Search Results

Search found 6845 results on 274 pages for 'drag drop'.

Page 8/274 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • Bind two images together to be dragged

    - by Ryan Beaulieu
    I'm looking for some help with a script to drag two images together at once. I currently have a script that allows me to drag thumbnail images into a collection bin to be saved later. However, some of my thumbnails have an image positioned over the top of them to represent these thumbnail images as "unknown" plants. I was wondering if someone could point me in the right direction as to how I would go about binding these two images together to be dragged. Here is my code: $(document).ready(function() { var limit = 16; var counter = 0; $("#mainBin1, #mainBin2, #mainBin3, #mainBin4, #mainBin5, #bin_One_Hd, #bin_Two_Hd, #bin_Three_Hd, #bin_Four_Hd, #bin_Five_Hd").droppable({ accept: ".selector, .plant_Unknown", drop: function(event, ui) { counter++; if (counter == limit) { $(this).droppable("disable"); } $(this).append($(ui.draggable).clone()); $("#cbOptions").show(); $(".item").draggable({ containment: "parent", grid: [72,72], }); } }); $(".selector").draggable({ helper: "clone", revert: "invalid", revertDuration: 700, opacity: 0.75, }); $(".plant_Unknown").draggable({ helper: "clone", revert: "invalid", revertDuration: 700, opacity: 0.75, }); }); Any help would be greatly appreciated. Thanks. EDIT: Website

    Read the article

  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

    Read the article

  • Drop shadow on a div container?

    - by Mike
    I have a searchbox with auto-suggest that pops a div up underneath it with multiple search string suggestions (like google). Is it possible to have drop shadow on the auto-suggest box with CSS or will I need a script of some sort? I tried a background image but the number of suggests can vary from 1 to 10 or 15. I'd prefer something that works in IE6+ and FF2+ if possible. Thanks!

    Read the article

  • Dropping not working on Chrome Mac version

    - by user600641
    I tried to work with html5 drag&drop api, and it works very well on my chrome 20.0.1132 on windows machine, but most fun - that the same version of chrome on mac os lion is not working. I mean dragstart is working, but drop event, dragleave, dragover is not fired. Here is html: <form id="fake_form" action="#" > <div id="canvas_wrapper" style="overflow: hidden;width: 600px; position: relative;border: 1px solid black; margin-left: 30px;"> <canvas width="600" height="300" > </canvas> </div> </form> Here is javascript: var canvas = $('canvas')[0]; canvas.addEventListener('dragenter', function(e){ console.log('dragenter'); }, false); canvas.addEventListener('dragleave', function(){ console.log('dragleave'); }, false) canvas.addEventListener('dragover', function(e){ console.log('dragover'); if(e.preventDefault){ e.preventDefault(); } return false; }, false); canvas.ondrop = function(e){ console.log('ondrop'); /** OTHER CODE **/ If it helps: on safari on the same mac - it works, i`m dragging image tags some of them have draggable attribute, some of them - not. Just checked - on canary mac version 22 it works. UPDATE: i figured out that there is some magic with dragstart event, if i delete line with this e.dataTransfer.setData('src', src_var) everythings become working

    Read the article

  • C#, introduce a DragOver delay

    - by user275587
    In my application I catch a DragOver event and then perform an action. I'd like to wait for half a second before performing the action, the action should not be performed after that delay if the drag operation has ended. The only way I could think of to implement this feature is something like this: Function DragOver Event If TimerTimeReached Then PerformDragAction Else If Not TimerStarted StartTimer End End Function Function DragLeave Event If TimerStarted StopTimer End End Function Is there a better way to perform this operation?

    Read the article

  • Interpolate air drag for my game?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

    Read the article

  • Prepopulate drop-box according to another drop-box choice in Django Admin

    - by onorua
    I have models like this: class User(models.Model): Switch = models.ForeignKey(Switch, related_name='SwitchUsers') Port = models.ForeignKey(Port) class Switch(models.Model): Name = models.CharField(max_length=50) class Port(models.Model): PortNum = models.PositiveIntegerField() Switch = models.ForeignKey(Switch, related_name = "Ports") When I'm in Admin interface and choose Switch from Switches available, I would like to have Port prepopulated accordingly with Ports from the related Switch. As far as I understand I need to create some JS script to prepopulate it. Unfortunately I don't have this experience, and I would like to keep things simple as it possible and don't rewrite all Django admin interface. Just add this functionality for one Field. Could you please help me with my problem? Thank you.

