Scriptaculous Slider handle doesn't move when slider is above a multimap - modal-dialog

I have a Scriptaculous Slider showing in a modal-dialog window above a Multimap. The problem that I'm having is that on this page the slider handle doesn't move if you try to drag it. If I click on the slider track, the handle correctly jumps to that point and you can then use the handle to drag correctly.
Clicking on the handle successfully registers the click as I can console.log() the value of the slider at that point. Trying to drag the slider around by it's handle just keeps logging that same value and the handle doesn't move.
The slider works correctly on any page that doesn't have the multimap on it.
There are no other JS frameworks on the pages (just Prototype and Scriptaculous).
I'm really not sure that the problem is though. If the slider wasn't registering anything then that would make sense that the map was ontop somehow or stealing the click event. But the clicks are obviously being recorded. I also don't understand why clicking on the slider track fixes the issue completely.
Can someone point me in the right direction (either with a fix, or a path to take to debug the issue myself).
Things I have tried:
Setting the z-index of the handle.
Making the modal-dialog visible to begin with (as it is hidden to start with - I thought it might be related to this issue, but it didn't help).

Found the problem.
Both the Scriptaculous Slider and Multimap were defining Array.prototype.indexOf but in different ways.
The solution (since I only wanted 1 handle on the slider) was to edit slider.js and change the calls to this.handles.indexOf.
Index: slider.js
===================================================================
--- slider.js (revision 1)
+++ slider.js (working copy)
## -219,14 +219,14 ##
this.offsetY = (pointer[1] - offsets[1]);
} else {
// find the handle (prevents issues with Safari)
- while((this.handles.indexOf(handle) == -1) && handle.parentNode)
+ while((this.handles[0] != handle) && handle.parentNode)
handle = handle.parentNode;
-
- if (this.handles.indexOf(handle)!=-1) {
+
+ if (this.handles[0] == handle) {
this.activeHandle = handle;
- this.activeHandleIdx = this.handles.indexOf(this.activeHandle);
+ this.activeHandleIdx = 0;
this.updateStyles();
-
+
var offsets = Position.cumulativeOffset(this.activeHandle);
this.offsetX = (pointer[0] - offsets[0]);
this.offsetY = (pointer[1] - offsets[1]);
Note to anyone using this fix: While this fix will make it so that the Scriptaculous Slider and Multimaps can work together on the same page, it will make it so that only 1 handle on the slider works. I have not tested what happens if you try to use this with 2 or more handles.

Related

How to get info about completion of one of my animations in Unity?

I have monster named Fungant in my 2D platform game.
It can hide as mushroom and rise to his normal form.
I try to handle it in code, but I don't know how to get information about finished animation (without it, animation of rising and hiding always was skipped).
I think the point there is to get info about complete of the one of two animations - Rise and Hide.
There is current code:
if (
fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Rise")
)
{
fungantAnimator.SetBool("isRising", false);
isRisen = true;
fungantRigidbody.velocity = new Vector2(
walkSpeed * Mathf.Sign(
player.transform.position.x - transform.position.x),
fungantRigidbody.velocity.y
);
}
if (fungantAnimator.GetCurrentAnimatorStateInfo(0).IsName("Fungant Hide"))
{
fungantAnimator.SetBool("isHiding", false);
isRisen = false;
}
I try this two ways:
StateMachineBehaviour
I would like to get StateMachineBehaviour, but how to get it?
No idea how to process this further.
AnimationEvents
Tried to do with animation event but every tutorial have list of functions to choose (looks easy), but in my Unity I can write Function, Float, Int, String or select object (what I should do?).
I decided to write test() function with Debug only inside, and create AnimationEvents with written "test()" in function field, but nothing happens.
Same as above, no more ideas how to process this further.
I personally would use animation events for this. Just add an event to the animation and then the event plays a function after the animation transition is finished.
For more information on how to use animation events you can click here.
This post may also help you to add an event when the animation is finished.
I hope this answer helps you to solve this problem.

SetAllDirty() not working at runtime in Unity?

