Search Results

Search found 347 results on 14 pages for 'keycode'.

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

  • Blackberry custom OVERLAY horizontal menu

    - by Dachmt
    Thanks to Max in this post, I made an horizontal menu. But now I'm trying to make an overlay menu, i I don't find how to do that... Let's see what i got first. So, I have a class MapScreen which display my map: public class MapScreen extends MenuScreen Then, I have in the same file the MenuScreen class like this that allows to display the horizontal menu when I press the MENU key: abstract class MenuScreen extends MainScreen { boolean mMenuEnabled = false; CyclicHFManager mMenuManager = null; public MenuScreen() { mMenuManager = new CyclicHFManager(); mMenuManager.setBorder(BorderFactory.createBevelBorder(new XYEdges(4, 0, 0, 0), new XYEdges(Color.DARKBLUE, 0, 0, 0), new XYEdges( Color.WHITE, 0, 0, 0))); mMenuManager.setBackground(BackgroundFactory .createLinearGradientBackground(Color.DARKBLUE, Color.DARKBLUE, Color.LIGHTBLUE, Color.LIGHTBLUE)); for (int i = 0; i < 10; i++) { Bitmap nBitmap = new Bitmap(60, 60); Graphics g = new Graphics(nBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.WHITE); g.drawRect(0, 0, 60, 60); Font f = g.getFont().derive(Font.BOLD, 40); g.setFont(f); String text = String.valueOf(i); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); Bitmap fBitmap = new Bitmap(60, 60); g = new Graphics(fBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.GOLD); g.drawRect(0, 0, 60, 60); g.setFont(f); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); BitmapButtonField button = new BitmapButtonField(nBitmap, fBitmap); button.setCookie(String.valueOf(i)); button.setPadding(new XYEdges(0, 18, 0, 18)); button.setChangeListener(new FieldChangeListener() { public void fieldChanged(Field field, int context) { Dialog.inform("Button # " + (String) field.getCookie()); } }); mMenuManager.add(button); } } protected boolean keyDown(int keycode, int time) { if (Keypad.KEY_MENU == Keypad.key(keycode)) { if (mMenuManager.getManager() != null) { delete(mMenuManager); mMenuManager.mCyclicTurnedOn = false; } else { add(mMenuManager); mMenuManager.getField(2).setFocus(); mMenuManager.mCyclicTurnedOn = true; } return true; } else { return super.keyDown(keycode, time); } }} And finally my menu manager: public class CyclicHFManager extends HorizontalFieldManager { int mFocusedFieldIndex = 0; public boolean mCyclicTurnedOn = false; public void focusChangeNotify(int arg0) { super.focusChangeNotify(arg0); if (mCyclicTurnedOn) { int focusedFieldIndexNew = getFieldWithFocusIndex(); if (focusedFieldIndexNew != mFocusedFieldIndex) { if (focusedFieldIndexNew - mFocusedFieldIndex > 0) switchField(0, getFieldCount() - 1); else switchField(getFieldCount() - 1, 0); } } else { mFocusedFieldIndex = getFieldWithFocusIndex(); } } private void switchField(int prevIndex, int newIndex) { Field field = getField(prevIndex); delete(field); insert(field, newIndex); }} So as it is like this, it is working: when I press the MENU key, the menu appears, i can navigate between buttons, and it disappear when I press again the same key. The only problem is my menu isn't overlaying my map, it pushes the content up. I tried with the menu manager like in your first response, resizing the content manager but it is the same result. Max gave me the link http://stackoverflow.com/questions/1497073/blackberry-fields-layout-animation to do so, but I really don't know how to use it to make it work in my project... Thank you for your help! UPDATE This works great, it's what I wanted. However, I still have a problem because I'm under 4.5. So first in the MenuHostManager constructor, I deleted the USE_ALL_HEIGHT and change setPositionChild(mMenuManager, 0, Display.getHeight() - mMenuManager.getPreferredHeight()); like this to have the menu at the bottom of the screen. It worked. Then, instead of drawing my bitmaps, I did this: Bitmap nBitmap = EncodedImage.getEncodedImageResource("menu" + i + ".png").getBitmap(); BitmapButtonField button = new BitmapButtonField(nBitmap, nBitmap); And it worked too (no rollover for now, later). So it is great! I also overwrite the Paint method of my CyclicHFManager to have a background color, because I can't use the BorderFactory and BackgroundFactory... My menu bar has a color for now so it's ok. Then, because of these 2 classes missing, in my BitmapButtonField I had to delete the 2 setBorder functions that change the borders. And now i have my buttons pretty big like normal buttons with borders... How can I make the same effect as the setBorder functions under 4.5? (BTW, setBorder is not working under 4.5 too...). Thank you!

