I have a QT app, and I'm using native menus on OSX. I have custom-drawn menu items, which I created by attaching my own NSView-derived class to the NSMenuItems that I want to draw specially. This all works fine; the menu items draw right and activate the menu function correctly. However, after activating the menu function, the menu doesn't go away -- it's still tracking the mouse movement. (The cursor still highlights items) I've spent days googling for answers, and I haven't seen a similar problem elsewhere. My NSView class is simple; I've overridden the "rect" class for drawing, and my mouseUp event is here:
-(void)mouseUp:(NSEvent *)theEvent
{
NSMenuItem* item = [self enclosingMenuItem];
if ( item != nil ){
NSMenu *menu = [item menu];
if ( menu != nil ){
[menu cancelTracking];
[NSApp sendAction:[item action] to:[item target] from:item];
}
}
}
I've also tried using "cancelTrackingWithoutAnimation", and I've tried calling cancelTracking on the parent menuBar. Can anyone tell me under what circumstances "cancelTracking" might fail? I'm not sure what to try next. Thanks.
Its too late but I also faced the same issue and fixed it by using carbon API CancelMenuTracking(),
CancelMenuTracking(
MenuRef inRootMenu,
Boolean inImmediate,
UInt32 inDismissalReason)
Used _NSGetCarbonMenu to get the menuref of NSMenu.
menuRef = _NSGetCarbonMenu(myMenu);
CancelMenuTracking(menuRef,YES,kHIMenuDismissedByCancelMenuTracking); for 10.5 and CancelMenuTracking(menuRef,YES,0); for 10.6 and above
Related
I have a couple of UIKit pop-up menu buttons with identical menu items on the same screen in a Swift app. The buttons are built by calling a function that uses an array of strings to create the list of menu items.
The problem is that depending on the button's vertical position on the screen, the menu items may appear in the order specified by the function, or reversed. If the button is in the upper half of the screen, the menu items are listed in the correct order. If the button is in the lower half of the screen the menu items are listed in reverse order.
I would prefer the menu items to appear in the same order regardless of the button's position on the screen. I could check the button location and have the menu creation function reverse the order, but that seems kind of clunky. I am hoping there's a cleaner way to override this behaviour.
The code and array used to create the button menus:
let buttonMenuItems = ["Spring","Summer","Autumn","Winter"]
func createAttributeMenu(menuNumber: Int)->UIMenu {
var menuActions: [UIAction] = []
for attribute in buttonMenuItems {
let item = UIAction(title: attribute) { action in
self.updateMenu(menuID: menuNumber, selected: attribute)
}
menuActions.append(item)
}
return UIMenu(title: "", children: menuActions)
}
The result is this:
Versions I'm using now in testing: Xcode 14.1, iOS 16.1, but I have seen this behaviour on earlier versions as well. (back to iOS 14.x)
Starting with iOS 16, there is a .preferredMenuElementOrder property that can be set on the button:
case automatic
A constant that allows the system to choose an ordering strategy according to the current context.
case priority
A constant that displays menu elements according to their priority.
case fixed
A constant that displays menu elements in a fixed order.
Best I can tell (as with many Apple definitions), there is no difference between .automatic and .priority.
From the .priority docs page:
Discussion
This ordering strategy displays the first menu element in the UIMenu closest to the location of the user interaction.
So, we get "reversed" order based on the position of the menu relative to the button.
To keep your defined order:
buttonNearTop.menu = createAttributeMenu(menuNumber: 1)
buttonNearBottom.menu = createAttributeMenu(menuNumber: 2)
if #available(iOS 16.0, *) {
buttonNearBottom.preferredMenuElementOrder = .fixed
buttonNearTop.preferredMenuElementOrder = .fixed
} else {
// out of luck... you get Apple's "priority" ordering
}
The following code receives an error on the lines for enabling and disabling the marker dragging ("Unable to get property 'disable' of undefined or null reference"). The markers show up on the map just fine and are draggable as the creation line indicates. Placing an alert in place of the enable line produces a proper object so I believe the marker is defined. Is there something I need to do to enable the IHandler interface? Or am I missing something else?
var marker = L.marker(L.latLng(lat,lon), {icon:myIcon, draggable:'true'})
.bindLabel(name, {noHide: true,direction: 'right'});
marker._myId = name;
if (mode === 0) {
marker.dragging.enable();
} else {
marker.dragging.disable();
}
I had a similar problem today (perhaps the same one) it was due to a bug in leaflet (see leaflet issue #2578) where changing the icon of a marker invalidates any drag handling set on that marker. This makes any calls to marker.dragging.disable() fail.
