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  • C# Drag and Drop Effect with Overlay/Opaque Image

    - by CallMeLaNN
    Hi, I think this would be simple question and should be asked in the pas few years but unable to google around and dont know if there is a specific keyword. In c# WinForm I want to do drag and drop but I dont want the image of DragDropEffects Move, Copy or whatever. I want to display an image with half opaque. Just like Firefox when dragging an image, you would see the image folowing the mouse pointer like a ghost :) I already Implement DoDragDrop, DragEnter and DragDrop events. I just want to customize the dragging effects with overlay image.

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  • How do I know if a drag/drop has been cancelled in WPF

    - by Jon Mitchell
    I'm writing a user control in WPF which is based on a ListBox. One of the main pieces of functionality is the ability to reorder the list by dragging the items around. When a user drags an item I change the items Opacity to 50% and physically move the item in an ObservableCollection in my ViewModel depending on where the user wants it. On the drop event I change the Opacity back to 100%. The problem I've got is that if the user drags the item off my control and drops it somewhere else then I need to change the Opacity back to 100% and move the item back to where it was when the user started the drag. Is there an event I can handle to capture this action? If not is there any other cunning way to solve this problem?

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  • Mimicking the UltraGridColumnChooser's drag & drop ability

    - by Sören Kuklau
    (Infragistics 2008 Vol. 3, CLR 2.0) Infragistics's UltraGrid comes with a column chooser user control, which is simply a vertical arrangement of columns with checkboxes that toggle a column's hidden state. In addition, it allows you to pick a column and drag it directly to the grid so you don't have to manually position it afterwards. (This is particularly handy when you already have a lot of visible columns and have no clue where the new one ended up.) I'm building my own column chooser based on an UltraTree. Getting the checkboxes to behave the same wasn't an issue, but I haven't found a way to drag a column from the tree to the grid and have it accept it. In my tree, each UltraTreeNode has a Tag with the following struct: Private Structure DraggableGridColumn Public NodeKey As String Public NodeName As String Public ParentKey As String Public Column As UltraGridColumn End Structure I then have an event as follows: Private Sub columnsTree_SelectionDragStart(ByVal sender As Object, ByVal e As System.EventArgs) Handles columnsTree.SelectionDragStart If columnsTree.SelectedNodes.Count <> 1 Then Return End If If Not TypeOf columnsTree.SelectedNodes(0).Tag Is DraggableGridColumn Then Return End If Dim column As UltraGridColumn = CType(columnsTree.SelectedNodes(0).Tag, DraggableGridColumn).Column columnsTree.DoDragDrop(column, DragDropEffects.All) End Sub In the DoDragDrop call, neither column (of type UltraGridColumn) nor column.Header (of type ColumnHeader) get accepted by the grid. I assume I'm sending the wrong type, and/or that the grid expects a special struct with some additional information. Unfortunately, I've also failed to catch an event (both on the column chooser side as well as on the grid side) where Infragistics's normal column chooser does this properly; the normal drag & drop events never seem to fire.

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  • How to use drag and drop within a UIScrollView

    - by user249488
    I am trying to drag and drop UIViews within a UIScrollView. I'd like the UIScrollView to scroll if I drag a UIView so that it intersects the top or bottom of the ScrollView. If it touches the top, it should scroll up. If it touches the bottom, it should scroll down. Once the UIView is moved such that it is no longer intersecting the top or bottom, the scrolling should stop. The first approach I tried was to start an NSTimer whenever I detected that the UIView intersected with the top or bottom of the scrollview. The timer would scroll the UIScrollView bit by bit until it was invalidated. This resulted in very jerky scrolling, since there is no way to predict when the timers will fire. My current approach is to simply scroll all the way to the top or bottom of the ScrollView, like this: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:1.0]; [self.parentScrollview setContentOffset:newOffset animated:NO]; [UIView commitAnimations]; In order to stop scrolling, I try to determine the position of the touch in the touchesMoved: delegate, and use that to calculate the contentOffset to use for the scrollView. The problem is, when I try to get the location in the view via [[touches anyObject] locationInView:self], I get the final end location, rather than the current location. I'm guessing that's because the contentOffset on the scrollView is set immediately. Is there a way to get the actual location of a touch in a situation like this? Or any other way to set the contentOffset when I interrupt the scrolling animation?

