWidth / 800; var scaleToFitY = gameHeight / 480; var currentScreenRatio = gameWidth / gameHeight; var optimalRatio = Math.min(scaleToFitX, scaleToFitY); if (currentScreenRatio >= 1.77 && currentScreenRatio <= 1.79) { canvas.style.width = gameWidth + "px"; canvas.style.height = gameHeight + "px"; } else { canvas.style.width = 800 * optimalRatio + "px"; canvas.style.height = 480 * optimalRatio + "px"; } } function init() { return setInterval(draw, 10); } canvas.addEventListener('mousedown', function(e) { for (p in point) { var mouseX = e.clientX - 1, mouseY = e.clientY - 1, distance = Math.sqrt(Math.pow(mouseX - point[p].x, 2) + Math.pow(mouseY - point[p].y, 2)); if (distance <= radius) { moving = p; break; } } }); canvas.addEventListener('mouseup', function(e) { moving = false; }); canvas.addEventListener('mousemove', function(e) { if(moving) { point[moving].x = e.clientX - 1; point[moving].y = e.clientY - 1; } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.moveTo(point.p1.x,point.p1.y); context.lineTo(point.p2.x,point.p2.y); context.closePath(); context.fillStyle = '#8ED6FF'; context.fill(); context.stroke(); for (p in point) { context.beginPath(); context.arc(point[p].x,point[p].y,radius,0,2*Math.PI); context.fillStyle = 'red'; context.fill(); context.stroke(); } context.closePath(); } init(); The canvas is scalable, but the problem is with the points (circles). When you change the window size, they still have the same position on the canvas area, but the distance change (so the click option fails). How to fix that?

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  • jQuery animate slidding background image using mouse position wont stop... just keeps going

    - by simian
    I have a neat little jQuery script I am working on. Goal: parent div with overflow hidden holds a larger div with image. When I move the mouse to the left or right of the parent div, the div with image changes margin-left to move left or right. Problem is... if I move the mouse out of the parent div (left or right), the image keeps going. I need the image to stop when the mouse is not on the inside left or right edge of the parent div. Any ideas? <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <script type="text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type="text/javascript"> //<![CDATA[ jQuery.noConflict (); jQuery(document).ready(function(){ jQuery('#container').mousemove(function(e){ var parentWidth = jQuery('#container').width(); var parentWidthLeft = Math.round(.1 * jQuery('#container').width()); var parentWidthRight = Math.round(jQuery('#container').width() - parentWidthLeft); var parentHeight = jQuery('#container').height(); var parentOffset = jQuery('#container').offset(); var X = Math.round(e.pageX - parentOffset.left); var Y = Math.round(e.pageY - parentOffset.top); if (X<parentWidthLeft) { jQuery('#image').animate({'left': '-' + parentWidth }, 5000); } if (X>parentWidthRight) { jQuery('#image').animate({'left': parentWidth }, 5000); } if (X<=parentWidthRight && X>=parentWidthLeft) { jQuery('#image').stop(); } if (X<1) { jQuery('#image').stop(); } }); jQuery('#container').mouseleave(function(){ jQuery('#image').stop(); }); }); // ]]> </script> </head> <body> <div id="container" style="width: 500px; height: 500px; overflow: hidden; border: 10px solid #000; position: relative; margin: auto auto;"> <div id="image" style="position: absolute; left: 0; top: 0;"><img src="http://dump4free.com/imgdump/1/Carmen-Electra_1wallpaper1024x768.jpg" alt="" /></div> </div> </body> </html>

