Pictures keep going to the top left.(Actionscript 3) - image

So my project was to make two gallery pages. I called them "gallery1" and "gallery2".The gallery pages each have 5 thumbnails that act like buttons so when you click on em, it opens an swf of the picture. Now the problem is, it always opens on the top left, i want them to be in the middle of the page. This is the code for gallery1. Gallery 2 is the samething but with different pics. b1-b5 are the thumbnails.Please help.
var swfRequest1:URLRequest = new URLRequest("image1.swf");
var swfRequest2:URLRequest = new URLRequest("image2.swf");
var swfRequest3:URLRequest = new URLRequest("image3.swf");
var swfRequest4:URLRequest = new URLRequest("image4.swf");
var swfRequest5:URLRequest = new URLRequest("image5.swf");
var swfLoader:Loader = new Loader();
function opengal(evt:MouseEvent):void
{
var pTarget:String = evt.currentTarget.name;
if(pTarget == "b1")
{
swfLoader.load(swfRequest1);
addChild(swfLoader);
}
else if(pTarget == "b2")
{
swfLoader.load(swfRequest2);
addChild(swfLoader);
}
else if(pTarget == "b3")
{
swfLoader.load(swfRequest3);
addChild(swfLoader);
}
else if (pTarget == "b4")
{
swfLoader.load(swfRequest4);
addChild(swfLoader);
}
else if(pTarget == "b5")
{
swfLoader.load(swfRequest5);
addChild(swfLoader);
}
};
b1.addEventListener(MouseEvent.CLICK, opengal);
b2.addEventListener(MouseEvent.CLICK, opengal);
b3.addEventListener(MouseEvent.CLICK, opengal);
b4.addEventListener(MouseEvent.CLICK, opengal);
b5.addEventListener(MouseEvent.CLICK, opengal);

To set your loaded content in the middle of your stage, you can do like this :
// store files path into an array
var files:Array = ['image01.swf', 'image02.swf', 'image03.swf', 'image04.swf', 'image05.swf'];
var loader:Loader = new Loader();
// use loader.contentLoaderInfo to listen to Event.INIT
loader.contentLoaderInfo.addEventListener(
Event.INIT, function(e:Event):void {
// center our loader
loader.x = (stage.stageWidth - loader.width)/2;
loader.y = (stage.stageHeight - loader.height)/2;
})
addChild(loader);
function opengal(evt:MouseEvent):void {
// here the pTarget should be between 0 and 4 as an array index
var pTarget:int = Number((evt.currentTarget.name).substr(-1, 1)) - 1;
loader.load(new URLRequest(files[pTarget]));
};
...
I hope this can help you.

You have to position your swfLoader in the middle of the screen.
You can do this with this code:
swfLoader.x = (swfLoader.width - stage.stageWidth)/2; // and the y axis in a similar way
The required width and height properties can be retrieved when the contentLoaderInfo dispatches an Event.INIT.

Related

Getting 'Error: AppleEvent handler failed' every time I run this script in Script Editor

Been struggling to get this script to work. It's meant to batch export notes out of Apple Notes. Script is below.
// set things up
var app = Application.currentApplication();
app.includeStandardAdditions = true;
var notesApp = Application('Notes');
notesApp.includeStandardAdditions = true;
// choose which notes
var notes = notesApp.notes;
var whichNotes = app.chooseFromList(notes.name(), { withPrompt: "Which Notes?", multipleSelectionsAllowed: true });
if (whichNotes) {
// choose save location
var saveWhere = app.chooseFolder().toString();
if (saveWhere) {
// loop through all notes
for(var i=0; i<notes.length; i++) {
// is this note one to be exported?
if (whichNotes.indexOf(notes[i].name()) > -1) {
// save file as html
var filename = saveWhere+"/"+notes[i].name()+".html";
var file = app.openForAccess(Path(filename), { writePermission: true });
app.setEof(file, { to: 0 });
app.write(notes[i].body(), {to: file});
app.closeAccess(file);
}
}
}
}
A bunch of other people have used it with no problems.
I have the same problem with the same script on 10.15.7. The issue is raised on notes.name().
I assume this is related to either too many notes (it used to work, but I created a lot of notes since), or some special char in the note title. But I did not managed to fix it with my notes.
I copied my version below.
(notice the replace to build a valid file name if your note title contain "/".)
// set things up
var app = Application.currentApplication();
app.includeStandardAdditions = true;
var notesApp = Application('Notes');
notesApp.includeStandardAdditions = true;
// choose which notes
var notes = notesApp.notes;
this.console.log("before notes.name()")
var whichNotes = app.chooseFromList(notes.name(), { withPrompt: "Which Notes?", multipleSelectionsAllowed: true });
this.console.log("After notes.name()")
this.console.log("Let's do it") // view / show log / message tab
if (whichNotes) {
// choose save location
var saveWhere = app.chooseFolder().toString();
if (saveWhere) {
this.console.log("note count:"+notes.length)
// loop through all notes
for(var i=0; i<notes.length; i++) {
// is this note one to be exported?
if (whichNotes.indexOf(notes[i].name()) > -1) {
// save file as html
var notename = notes[i].name().replace(/\//gi,'-')
this.console.log("next:"+notename) // view / show log / message tab
var filename = saveWhere+"/"+ notename +".html";
var file = app.openForAccess(Path(filename), { writePermission: true });
app.setEof(file, { to: 0 });
app.write(notes[i].body(), {to: file});
app.closeAccess(file);
}
}
}
}