    Read the article

  • Android application displays black screen after running

    - by frgnvola
    When I click "Run as an Android Application" on Eclipse, the following is displayed in the console [2014-06-05 20:07:18 - StudentConnect] Android Launch! [2014-06-05 20:07:18 - StudentConnect] adb is running normally. [2014-06-05 20:07:18 - StudentConnect] Performing sandhu.student.connect.SplashActivity activity launch [2014-06-05 20:07:18 - StudentConnect] Using default Build Tools revision 19.0.0 [2014-06-05 20:07:18 - StudentConnect] Refreshing resource folders. [2014-06-05 20:07:18 - StudentConnect] Using default Build Tools revision 19.0.0 [2014-06-05 20:07:18 - StudentConnect] Starting incremental Pre Compiler: Checking resource changes. [2014-06-05 20:07:18 - StudentConnect] Nothing to pre compile! [2014-06-05 20:07:18 - StudentConnect] Starting incremental Package build: Checking resource changes. [2014-06-05 20:07:18 - StudentConnect] Using default Build Tools revision 19.0.0 [2014-06-05 20:07:18 - StudentConnect] Skipping over Post Compiler. [2014-06-05 20:07:20 - StudentConnect] Application already deployed. No need to reinstall. [2014-06-05 20:07:20 - StudentConnect] Starting activity sandhu.student.connect.SplashActivity on device 0f0898b2 [2014-06-05 20:07:21 - StudentConnect] ActivityManager: Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=sandhu.student.connect/.SplashActivity } [2014-06-05 20:07:21 - StudentConnect] ActivityManager: Warning: Activity not started, its current task has been brought to the front After deployed to my phone, it only displays a black screen. I recently implemented a splash screen, but it was working fine before; however I think it might have something to do with the problem. Here are my java and xml files: MainActivity.java package sandhu.student.connect; import android.app.Activity; import android.os.Bundle; import android.view.KeyEvent; import android.view.View; import android.webkit.WebSettings; import android.webkit.WebView; import android.webkit.WebViewClient; public class MainActivity extends Activity { public WebView student_zangle; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); WebView student_zangle = (WebView) findViewById(R.id.student_zangle); student_zangle.loadUrl("https://zangleweb01.clovisusd.k12.ca.us/studentconnect/"); student_zangle.setWebViewClient(new WebViewClient()); student_zangle.setScrollBarStyle(View.SCROLLBARS_INSIDE_OVERLAY); WebSettings settings = student_zangle.getSettings(); settings.setJavaScriptEnabled(true); settings.setBuiltInZoomControls(true); settings.setLoadWithOverviewMode(true); settings.setUseWideViewPort(true); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { WebView student_zangle = (WebView) findViewById(R.id.student_zangle); if ((keyCode == KeyEvent.KEYCODE_BACK) && student_zangle.canGoBack()) { student_zangle.goBack(); return true; } else { finish(); } return super.onKeyDown(keyCode, event); } } activity_main.xml <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@drawable/blue" tools:context=".MainActivity" > <WebView android:id="@+id/student_zangle" android:layout_width="match_parent" android:layout_height="match_parent" /> </RelativeLayout> SplashActivity.java package sandhu.student.connect; import android.os.Bundle; import android.preference.PreferenceActivity; public class SplashActivity extends PreferenceActivity { @SuppressWarnings("deprecation") @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); addPreferencesFromResource(R.xml.prefs); } } splash_activity.xml <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@drawable/blue" android:orientation="vertical" > <ImageView android:id="@+id/imageView1" android:layout_width="250dp" android:layout_height="100dp" android:layout_alignParentTop="true" android:layout_centerHorizontal="true" android:layout_marginTop="145dp" android:contentDescription="@string/zangle_logo" android:src="@drawable/logo" /> </RelativeLayout> Also, here is a full copy of the logcat error output: 06-05 20:19:46.698: E/Watchdog(817): !@Sync 1952 06-05 20:20:09.971: E/memtrack(16438): Couldn't load memtrack module (No such file or directory) 06-05 20:20:09.971: E/android.os.Debug(16438): failed to load memtrack module: -2 06-05 20:20:11.012: E/memtrack(16451): Couldn't load memtrack module (No such file or directory) 06-05 20:20:11.012: E/android.os.Debug(16451): failed to load memtrack module: -2 06-05 20:20:11.202: E/EnterpriseContainerManager(817): ContainerPolicy Service is not yet ready!!! Please help me figure out what is wrong, or at least point me in the right direction. Thanks in advance.