    Read the article

  • HTML5: dragover(), drop(): how get current x,y coordinates?

    - by Pete Alvin
    How does one determine the (x,y) coordinates while dragging "dragover" and after the drop ("drop") in HTML5 DnD? I found a webpage that describes x,y for dragover (look at e.offsetX and e.layerX to see if set for various browsers but for the life of me they ARE NOT set). What do you use for the drop(e) function to find out WHERE in the current drop target it was actually dropped? I'm writing an online circuit design app and my drop target is large. Do I need to drop down to mouse-level to find out x,y or does HTML5 provided a higher level abstraction?

    Read the article

  • how to run mysql drop and create synonym in shell script

    - by bgrif
    I have added this command to a script I am writing and I am running into a issue with it not logging onto mysql and running the commands. How can i fix this and make it run. #! /bin/bash Subject: Please stage the following TFL09143 Locator Bulletin to all TF90 staging environments: # This next section is to go to mysql server and make changes. you can drop and create synonyms truncate a table and insert into a different one. you will be able to verify the counts to the different locations # $ mysql --host=app03-bsi --u "" --p "" "TF90BPS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90BP.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90BP.TFBPS3.BTXSUPB && TRUNCATE TABLE TF90BP.TFBPS3.BTXSUPB SELECT * FROM TF90BP.TFBPS2.BTXSUPB; select count () from TF90BP.TF90.BTXADDR select count() from TF90BPS.TF90.BTXADDR; select count() from TF90BP.TF90.BTXSUPB; select count() from TF90BPS.TF90.BTXSUPB;" $ mysql --host=app03-bsi --u "" --p "" "TF90LMS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90LM.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90LM.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90LM.TFLMS2.BTXADDR;TRUNCATE TABLE TF90LM.TFLMS3.BTXSUPB;INSERT INTO TF90LM.TFLMS3.BTXSUPB SELECT * FROM TF90LM.TFLMS2.BTXSUPB;Verify select count() from TF90LM.TF90.BTXADDR;select count() from TF90LMS.TF90.BTXADDR;select count() from TF90LM.TF90.BTXSUPB;select count() from TF90LMS.TF90.BTXSUPB" $ mysql --host=app03-bsi --u "" --p "" "TF90NCS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90NC.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90NC.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90NC.TFNCS2.BTXADDR; TRUNCATE TABLE TF90NC.TFNCS3.BTXSUPB; INSERT INTO TF90NC.TFNCS3.BTXSUPB SELECT * FROM TF90NC.TFNCS2.BTXSUPB; Verify select count() from TF90NC.TF90.BTXADDR; select count() from TF90NCS.TF90.BTXADDR;select count() from TF90NC.TF90.BTXSUPB;select count() from TF90NCS.TF90.BTXSUPB" $ mysql --host=app03-bsi --u "" --p "" "TF90PVS" -bse "drop synonym TF90.BTXADDR && drop synonym TF90.BTXSUPB && CREATE SYNONYM TF90.BTXADDR FOR TF90PV.TFBPS2.BTXADDR && CREATE SYNONYM TF90.BTXSUPB FOR TF90PV.TFBPS3.BTXSUPB; TRUNCATE TABLE TF90PV.TFPVS2.BTXADDR;TRUNCATE TABLE TF90PV.TFPVS3.BTXSUPB;INSERT INTO TF90PV.TFPVS3.BTXSUPB SELECT * FROM TF90PV.TFPVS2.BTXSUPB;Verify select count() from TF90PV.TF90.BTXADDR;select count() from TF90PVS.TF90.BTXADDR;select count() from TF90PV.TF90.BTXSUPB;select count() from TF90PVS.TF90.BTXSUPB" TFL09143 Staging cd \ntsrv\common\To\IT-CERT-TEST\TFL09143 #change to mapped network drive cp -p TFL09143.pkg /d:/tf90/code_stg && /tf90bp/code_stg && /tf90lm/code_stg && /tf90pv/code_stg # Copies the package from the networked folder and then copies to the location(s) needed.# InvalidInput="true" if [ $# -eq 0 ] ; then echo "This script sets up TF90 Staging" echo -n "Which production do you want to run? (RB/TaxLocator/Cyclic)" read ProductionDistro else ProductionDistro="$1" fi while [ "$InvalidInput" = "true" ] do if [ "$ProductionDistro" = "RB" -o "$ProductionDistro" = "TaxLocator" -o "$ProductionDistro" = "Cyclic" ] ; then InvalidInput="false" break else echo "You have entered an error" echo "You must type RB or TaxLocator or Cyclic" echo "you typed $ProductionDistro" echo "This script sets up TF90 Staging" read ProductionDistro fi done InvalidInput="true" if [ $# -eq 0 ] ; then echo "This script sets up RB TF90 Staging" echo -n "Which Element do you want to run? (TF90/TF90BP/TF90LM/TF90PV/ALL)" read ElementDistro else ElementDistro="$1" fi while [ "$InvalidInput" = "true" ] do if [ "$ElementDistro" = "TF90" -o "$ElementDistro" = "TF90BP" -o "$ElementDistro" = "TF90LM" -o "$ElementDistro" = "TF90PV" -o "$ElementDistro" = "ALL" ] ; then InvalidInput="false" break else echo "You have entered an error" echo "You must type TF90 or TF90BP or TF90LM or TF90PV" echo "you typed $ElementDistro" echo "This script sets up TF90 Staging" read ElementDistro fi done if [ "$ElementDistro" = "TF90" ] ; then cd /d/tf90/code_stg vim TFL09143.pkg export var=TF90_CONNECT_STRING=DSN=TF90NCS;export Description=TF90NCS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90NCS; export DATASET=DEFAULT pkgintall -l -v ../TFL09143.pkg fi if [ "$ElementDistro" = "$TF90BP" ] ; then cd /d/tf90bp/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90BPS;export Description=TF90BPS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90BPS; start tfloader -l –v ../TFL09143.pkg fi if [ "$ElementDistro" = "$TF90LM" ] ; then cd /d/tf90lm/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90LMS;export Description=TF90LMS;export Trusted_Connection=Yes;export WSID=APP03- BSI;export DATABASE=TF90LMS; start tfloader -l -v ../TFL09143.pkg fi if [ "$ElementDistro" = "TF90PV" ] ; then cd /d/tf90pv/code_stg vim TFL09143.pkg export TF90_CONNECT_STRING=DSN=TF90PVS;Description=TF90PVS;Trusted_Connection=Yes;WSID=APP03- BSI;DATABASE=TF90PVS; start tfloader -l –v ../TFL09143.pkg fi exit 0