Edit:
After doing a little more debugging I found that it doesn't work only when I start the game and have the panel/canvas that it sits on disabled. If I have the panel/canvas enabled the whole time then it redraws correctly. However, this obviously isn't a proper solution because I can't show the results before the end of the quiz. I need the panel to be disabled so that I can show it later after the end of the quiz.Is there a reason this is happening? How can I fix this?
End Edit
So I found a script on GitHub that basically creates a UI polygon. It works great in the Editor, however, I want to modify it at runtime. From everything I read all I need to do is call the method SetAllDirty() and it will update the MaskableGraphic and Redraw it. However, whenever I call it, nothing happens. SetVerticesDirty() also did not work. Can someone see where I am going wrong here.
All I am doing is calling DrawPolygon and giving it 4 sides, and passing a float[5] I modified it so that right after I finish setting up my new variables I call SetAllDirty()
Something like this:
public void DrawPolygon(int _sides, float[] _VerticesDistances)
{
sides = _sides;
VerticesDistances = _VerticesDistances;
rotation = 0;
SetAllDirty();
}
Like I said, it works fine in the editor(not runtime), and I am also getting all the values passed to the script correctly(during runtime), but it is not redrawing. As soon as I manipulate something in the inspector it will redraw to the correct shape.
The rest of the script is posted here:
https://github.com/CiaccoDavide/Unity-UI-Polygon/blob/master/UIPolygon.cs
This is the method that I call DrawPolygon from on a Manager script. I see in the log that it prints out the statement, Quiz has ended.
void EndQuiz()
{
Debug.Log("Quiz has ended.");
QuizPanel.SetActive(false);
ResultsPanel.SetActive(true);
float[] Vertices = new float[5] { score1, score2, score3, score4, score1};
resultsPolygon.DrawPolygon(4, Vertices);
}

unexpected frame appears onto another frame after an event

I'm using a character application. In the first page, there is a frame f-selection where the search fields are entered. When I search for something and open some other frames in that search, then I press F10 which is for opening another frame, the new frame opens but f-selection also appears on it. I'm suspecting this code makes it pop up again:
else assign ll-lgst-key1:SENSITIVE in frame f-selection = TRUE
ll-lgst-key2:SENSITIVE in frame f-selection = FALSE
because when I comment these lines, the frame doesn't pop up. But then I can't use these fields at the first frame where I should, too. I don't know why this code is called again; but is there anything else I can do to fix this issue? I tried to write hide frame f-selection everywhere possible but it doesn't work.
That snippet of code is making "key1" of your frame sensitive. In order to be sensitive it needs to pop up...
So the issue is why is that block of code executing? You say "I don't know why this code is called again". Neither will anyone else because you have shared such a tiny little bit of the overall code. Apparently the flow of control is taking you through that block so you should work on understanding why that is. You might try using the debugger to step through the code execution or you could insert some old fashioned MESSAGE statements to get to the bottom of it.
If you want to kludge around the problem you could wrap that bit of code in conditional logic. Define and set a variable that determines the desired state of the f-selection frame and use that to control the sensitivity logic:
define variable f-shouldBeVisible as logical no-undo.
if .... then
f-shouldBeVisible = yes.
else
f-shouldBeVisible = no.
...
else
do:
if f-shouldBeVisible then
assign ll-lgst-key1:SENSITIVE in frame f-selection = TRUE
ll-lgst-key2:SENSITIVE in frame f-selection = FALSE
.
end.
Of course that looks kind of silly -- but it is just an example with grossly over-simplified logic.
OTOH if you know enough to set the variable you ought to be able to figure out why the ELSE branch is executing. But maybe it is a useful first step.

SciLab checkbox UIControl value not changing with state?