    Read the article

  • Unity AddExplosionForce not doing anything

    - by Zero
    Recently I've started learning Unity3D. I'm working on a game as an exercise in which you control a space ship and have to dodge asteroids. If you feel like it's getting a bit too much you can hit the space bar, emitting a blast in all directions that repulses nearby asteroids. To create this blast I have the following code: public class PlayerBlastScript : MonoBehaviour { public ParticleSystem BlastEffect; // Update is called once per frame void Update () { if (Input.GetKeyUp(KeyCode.Space)) { Fire(); } } public void Fire() { ParticleEmitter effect = (ParticleEmitter) Instantiate (BlastEffect, transform.position, Quaternion.identity); effect.Emit(); Vector3 explosionPos = transform.position; Collider[] colliders = Physics.OverlapSphere(explosionPos, 25.0f); foreach(Collider hit in colliders) { if (!hit) { continue; } if (hit.rigidbody) { hit.rigidbody.AddExplosionForce(5000.0f, explosionPos, 100.0f); } } } } Even though the blast effect appears, the asteroids are not affected at all. The asteroids are all rigid bodies so what's the problem?

    Read the article

  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

    Read the article

  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

    Read the article

  • Script at Startup

    - by OttoRobba
    I'm using 10.10 and I need to run a script in order to get a windows-like international keyboard layout - basically, it changes how dead keys work. (Original script from this page http://t.tam.atbh.us/en/win-us-intl-4-linux/ ) Since I can't seem to manage to get it going from boot, I have to run a custom script to launch any application. The script: export GTK_IM_MODULE=xim setxkbmap us intl xmodmap -e 'keycode 48 = dead_acute dead_diaeresis dead_acute dead_diaeresis acute diaeresis' application_name So if I put abiword in the application_name, it runs abiword respecting the keyboard script. Ideally, the original script would start at boot and then any applications I use would function with it - just like what happens if I run it first in Terminal (without the app_name line) and then run apps from it. I tried to make the script run from boot by adding it to /etc/rc.local but to no avail. Tried to add it to init.d but that also didn't work. If anyone can help, I'd be most grateful.

    Read the article

  • Map function+backspace to delete

    - by Espressofa
    I'm used to Apple laptops, on which Function + Backspace is mapped to Delete. I'm also okay with Shift + Backspace. Is there a way to obtain this? Note, I'm using Xmonad and have some keyboard modifications set up with xmodmap but have very little understanding of how it works. I've tried xmodmap -e "keycode 22 = BackSpace KP_Delete BackSpace BackSpace", which works in some applications but is ignored by my terminal. I've seen this question but it seems KDE-specific. I would prefer not to have to use some GUI.