Clicking or hovering over multiple images in canvas?

I am working on a project for my programming class. I'd like to essentially have a canvas with a background element (say a room.jpg) and then maybe three interactive objects in the room (lamp.jpg, couch.jpg, desk.jpg). I'd like for it to be that if you hover over the lamp a small box or text pops out, giving you some information. Or maybe have it so if you click an image, the same concept happens. You know, something interactive with the objects in the canvas. Again, I'm new to canvas but we have to use it in our assignment. My current code is:
function loadImages(sources, callback) {
var images = {};
var loadedImages = 0;
var numImages = 0;
// get num of sources
for(var src in sources) {
numImages++;
}
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
var sources = {
room: 'room.jpg',
title: 'title.jpg'
};
loadImages(sources, function(images) {
context.drawImage(images.room, 0,0);
context.drawImage(images.title, 0,0);
});
}
But from what I understand, it makes the two jpegs a "permanent" canvas element (unable to be messed with). I had been trying to get it so that when I clicked I'd go from the title.jpg to the room.jpg but I've since given up. Essentially, all I want now is just to have the room.jpg appear when the page is first loaded, and have three other png objects on top (as objects in the room). Are these able to be interacted with, or do I have to put the images into the canvas in another way? Thanks for all your help and your patience!
// --- Image Loader ----
var images = {};
var loadedImages = 0;
var pictures = {
room: 'room.jpg',
title: 'title.jpg'
lamp1: 'lampoff.jpg'
lamp2: 'lampon.jpg'
};
function loadImages(sources, callback) {
var numImages = 0;
for(var src in sources)numImages++;
for(var src in sources) {
images[src] = new Image();
images[src].onload = function() {
if(++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
// --- Mouse Down Functionality ----
$('#canvas').addEventListener('mouseDown', function(e){
if(e.clientX){
var rect = this.getBoundingClientRect();
if(rect) clickCanvas(e.clientX - rect.left, e.clientY - rect.top)
else clickCanvas(e.clientX - this.offsetLeft, e.clientY - this.offsetTop);
}else if(e.offsetX) clickCanvas(e.offsetX, e.offsetY);
else if(e.layerX) clickCanvas(e.layerX, e.layerY);
else console.warn("Couldn't Determine Mouse Coordinates");
})
var lampOn;
function drawCanvas(showLamp){
lampOn = showLamp;
canvas.width = canvas.width //clears canvas
context.drawImage(images.room, 0,0);
context.drawImage(images.title, 0,0);
if(lampOn){
context.drawImage(images.lamp2, 100,100);
}else{
context.drawImage(images.lamp1, 100,100);
}
}
function clickCanvas(x,y){
console.log('clicked canvas at:',x,y)
if(clickedLamp){
drawCanvas(!lampOn)
}
}
loadImages(pictures, function(images) {
drawCanvas(false)
});
Make sure to replace "clickedLamp" and "#canvas"! The idea here is that you redraw the same canvas, using the same function. Everytime you modify any of it, you rerender ALL of it. See if you can get this example working, it will help clarify alot. If you don't understand something comment

How to programmatically move a tab to another window in a firefox Addon-SDK extension?