    Read the article

  • jQuery Drag And Drop Using Live Events

    - by devongovett
    Hello. I have an application with a long list that changes frequently, and I need this the items of this list to be draggable. I've been using the jQuery UI draggable plugin, but it is slow to add to 400+ list items, and has to be re-added every time new list items are added. Does anyone know of a plugin similar to the jQuery UI draggable plugin that uses jQuery 1.3's .live() events? This would solve both problems. Thanks!

    Read the article

  • Actionscript 3.0 - drag and throw with easing

    - by Joe Hamilton
    I'm creating a map in flash and I would like to have a smooth movement similar to this: http://www.conceptm.nl/ I have made a start but I'm having trouble taking it to the next stage. My code currently throws the movieclip after the mouse is release but there is no easing while the mouse button is down. Any tips on how I would achieve this? Here is my current code: // Vars var previousPostionX:Number; var previousPostionY:Number; var throwSpeedX:Number; var throwSpeedY:Number; var isItDown:Boolean; // Event Listeners addEventListener(MouseEvent.MOUSE_DOWN, clicked); addEventListener(MouseEvent.MOUSE_UP, released); // Event Handlers function clicked(theEvent:Event) { isItDown =true; addEventListener(Event.ENTER_FRAME, updateView); } function released(theEvent:Event) { isItDown =false; } function updateView(theEvent:Event) { if (isItDown==true){ throwSpeedX = mouseX - previousPostionX; throwSpeedY = mouseY - previousPostionY; mcTestMovieClip.x = mouseX; mcTestMovieClip.y = mouseY; } else{ mcTestMovieClip.x += throwSpeedX; mcTestMovieClip.y += throwSpeedY; throwSpeedX *=0.9; throwSpeedY *=0.9; } previousPostionX= mcTestMovieClip.x; previousPostionY= mcTestMovieClip.y; }

