I have create a custom contextMenu using AS3 and can apply that to the stage. Any movie clip I place onto the stage does not inherit the contextMenu from the stage, i.e. they display the default contextMenu.
How do I apply my custom contextMenu to every child in my application?
[edit]
This is a simplified version of what I have in my main.as file:
var my_menu:ContextMenu = new ContextMenu();
my_menu.hideBuiltInItems();
var my_copyright = new ContextMenuItem("Copyright - 2012");
my_copyright.enabled = false;
my_copyright.separatorBefore = true;
my_menu.customItems.push(my_copyright);
stage.contextMenu = my_menu;
If I right-click on the stage then I get the copyright. If I add a movieclip (or anything else) to the stage then right-click on that, then I get the default context-menu.
[edit]
I have found the problem, and fixed it. I was adding a background image using stage.addChildAt(mc, 0);. For some reason this removes the context menu. Placing the child at 1 fixes this and allows everything to inherit the contextMenu.
Before: http://richard.parnaby-king.co.uk/examples/stackoverflow/stackoverflow.swf
After: http://richard.parnaby-king.co.uk/examples/stackoverflow/stackoverflow-after.swf
I am changing the purpose of the bounty - can someone explain WHY this happens!?
Ok, so after a bit of testing this is what I have. I can't say it's that definitively, as flash doesn't give the events for right-click, so it's only a guess, but it seems to hold up.
On a side note, you can't add a context menu to the stage, it won't allow it, so the lowest item you can add it to is the document class
When you right-click on a DisplayObject, it'll look for a ContextMenu on that object. It it doesn't find one, it'll continue on up the hierarchy for that object looking for one, stopping when it finds one. Something like this:
stage
- document (has context menu1)
- parent (has context menu2)
- child
- parent2
In this example, if you right click on child, there's no menu, so it looks to parent. Here it finds context menu2 so it shows that. However if you right-click on parent2, there's no menu, so it looks to document and here it finds context menu1.
There seems to be a bit of a hack though when you right-click somewhere else on the stage (i.e. somewhere with no graphics). In this case, as the stage can't have a ContextMenu (or at least you can't set one), it seems to decide to use the context menu of the child at depth 0 (normally the document class).
When you added your background image at depth 0, you were bumping up your document class to depth 1. Your hierarchy now looks something like this:
stage
- bg
- document (has context menu1)
- parent (has context menu2)
- child
- parent2
I'm assuming you're adding your context menu to the document class (in this example context menu1), so unless your document class has some graphics in it, your event would search up to the stage, find no context menu, then try to look for the context menu of child 0 - in this case bg which doesn't have one.
You can test this by drawing something in the graphics object of your document class (or clicking on one of the nested elements). If you right click on the graphics, you'll see your custom menu, even though bg is at depth 0. Alternatively, you can add another menu to bg to see what I mean.
The answer to your why really is subjective to what else you add into the stage & their order.
I could quote 2 points from the adobe live docs relating to the same :
An index of 0 represents the back (bottom) of the display list for
this DisplayObjectContainer object.
If you specify a currently occupied index position, the child object
that exists at that position and all higher positions are moved up one
position in the child list.
I think if you properly analyse all that is added onto the stage, you yourself might get the answer.
try changing stage.contextMenu = my_menu; to just contextMenu = my_menu;
Related
I inherited Sprite and I want to put inside TableView but when I add inherited Sprite to scene table is not visible but all others sprites added to inherited sprite are visible ( I checked it creates cells, position and z index are set right, when I add TableView directly to Scene it is visible).
I'm able to add a TableView to a Sprite in Cocos2d-x v3.6, but it's a little hard to say exactly why yours isn't showing up. Here are some things to check:
Have you added the TableView as a child to the Sprite via addChild?
When you add the TableView to the Sprite, is your DataSource set properly? (This seems to be the case given your question).
