I have a SimpleButton on the stage, and in the click event for it, I remove it using removeChild(). When re-adding the button, it gets re-added in it's "over" state, not the "up" state as expected.
I'm pretty sure it's a bug, so I've filed a JIRA: http://bugs.adobe.com/jira/browse/SDK-31445, my question is now on how to fix it, if anybody's had a similar experience.
What I've tried:
using visible = false instead works, but I'd prefer to remove it off the stage altogether as the game I'm working on can have a lot of popups/screens.
Firing the mouse_out event manually - doesn't work, and in any case, the mouse_out event fires as expected (perhaps before resetting to the up state, it makes a check to see if it's added to the stage, finds out it's not, then quits early)
Resetting the stage focus - I thought it was a problem with the stage focus, as you were losing focus when the button was hidden, but resetting it didn't fix it.
I could temporarily swap the over and up state when it's hidden, but that seems like an ugly fix.
I've been Having this problem as well, removing one button and adding another in response to an Mouse up event on a separate sprite.. IE the mouse isn't over either of the buttons at the time, But when the first button (the one with the problem) was previously removed the mouse was indeed over it so it hadn't received a mouseOut event and retained itself in the over state. Using visibility to work round this which is ok for my needs BUT the alternative answer would be to replace with a new instance of the button before adding it to the Display List.
Related
i'm creating a custom button with React.
The appearance based on the press/release of the mouse/keyboard.
Sometimes it cannot be done by css using :active pseudo, so i need the javascript solution.
So i created a state that listen the onMouseDown/Up & onKeyDown/Up.
The problem is, if the user click the button then drag the mouse out of the button then release the mouse,
i miss the onMouseUp event thus causing the activeState locked up forever.
Do you have a solution for the equivalent of the :active & :not(:active) pair in javascript way?
note:
watching event window.addEventListener('mouseup',...) is still not satisfying me. When the mouse click hold & move out from the browser's window, i still missing the mouseup event.
I want to remove focus and selection on a textfield, if the user types ESC or ENTER, or focuses somewhere else. Thus I do this:
stage.focus = null;
textField.type = TextFieldType.DYNAMIC;
textField.selectable = false;
textField.mouseEnabled = false;
The problem is that, if the mouse is over the editable text field, the mouse is in IBEAM mode (caret cursor) and remains in IBEAM mode, even after the commands above, untill I slightly move the mouse, at which point it returns to the AUTO state.
I want to force the mouse to update itself and satisfy the AUTO state but no matter how much I try to make sure the textfield is disabled, it won't dissapear on its own, only after I move the mouse a bit.
Simplest answer from your comment:
So I was fidling with your suggestion and for the luls, used Mouse.hide() and then Mouse.show() and it worked. Removed the hide() and it works just with Mouse.show()! Guess it refreshes the mouse cursor. No blink, works perfectly <3
My original answer:
This is sort of a workaround but shouldn't be too difficult to implement. Hopefully someone comes along with a native API solution.
Run your code you posted
Then make cursor invisible
Then place your custom cursor at the mouse position (optional if you don't mind the cursor just disappearing)
On MouseEvent.MOUSE_MOVE remove your custom cursor, and make the cursor visible again.
I doubt you need me to write this code for you, but if you think this method would work for you, and you have a problem implementing this technique, let me know.
If you're worried about different systems having different mouse icons and then suddenly getting your custom one for a split second, the easy solution there is to just always use your custom cursor. You can design it to look exactly as you like; either mimic Windows OS or make it unique.
Every element in my svg listens to a mouseover event, and when an element is clicked the chart would be updated to show another set of elements.
However, if I click an element and a new element occurs right under the mouse, the mouseover event is not triggered unless I move the mouse a bit.
Then I found that this problem only occurred in Chrome...
This is a Chrome issue, no workaround.
I'm creating a game in Flash CS5.5, basically a version of "Who wants to be a millionaire?".
I have an answerDisplay Class which contains an answer text. Answer texts can become rather long, and since I have limited screen space I check for very long texts and if a text is too big I add a UIScrollbar besides the text field.
Which works nicely, except for one thing - when the user drags the scroll tab, the text scrolls fine. When the user clicks one of the scrollbar arrows the text field also scrolls fine, as long as the button is clicked, but as soon as the mouse button is released the click event of the containing answerDisplay class is fired, which leads to my program wrongly thinking the user had selected the answer while he just tried to scroll.
I tried catching this via e.target and/or e.currenttarget, but it's no use, I never get a reference to the scrollbar, so I'm never sure if the user clicked one of the arrows or if he genuinely clicked the answer to select it.
How can I make certain that the click event of my answerDisplay Class is not fired when the UIScrollbar is used?
Checking e.target and e.currentTarget is a good start.
You might also want to check the event phase:
For more details on event phase, check grapefrukt's answer
A click from the answerDisplay Class dispatched event should have AT_TARGET phase, while the UIScrollbar event should have the BUBBLING_PHASE. This should help you differentiate between the two.
Also, you could add event listener to the UIScrollbar in your answerDisplay Class to capture the event and then suppress it via stopPropagation().
Depending on how UIScrollbar uses event bubbles internally, you can try either stopPropagation(), either stopImmediatePropagation(). The goal is to stop the event bubbling up from answerDisplay, but not breaking the UIScrollbar functionality.
I'm looking at this:
http://www.netmagazine.com/tutorials/create-page-flip-effect-html5-canvas
However, I have one problem with that - I need to be able to click on the pages, even the edges, without triggering the page turn. I want the pages to turn when a button outside of the canvas is pressed. Is this possible using the base they provided, or do I need to go an entirely different direction?
Yes that can be done.
From what i can see, you need a click event that doesnt trigger the page drag. You need to assign a flag for this.
Let Drag = mouse drag/mouse move, down = mouse down, release = mouse release events respectively.
Initialize your flag variable as false. When a drag event is encountered it becomes true. Otherwise it remains false. As long as it is false when the mouse release event occurs it can be treated as a click. Thats the basic principle behind using mousedown and mouseup as a click event.
You will have to use e.srcElement or e.target to give you the element your cursor is currently positioned over inorder to trigger click functions relative to that element.
If you want a more detailed explanation on the page flip technique then check this out. Helped me lot.