The fix hasn't made it into leaflets master at time of writing. A workaround is to change the icon after updating the draggable status if possible.
marker.dragging.disable();
marker.setIcon(marker_icon);
Use the following code to make an object draggable. Set elementToDrag to the object you wish to make draggable, which is in your case: "marker"
var draggable = new L.Draggable(elementToDrag);
draggable.enable();
To disable dragging, use the following code:
draggable.disable()
A class for making DOM elements draggable (including touch support).
Used internally for map and marker dragging. Only works for elements
that were positioned with DomUtil#setPosition
leaflet: Draggable
If you wish to only disable the drag option of a marker, then you can use the following code (where "marker" is the name of your marker object):
marker.dragging.disable();
marker.dragging.enable();
I haven't found an answer but my workaround was this:
var temp;
if (mode === 0) {
temp = true;
} else {
temp = false;
}
var marker = L.marker(L.latLng(lat,lon), {icon:myIcon, draggable:temp})
.bindLabel(name, {noHide: true,direction: 'right'});
marker._myId = name;
Fortunately I change my icon when it is draggable.
Is there a way to add an Event.ContextClick to a Gui.Window in a Unity Editor script?
The following is my context menu method that I've tried calling from both OnGUI() and my window's WindowFunction (call sites denoted below as "site: no luck"). I have not been able to get the "Success" message to show up unless I'm right clicking directly in the main editor window. If I right click in any of the Gui.Windows I have created, the ContextClick event doesn't show up.
void OnStateContextMenu(){
Event evt = Event.current;
// Ignore anything but contextclicks
if(evt.type != EventType.ContextClick)return;
Debug.Log("Success");
// Add generic menu at context point
GenericMenu menu = new GenericMenu();
menu.AddItem (new GUIContent ("AddState"),false,AddState,evt.mousePosition);
menu.ShowAsContext ();
evt.Use();
}
And the call site(s):
void doWindow(int id){
// OnStateContextMenu(); //site1: no luck
GUI.DragWindow();
}
void OnGUI(){
OnStateContextMenu(); //site2: no luck here either
BeginWindows();
wndRect = GUI.Window(0,wndRect,doWindow,"StateWnd");
EndWindows();
}
Update
For reference, green area responds to right-click, red area does not. But I want it to. The right-click menu I've created has specific actions I only want visible if the mouse cursor right clicks inside one of my windows, the 'Hello' in the image. Note: Ignore the button, right click doesn't work anywhere inside that window.
This might not directly answer your question but should be able to help
You are trying to achieve a rightclick function inside your red box( as shown in picute )
I had a sort alike question a while back but it was not for a rightclick but for a mouseover
so i figured this might be able to help you
string mouseover; // first of i created a new string
if (GUI.Button (new Rect (100,100,200,200),new GUIContent("Load game", "MouseOverOnButton0") ,menutexture ))
{
//added a mousoveronbutton command to my GUIcontent
executestuff();
}
buttoncheck();
}
void buttoncheck()
{
mouseover = GUI.tooltip;
if(mouseover == "MouseOverOnButton0")
{
GUI.Box(new Rect(380,45,235,25),"Not a implemented function as of yet ");
}
}
this code made a new gui box the moment the mouse hitted the box.
If you created the hello in a seperate box you could use this
if(mouseover == hello)
{
if(rightclick == true)
{
execute the stuff you want
}
}
or something like that. Hope this helps a bit atleast
UPDATE
To obtain the rightclick event you will have to use the
if(Event.current.button == 1 && Event.current.isMouse)
You have to place this in the OnGUI to work properly
this way you first trigger the in box part, then check for a right click and execute the stuff you want.