Are there positioning issues when you add it to the Sprite due to the anchor position(s) of your Sprite and it's parent(s)? It could be the TableView with incorrect positioning, or it could be the TableViewCells themselves. Remember that when you add a child to some Node, its anchor point is Vec2(0.5, 0.5).
You're not forced to override cocos2d::Size cellSizeForTable(cocos2d::extension::TableView *table), and if you don't have cell heights, the cells might not show up.
Try "dumbing down" any logistics you have and follow the code in TableViewTestScene.cpp, which is part of the cpp-tests. (cocos-directory/tests/cpp-tests/Classes/ExtensionsTest/TableViewTest)
Last resort: Try doing something silly like giving your table and cells a large height and width of 500-1000 pixels each. Give them an absolute position somewhere in your Sprite. Give each of them a Label that says "Hello, World!" and see if they show up.
It might be helpful to see your applicable code, too.
A very late edit: I realized today that it seems as though Layer objects (and thus TableViews) always have an Anchor Point of Vec2::ANCHOR_BOTTOM_LEFT. Could this be your issue?
I'm developing an app in JAVAFX. Mainly, the app is using a TabPane controller. In the first tab, i'm loading a controller for a StackPane. In the StackPane i'm loading as a default, one list view with custom cells. In each cell i'm having some buttons. I want to add a new pane in the stack pane and bring it to front when a button is clicked.
I tried with the toFront() and toBack() but i can't get anything working.
I've check, and both panes are loaded and their content is the right one.
I can't attach photos because i don`t have enough rep.
Any suggestion is appreciated.
It's hard to know exactly what's going wrong since you didn't post any code, but from the StackPane Javadocs:
The z-order of the children is defined by the order of the children
list with the 0th child being the bottom and last child on top. If a
border and/or padding have been set, the children will be layed out
within those insets.
So to move a Node to the front, you should move it to the end of the list:
StackPane stackPane = ... ;
Node node = ... ;
// move node to front:
// remove node from current location in child list"
stackPane.getChildren().remove(node);
// add node back in at end of child list:
stackPane.getChildren().add(node);
I need to show a popup layer on a scene, creating a semi-transparent background layer that will also prevent touch events propagation. I am using the latest cocos2d-x v. 3.0-alpha-0.
What I want to achieve is a popup layer that fully handles touches (eg. buttons, menu items, scroll views, etc.), laying on a background layer (for design purposes), that covers the current scene. All items in the scene should not respond to touches any more.
Is this achievable using the new EventDispatcher class? I've been able to disable all touches to the main scene, but all instances of MenuItem that live in the scene are still touchable and active.
How can I achieve this? And, also, how can I create a touch listener that prevents all touches to the main scene but not to the popup?
You can disable menu items by setting setDisable property of menuitems to false.
Example
_menuItem->setEnabled(false);
For Layers use setTouchEnabled property
_backGroungLayer->setTouchEnabled(false);
Make sure that popup layer is not child of layer you want to disable.
To disable all items in menus do this
Suppose _menu contain various menuitems.
CCARRAY_FOREACH(_menu->getChildren(), item)
{
item.isEnabled=NO;
}
if you want to disable selected items just give them tags.There is no need to make any list.
I had the same problem and solved it with mm. It was dirty, but it worked:
Create a button using ccui.button.
Set the button size to your screen size.
Add this button as a background to your popup layer.
This will prevent any thing behind it being clicked.
By default, all CCMenu's have a set priority (kCCMenuHandlerPriority = -128) in cocos2d 2.1. So in a class (usually a CCNode descendant) that wants to swallow everything and preempt anything i do like in this dialog sequencer example below :
- (void)onEnter {
backdrop_.visible = self.isBackDropShown;
MPLOG(#"Adding self as a swallower touch delegate, above the rest of the planet.");
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:_dialogTouchPriority swallowsTouches:YES];
for (CCMenu *mn in _menus) {
mn.touchPriotity = _dialogTouchPriority -1 ;
}
[super onEnter];
}
where _dialogTouchPriority is kCCMenuHandlerPriority-1 by default. It will be served before everything 'below'. It is a bad hack (cocos2d internals could be changed and break this), i know , but bullet proof. Use carefully, make certain you only ever have one of these in your scene.