    Read the article

  • jQuery drag drop slower for more DIV items

    Hi there, I have got a hierarchichal tags (with parent child relationship) in my page and it will account to 500 - 4500 (can even grow). When i bound the draggable and droppable for all i saw very bad performance in IE7 and IE6. The custom helper wont move smoothly and was very very slow. Based on some other post i have made the droppable been bound/unbound on mouseover and mouseout events (dynamically). Its better now. But still i dont see the custom helper move very smoothly there is a gap between the mouse cursor and the helper when they move and gets very bad when i access the site from remote. Please help me to address this performance issue. Am totally stuck here.. :(

    Read the article

  • Drag and Drop to explorer causing invalid FORMATETC (DV_E_FORMATETC) error

    - by JustABill
    I'm trying to use this excellent example to implement dropping virtual files into Windows Explorer. However, I'm stymied by this error. Towards the bottom, inside void System.Runtime.InteropServices.ComTypes.IDataObject.GetData(ref System.Runtime.InteropServices.ComTypes.FORMATETC formatetc, out System.Runtime.InteropServices.ComTypes.STGMEDIUM medium) on the first call to ((System.Runtime.InteropServices.ComTypes.IDataObject)this).GetDataHere(ref formatetc, ref medium); I'm getting back a DV_E_FORMATETC error. As far as I can tell, all the elements of the FORMATETC struct that are being passed in are valid: cfFormat is "Shell IDList Array" (-16141), ptd is 0, dwAspect is DVASPECT_CONTENT, lindex is -1, and tymed is TYMED_HGLOBAL. I'm kind of confused how there'd be a problem anyway, since this was generated by explorer. I know very little about COM interaction, so any help would be greatly appreciated.

    Read the article

  • Accepting drag operations in an NSCollectionView subclass

    - by andyvn22
    I've subclassed NSCollectionView and I'm trying to receive dragged files from the Finder. I'm receiving draggingEntered: and returning an appropriate value, but I'm never receiving prepareForDragOperation: (nor any of the methods after that in the process). Is there something obvious I'm missing here? Code: - (void)awakeFromNib { [self registerForDraggedTypes:[NSArray arrayWithObjects:NSFilenamesPboardType, nil]]; } - (NSDragOperation)draggingEntered:(id <NSDraggingInfo>)sender { NSLog(@"entered"); //Happens NSPasteboard *pboard; NSDragOperation sourceDragMask; sourceDragMask = [sender draggingSourceOperationMask]; pboard = [sender draggingPasteboard]; if ([[pboard types] containsObject:NSFilenamesPboardType]) { NSLog(@"copy"); //Happens return NSDragOperationCopy; } return NSDragOperationNone; } - (BOOL)prepareForDragOperation:(id <NSDraggingInfo>)sender { NSLog(@"prepare"); //Never happens return YES; }

    Read the article

  • silverlight drag move delta

    - by Notter
    Hi, this should be pretty simple, but i forgot how to do it... I've got a Border on a canvas, and i want to be able to move it around. i could do this easily with the MouseDragElementBehavior. but i don't want smooth movment, i want to to jump on the Y axis in an offset of 30. and on the X in 193. And it's done in MVVM, so i guess i should implement it as a behavior, right? anyway, how do i do this?

    Read the article

  • jQuery UI Drag/Drop does not work in FF

    - by nolabel
    I've been looking all over the place, but I haven't landed an answer yet. Is the current jQuery UI 1.8-1.8.2 supports Firefox 3+? I have 3.6.3 installed, but the example on their websites works for my IE7, IE8, Chrome, but not Firefox. http://jqueryui.com/demos/sortable/#connect-lists

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >