I dont really understand the utility of this event type. It seems to appear at the same time as the VIDEORESIZE event but it does not have any attribute like the QUIT event. The official documentation of pygame events does not talk about this one http://www.pygame.org/docs/ref/event.html... Does anyone know why this event type was created ?
From the pygame.display documentation:
Hardware displays that draw direct to the screen will get pygame.VIDEOEXPOSE events when portions of the window must be redrawn.
Related
I'm creating a little developer console for an AS3 AIR application, I'm wanting F12 to add the toggle the display of the console screen but I don't want to litter my program with a bunch of calls to the Console to show or hide it, I also don't really want to be re-creating the console on different screens of my application.
I'm wondering if there's a way or a place I can put my keyboard event to toggle the display that will handle it across the entire application? At the moment I've tried putting it into my Main class which calls the first screen in the hopes that would be able to handle it but as soon as I click on another screen my eventListener isn't called.
Any ideas?
You could add your event listener to FlexGlobals.topLevelApplication instead of specific views, this would achieve the reduction you require
For true application level keyboard handling, attach the listener on the NativeApplication.nativeApplication object.
NativeApplication.nativeApplication.addEventListener(KeyboardEvent.KEY_DOWN, toggleDevConsole,false,0,true);
Attaching the listener to the stage will only work when that particular stage (window) has the focus. This will become an issue if your application has multiple windows that require interaction.
For single window applications, either will work.
Woops, I'm not quite with it today!
For future reference I added the event listener to the Stage in my Main function and it's being picked up every time.
stage.addEventListener(KeyboardEvent.KEY_DOWN, toggleDevConsole, false, 0, true);
I am using the Map control in Windows Phone 8.
I need to implement a page where user can select his location using the map control.
I am trying to know when the app was first manipulated by the user.
Some background info:
I saw that when the control is shown, it automatically centers the world map, and CenterChanged event is raised.
I am not able to understand how ManipulationStarted, ManipulationDelta and ManipulationCompleted work.
the first time I drag, ManipulationStarted is not called, only ManipulationCompleted.
I could consider the first manipulation by user as being the 2nd time the CenterChanged is fired.
But this is a hack or a guess, I am not happy not having a good understanding how it works.
The Map control intercepts and handles Manipulation events and as such you don't get all of them. Remember, once routed events are marked at e.Handled=true they no longer bubble up.
Depending on your Scenario WP8 exposes the UseOptimizedManipulationRouting property which might prove useful. Setting UseOptimizedManipulationRouting=false causes Map, Pivot and other controls to not swallow events for nested controls.
If that doesn't help, have a look at the following Nokia Wiki article where the author ran into the same problem as you did and used Touch.FrameReported to get out of it # http://www.developer.nokia.com/Community/Wiki/Real-time_rotation_of_the_Windows_Phone_8_Map_Control
Creating an application that requires BOTH gesture(swipe) support as well as simple touch events. I understand that one limiation of the built-in touch support in actionscript is that you must choose either Gesture OR Touch events as input.
So I was wondering if you can easily simulate gesture events using the TouchEvent.TOUCH_BEGIN +TouchEvent.TOUCH_END events? Are they essentially the same thing as using Gesture events?
I believe you'll be able to simulate the gestures appropriately by using the touch events. Each time a finger goes down a temporary id is assigned to it so you can easily tell if this is the first or second finger down. In terms of them being the same, it's not exactly the same since the GestureEvents seem to be all dependent on the mobile OS to report as gestures instead of just as touches so any calculation for deltas (or whatever else) would be handled by the OS already instead of you doing it (with the overhead of the VM). http://help.adobe.com/en_US/as3/dev/WS1ca064e08d7aa93023c59dfc1257b16a3d6-7ffd.html
Try making gestureevents with touchevents. There are lots of properties that can easily be converted / combined.
I'm trying to make a google maps style interface for a design project. I've got the drag/drop and zoom functions working, but I also want to make it react to gestures on a trackpad (macbook). I assumed 'listening' to the event.delta of a MouseEvent would do the trick, but somehow it's not working. So what's wrong with my code?
stage.addEventListener(MouseEvent.MOUSE_WHEEL, onMouseWheelEvent);
function onMouseWheelEvent(event:MouseEvent):void {
tafelOrigineel_mc.y += event.delta;
}
I have loaded the flash MouseEvents earlier in the document, so that shouldn't be the problem. After I got this working, I will try to use it on the x-axis too. Is that possible with the MOUSE_WHEEL eventlistener?
Thx in advance
It is a long time problem regarding flash player on MacOS.
MOUSE_WHEEL event won't dispatch on MacOS. Though there are some workarounds involving the use of JavaScript to detect the use of the wheel (over the entire flash content), if it isn't a issue, try checking one of those.
There is a list in this blog post:
http://www.impossibilities.com/v4/2009/03/06/flash-mousewheel-implementations-for-mac-os-x/
What I'm trying to do is very simple:
open the marker's info window only if the user has hovered on the marker for longer than x millisecond.
I can't find how to do this anywhere. I would appreciate a little code snippet to show me how to set this up!
The jQuery HoverIntent plugin might be able to help you
http://cherne.net/brian/resources/jquery.hoverIntent.html
hoverIntent is a plug-in that attempts to determine the user's intent... like a crystal ball, only with mouse movement! It works like (and was derived from) jQuery's built-in hover. However, instead of immediately calling the onMouseOver function, it waits until the user's mouse slows down enough before making the call.
Actually I finally found the solution to it on the Google Maps Group here: http://groups.google.com/group/google-maps-api/browse_thread/thread/73cf193d42a0bbfe/fa531a39b353d198?lnk=gst&q=open+hover#fa531a39b353d198
Best of luck to all the late night coders out there :)