    Read the article

  • How do I switch the Command key and Control key on a MacBook Pro (12.04)?

    - by kalaracey
    I have scoured the web, and I can't seem to get Xmodmap / anything to work properly. I want to swap BOTH my Command keys with my Control key - in essence, inverting what they do currently. How would I do that? I tried xmodmap -e "keycode 133 = Control_L" and corresponding commands for keycodes 134 (right command) and 37 (control left). I even tried these commands, plus xmodmap -pke > ~/.Xmodmap and xmodmap ~/.Xmodmap in .xinitrc. My end goal is I want HUD / Dash to come up when I click control and command to functional control, i.e., control-v is a commond shortcut to paste, i would click command-v

    Read the article

  • How do I switch the Command key and Control key on a MacBook Pro?

    - by kalaracey
    I have scoured the web, and I can't seem to get Xmodmap / anything to work properly. I want to swap BOTH my Command keys with my Control key - in essence, inverting what they do currently. How would I do that? I tried xmodmap -e "keycode 133 = Control_L" and corresponding commands for keycodes 134 (right command) and 37 (control left). I even tried these commands, plus xmodmap -pke > ~/.Xmodmap and xmodmap ~/.Xmodmap in .xinitrc. My end goal is I want HUD / Dash to come up when I click control and command to functional control, i.e., control-v is a commond shortcut to paste, i would click command-v

    Read the article

  • Battery charging is flickering [closed]

    - by Michael
    A few days ago my notebook started to bug around with charging the battery. When the battery is not absent notebook runs smoothly. Until I plug in the battery. Then it starts to charge but immediately stops and restarts charging and stops and so on. If the notebook is not running battery seems to charge well (LED is not blinking). And LED is not blinking intermittently. Seems to be arbitrary. Does it have something to do with that? This happens every second. [13354.078696] keyboard: can't emulate rawmode for keycode 240

    Read the article

  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

    Read the article

  • Capslock as modifier key for AutoKey

    - by nil
    I want to use Capslock as a modifier key for AutoKey shortcuts, and I've successfully remapped it to its own custom key using the terminal command xmodmap -e 'clear Lock' -e 'keycode 66 = F13'. However, AutoKey seems to only allow the modifiers Ctrl Shift Alt Super when setting shortcuts. As a work-around, could I somehow define the shortcuts within the script itself? Would this even be the most efficient work-around? P.S. I found a relevant page, though I'm not exactly sure how to implement it. P.P.S. I found a cheap way to do this by mapping Capslock to Shift+Alt and then setting all appropriate shortcuts in AutoKey with the modifier Shift+Alt. However, I'd really prefer having Capslock as its own modifier. Any help would be appreciated.

    Read the article

  • Storing objects in the array

    - by Ockonal
    Hello, I want to save boost signals objects in the map (association: signal name ? signal object). The signals signature is different, so the second type of map should be boost::any. map<string, any> mSignalAssociation; The question is how to store objects without defining type of new signal signature? typedef boost::signals2::signal<void (int KeyCode)> sigKeyPressed; mSignalAssociation.insert(make_pair("KeyPressed", sigKeyPressed())); // This is what I need: passing object without type definition mSignalAssociation["KeyPressed"] = (typename boost::signals2::signal<void (int KeyCode)>()); // One more trying which won't work. And I don't want use this sigKeyPressed mKeyPressed; mSignalAssociation["KeyPressed"] = mKeyPressed; All this tryings throw the error: /usr/include/boost/noncopyable.hpp: In copy constructor ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’: In file included from /usr/include/boost/signals2/detail/signals_common.hpp:17:0, /usr/include/boost/noncopyable.hpp:27:7: error: ‘boost::noncopyable_::noncopyable::noncopyable(const boost::noncopyable_::noncopyable&)’ is private /usr/include/boost/signals2/signal_base.hpp:22:5: error: within this context ---------- /usr/include/boost/signals2/detail/signal_template.hpp: In copy constructor ‘boost::signals2::signal1<void, int&, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’: In file included from /usr/include/boost/preprocessor/iteration/detail/iter/forward1.hpp:52:0, /usr/include/boost/signals2/detail/signal_template.hpp:578:5: note: synthesized method ‘boost::signals2::signal_base::signal_base(const boost::signals2::signal_base&)’ first required here from /usr/include/boost/signals2.hpp:16, --------- /usr/include/boost/signals2/preprocessed_signal.hpp: In copy constructor ‘boost::signals2::signal<void(int)>::signal(const boost::signals2::signal<void(int)>&)’: In file included from /usr/include/boost/signals2/signal.hpp:36:0, /usr/include/boost/signals2/preprocessed_signal.hpp:42:5: note: synthesized method ‘boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>::signal1(const boost::signals2::signal1<void, int, boost::signals2::optional_last_value<void>, int, std::less<int>, boost::function<void(int)>, boost::function<void(const boost::signals2::connection&, int)>, boost::signals2::mutex>&)’ first required here from /home/ockonal/Workspace/Projects/Pseudoform-2/include/Core/Systems.hpp:6,