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  • Jquery Drag-Drop (Getting element being dropped into)

    - by Ryan
    I am trying to detect which cell an object is being dropped into. <table> <tr> <td class="weekday">Sun</td> <td class="weekday">Mon</td> <td class="weekday">Tue</td> <td class="weekday">Wed</td> <td class="weekday">Thu</td> <td class="weekday">Fri</td> <td class="weekday">Sat</td> </tr> <tr> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> <td class="droppable">&nbsp;</td> </tr> </table> <div class="draggable">Drag Me</div> on drop, how do i determine which day the div was dropped into. thanks for any help.

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  • Cocoa Drag and Drop, reading back the data

    - by kodai
    Ok, I have a NSOutlineView set up, and I want it to capture PDF's if a pdf is dragged into the NSOutlineView. My first question, I have the following code: [outlineView registerForDraggedTypes:[NSArray arrayWithObjects:NSStringPboardType, NSFilenamesPboardType, nil]]; In all the apple Docs and examples I've seen I've also seen something like MySupportedType being an object registered for dragging. What does this mean? Do I change the code to be: [outlineView registerForDraggedTypes:[NSArray arrayWithObjects:@"pdf", NSStringPboardType, NSFilenamesPboardType, nil]]; Currently I have it set up to recognize drag and drop, and I can even make it spit out the URL of the dragged file once the drag is accepted, however, this leads me to my second question. I want to keep a copy of those PDF's app side. I suppose, and correct me if I'm wrong, that the best way to do this is to grab the data off the clipboard, save it in some persistant store, and that's that. (as apposed to using some sort of copy command and literally copying the file to the app director.) That being said, I'm not sure how to do that. I've the code: - (BOOL)outlineView:(NSOutlineView *)ov acceptDrop:(id <NSDraggingInfo>)info item:(id)item childIndex:(NSInteger)childIndex { NSPasteboard *pboard = [info draggingPasteboard]; NSURL *fileURL; if ( [[pboard types] containsObject:NSURLPboardType] ) { fileURL = [NSURL URLFromPasteboard:pboard]; // Perform operation using the file’s URL } NSData *data = [pboard dataForType:@"NSPasteboardTypePDF"]; But this never actually gets any data. Like I said before, it does get the URL, just not the data. Does anyone have any advise on how to get this going? Thanks so much!

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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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  • HTML5 Drag n Drop File Upload

    - by Paris
    I'm running a website, where I'd like yo upload files with Drag 'n Drop, using HTML5's File Api and FileReader API. I have successfully managed to create a new FileReader, but I don't know how to upload the file. My code (javascript) is the following : holder = document.getElementById('uploader'); holder.ondragover = function () { $("#uploader").addClass('dragover'); return false; }; holder.ondragend = function () { $("#uploader").removeClass('dragover'); return false; }; holder.ondrop = function (e) { $("#uploader").removeClass('dragover'); e.preventDefault(); var file = e.dataTransfer.files[0], reader = new FileReader(); reader.onload = function (event) { //I shoud upload the file now... }; reader.readAsDataURL(file); return false; }; I also have a form (id : upload-form) and an input file field (id : upload-input). Do you have any ideas? P.S. I use jQuery, that's why there is $("#uploader") and others..

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  • WPF textbox derived control override drag&drop OnPreviewDrop (C sharp)

    - by Petr Klus
    Hi, I have been working on my custom control derived from the TextBox and I have encountered a problem I can not solve right now. Brief description of the problem: my textbox contains plain text which contains tags which I want to keep consistent - so far I have overriden text selection so they can be selected only as a whole tag etc. Right now I have moved to processing of drag&drop. If any text is dropped on the textfield and it is dropped on the tag, I want the insertion to be moved before or after the tag. The actual problem is with setting of the e.Handled=true. If I set it to true, it almost works - the text is inserted via my routine, but it is not removed from the source. If I set it to false, after executing my method the original textbox's insertion method is run. Is there any way to alter event routing? Or am I approaching this wrong from the start? Code of my method: protected override void OnPreviewDragEnter(DragEventArgs e) { base.OnPreviewDragEnter(e); e.Handled = true; // let us draw our very own caret... } protected override void OnPreviewDrop(DragEventArgs e) { base.OnPreviewDrop(e); fieldsReady = false; int selStart = this.SelectionStart; int selLength = this.SelectionLength; string droppedData = (string)e.Data.GetData(DataFormats.StringFormat); // where to insert Point whereDropped = e.GetPosition(this); int droppedIndex = GetCharacterIndexFromPoint(whereDropped, true); if (droppedIndex == this.Text.Length - 1) { double c = GetRectFromCharacterIndex(droppedIndex).X; if (whereDropped.X > c) droppedIndex++; } // only if the source was us, do this: if (this.SelectionLength > 0) // this means that we are dragging from our textbox! { // was there any selection? if so, remove it! this.Text = this.Text.Substring(0, selStart) + this.Text.Substring(selStart + selLength); e.Handled = true; // 2DO!! alter the indices depending on the removed selection // insertion this.Text = this.Text.Substring(0, droppedIndex) + droppedData + this.Text.Substring(droppedIndex); } }

