No error in the console , Iam using the below Function for changing the position of shape in the paper if I change the position and release the mouse button It still in dragging once click the shape then it will placed in the position
graph.on('change:position', function(cell) {
});
// click function
paper.on('cell:pointerdown', function (cellView, evt, x, y) {
if(aliasthis.selectedPipelineId!=""){
cellView.options.interactive == false;
}
else{
aliasthis.cellId = cellView.model.id;
if( cellView.options.interactive == false)
{
console.log('----drag true---')
cellView.options.interactive = true;
} else if( cellView.options.interactive == true)
{
console.log('----drag false---')
//aliasthis.cellId = '';
cellView.options.interactive = false;
}
if( cellView.model.id )
{
// aliasthis.cellId = cellView.model.id;
if( cellView.model.attributes.type == "connection")
{
aliasthis.connOpt = cellView.model.attributes.typeLabel
aliasthis.pipeOpt = '';
}
else if( cellView.model.attributes.type == "dataaggregate")
{
aliasthis.pipeOpt = cellView.model.attributes.typeLabel;
aliasthis.connOpt = '';
}
aliasthis.labelChange(cellView)
aliasthis.graphdesign = aliasthis.connectFlowSchemaJson;
console.log('----flowjson----');console.log( aliasthis.connectFlowSchemaJson )
}
}
});
Related
My knowledge is limited, so I'm just praying y'all will enlighten me who knows bare minimum of JS. I want to bypass a timer that makes it unable to go to the next page (I need 35s every single time and that's a lot considering some lessons have over 200 slides). How do I write a script for tampermonkey to make it show the link to the next page instantly?
// Obsługa przycisku Dalej
function goNext(vIsExam) {
// Przycisk nieaktywny - blokada przejścia
if (document.getElementById("pNext").rel != 'enabled') return false;
if (vIsExam==1) {
} else {
location.href='../sql/MemSql.php?pRun=MemCourseGoNext&pCourseResultId=262261&pCourseLessonId=227436';
}
} // function
// Aktywacja przycisku Dalej
function waitNextLesson(vTimeLeft, vTimer) {
setCookie('cLessonTime',vTimeLeft);
if (vTimeLeft > 0) {
document.getElementById('pNext').rel = 'disabled';
document.getElementById('pNextDiv').className = 'CourseInactive';
if (vTimer == 0) {
document.getElementById('pNextIcon').className = 'FontAwesome';
document.getElementById('pNextIcon').innerHTML = vTimeLeft;
} else {
document.getElementById('pNextIcon').className = 'FontAwesome';
document.getElementById('pNextIcon').className = 'FontAwesome FontAwesomeArrowRight';
}
document.getElementById('pNextName').innerHTML = 'CZEKAJ';
vTimeLeft = vTimeLeft - 1;
setTimeout("waitNextLesson("+vTimeLeft+","+vTimer+")",1000);
} else {
document.getElementById('pNext').rel = 'enabled';
document.getElementById('pNextDiv').className = '';
document.getElementById('pNextIcon').className = 'FontAwesome FontAwesomeArrowRight';
document.getElementById('pNextIcon').innerHTML = '';
document.getElementById('pNextName').innerHTML = 'NASTĘPNY SLAJD';
if (document.getElementById('iLessonAutoPlay').checked == true) document.getElementById('pNext').click();
}
} // function
// Obsługa LessonAutoPlay
function jLessonAutoPlay(e) {
setCookie('LessonAutoPlay', document.getElementById('iLessonAutoPlay').checked);
jStopPropagation(e);
} // function
//if (getCookie('LessonAutoPlay') == 'true') document.getElementById('iLessonAutoPlay').checked = true;
// Obsługa skrótów klawiaturowych (strzałka [<] i [>])
$("body").keyup(function(oEvent){
// Sprawdzenie czy można obsługiwać skróty
if (document.getElementById('DIALOG').style.display == 'none' && document.getElementById('LOADER').style.display == 'none') {
// Klawisz [<]
if (oEvent.keyCode == 37) {
document.getElementById("pPrev").click();
}
// Klawisz [>]
if (oEvent.keyCode == 39) {
if (document.getElementById("pNext").rel == 'enabled') {
document.getElementById("pNext").click();
}
}
}
});
In Adobe Animate HTML5 Canvas (Create.js/Easel.js), I am trying to set the state of a button, but not working with various code:
this.retinoscopeButton.addEventListener("click", retinoscope.bind(this));
/*function retinoscope(evt) {
var retinoscopeButtonState = evt.currentTarget.state = !evt.currentTarget.state;
if (retinoscopeButtonState) {
alert(retinoscopeButtonState);
this.retinoscopeButton.upState = this.retinoscopeButton.downState;
} else {
this.retinoscopeButton.downState = this.retinoscopeButton.upState;
}
}*/
var retinoscopeButtonState = 'up';
function retinoscope(evt){
if (retinoscopeButtonState == 'up'){
this.retinoscopeButton.upState = this.retinoscopeButton.downState;
retinoscopeButtonState = 'down';
} else if (retinoscopeButtonState == 'down'){
this.retinoscopeButton.downState = this.retinoscopeButton.upState;
retinoscopeButtonState = 'up';
}
}
This works for me...