    Read the article

  • what browser is document.layers sniffing?

    - by mkoryak
    I am looking at some JS code from the 20th century, and they are using document.layers in code that is trying to get the current key code. What browser are they sniffing for? i am about to replace the code with something like this: var fn = function(event){ event = event || window.event; var code = event.charCode || event.keyCode; } but i am afraid of breaking something arcane and releasing the evil

    Read the article

  • I'm capturing keys on my WinForm but I'm trying to see if the pressed key is a 'String' - getting an

    - by Sergio Tapia
    Here's my code: void gkh_KeyDown(object sender, KeyEventArgs e) { if (e.KeyCode == neededLetter as Keys) { if (neededLetter == "n") { neededLetter = "o"; } else if (neededLetter == "o") { neededLetter = "t"; } else if (neededLetter == "t") { neededLetter = "e"; } else if (neededLetter == "e") { this.Show(); } } else { neededLetter = "n"; } } I'm getting an error on the first If block: The as operator must be used with a reference type or nullable type

    Read the article

  • check keyboard state without using KeyboardEvent in AS3

    - by Pieter888
    Is it possible to check for pressed keys without using the KeyboardEvent? I have an ENTER_FRAME event setup called enterFrameHandler and I want to check within the function enterFrameHandler if any keys are pressed. normally when using a KeyboardEvent I could check for keys easily using a switch that checks the KeyCode of the event, but in an ENTER_FRAME event this isn't possible for me. Is there any other way of checking the keyboard's state within the ENTER_FRAME event?

    Read the article

  • Is there way to extend jQuery to handle a custom enter key event?

    - by Ken
    I write the following code all the time to handle when the enter key pressed: $("#selectorid").keypress(function (e) { if (e.keyCode == 13) { var targetType = e.originalTarget ? e.originalTarget.type.toLowerCase() : e.srcElement.tagName.toLowerCase(); if (targetType != "textarea") { e.preventDefault(); e.stopPropagation(); // code to handler enter key pressed } } }); Is there a way to extend jQuery so that I could just write: $("#selectorid").enterKeyPress(fn);

    Read the article

  • Capturing Ctrl-Alt-Del in JavaScript/jQuery

    - by AJ
    While just playing with jQuery/JavaScript I ran across this problem. I could capture Alt and Ctrl keys but NOT Del and certainly not all of them together. $(document).ready(function() { $("#target").keydown(function(event) { if (event.ctrlKey && event.altKey && event.keyCode == '46') { alter("Ctrl-Alt-Del combination"); } }); }); Is it possible to capture all these three keys together?