While it looks like you can change the order of a tab within a window by updating the tab .index property, it doesn't look like the tabs api directly supports the move of a tab to another window.
Am I missing something? Is there a viable workaround?
It is possible through the low level module window/utils. The example below duplicates the active tab across every open window
const { getMostRecentBrowserWindow, windows: getWindows } = require("sdk/window/utils");
const { ActionButton } = require("sdk/ui/button/action");
var button = ActionButton({
id: "duplicatetab-button",
label: "Duplicate tab",
icon: "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAACUElEQVQ4jaWTTWtTURCGjzc33CCpbVKN4kexC9EUY1Hov+iqPyDrbgtuCrViKUERqsWVguBGQaW4UiKiaEVxoShFGgnuBMUqNW3zce49Z+ZxUWtwoRR8YXbzPswM7xj+JgVEiXGsYVknxgII4Ltt5p8AB8RArOAUVQfqQJNtAFA8QgvF6i9PR1Dt0KbVBTjncM4hIni/OZv3HsRB+wvefiP2LcQnJIkQe49FEJFNQLPZZHh4mEwmQyqVoqenh3K5TGvlK1dOlageH+HG4DFar1/S0A6Lr99xdN8QxWKRXC6HGR0dJZvNMjk5Sb1ep1gskk6nuTo/D+/ec7dvkBdhP9cKeX7UXxEZQ2/YRxRFLC8vY+bm5qhUKnjvsdYyPj5OFEWcnTnHujiS5TfcPDbAw50h9w7u5f7UadLZFLVaDRHBiGzuY61lbGyMXC5HoVBgrbGGWAW/TvvxHR7s7udFKs/1oyfZ+PSRTqeDqm7eoFqtEoYhmUyG2dlZVJU4iREfI/WP3Nt9iMUdu7jdf5Anly5i0oaVlRWazSZmYWGBIAiIoohyucz09DQTExPMnJli9dlT5vcM8Kh3gFsHDuNqb9mb7yXMRBhjWFpawpRKJVKpFMYYgiAgDEOCIOD81BkunBjh8pEhKqUhGkvP6bQ/U//wgUP5/YRhSDabxbTbbVQV5xyq2q0kgR8NdOM7JKuo/Y5qggqIdPvMlnkrQCKCquJFsOrxeHAJxA48eFU6Xv4EqOpv41YqnQirqliv4MEmQtN7RBSs7wL+/gvb038DfgJnyUabbHzUbQAAAABJRU5ErkJggg==",
onClick: function() {
var xulwindows = getWindows("navigator:browser");
var xulactivewindow = getMostRecentBrowserWindow();
var xulactivetab = xulactivewindow.gBrowser.selectedTab;
xulwindows.forEach(function(win){
if(win === xulactivewindow)
return;
var duplicatedtab = win.gBrowser.duplicateTab(xulactivetab);
win.gBrowser.moveTabTo(duplicatedtab, 0); // the second argument is the index
});
}
});
#paa's solution is nice but it doesn't move a tab. His is duplicating the tab. So flash movies will not retain their position etc. And its not a move its a duplicatio, like he explained.
I did a lot of research was real fun. The way they move tabs in Firefox is via docShell swapping. This will accomplish what you want. It's written for bootstrap though so needs touch up for addon sdk.
Pass second argument as string of tabbed or non-tabbed if you want to move it to a new window. Else pass second argument an existing window and it will be moved there. can copy paste and run this code from sratchpad.
this uses the gBrowser.swapBrowsersAndCloseOther function
function moveTabToWin(aTab, tDOMWin) {
//tDOMWin means target DOMWindow means the window you want the tab in
//if tDOMWin == 'tabbed' or == 'non-tabbed' it opens in a new window
//if aTopContWin is the last in its window, then its window is closed
if (tDOMWin == 'tabbed' || tDOMWin == 'non-tabbed') {
var sa = Cc["#mozilla.org/supports-array;1"].createInstance(Ci.nsISupportsArray);
var wuri = Cc["#mozilla.org/supports-string;1"].createInstance(Ci.nsISupportsString);
