I have a bordercontainer and several rectangle objects inside.
I can drag the objects inside the container, but when I right-click a rectangle and move the mouse while rmb is pressed, all dragging stops working. I have no idea why.
Right mouse button is reserved for the context menu. You can not change this. You can add to the context menu but you can not take it away. Clicking the right mouse button on your rectangle should bring up that context menu and stop all dragging. As far as I know, working as intended. If I am misunderstanding, please clarify and I will be happy to assist further if I can.
Related
I'm trying to figure out how to prevent a popup image from poping up and down repeatedly (forever) when the user moves the mouse to a location on the page.
See https://codesandbox.io/s/jitterbug-on-popup-25kp4 to illustrate the problem. Hover over the text Mouse over this and the Jitter Image will appear to see the jitter problem.
EDIT: Since this was originally posted, I incorporated the solution into the code showing the problem, and now it also shows a solution.
Details
What follows is a text description of the problem, but the code does illustrates the problem as well (and with a lot less text).
On a web page, that has a vertical scroll bar,
The user moves the mouse over a div which has a MouseEnter javascript handler.
the on MouseEnter event fires which causes an image to pop up.
The popup causes the scroll bar to scroll the content. So now, the mouse is no longer hovering over the hover item so the MouseLeave event fires which causes the image to pop down.
With the image no longer being displayed, the scroll bar moves the content back to where it was prior to the popup and viola, the mouse is overtop of the div and the MouseEnter event fires again to pop up the image.
Steps 2-4 repeat forever at the speed at which the browser can keep up.
Or when the user moves the mouse to stop the popup/popdown from happening.
I've seen this happen on some other websites and now that it's happening to me, I want to fix it but I'm not sure how to.
I've searched for a solution but haven't found one yet. Here are some links I found:
https://css-tricks.com/content-jumping-avoid/ - This was good but suggests using min-height which doesn't work in my situation.
I've also tried using overflow: hidden which does prevent the jitter effect described above but leaves the user with no way to see the rest of the popup image. This, however, is a better solution than the jitter effect described above.
I'm using AngularJS and JQuery if that affects the answer.
position:absolute on the image, will solve this as it won't change the current flow when you display the image and the scroll bar will remain in it current position.
(Apache Flex) Right Click brings up the ContextMenu, which I have changed the contents of. All works fine except the MOUSE pointer was hidden to use a custom pointer. The problem is my custom pointer does not move while the context menu is active, nor does the system pointer show because it is hidden. How do I detect the Activation and Deactivation of the Context Menu? An event listener would toggle Mouse show/hide to cure the problem, but I cannot find one for Context Menu De/Activation.
Aaron's solution to use Mouse.cursor worked. Closing.
I'm creating a board game in libgdx using a board of 3 x 3 buttons in a Group that's in a VerticalGroup.
I have problems because the mouse position I get is misplaced from the actual position in screen. I can click a button, but the button below is clicked instead.
I'm using text buttons, so this should be an internal issue of the Actor. Can I configure it in some way to avoid this behaviour?
I found no cause for this on any forum.
Can you help me? Am I forgetting something?
First off, I'm pretty novice when it comes to Flash and AS3.
I am trying to create a displayObject that contains 12 buttons for a mobile app. Since there are twelve buttons that will all open up into seperate menus they obviously all won't fit on a mobile devices screen. This is why I want to have all of the buttons on one display object that can be dragged up and down to show the buttons not currently displayed on the screen.
I am running into numerous problems while attempting this.
1) If I make the object containing the buttons draggable, which is behind the buttons, I can't click it through the buttons in order to drag it(unless I hit a sweet spot where there aren't any buttons but this isn't efficient for the user).
2) If I make the object containing the buttons draggable and put it in front of the buttons then I can't click the buttons in order to open the menus and access what is contained within them.
3) For some reason all of the buttons are seperately draggable when I don't want them to be. For example, I click anywhere on the screen (whether the touchID point is on a button or not) to move the entire list of buttons and if I happen to be clicking a button then, instead of moving the entire list, it moves that one button.
So the main question here is "How can I create a list of buttons and scroll through the list using a drag method (such as the settings menu on your phone) without dragging the buttons apart from each other." So the containing display object is draggable, and the buttons are clickable.
Some guy named Glenn does a good job with his example: http://rabidgadfly.com/2010/03/as3-clickable-button-inside-a-draggable-movie-clip/
However, if you click the yellow button in his example you can drag it out of the gray box. I want my button to remain stationary relative to the gray box. So you can move the gray box but the yellow button remains in the same location within the box but you cant drag the button around within the box.
I am not familiar with accelerometer events for the smartphones, but I do have an idea on how to fix this with regular actionscript 3 listeners. (You can just convert these to whatever is used by smartphone listeners)
A solution that comes to mind is to have a mouse down listener and a mouse up listener on the whole drag-able box. And when a mouse down event fires, you start a timer to go off in about a quarter of a second, and when it does you then set up a enter frame (or a timer based) function that fires every frame. This will update the whole box's position every frame corresponding to the current mouse location (your dragging box effect) and when the mouse up listener fires, it stops the dragging (and at this points, if the mouse is up, then the user is not touching the screen at all).
Also add a mouse click listener to every button. This way, with the quarter of a second timer, you KNOW that if the user simply wants to click a button, then they will click, leaving less that a quarter of a second between the mouse down and mouse up events (so that the dragging never starts) and the button is only clicked. And if the user holds the mouse down for more than a quarter of a second, then you KNOW that they must be trying to drag the whole thing.
This seams like the only way to differentiate between a user wanting to drag the box, and the user wanting to click a button inside it.
Obviously it does not have to be a quarter of a second, it can be any length of time that you want, it could even be no time at all, but then this might mess up things when people only want to click the button and accidentally slides it when clicking.
If you have any questions or problems, please comment and i'll try to help.
I know that it's possible to let the user drag the content in a ScrollPane around using scrollDrag, so that they don't have to use the scrollbars. However, with scrollDrag, it only works for the left mouse button.
What I want to be able to do is pretty much the same, but for either the middle (mousewheel) or right mouse button. That way the user can use the left button for other functions.
Does anybody know of a feature I may have missed that can do this, or a custom method? Note that I don't want this, I just want scrollDrag with other mouse buttons.