    Read the article

  • IE not triggering keyboard event on a form with ONE FIELD

    - by raj
    I'm seeing my Friend's code here... <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML> <HEAD> <TITLE> Check action </TITLE> <script> function detectEvent(){ if(window.event.keyCode==13) { alert("you hit return!"); } } </script> </HEAD> <BODY> <form name="name1" onkeyup="detectEvent()" action="page2.html"> <p> Field1 <input type="text" id="text1"/> </p> </form> </BODY> </HTML> and when he tried entering a value in the textbox and pressed enter, it did not call the detectEvent(). I said, it'll always call onSubmit on enter button..... and he surprised me, <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML> <HEAD> <TITLE> Check action </TITLE> <script> function detectEvent(){ if(window.event.keyCode==13) { alert("you hit return!"); } } </script> </HEAD> <BODY> <form name="name1" onkeyup="detectEvent()" action="page2.html"> <p> Field1 <input type="text" id="text1"/> </p> <p> Field1 <input type="text" id="text2"/> </p> </form> </BODY> </HTML> Now press enter, The function gets called..... Why so!? Why onKeyUp not called on forms with just one field.!!! am i missing something?

    Read the article

  • Send an onclick to a dropdown list

    - by P Nelson
    Is it possible to show the list of items in a dropdown list when the user presses the up or down arrow keys, when focus is on that dropdown control? I think this would involve sending an onclick to the dropdown list using onkeydown for Keycode 38(arrow up) & 40(arrow down)? But I cannot figure out how to do this.

    Read the article

  • what will be the code to move to previous textfield ?

    - by rajesh
    i have the code if i press down button it goes to next textfield but to go to previous textfield what should be the code ... <html> <head> <script language="JavaScript"> function handleKeyDownEvent(elementRef,eventRef) { var charCode = (window.event) ? eventRef.keyCode : eventRef.which; //alert(charCode); // Arrow keys (37:left, 38:up, 39:right, 40:down)... if (charCode == 40) { if (window.event) window.event.keyCode = 9; else event.which = 9; return true; } return true; } </script> </head> <body> <table width="433" border="1" cellspacing="0" cellpadding="0"> <tr> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> </tr> <tr> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> <td width="235" align="center"><input type="text" onKeyDown="handleKeyDownEvent(this,event);" onKeyUp="handleKeyUpEvent(this,event);"></td> </tr> <tr> <td> <input type="radio" id="check" name="check" checked> </td> <td> <input type="radio" id="check" name="check" checked> </td> </tr> <tr> <td><input type="checkbox" id="check" name="check"></td> <td><input type="checkbox" id="check" name="check"></td> </tr> </table> </body> </html>

    Read the article

  • Spinning a circle in J2ME using a Canvas.

    - by JohnQPublic
    Hello all! I have a problem where I need to make a multi-colored wheel spin using a Canvas in J2ME. What I need to do is have the user increase the speed of the spin or slow the spin of the wheel. I have it mostly worked out (I think) but can't think of a way for the wheel to spin without causing my cellphone to crash. Here is what I have so far, it's close but not exactly what I need. class MyCanvas extends Canvas{ //wedgeOne/Two/Three define where this particular section of circle begins to be drawn from int wedgeOne; int wedgeTwo; int wedgeThree; int spinSpeed; MyCanvas(){ wedgeOne = 0; wedgeTwo = 120; wedgeThree = 240; spinSpeed = 0; } //Using the paint method to public void paint(Graphics g){ //Redraw the circle with the current wedge series. g.setColor(255,0,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeOne, 120); g.setColor(0,255,0); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeTwo, 120); g.setColor(0,0,255); g.fillArc(getWidth()/2, getHeight()/2, 100, 100, wedgeThree, 120); } protected void keyPressed(int keyCode){ switch (keyCode){ //When the 6 button is pressed, the wheel spins forward 5 degrees. case KEY_NUM6: wedgeOne += 5; wedgeTwo += 5; wedgeThree += 5; repaint(); break; //When the 4 button is pressed, the wheel spins backwards 5 degrees. case KEY_NUM4: wedgeOne -= 5; wedgeTwo -= 5; wedgeThree -= 5; repaint(); } } I have tried using a redraw() method that adds the spinSpeed to each of the wedge values while(spinSpeed0) and calls the repaint() method after the addition, but it causes a crash and lockup (I assume due to an infinite loop). Does anyone have any tips or ideas how I could automate the spin so you do not have the press the button every time you want it to spin? (P.S - I have been lurking for a while, but this is my first post. If it's too general or asking for too much info (sorry if it is) and I either remove it or fix it. Thank you!)