wuri.data = 'about:blank';
sa.AppendElement(wuri);
let features = "chrome,dialog=no";
if (tDOMWin == 'tabbed') {
features += ',all';
}
var sDOMWin = aTab.ownerGlobal; //source DOMWindow
if (PrivateBrowsingUtils.permanentPrivateBrowsing || PrivateBrowsingUtils.isWindowPrivate(sDOMWin)) {
features += ",private";
} else {
features += ",non-private";
}
var XULWindow = Services.ww.openWindow(null, 'chrome://browser/content/browser.xul', null, features, sa);
XULWindow.addEventListener('load', function() {
var DOMWindow = XULWindow.QueryInterface(Ci.nsIInterfaceRequestor).getInterface(Ci.nsIDOMWindowInternal || Ci.nsIDOMWindow);
DOMWindow.gBrowser.selectedTab.linkedBrowser.webNavigation.stop(Ci.nsIWebNavigation.STOP_ALL);
DOMWindow.gBrowser.swapBrowsersAndCloseOther(DOMWindow.gBrowser.selectedTab, aTab);
//DOMWindow.gBrowser.selectedTab = newTab;
}, false);
} else if (tDOMWin) {
//existing dom window
var newTab = tDOMWin.gBrowser.addTab('about:blank');
newTab.linkedBrowser.webNavigation.stop(Ci.nsIWebNavigation.STOP_ALL);
tDOMWin.gBrowser.swapBrowsersAndCloseOther(newTab, aTab);
tDOMWin.gBrowser.selectedTab = newTab;
}
}
moveTabToWin(gBrowser.selectedTab, 'tabbed');
I'v got inspired by #Noitidart's answer and came up with my solution.
I'm adding setWindow(window, index) method to Tab's prototype, so that any SDK tab can be moved to another window from anywhere in the addon with a simple call like this:
browserWindows[0].activeTab.setWindow(browserWindows.activeWindow, 0);
This will move active tab of window 0 to the beginning of active window.
And here is the method:
Update:
I've put together a module to do exactly this: jetpack-tab-setwindow
Old solution (breaks in FF43)
var Tab = require("sdk/tabs/tab").Tab;
Tab.prototype.setWindow = function (window, index) {
var tab = this;
var oldWindow = tab.window;
if ( oldWindow !== window ) {
// We have to use lower-level API here
var Ci = require('chrome').Ci;
var viewFor = require("sdk/view/core").viewFor;
var aTab = viewFor(tab);
var aWin = viewFor(window);
var gBrowser = aWin.gBrowser;
// Get tab properties
var isSelected = oldWindow.activeTab == tab;
var isPinned = aTab.pinned;
// Log for debugging:
var tabId = tab.id;
console.log('setWindow', {index, isSelected, isPinned, tab, tabId});
// Create a placeholder-tab on destination windows
var newTab = gBrowser.addTab('about:newtab');
newTab.linkedBrowser.webNavigation.stop(Ci.nsIWebNavigation.STOP_ALL); // we don't need this tab anyways
// If index specified, move placeholder-tab to desired index
if ( index != undefined ) {
var length = gBrowser.tabContainer.childElementCount;
if ( index < 0 ) index = length - index;
if( 0 <= index && index < length ) {
gBrowser.moveTabTo(newTab, index);
}
}
// Copy tab properties to placeholder-tab
if ( isPinned ) {
gBrowser.pinTab(newTab);
}
// For some reason this doesn't seem to work :-(
if ( isSelected ) {
gBrowser.selectedTab = newTab;
}
// Swap tabs and remove placeholder-tab
gBrowser.swapBrowsersAndCloseOther(newTab, aTab);
}
};