I'm trying to design a GUI in SciLab that updates it's properties depending on a checkmark. For example: A checkbox might enable and change the backrounds of several text boxes during a callback; or a pushbutton may require a certain number of checkboxes to be selected.
My problem is that I can't seem to develop a flow control statement for running instructions depending on the checkboxes state during a callback. My current UIControl element looks like this:
handles.chkS11En=uicontrol(f,'unit','normalized','BackgroundColor',[0.8,0.8,0.8],'Enable','on','FontAngle','normal','FontName','helvetica','FontSize',[12],'FontUnits','points','FontWeight','normal','ForegroundColor',[0,0,0],'HorizontalAlignment','center','ListboxTop',[],'Max',[1],'Min',[0],'Position',[0.02140625,0.791119360625398,0.0803125,0.0369667],'Relief','flat','SliderStep',[0.01,0.1],'String','S11','Style','checkbox','Value',[0],'VerticalAlignment','middle','Visible','on','Tag','chkS11En','Callback','chkS11En_callback(handles)')
And my callback that runs when I check the checkbox is this:
cS11En = findobj('tag', 'chkS11En'); // checkbox option
tS11MagUpperBound = findobj('tag', 'txtS11MagUpperBound'); //edit box that is controlled
mprintf("%d\n",cS11En.Value);
if cS11En.Value == [1] then
mprintf("Checked = on \n");
set(tS11MagUpperBound,'BackgroundColor',[1,1,1]);
set(tS11MagUpperBound,"Enable",'on');
set(cS11Save,"Enable",'on');
elseif cS11En.Value == [0] then
mprintf("Checked = off \n");
set(tS11MagUpperBound,'BackgroundColor',[0.8,0.8,0.8]);
set(tS11MagUpperBound,'Enable','off');
set(cS11Save,"Enable",'off');
end
The problem with this code seems to be that the second path (Value = 1) never seems to run, even when i continually toggle the checkbox. I get an output like so:
0
Checked = off
0
Checked = off
0
Checked = off
0
Checked = off
Is there something I'm doing wrong in order to reload checking the element? I want to be able to run both paths, however I can never seem to get a value of 1 from the checkbox element. Does anyone have a solution to this? Thanks!
IF anyone is wondering and finds this through the googles or something, this is how I fixed it:
It turns out that SciLab sometimes doesn't clear all UI variables when the form is closed and a script is running.
The solution is to add a few lines in the top of each of your program that clears all variables, closes all forms, and initializes your variables.
Basically, add this:
// /////////////
// Lemon Pledge
// /////////////
mprintf("\n!!!!!!!!!!!!!!!!!!!\nCLEARING ALL VARIABLES\n!!!!!!!!!!!!!!!!!!!\n")
xdel(winsid());
clear;
clearglobal;
Another less complex solution would be:
Using the same checkbox I left the last attribute in blank.
handles.chkS11En=uicontrol(f,'unit','normalized','BackgroundColor',[0.8,0.8,0.8],'Enable','on','FontAngle','normal','FontName','helvetica','FontSize',[12],'FontUnits','points','FontWeight','normal','ForegroundColor',[0,0,0],'HorizontalAlignment','center','ListboxTop',[],'Max',[1],'Min',[0],'Position',[0.02140625,0.791119360625398,0.0803125,0.0369667],'Relief','flat','SliderStep',[0.01,0.1],'String','S11','Style','checkbox','Value',[0],'VerticalAlignment','middle','Visible','on','Tag','chkS11En','Callback','')
Then I make the callback
function chkS11En_callback(handles)
if handles.chkS11En.Value == [1] then
mprintf("Checked = on \n");
set(tS11MagUpperBound,'BackgroundColor',[1,1,1]);
set(tS11MagUpperBound,"Enable",'on');
set(cS11Save,"Enable",'on');
else
mprintf("Checked = off \n");
set(tS11MagUpperBound,'BackgroundColor',[0.8,0.8,0.8]);
set(tS11MagUpperBound,'Enable','off');
set(cS11Save,"Enable",'off');
end
And voilĂ , no need to clear your workspace.

Simulate mouse on Mac

I have a virtual trackpad on my iPhone and to move my mouse I'm using :
CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, CGPointMake(((float)aD.msg)+location.x, ((float)aD.msg2)+location.y));
It's working well but this not a real mouse because when I put my mouse on my hidden dock, this one doesn't display it self. I don't understand why.
More over I tried to simulate mouse click with :
case MOUSECLICK:
[self postMouseEventWithButton:0 withType:kCGEventLeftMouseDown andPoint:CGEventGetLocation(CGEventCreate(NULL))];
[self postMouseEventWithButton:0 withType:kCGEventLeftMouseUp andPoint:CGEventGetLocation(CGEventCreate(NULL))];
// *********************
-(void)postMouseEventWithButton:(CGMouseButton)b withType:(CGEventType)t andPoint:(CGPoint)p
{
CGEventRef theEvent = CGEventCreateMouseEvent(NULL, t, p, b);
CGEventSetType(theEvent, t);
CGEventPost(kCGHIDEventTap, theEvent);
CFRelease(theEvent);
}
Is it the good method? Thanks for your help !
CGDisplayMoveCursorToPoint() only moves the image of the cursor, it does not generate any events. You should create and post mouse events of type kCGEventMouseMoved to simulate moving the mouse. Your own method would do it:
[self postMouseEventWithButton:0 withType:kCGEventMouseMoved andPoint:point];
For clicks, you are already doing it the right way, I think. One thing you should also do is set the click count properly on both the mouse down and mouse up events, like so:
CGEventSetIntegerValueField(event, kCGMouseEventClickState, 1);
... because some applications need it.
(See also Simulating mouse clicks on Mac OS X does not work for some applications)
If your code doesn't work, I'm not sure why; it looks OK to me. Try posting to kCGSessionEventTap instead of kCGHIDEventTap and see if it helps. Also, you don't need the CGEventSetType() call since the type is already set in the creation call.