This problem seems very simple to me, but I've been unable to fix it, or find an answer anywhere.
This is in a class constructor for a class called block, block_maker is the object that called the constructor, an instance of level.
this.bitmap = new Bitmap(this.bitmap_data);
this.addChild(this.bitmap);
this.block_maker.stage_foreground.addChild(this);
In level, stage_foreground is added to the stage, but nothing appears. trace(stage_foreground.numChildren); shows the correct count of children, and var temp = (this.stage_foreground.getChildAt(0)); trace(temp.numChildren); correctly but the children OF the children don't actually show up, the stage just stays blank.
When I change the above code to
this.bitmap = new Bitmap(this.bitmap_data);
this.block_maker.stage_foreground.addChild(this.bitmap);
the blocks appear on the stage, as children of level_instance.stage_foreground, but with this method, the bitmaps aren't appropriately positioned, as they have no position data. I can simply give this.bitmap x and y positions, and it works, but I am curious as to why it won't work when just adding the bitmap as a child to the block and then adding that as a child to stage_foreground.
I've tried replacing this.bitmap with a number of other object classes, such as a temporary MovieClip I made, or a Shape, but nothing shows up, so I know it has nothing to do with it being a Bitmap.
As you stated
This is in a class constructor for a class called block, block_maker
is the object that called the constructor, an instance of level.
this.bitmap = new Bitmap(this.bitmap_data);
this.addChild(this.bitmap);
this.block_maker.stage_foreground.addChild(this);
The level class needs to to extend a display object for it to show up.
In other words
"this"
has to be a display object or extend it in some form.
The reason this doesn't work.
this.block_maker.stage_foreground.addChild(this);
and this does
this.block_maker.stage_foreground.addChild(this.bitmap);
Is because "this" is not a display object but "this.bitmap" is.
The DisplayObject class is the base class for all objects that can be placed on the display list.
First of all, even though it's not neccesary, I'd suggest to make a classname start with a capital letter, and vars always start with a lower-case letter. It's a common 'rule' in AS3 that's mainly to avoid confusion.
The problem most likely lies within you use of this; what you're doing is adding this into this. It seems to me it's not a proper way of coding.
Also, since all of the other attempts didn't work; have you tried to make the var you want ot add a public static var?
Hopefully a quick question here. I have setup a "LayoutPage" custom class (based on MovieClip) and I am attemptimg to create a "selected" behaviour.
When I assign my "addEventListener(MouseEvent.CLICK,toggleSelection)" from within my custom class, everything works as expected, clicking any object of that class does display the correct behaviour.
Now, I would like to extend the functionality by adding keyboard modifyer to either extend the selection or replace it.
For this, I thought of moving the "addEventListener" out of the class and put it inside the parent instead (my "PageLayout" class where all the "LayoutPage" live). But by doing so, the click event no longer register on the "LayoutPage" class but rather on its individual children (Page icon, Page number text field, Page Highlight shape, etc.)
Can anybody explain why this is happening and how I can circumvent it?
TIA
This should be happening no matter where you put your addEventListener. It is because mouseChildren is switched on by default. It is probably best to turn it off inside your LayoutPage class like so:
myLayoutPage.mouseChildren = false;
The actual issue is that use are probably using currentTarget to reference the item that was clicked on in your event handler method. Take a look at the descriptions for currentTarget and target to get a good idea of how they differ.
A good option would be to add your listener at the PageLayout level, but add it specifically to each LayoutPage child like so:
myLayoutPage.addEventListener(MouseEvent.CLICK, toggleSelection);
This way you can just use target in your handlers. But it would probably be best to still switch mouseChildren to false on each of your LayoutPage instances.