Note that this is using a MovieClip with three keyframes for the different 'states' in the button MC retinoscopeButton
var toggle;
if (!root.retinoscopeButton.hasEventListener("click")) {
toggle = false;
root.retinoscopeButton.addEventListener("click", retinoscopeButtonClickHandler.bind(this));
}
root.retinoscopeButton.addEventListener("mouseover", retinoscopeButtonRollOverHandler.bind(this));
root.retinoscopeButton.addEventListener("mouseout", retinoscopeButtonRollOutHandler.bind(this));
function retinoscopeButtonClickHandler() {
if (toggle == false) {
root.retinoscopeButton.gotoAndStop(2);
toggle = true;
} else if (toggle == true) {
root.retinoscopeButton.gotoAndStop(0);
toggle = false
}
}
function retinoscopeButtonRollOverHandler() {
if (toggle == false) {
root.retinoscopeButton.gotoAndStop(1);
}
}
function retinoscopeButtonRollOutHandler() {
if (toggle == false) {
root.retinoscopeButton.gotoAndStop(0);
}
}
I have some problem when I check the function validation, I need when checking all the cassis is true hide the parent div * errors message *
var error_pass = false;
$('#pass').focusout(function(){
check_pass();
error_pass = false;
if(error_pass !== true){
console.log('its showing!');
}else{
$('.test').fadeOut('522');
}
});
function check_pass() {
var fpass= $('#pass').val();
switch(error_pass = true){
case(fpass.length < 6 ? $('#pass-error-message3').css('color','red'):$('#pass-error-message3').css('color','green') ):
$('#pass-error-message3').show();
case(fpass.search(/(?=.[a-z])(?=.*[A-Z])/) == -1 ? $('#pass-error-message4').css('color','red') : $('#pass-error-message4').css('color','green')):
$('#pass-error-message4').show();
case(fpass.search(/\d/) == -1 ? $('#pass-error-message2').css('color','red'):$('#pass-error-message2').css('color','green')):
$('#pass-error-message2').show();
default:break;
}
}
Use if else statements like this
function validation() {
var error = false;
if (fpass.length < 6) {
error = true;
$('#pass-error-message3').css('color', 'red').show();
} else {
$('#pass-error-message3').css('color', 'green');
}
if (fpass.search(/(?=.[a-z])(?=.*[A-Z])/) == -1) {
error = true;
$('#pass-error-message4').css('color', 'red').show();
} else {
$('#pass-error-message4').css('color', 'green')
}
if(fpass.search(/\d/) == -1){
error = true;
$('#pass-error-message2').css('color','red').show();
}else{
$('#pass-error-message2').css('color','green');
}
if(error === false){
hideParentDiv(); // Here hide the div
}
}
Much cleaner approach
Hello fellow programmers.
I'm here to ask you a very unusual question. I have created a game and in it when you hit a wall you bounce back but if you are still holding the key to go the direction you were going when you hit it it will just stay still, so I need to tell Unity that an Axis isn't being used anymore, is there a way to do this? Please note that I am using JavaScript and I am aware that it will be removed from Unity and that C# is better so don't comment that I should write code in C# please.
