How to change cursor style in android? - android-emulator

I have different views on my activity. I wanna change my cursor style when cursor is move to any view. How to do same in android.For example there is a normal cursor on the android activity when cursor moves to a button i wanna change cursor style normal to finger style.

The only cursor I know about in Android is used alongside SQLite databases. Seeing as Android phones/tablets are all touchscreen... there is no 'mouse' cursor, except in the emulator.
Of course, you could draw a cursor that followed finger movement, but I can't think of a lot of reasons you'd want do that in a standard UI.

actually there is a mouse cursor in Android 3.0 and later. The only way to see it is to connect a bluetooth mouse to the device and youll see the cursor once you move the mouse around. The only reason I found this site was because I wanted to change the cursor color so sorry I cant help you with that one.

Related

Remove ui square when many touches

I am coding a game on a Touchscreen with many players at the same time. The issue is, when there are 2 or more touches, a little square is appearing on the screen. It seems to be a unity built-in feature as it is still present in an empty project.
Is there a way to prevent this annoying little square to appear ? I already disabled magic touch shortcuts in windows. And this doesn't appear on the desktop home screen.
I am able to listen to the touches. It seems to be only a visual thing.
Even when I disable multitouch with Input.multiTouchEnabled = false; It still appears.
I also tried to remove the 18 default Axes in the Input Manager.
My goal is to handle every touch separately, without listening to pinch, long press, or scroll interactions. Each player has only to tap somewhere on the screen.
Thanks for you time
Solved it by myself. I completely disabled Touch feedback in the windows parameters. I don't think it is the only way to do that but it works.
Configuration Panel > Pen and Touch
Unmark "Show visual feedback when touching the screen"

How can I set size and location of the app window within a ui-test?

A bit of background: I recently implemented a Drag and Drop Behavior to my app, where I can drag items from e.g. the Finder inside my NSTableView. Now I wanted to write a few ui-tests for this new functionality.
The general idea was to move the finder window to the left side of the screen and my application window to the right side of the screen and then execute the drag and drop. The drag and drop itself is not the problem, the problem is the setup of the mentioned window layout. I cannot find a convenient way to resize and move the two windows. Coming from .net, I expected something like app.window.setSize(..) or app.window.moveTo(...).
What I tried so far:
As I have Magnet installed on my Mac, I tried the easy way out and sent key-events (control + option + arrow) to the window. This did not work, sending the keystrokes results in an error beep. Doing this manually during the tests works, so I don't know what exactly stops Magnet from rearranging the windows, but I guess it has something to do with the Testing Framework. I did not dig deeper into this, as it would have been a cheap solution anyway.
Drag the app window corners based on screen dimensions, e.g. for the window on the left I drag the corners to the top left, bottom left, top middle and bottom middle of the screen. This requires that all four corners are visible on screen, but that's a problem for another day. The solution would normally work, but the problem is that the y-coordinates I get from the frame of my app window are not what I was expecting. I do receive the location of the app window with app.windows.firstMatch.frame.origin. The x-coordinates look alright, but the y-coordinates are totally off (from what I expected).
I can't find many resources regarding the origin or frame members. Any idea on how to face this problem or where to find a documentation about the XCUITest-Framework and the basic concepts behind it? The official documentation doesn't help in this case. I only found this short explanation in the apple documentation archive about the coordinate system of macOS (or OS X back then) applications.

UI Hololens - HandDraggable Issues

I've recently created a 2D app for the HoloLens. It is a UI Panel with several buttons into it. In order to drag the panel and be positioned as the user wants, I implemented the HanDdraggable.cs functionality (from HoloToolKit). However, whenever I try to move the panel it also rotates.
To change that I modified the Rotation Mode from "Default" to "Orient Towards User" and "Orient Towards User and Keep Uptight". But then It works even worst; if I implement that case, whenever I try to select the panel and drag it to somewhere, the panel runs off from my field of view and it suddenly disappears.
I wanted to ask if somebody has already tried to implement the HandDraggable option into an UI Hololens app and knows how to fix this nodding issue.
I'm currently working on hololens UI for one of my projects and to manipulate UI I used TwoHandManipulatable script which is built into MixedRealityToolKit. In Manipulation Mode of that script you could only set "Move" as an option, and this would allow you to move a menu with two hands, as well as one. (I wanted to have a menu which you can also rotate and scale - which works perfectly with this script, you can lock around which axis you want to have rotation enabled, to avoid unwanted manipulation).
For your script HandDraggable, did you try to set RotationMode to Lock Object Rotation? Sounds like this could solve the problem.

Leaflet.markercluster keyboard resize mobile

I am using the super useful Leaflet.markercluster for leaflet which has been great for performance because of the nice getExpandedVisibleBounds feature.
One problem I am running into is on mobile devices with the keyboard changing the viewport/bounds. When I enter an input box and the keyboard pops up, it shrinks the map viewport. After the keyboard goes away the viewport/bounds don't seem to update for the markercluster. The map is fully visible again but markers that are on the lower half of the map (where the keyboard was) are now not visible. Panning the map and zooming in and out don't seem to fix it. After a minute or so of use it seems to correct itself and the markers and now visible on the whole viewport again.
Any suggestions on how to fix this issue? Thanks!

Emacs: mouse wheel scroll preserve buffer position

How to enforce preserving buffer position while scrolling with mouse wheel?
Currently if I scroll for amount that buffer cursor position should be out of the screen that position is changed. And I don't want this because it is not happening in other editors like Qt Creator, IntelliJ IDEA etc.
I would like to have some mouse-wheel-scroll-preserve-buffer-position.
You can't. The Emacs display engine doesn't allow this. See this question
BTW, while the position of point has to be on screen, that doesn't prevent an Elisp package from reverting point to what it was before the mouse-wheel scroll when you stop scrolling and hit the keyboard again.
So, Emacs doesn't support it right now, but it shouldn't be difficult to make it work if you really want to. Patches welcome to add such an optional behavior.