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  • opening a fancybox from a drop down box and passing the selected value to it directly

    - by andy
    <select name="mySelectboxsituation_found" id="mySelectboxsituation_found"> <option value="100">Firecall</option> <option value="200">FireAlarm</option> <option value="300">FireAlarm2</option> <option value="400">FireAlarm4</option> </select> < a href="#" class="incidenttype" name="all" onClick="JavaScript:var dropdown=document.getElementById('mySelectboxsituation_found');this.href='main_situation_found.php?incident_maincateid='+dropdown.options[dropdown.selectedIndex].value;return true;"/>CLICK HERE < / a> function cleanUp(){ var subsituation_found1 = $("#fancybox- frame").contents().find('input:radio[name=incident_subcate]:checked').val(); } $(".incidenttype").fancybox({ 'width' : 900, 'height' : 600, 'autoScale': false, 'transitionIn': 'none', 'transitionOut': 'none', 'type': 'iframe', 'onCleanup': cleanUp ); }); clicking on "CLICK HERE" opens the fancybox and transfers the value selected in the drop down box. What I would like to do is open the fancy box when i change the value in the dropdown box...without having to click on the click here link.....i know it is posisble using something like _this....but i am not sure and am looking for some direction... ideally some thing like this ... <select name="mySelectboxsituation_found" id="mySelectboxsituation_found" onChange="JavaScript:var dropdown=document.getElementById('mySelectboxsituation_found');this.href='main_situation_found.php?incident_maincateid='+dropdown.options[dropdown.selectedIndex].value;return true;"> <option value="100">Firecall</option> <option value="200">FireAlarm</option> <option value="300">FireAlarm2</option> <option value="400">FireAlarm4</option> </select> does any have an idea how to do it.... I have also tried... function test_fan() { alert(document.getElementById('mySelectboxsituation_found').options[document.getElementById('mySelectboxsituation_found').selectedIndex].value); var dropval =document.getElementById('mySelectboxsituation_found').options[document.getElementById('mySelectboxsituation_found').selectedIndex].value; return dropval; } $(document).ready(function(){ $("#autostart").fancybox({ 'onStart':test_fan, 'width': 800, 'height': 700, 'type': 'iframe', href:'main_situation_found.php?incident_maincateid='+document.getElementById('mySelectboxsituation_found').options[document.getElementById('mySelectboxsituation_found').selectedIndex].value }); <a href="#" id="autostart" style="display:none"></a> <form><select id="mySelectboxsituation_found" onchange="$('#autostart').trigger('click');"> <option value="">select</option> <option value="100">option 1</option> <option value="200">trigger</option> <option value="300">option 3</option> <option value="400">option 4</option> </select> </form> the really funny that happens there is that .... on the alert id do get the value i selected so if i selected alert fancybox window 100 100 nothing shows up empty 200 200 100 300 300 200 400 400 300 the fancybox seems to me the the previously selected values and i am not sure why that is happening... thanks andy

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  • Is there a tool to copy a folder using shadow copy?

    - by Borek
    Is there a tool similar to Robocopy or TeraCopy that would do a "shadow copy" of a folder? I'm not sure if this is technically possible on Windows 7 but what I'd like to find a utility that, when I execute the "copy" command, would create a fixed copy of that folder at that given time and then copy the result over to another location. What I'd like to achieve are consistent copies of folders that might be currently in use. Is this possible on Windows? Is there any user friendly utility to help with this?