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • Flex 4, chart, Error 1009

    - by Stephane
    Hello, I am new to flex development and I am stuck with this error TypeError: Error #1009: Cannot access a property or method of a null object reference. at mx.charts.series::LineSeries/findDataPoints()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\series\LineSeries.as:1460] at mx.charts.chartClasses::ChartBase/findDataPoints()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\chartClasses\ChartBase.as:2202] at mx.charts.chartClasses::ChartBase/mouseMoveHandler()[E:\dev\4.0.0\frameworks\projects\datavisualization\src\mx\charts\chartClasses\ChartBase.as:4882] I try to create a chart where I can move the points with the mouse I notice that the error doesn't occur if I move the point very slowly I have try to use the debugger and pint some debug every where without success All the behaviours were ok until I had the modifyData Please let me know if you have some experience with this kind of error I will appreciate any help. Is it also possible to remove the error throwing because after that the error occur if I click the dismiss all error button then the component work great there is the simple code of the chart <fx:Declarations> </fx:Declarations> <fx:Script> <![CDATA[ import mx.charts.HitData; import mx.charts.events.ChartEvent; import mx.charts.events.ChartItemEvent; import mx.collections.ArrayCollection; [Bindable] private var selectItem:Object; [Bindable] private var chartMouseY:int; [Bindable] private var hitData:Boolean=false; [Bindable] private var profitPeriods:ArrayCollection = new ArrayCollection( [ { period: "Qtr1 2006", profit: 32 }, { period: "Qtr2 2006", profit: 47 }, { period: "Qtr3 2006", profit: 62 }, { period: "Qtr4 2006", profit: 35 }, { period: "Qtr1 2007", profit: 25 }, { period: "Qtr2 2007", profit: 55 } ]); public function chartMouseUp(e:MouseEvent):void{ if(hitData){ hitData = false; } } private function chartMouseMove(e:MouseEvent):void { if(hitData){ var p:Point = new Point(linechart.mouseX,linechart.mouseY); var d:Array = linechart.localToData(p); chartMouseY=d[1]; modifyData(); } } public function modifyData():void { var idx:int = profitPeriods.getItemIndex(selectItem); var item:Object = profitPeriods.getItemAt(idx); item.profit = chartMouseY; profitPeriods.setItemAt(item,idx); } public function chartMouseDown(e:MouseEvent):void{ if(!hitData){ var hda:Array = linechart.findDataPoints(e.currentTarget.mouseX, e.currentTarget.mouseY); if (hda[0]) { selectItem = hda[0].item; hitData = true; } } } ]]> </fx:Script> <s:layout> <s:HorizontalLayout horizontalAlign="center" verticalAlign="middle" /> </s:layout> <s:Panel title="LineChart Control" > <s:VGroup > <s:HGroup> <mx:LineChart id="linechart" color="0x323232" height="500" width="377" mouseDown="chartMouseDown(event)" mouseMove="chartMouseMove(event)" mouseUp="chartMouseUp(event)" showDataTips="true" dataProvider="{profitPeriods}" > <mx:horizontalAxis> <mx:CategoryAxis categoryField="period"/> </mx:horizontalAxis> <mx:series> <mx:LineSeries yField="profit" form="segment" displayName="Profit"/> </mx:series> </mx:LineChart> <mx:Legend dataProvider="{linechart}" color="0x323232"/> </s:HGroup> <mx:Form> <mx:TextArea id="DEBUG" height="200" width="300"/> </mx:Form> </s:VGroup> </s:Panel> UPDATE 30/2010 : the null object is _renderData.filteredCache from the chartline the code call before error is the default mouseMoveHandler of chartBase to chartline. Is it possible to remove it ? or provide a filteredCache

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  • WPF Xaml Custom Styling Selected Item Style in a ListBox