    Read the article

  • javascript div movement not working

    - by William
    For some reason I can't move this div at all. Can anyone help me out with why this won't work? <!DOCTYPE html> <html lang="en"> <head> <title>Move Div Test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #ffffff;} #box { position: absolute; left: 610px; top: 80px; height: 50px; width: 50px; background-color: #ff0000;} </style> <script type="text/javascript"> document.onkeydown=function(event){keyDown(event)}; document.onkeyup=function(event){keyUp(event)}; var box = document.getElementById('box'); var speed = 5; var keys = new Array(256); var i = 0; for (i = 0;i <= 256; i++){ keys[i] = false; } function keyDown(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = true; } function keyUp(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = false; } function update(){ if(keys[37]) box.style.left = parseInt(box.style.left) - speed + "px"; if(keys[39]) box.style.left = parseInt(box.style.left) + speed + "px"; if(keys[38]) box.style.top = parseInt(box.style.top) - speed + "px"; if(keys[40]) box.style.top = parseInt(box.style.top) + speed + "px"; } setInterval('update();', 1000/60); </script> </head> <body> <div id="box">blah</div> </body> </html>

    Read the article

  • why does .apk is not getting installed in android emulator ?

    - by Saravana
    I tried the following code with android 2.3.3 (AVD). When i run this code it waits saying Waiting for HOME ('android.process.acore') to be launched... but keeps on waiting. So i tried running second time .. this time it says [2011-03-04 12:28:39 - DialANumber] Uploading DialANumber.apk onto device 'emulator-5554' [2011-03-04 12:28:39 - DialANumber] Installing DialANumber.apk... [2011-03-04 12:29:14 - DialANumber] HOME is up on device 'emulator-5554' [2011-03-04 12:29:14 - DialANumber] Uploading DialANumber.apk onto device 'emulator-5554' [2011-03-04 12:29:14 - DialANumber] Installing DialANumber.apk... and after some time fails with [2011-03-04 12:31:37 - DialANumber] Failed to install DialANumber.apk on device 'emulator-5554! [2011-03-04 12:31:37 - DialANumber] (null) [2011-03-04 12:31:39 - DialANumber] Launch canceled! the code follows: package com.DialANumber; import android.app.Activity; import android.content.Intent; import android.net.Uri; import android.os.Bundle; import android.view.KeyEvent; import android.view.View; import android.widget.Button; import android.widget.EditText; import android.widget.LinearLayout; public class DialANumber extends Activity { EditText mEditText_number = null; LinearLayout mLinearLayout_no_button = null; Button mButton_dial = null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mLinearLayout_no_button = new LinearLayout(this); mEditText_number = new EditText(this); mEditText_number.setText("5551222"); mLinearLayout_no_button.addView(mEditText_number); mButton_dial = new Button(this); mButton_dial.setText("Dial!"); mLinearLayout_no_button.addView(mButton_dial); mButton_dial.setOnClickListener(new View.OnClickListener() { public void onClick(View v) { performDial(); } }); setContentView(mLinearLayout_no_button); } public boolean onKeyDown(int keyCode, KeyEvent event) { if (keyCode == KeyEvent.KEYCODE_CALL) { performDial(); return true; } return false; } public void performDial(){ if(mEditText_number!=null){ try { startActivity(new Intent(Intent.ACTION_CALL, Uri.parse("tel:" + mEditText_number.getText()))); } catch (Exception e) { e.printStackTrace(); } }//if } } I am just starting to learn developing android apps. please help me out.. Thanks.

    Read the article

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