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  • Disabling drop shadows around windows or the menu bar

    - by Lri
    Nocturne can disable most shadows, but only in night mode. There's an annoying flash whenever it switches to night mode. (Eg when it's launched.) Also, it doesn't remove the shadow on the menubar. Sympa at MacThemes forums has posted a .psd file with a layer that cancels out the shadow under the menu bar. However it only works if that area of the desktop picture has a low enough brightness. Applications that cover the desktop (like DeskShade) also cover the menu bar's shadow. It's not a real solution though. Unsanity's ShadowKiller stopped working in 10.5. (The website still says NOT compatible with Mac OS X 10.6 Leopard. ;)) WindowShade X doesn't have any shadow-tweaking features anymore. Being able to decrease the shadow radius would be fine as well. osx - How do I decrease the window shadow in Mac OS X? - Super User doesn't have any solutions though. No, I don't mean defaults write com.apple.screencapture disable-shadow -bool yes. This seems like something that might just be possible without any extra applications. Or at least something that other applications besides Nocturne should support. So does anyone know any better solutions?

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  • DFS-R + Volume Shadow Services - Run VSS at all locations or one?

    - by pbarranis
    I have 4 servers, one at each office location, each sharing read/write copies of 1.5TB of data. Changes are replicated 24/7 between all 4 servers via DFS-R. All servers run Windows 2008 R2. I'm interested in implementing VSS (Volume Shadow Services) on this data. I've read that DFS-R and VSS play nicely together, but I'm left with one unanswered question: turn on VSS at all locations or just one (the headquarters). Can I run VSS at all 4 locations safely, or is it wiser to run it at just 1 location? Thanks!

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  • Tool that automatically keeps old versions of a file? Shadow Copy in Win7?

    - by Michael Stum
    When I'm working with a Graphics App, I press CTRL+S a lot to Quicksave. Sometimes, I just went too far and made a bad decision, sometimes to the point Undo wouldn't help either. I would love to retain old versions of a file. Normally, Source Control would be of use here, but that's a manual process (same as just making some copies). I wonder if there is an automatic way to do that? Everytime the file changes, keep a backup. I believe that in Windows Server, Shadow Copies can do that. When I check in my Windows 7 (Ultimate), I do see "Previous Versions" as a tab, but that seems to be part of the backup function which is once again manual. Is there a way to get that type of automatic versioning?

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  • Volume Shadow Copy based backup that works with TrueCrypt?

    - by jasonh
    I have enabled whole-drive encryption on my external drive to comply with my company's requirements about data security. I want to be able to make a backup of files on the drive, even while they're in use. Is there any program out there that uses Volume Shadow Copy for backup and also works with a TrueCrypt encrypted drive? I have tried Windows Backup and Macrium Reflect and both act like the drive isn't connected, even though TrueCrypt has mounted it. It would be really nice if there was something that was free, but in order for that to work, it also has to work for commercial purposes since this is my company laptop I'm trying to backup.

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  • 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?

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  • Analytics - Where do my drop offs go?

    - by BadCash
    I have a website set up with Google Analytics (through the Wordpress plugin "Google Analytics for WordPress" by Joos de Valk). When I check out the visitors flow in Google Analytics, it shows something like this: (home) - 43% drop-offs /page-2/ - 10% drop-offs ... etc ... I have also set up events for external links. My main "goal" of the website is to drive traffic to my Android app on Google Play, so I have a couple of different links to that that are all set up as events. Everything seems to be working, my events show up when I go to Content - Events in Google Analytics. However, it seems to me that some percentage of the users that are reported as "drop-offs" in fact have clicked on one of the external links. But there's no info about the reason of those drop-offs in the Visitors flow-chart. I can of course check out each specific event category, event action and set "other" to Content/Page, which (I guess) shows the number of visitors who triggered a specific event on a specific page. It just seems like such a complicated way of going about this! So, is there a way to get a more detailed picture, including events, in the Visitors flow chart? Something like: (home) - 43% drop-offs Event Action: "Google Play"=50%, "Youtube"=10%, (not set)=40%

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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  • How can I drag and drop a xaml activity to a WF4 rehosted designer?

    - by Louis Rhys
    I understand that the WorkflowDesigner can receive a dragged item in several ways, for example: By dragging an item from the toolbox and dropping it on the designer: an empty activity of that type will be inserted on the designer at the drop location. One can also drag an activity from the designer and drop it on another location in the designer, the dragged activity will be inserted at the drop location as well. Is it possible that similar to these two drag and drop mechanism, I can drag a xaml activity to the designer? What I have in mind is this, Let's say you have a ListView containing several xaml files. I want to be able to drag one of the ListView items (ie one of the xaml files), and when I drag it over the designer it will act as if I drag something from the toolbox (except the activity will be supplied from the xaml). I know I can create a runtime Activity from the file by using ActivityXamlServices.Load(filename), and I want this activity to be inserted at the drop location. But how to tell the application to understand this when I drag and drop?

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  • 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?

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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