    - by John Batdorf
    I have a list box that scrolls images horizontally. I have the following XAML I used blend to create it. It originally had a x:Key on the Style TaregetType line, MSDN said to remove it, as I was getting errors on that. Now I'm getting this error: Error 3 Operation is not valid while ItemsSource is in use. Access and modify elements with ItemsControl.ItemsSource instead. I don't understand how to apply all of this junk that way, I've tried several thing, nothing is working. My goal is to have the selected item's background be white, not blue. Seems like a lot of work for something so small! Thanks. <ListBox ItemsSource="{Binding Source={StaticResource WPFApparelCollection}}" Grid.Row="1" Margin="2,26,2,104" ScrollViewer.VerticalScrollBarVisibility="Hidden" ScrollViewer.HorizontalScrollBarVisibility="Hidden" SelectionMode="Single" x:Name="list1" MouseLeave="List1_MouseLeave" MouseMove="List1_MouseMove" Style="{DynamicResource ListBoxStyle1}" > <Style TargetType="{x:Type ListBoxItem}"> <Setter Property="Background" Value="Transparent"/> <Setter Property="HorizontalContentAlignment" Value="{Binding Path=HorizontalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="VerticalContentAlignment" Value="{Binding Path=VerticalContentAlignment, RelativeSource={RelativeSource AncestorType={x:Type ItemsControl}}}"/> <Setter Property="Padding" Value="2,0,0,0"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ListBoxItem}"> <Border x:Name="Bd" SnapsToDevicePixels="true" Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Padding="{TemplateBinding Padding}"> <ContentPresenter HorizontalAlignment="{TemplateBinding HorizontalContentAlignment}" VerticalAlignment="{TemplateBinding VerticalContentAlignment}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}"/> </Border> <ControlTemplate.Triggers> <Trigger Property="IsSelected" Value="true"> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.HighlightTextBrushKey}}"/> <Setter Property="Background" TargetName="Bd" Value="#FFFFFFFF"/> </Trigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="IsSelected" Value="true"/> <Condition Property="Selector.IsSelectionActive" Value="false"/> </MultiTrigger.Conditions> <Setter Property="Background" TargetName="Bd" Value="{DynamicResource {x:Static SystemColors.ControlBrushKey}}"/> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}"/> </MultiTrigger> <Trigger Property="IsEnabled" Value="false"> <Setter Property="Foreground" Value="{DynamicResource {x:Static SystemColors.GrayTextBrushKey}}"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <ListBox.ItemsPanel> <ItemsPanelTemplate> <VirtualizingStackPanel Orientation="Horizontal" IsItemsHost="True" /> </ItemsPanelTemplate> </ListBox.ItemsPanel> <ListBox.ItemTemplate> <DataTemplate> <Image Source="{Binding Image}" /> </DataTemplate> </ListBox.ItemTemplate> </ListBox>

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  • Having trouble with multiple Jquery libraries

    - by user3716971
    I've seen the posts about the no conflict but I'm not very code savvy and can't figure it out alone. I'm having trouble making two libraries work together. At the top I have the 1.9.1 library which controls a news ticker, and a carousel. Near the bottom there is a library 1.6.1, which controls a Dribbble feed. If I remove 1.6.1 everything but the dribbble feed works, and if I remove the 1.9.1 the dribbble feed is the only thing that works. I uploaded the website for you guys to check out. If you could edit my code to make it work that would be amazing, I don't have much knowledge of jquery. This version has a working dribbble feed at the very bottom http://michaelcullenbenson.com/MichaelCullenBenson.com/index.html and this version has a broken feed and everything else works. http://michaelcullenbenson.com/MichaelCullenBenson.com/index2.html Help would be AMAZING as the dribbble feed is the last element I'm trying to finish on my homepage and I'll be able to move on. <script type="text/javascript" src="js/jquery-1.9.1.min.js"></script> <script type="text/javascript" src="js/jquery.innerfade.js"></script> <script type="text/javascript"> $(document).ready( function(){ $('#news').innerfade({ animationtype: 'slide', speed: 600, timeout: 6000, type: 'random', containerheight: '1em' }); }); </script> <!-- Include all compiled plugins (below), or include individual files as needed --> <script src="utilcarousel-files/utilcarousel/jquery.utilcarousel.min.js"></script> <script src="utilcarousel-files/magnific-popup/jquery.magnific-popup.js"></script> <script src="js/responsive-nav.js"></script> <script> $(function() { $('#fullwidth').utilCarousel({ breakPoints : [[600, 1], [800, 2], [1000, 3], [1300, 4],], mouseWheel : false, rewind : true, autoPlay : true, pagination : false }); $('#fullwidth2').utilCarousel({ breakPoints : [[600, 1], [800, 2], [1000, 3], [1300, 4],], mouseWheel : false, rewind : true, autoPlay : true, pagination : false }); }); </script> <script> $(document).ready(function() { var movementStrength = 25; var height = movementStrength / $(window).height(); var width = movementStrength / $(window).width(); $("#aboutarea").mousemove(function(e){ var pageX = e.pageX - ($(window).width() / 2); var pageY = e.pageY - ($(window).height() / 2); var newvalueX = width * pageX * -1 - 25; var newvalueY = height * pageY * -1 - 50; $('#aboutarea').css("background-position", newvalueX+"px "+newvalueY+"px"); }); }); </script> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.1/jquery.min.js" type="text/javascript"></script> <script type="text/javascript" src="dribbble.js"></script> <script type="text/javascript"> $(function () { $('#user').dribbble({ player: 'MCBDesign', total: 1 }); }); </script>