I am trying to programmatically change the "highlighted" item in my CellList, based on keyboard events in another control (a textbox). I can get the keyboard events just fine, but when I use CellList...
int row = getKeyboardSelectedRow() + 1;
setKeyboardSelected(row,selected,stealFocus)
It doesn't have any affect. If I put focus on my cellList indeed, I can move up and down and highlight a row. If I put true for "stealFocus" on the setKeyboardSelected() method, it "works", except I really want to keep focus on the textbox, rather than the cellList. How do I do this? I've attempted fireEvents, sending the keystrokes to the CellList, but that doesn't help either.
J
I have no immediate solution, but if I were you I'd step through the code of setKeyBoardSelected in com.google.gwt.user.cellview.client.AbstractCellTable in debug mode.
Maybe this is where it's going wrong?
if (KeyboardSelectionPolicy.DISABLED == getKeyboardSelectionPolicy()
|| !isRowWithinBounds(index) || columns.size() == 0) {
return;
}
I want to block scrolling page "out of the iPhone screen" (when gray Safari's background behind the page border is visible). To do this, I'm cancelling touchmove event:
// Disables scrolling the page out of the screen.
function DisableTouchScrolling()
{
document.addEventListener("touchmove", function TouchHandler(e) { e.preventDefault(); }, true);
}
Unfortunately, this also disables mousemove event: when I tap on a button then move my finger out of it, then release the screen, the button's onclick event is triggered anyway.
I've tried mapping touch events on mouse events, as desribed here: http://ross.posterous.com/2008/08/19/iphone-touch-events-in-javascript/, but to no avail (the same behavior).
Any ideas?
From what I understand of your question, you've attempted to combine the code you've presented above with the code snippet provided by Ross Boucher on Posterous. Attempting to combine these two snippets back-to-back won't work, because in disabling touchmove, you've also disabled the shim that allows mousemove to work via his sample.
This question and its answers sketch out a workable solution to your problem. You should try these two snippets to see if they resolve your issue:
This snippet, which disables the old scrolling behavior:
elementYouWantToScroll.ontouchmove = function(e) {
e.stopPropagation();
};
Or this one, from the same:
document.ontouchmove = function(e) {
var target = e.currentTarget;
while(target) {
if(checkIfElementShouldScroll(target))
return;
target = target.parentNode;
}
e.preventDefault();
};
Then, drop in the code on Posterous:
function touchHandler(event)
{
var touches = event.changedTouches,
first = touches[0],
type = "";
switch(event.type)
{
case "touchstart": type = "mousedown"; break;
case "touchmove": type="mousemove"; break;
case "touchend": type="mouseup"; break;
default: return;
}
//initMouseEvent(type, canBubble, cancelable, view, clickCount,
// screenX, screenY, clientX, clientY, ctrlKey,
// altKey, shiftKey, metaKey, button, relatedTarget);
var simulatedEvent = document.createEvent("MouseEvent");
simulatedEvent.initMouseEvent(type, true, true, window, 1,
first.screenX, first.screenY,
first.clientX, first.clientY, false,
false, false, false, 0/*left*/, null);
first.target.dispatchEvent(simulatedEvent);
event.preventDefault();
}
And that should do it for you. If it doesn't, something else isn't working with Mobile Safari.
Unfortunately I haven't had the time to check out to above yet but was working on an identical problem and found that the nesting of elements in the DOM and which relation you apply it to affects the handler a lot (guess the above solves that, too - 'var target = e.currentTarget').
I used a slightly different approach (I'd love feedback on) by basically using a class "locked" that I assign to every element which (including all its children) i don't want the site to scroll when someone touchmoves on it.
E.g. in HTML:
<header class="locked">...</header>
<div id="content">...</div>
<footer class="locked"></div>
Then I have an event-listener running on that class (excuse my lazy jquery-selector):
$('.ubq_locked').on('touchmove', function(e) {
e.preventDefault();
});
This works pretty well for me on iOs and Android and at least gives me the control to not attach the listener to an element which I know causes problems. You do need to watch your z-index values by the way.
Plus I only attach the listener if it is a touch-device, e.g. like this:
function has_touch() {
var isTouchPad = (/hp-tablet/gi).test(navigator.appVersion);
return 'ontouchstart' in window && !isTouchPad;
}
This way non-touch devices will not be affected.
If you don't want to spam your HTML you could of course just write the selectors into an array and run through those ontouchmove, but I would expect that to be more costly in terms of performance (my knowledge there is limited though). Hope this can help.