Code--
The movement:
if(Input.GetAxis("Forward") && isMovingBackward == false) {
if(lastDir == "backward") {
deaccelerate();
brake();
braking = true;
canRotLeft = false;
canRotRight = false;
} if(!(lastDir == "backward") && canMoveForw == true) {
accelerate();
isMoving = true;
isMovingForward = true;
isMovingBackward = false;
canRotLeft = true;
canRotRight = true;
lastDirForw();
transform.Translate(Vector3(1, 0, 0) * speed * Time.deltaTime);
}
}
if(!(Input.GetAxis("Forward"))) {
isMovingForward = false;
}
if(!(Input.GetAxis("Backward"))) {
isMovingBackward = false;
}
if(Input.GetAxis("Backward") && isMovingForward == false) {
if(lastDir == "forward") {
deaccelerate();
brake();
braking = true;
canRotLeft = false;
canRotRight = false;
} if(!(lastDir == "forward") && canMoveBack == true) {
accelerate();
isMoving = true;
isMovingBackward = true;
ifMovingForward = false;
breakingBack = false;
canRotLeft = true;
canRotRight = true;
lastDirBack();
transform.Translate(Vector3(1, 0, 0) * -speed * Time.deltaTime);
}
}
The lastDir functions:
function lastDirForw() {
if(collided == true) {
brake();
canMoveBack = false;
lastDir = "backward";
} else {
canMoveBack = true;
lastDir = "forward";
}
}
function lastDirBack() {
if(collided == true) {
brake();
canMoveForw = false;
lastDir = "forward";
} else {
canMoveForw = true;
lastDir = "backward";
}
}
What is the best way to capture a left AND right mouse click in javascript? I'm not using jQuery (it's next on my to-learn list), just javascript for now. Basically, I want to do something like
onClick()=javascript:rightClickFunction() // do right click function
onContextMenu()=javascript:leftClickFunction() /
onBoth() ???
The only thing I could find on stackoverflow was:
How to distinguish between left and right mouse click with jQuery
How should I capture the double-button click? Can i check if the opposite button is also clicked during the R and L button routines?
You could track which mouse buttons are down with some boolean variables like this:
var leftButtonDown = false;
var rightButtonDown = false;
$(document).mousedown(function() {
if(e.which == 1) {
leftButtonDown = true;
} else if (e.which == 3) {
rightButtonDown = true;
}
});
$(document).mouseup(function() {
if(e.which == 1) {
leftButtonDown = false;
} else if (e.which == 3) {
rightButtonDown = false;
}
});
$(document).click(function() {
if(leftButtonDown && rightButtonDown) {
// left and right buttons are clicked at the same time
}
});
If both booleans are true, the right and left mouse buttons are both being clicked.
Pure Javascript solution based on the answer by Elliot:
var leftButtonDown = false;
var rightButtonDown = false;
document.addEventListener("mousedown", function () {
if (e.which == 1) {
leftButtonDown = true;
} else if (e.which == 3) {
rightButtonDown = true;
}
});
document.addEventListener("mouseup", function () {
if (e.which == 1) {
leftButtonDown = false;
} else if (e.which == 3) {
rightButtonDown = false;
}
});
document.addEventListener("click", function () {
if (leftButtonDown && rightButtonDown) {
// Click with both LMB and RMB.
}
});
For anyone still interested in a recent answer, as event.which is deprecated you can use the following code with ES6 syntax.
let leftButtonDown = false;
let rightButtonDown = false;
document.addEventListener("mousedown", (e) => {
// left click
if (e.button === 0) {
leftButtonDown = true;
}
// right click
if (e.button === 2) {
rightButtonDown = true;
}
if (leftButtonDown && rightButtonDown) {
// insert code here
}
});
document.addEventListener("mouseup", (e) => {
if (e.button === 0) {
leftButtonDown = false;
}
if (e.button === 2) {
rightButtonDown = false;
}
});
If you want to prevent the context menu from popping up you can try a variation of this:
let leftButtonDown = false;
let rightButtonDown = false;
document.addEventListener("mousedown", (e) => {
// left click
if (e.button === 0) {
leftButtonDown = true;
}
// right click
if (e.button === 2) {
rightButtonDown = true;
}
if (leftButtonDown && rightButtonDown) {
// insert code here
}
});
document.addEventListener("mouseup", (e) => {
if (e.button === 0) {
leftButtonDown = false;
}
});
document.addEventListener("contextmenu", (e) => {
if (leftButtonDown && rightButtonDown) {
e.preventDefault();
}
rightButtonDown = false;
});
Modern browsers mouse buttons mapping:
left click = 0
middle click = 1
right click = 2
IE8 and earlier mouse buttons mapping:
left click = 1
middle click = 4
right click = 2