I bought a Logitech Marble Trackman. I am used to hold one button and roll the ball to scroll under linux. Now I am working under Win8 and installed Logitech SetPoint.
Now I have Universal Scroll and AutoScroll as options and both lock the scroll function. I need a second click to deactivate scrolling.
Is there a way to scroll only with button 4 hold?
I found a solution after a long search.
It's this simple:
throw away LogiTech SetPoint
Install e.g. X-Mouse Button Control from http://www.highrez.co.uk/downloads/XMouseButtonControl.htm
Configure everything you want.
Poor Logitech.
Related
The issue.
The mouse keeps escaping the full-screen whenever I either jump, move, rotate the camera or keep spinning to the left. But only on the left side of the screen, not the right, not the middle, not beneath, only on the left side.
This has happened in other unreal engine 5 games as well, but not in every single one of them.
What I've tried so far is:
Disabled Set bSHowMouseCursor nodes. [No effect.]
Set an Event BeginPlay > Set Input Mode Game only > Get Player Controller > Set SHow Mouse Cursor (Unchecked) [No effect.]
Created a new template (A blank one), then packaged it for testing. [Mixed effects. It slightly reduced the rate the mouse showed on the left side of the screen.]
Set an Event BeginPlay > Set Input Mode Game and UI > Get Player Controller > Set SHow Mouse Cursor (Unchecked) [Mixed results - I had to hold right click in order to move the camera, in which case, the mouse stopped showing, but as soon as I released it, the left mouse not only did appear as well, but the camera could not be moved and the cursor appeared permanently on the left side of the screen.]
Changed both the software and hardware cursors. But the cursor is unchanged. So it's not the game's cursor that appears in-game. It's the actual windows cursor.
I tested every option in the Default Viewport Mouse Lock Mode.
Deleted both Saved and the Intermediate folders.
Someone told me it has something to do with how the mouse is locked (or not) on viewport. And that, that might be the reason behind the cursor leaving escaping full-screen.
I don't have two monitors. The game is in full-screen. The issue persists in windowed mode as well. No widgets.
Tested it in packaging and in a Standalone game. (Issue persisted.)
The issue happens only if I click the left mouse button. If I play the game without clicking it, the cursor does not appear in-game.
Update:
It appears like going to the game's exe's compatibility and changing the high DPI settings' scaling behavior to application fixes the problem but reduces the fps. This is a temporary fix but I need a permanent one.
This is a weird issue.
What is on your left side desktop?
Do you use any apps that have an overlay?
If you have any apps try to disable them temporarily at startup from task manager, restart and check again.
In UE5, have you tried setting the mousecapture to true, especially in fullscreen.
Sometimes the mouse can escape...
Are you using a standard resolution/aspect ratio?
Some non standard resolutions and aspect ratios can change the way the base OS responds to captured/non captured input.
"I am trying to implement https://github.com/luke-chang/js-spatial-navigation on the webos multiple lists if one list is finsihed after i click on the TV remote right navigation the foucs is going to next list but i want to stop the right focus on once user reaches the last item of the list but it should work on left and top and bottom focus"
I can't understand your problem either. From my experience the horizontal row is limited by the TV screen width and once you hit the last item in the row the right arrow keys doesn't work, but I'm not familiar with webos. I've had good success adding fading context text that appear when a item is focused and a changing hero graphic too. Check out http://loopzine.tv/firetv.htm
D-pad or keyboard with arrow keys required.
When I double-click on an animator controller to launch it, the animator tab appears, but when I run the editor, I don't get the usual flow, operations, etc... I only get a static view of the states and transition arrows between them. My parameters do not show the changes they go through either.
I have multiple animations and can switch between them when certain game conditions occur, but nothing really shows when I do so, to see the flow of control, what happens, what goes wrong, the switching, the progress bar, etc...
I have the latest Unity 5.2.0f3 so I wondered if it is just me or others are having a similar problem...
What we need to do is this: Once we hit the play in the editor mode (and have the animator window docked on one side, of course) we just go and click the object in the hierarchy for which we want to analyse the animation flow. And the animator window will start showing the states and the progress bar.
Also, after upgrading to Unity 5.2, it is worth checking the values that were previously set for transition states, for example if vSpeed is greater than 0.1 then start walking. All my set values were messed up; i.e. changed.
I just upgraded my macbook pro to Yosemite and this new behavior of the green window button is driving me nuts. I only want to expand a window to maximum size (and keep the menu bar showing). The new default behavior is to totally take over the screen, which is just too much, I find it disorienting. I want to go back to the way Mavericks did it.
Try doing Alt+Shift+maximise.
Also thanks to pixelfairy for finding [BetterTouchTool](http://www.boastr.de/) to change the zoom button maximize behavior.
When I control Seekbar in Android Wear device, red circle with x button pops up.
There is no exception or force to close dialog. If I push the button, it just terminate the app.
I wonder why red circle with x button pops up and how to avoid that.
thx!
The "red circle with x" is a DismissOverlayView, that is,
A view for implementing long-press-to-dismiss in an app.
(as described in the documentation for the Wearable UI Library).
The idea is to provide an alternative way to close an app when you specifically prevent swipe-to-dismiss (by setting android:windowSwipeToDismiss="false"), for example when swiping is an integral part of an app.
A canonical example (as explained in this Google I/O talk, around the 23:00 mark) is when displaying a ViewPager on the drawable: you may not want the user to accidentally exit the app by swiping right from the first page, but you still need some way to exit it.
So they settled on long press as the pattern for doing so.