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  • WPF Custom Buttons below ListBox Items

    - by Ryan
    WPF Experts - I am trying to add buttons below my custom listbox and also have the scroll bar go to the bottom of the control. Only the items should move and not the buttons. I was hoping for some guidance on the best way to achieve this. I was thinking the ItemsPanelTemplate needed to be modified but was not certain. Thanks My code is below <!-- List Item Selected --> <LinearGradientBrush x:Key="GotFocusStyle" EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.GradientStops> <GradientStop Color="Black" Offset="0.501"/> <GradientStop Color="#FF091F34"/> <GradientStop Color="#FF002F5C" Offset="0.5"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> <!-- List Item Hover --> <LinearGradientBrush x:Key="MouseOverFocusStyle" StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Color="#FF013B73" Offset="0.501"/> <GradientStop Color="#FF091F34"/> <GradientStop Color="#FF014A8F" Offset="0.5"/> <GradientStop Color="#FF003363" Offset="1"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> <!-- List Item Selected --> <LinearGradientBrush x:Key="LostFocusStyle" EndPoint="0.5,1" StartPoint="0.5,0"> <LinearGradientBrush.RelativeTransform> <TransformGroup> <ScaleTransform CenterX="0.5" CenterY="0.5"/> <SkewTransform CenterX="0.5" CenterY="0.5"/> <RotateTransform CenterX="0.5" CenterY="0.5"/> <TranslateTransform/> </TransformGroup> </LinearGradientBrush.RelativeTransform> <GradientStop Color="#FF091F34" Offset="1"/> <GradientStop Color="#FF002F5C" Offset="0.4"/> </LinearGradientBrush> <!-- List Item Highlight --> <SolidColorBrush x:Key="ListItemHighlight" Color="#FFE38E27" /> <!-- List Item UnHighlight --> <SolidColorBrush x:Key="ListItemUnHighlight" Color="#FF6FB8FD" /> <Style TargetType="ListBoxItem"> <EventSetter Event="GotFocus" Handler="ListItem_GotFocus"></EventSetter> <EventSetter Event="LostFocus" Handler="ListItem_LostFocus"></EventSetter> </Style> <DataTemplate x:Key="CustomListData" DataType="{x:Type ListBoxItem}"> <Border BorderBrush="Black" BorderThickness="1" Margin="-2,0,0,-1"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="{Binding RelativeSource={RelativeSource FindAncestor, AncestorType={x:Type ListBoxItem}}, Path=ActualWidth}" /> </Grid.ColumnDefinitions> <Label VerticalContentAlignment="Center" BorderThickness="0" BorderBrush="Transparent" Foreground="{StaticResource ListItemUnHighlight}" FontSize="24" Tag="{Binding .}" Grid.Column="0" MinHeight="55" Cursor="Hand" FontFamily="Arial" FocusVisualStyle="{x:Null}" KeyboardNavigation.TabNavigation="None" Background="{StaticResource LostFocusStyle}" MouseMove="ListItem_MouseOver" > <Label.ContextMenu> <ContextMenu Name="editMenu"> <MenuItem Header="Edit"/> </ContextMenu> </Label.ContextMenu> <TextBlock Text="{Binding .}" Margin="15,0,40,0" TextWrapping="Wrap"></TextBlock> </Label> <Image Tag="{Binding .}" Source="{Binding}" Margin="260,0,0,0" Grid.Column="1" Stretch="None" Width="16" Height="22" HorizontalAlignment="Center" VerticalAlignment="Center" /> </Grid> </Border> </DataTemplate> </Window.Resources> <Window.DataContext> <ObjectDataProvider ObjectType="{x:Type local:ImageLoader}" MethodName="LoadImages" /> </Window.DataContext> <ListBox ItemsSource="{Binding}" Width="320" Background="#FF021422" BorderBrush="#FF1C4B79" > <ListBox.Resources> <SolidColorBrush x:Key="{x:Static SystemColors.HighlightBrushKey}">Transparent</SolidColorBrush> <Style TargetType="{x:Type ListBox}"> <Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Disabled" /> <Setter Property="ItemTemplate" Value="{StaticResource CustomListData }" /> </Style> </ListBox.Resources> </ListBox>

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