In UnityScript, why does GUI not get called within hit on collider?

I'm trying to print out text when a user touches a sprite, however, even though I get no errors when building and running the code, the code refuses to printout the text and I cannot understand what I am doing wrong. Please help me understand why it does not print.
It prints the debug text when I touch the sprite, but not the GUI text with total.
This is the code:
#pragma strict
function Start () {
OnGUI();
}
function OnGUI(){
//var total = 0;
//GUI.Label( myRect, total.ToString() ); // Displays "10".
//GUI.Label( myRect, "" + bullets ); // Displays "10".
// GUI.Label(Rect(0,0,Screen.width,Screen.height),"Total:"+total);
}
//function Update () {
//}
var platform : RuntimePlatform = Application.platform;
function Update(){
if(platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer){
if(Input.touchCount > 0) {
if(Input.GetTouch(0).phase == TouchPhase.Began){
checkTouch(Input.GetTouch(0).position);
}
}
}else if(platform == RuntimePlatform.WindowsEditor){
if(Input.GetMouseButtonDown(0)) {
checkTouch(Input.mousePosition);
}
}
}
function checkTouch(pos){
var total = 0;
var wp : Vector3 = Camera.main.ScreenToWorldPoint(pos);
var touchPos : Vector2 = new Vector2(wp.x, wp.y);
var hit = Physics2D.OverlapPoint(touchPos);
if(hit){
GUI.Label(Rect(0,0,Screen.width,Screen.height),"Total:");
Debug.Log(hit.transform.gameObject.name);
hit.transform.gameObject.SendMessage('Clicked',0,SendMessageOptions.DontRequireReceiver);
//total = total +1;
}
}
You cannot put a gui item outside the OnGUI Method. You need to set a boolean to turn on the label.
Something along these lines.
OnGUI(){
if(labelbool)
GUI.Label ....
}
check(){
labelbool = true;
}

Reloading labels when scrolling esri map

What I'm trying to do is reload my labels when the user moves or scrolls the map to a different position. Currently when the user zooms in past a certain level the labels load and every thing works correct. When the user starts to move the map to a different state the labels disappear and you have to zoom out and zoom back in to regenerate the labels.
I've changed onZoomEnd to update / update-end / load / onLoad
Here is the code:
function initUI(graphics) {
dojo.connect(globals.map, 'onZoomEnd', function () {
console.log("Initial zoom level is :" + globals.map.getZoom());
var font = new esri.symbol.Font(14, esri.symbol.Font.STYLE_NORMAL, esri.symbol.Font.VARIANT_NORMAL, esri.symbol.Font.WEIGHT_BOLDER, "Arial");
var gl = globals.featureLayers[1].graphics;
globals.map.graphics.clear();
if (globals.map.getZoom() >= 9) {
console.log(codeID);
for (var i = 0; i < gl.length ; i++) {
var g = globals.featureLayers[1].graphics[i];
if (codeID == 1 || codeID == 32 || codeID == 28 || codeID == 33 || codeID == 10) {
var strLabel = g.attributes.NAME + ":" + $.formatNumber(findFips(g), { format: '#,###', locale: "us" });//creates string label formatted
var textSymbol = new esri.symbol.TextSymbol(strLabel, font);//create symbol with attribute name
textSymbol.setColor(new dojo.Color([0, 0, 0]));//set the color
var pt = g.geometry.getExtent().getCenter(); //get center of county
var labelPointGraphic = new esri.Graphic(pt, textSymbol); //create label graphic
//add label to the intended graphic
globals.map.graphics.add(labelPointGraphic);
}
else {
var strLabelPct = g.attributes.NAME + " : " + $.formatNumber(findFips(g), {format: '#,###.0', locale: "us"}) + "%";
var textSymbol = new esri.symbol.TextSymbol(strLabelPct);//create symbol with attribute name
textSymbol.setColor(new dojo.Color([0, 0, 0]));//set the color
var pt = g.geometry.getExtent().getCenter(); //get center of county
var labelPointGraphic = new esri.Graphic(pt, textSymbol); //create label graphic
//add label to the intended graphic
globals.map.graphics.add(labelPointGraphic);
}
}//end for
}//end if
});//end on zoom end
If possible, the new 3.7 Esri ArcGIS JavaScript API has a new LabelLayer that may help deal with your issue. It doesn't have as many features but is a great start for a beta feature.
Label Layer
Here is a block of code that I've used (written in 3.7). It uses the new AMD style require and "dojo/on" to attach the updated event triggers to the map.
map.on('zoom-end', function() {
handleMapPanZoom(); // Turns some complex layers on and off.
maxOffset = calcOffset(map); // Updates the max offset at each zoom level.
for (var i = 0; i < lyrs.length; i++) {
lyrs[i].setMaxAllowableOffset(maxOffset);
}
});
map.on('extent-change', function() {
handleMapPanZoom();
});

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