How to handle multiple button clicks in javafx? - event-handling

I made a rubiks cube and its animations are working fine until I press the button for a move before the ending of the animation of a previous move. This is quite reasonable. At first I click a button for a particular move and it rotates as per my code for the button's corresponding event handling method. Now if I press the next button for the next desired move after the previous animation is finished everything goes fine. But if I press the button for the next move while animation of the previous move is on action, then my cube becomes distorted. This is so becuase two separate animations are being simultaneously played on the same cube(s) ( If I am wrong about this reason, please correct me ). In order to prevent this I want to store the button event in a queue in the sequence they are clicked and execute them one after the other after the correspomding animations of each are over. How can I achieve this ?

Related

Swift: Custom Slider (Slide To Unlock style)

I am trying to implement a slider in the known slide to unlock style from older iphones to perform an action inside my swift app. The Slider should change background color and change the text inside while dragging. When the user drags til the end, the thumbView should stick to the right side and wait for a confirmation (some event) coming in to finally present a new view.
The slider should look something like this:
First state
Second state while dragging
Third state after releasing
I have found a few things on the internet but nothing that comes close to what I want to do. How would I go about doing this? My guess would be a combination of views with drag events but I feel like there must be an easier way. Any Ideas?
Maybe a UISlider with a transparent track on a rectangle view with your text and color. You can set your image as the UISlider's thumb and receive events as the value changes and when the user touches and releases it.
You can use that to for example, animate the thumb back to the start when the user releases on any place except the end of the track. Also, you can set the slider's value from 0 to 1 and use it to calculate the color, so it changes smoothly.
When the user releases on the end of the track, you activate the activity indicator and start your process to present the next view....
Even though this is a possibility, I think I'd try doing a custom control using a pan gesture. It'd give you more control and you could for example choose how the thumb image animates when going back to the start on release.... I dont' think you can do that with UISlider's setValue(animated:).

How to remove the highlight state of button in unity?

I have created button animations but i want it to show just the normal, pressed and disabled animation clips. Do You Have any idea how we can achieve this.
When The Cursor Goes over it should keep playing the "normal animation clip".
Make sure that your Button Settings look similar to this example and that you have created all the needed animations for your button with the correct names.
In this example the Button plays the Normal animation when the player highlights as well. You could also add the Normal animation to the Selected Trigger or just let it empty (or don't create the animation with that specific name)
If you just wan't to keep playing the Normal Animation let Highlighted and Selected empty

How to show smooth transition in pageview if jumpTo function id used?

I am trying to change the current page upon click event using jumpToPage().
But, it's changing it very abruptly without any animation.
The point of transition is that the user does not have to click next and plus if clicked on the wrong checkbox then he would know that if I scroll up I can change the option again.
Use animateToPage:
Animates the controlled PageView from the current page to the given page.
The animation lasts for the given duration and follows the given curve. The returned Future resolves when the animation completes.
You have to provide a duration and a curve
https://api.flutter.dev/flutter/widgets/PageController/animateToPage.html
See all the curves animations here:
https://api.flutter.dev/flutter/animation/Curves-class.html

Unity3d UI Buttons MultiTouch

I am building a game in which there are two ui buttons on the game. I am using unity 4.6 to build this.I have one button that will turn my player blue and another that will turn the player yellow. I need it so when both are pressed my player will turn green. I haven't found much on multitouch with these UI buttons. I would love the help!
In the usual button paradigm, the button completes the action when the user presses the button and then ends the press while the pointer (mouse or finger) still on the button. This is called "click". You are saying that you need this event to happen while the buttons are still pressed — so, you want them to react to press-down event, not the click event. Therefore, they are no longer classical buttons, and you probably shouldn't use Unity's UI Button for this functionality. If you'd use buttons for that, when the user first pressed on both buttons, you'd get green color, but when he then stopped touching them, you'd finally get yellow or blue player.
Instead, use the EventTrigger component on each individual "pseudo-button" to register press-down events, and a separate custom component that would implement your logic. Essentially, the only way to realize your requirements without them being contradictory, is to assign the yellow color when the player is pressing down both "pseudo-buttons" and assign other colors when the player lifts his fingers up from either of them — but given that this particular touch wasn't used to trigger the yellow color.

Event for finger being moved off button but not lifted in objective C (iphone)

Is there an event which will get whether the user has moved his finger outside of the button?
Kind of like TouchUpOutside except without the "up" bit.
Like how the iphone keyboard, the letter gets smaller (back to normal) as you move your finger of the letter.
Use UIControlEventTouchDragExit. You can attach a target and action to the control for that particular control event.