LUA- display new image disables removing an event - image

I'm having a trouble right now.
I have a matrix of objects. Each object is an image and has an event listener that is triggered when i tap the object.
the event changes the picture, using display.newImage() property.
at some point i want to remove the event listener. I found out that the removing isn't working on the images i tapped on. I can't really understand why, because clearly the event still exists after i tap one time on the image (i know that because i can tap and change the image more the once)... so I really don't know what the problem is.
thanks!

Make sure you are only registering the touch event ONCE for each image.
Also remember that the touch event is propagating (It will continue to trigger touch events for images that are underneath the first image) In order to prevent the touch event from propagating you need to return true at the end of your touch handler.
I would recommend adding print("Registered Touch Event") statements to check and make sure things are happening the way you want them.

Related

Showing an NSSharingServicePicker on MouseUp

I'm adding sharing to my app (targeting Mavericks, 10.9), which I want to work like this:
User clicks Share button
Cursor changes to crosshair
User drags selection of what he'd like to share
NSSharingServicePicker displays, allowing the user to pick the service to share with
I'm accomplishing this using the -mouseDown:, -mouseDragged:, and -mouseUp: events. mouseDown begins the selection, mouseDragged provides feedback as to the area being selected, and then mouseUp completes the drag, showing the picker. Each time, though, I get this written to the console:
2014-06-25 00:13:45.111 App[31401:303] Warning: -[NSSharingServicePicker showRelativeToRect: ofView: preferredEdge:] should not be called on mouseUp
Please configure the sender with -[NSControl sendActionOn:NSLeftMouseDownMask];
I don't understand why that would be a problem, unless you were showing it from a button click on mouse up. Should I ignore the message? I've tried showing it using dispatch_async and dispatch_after to try and get it to run outside the event's invocation, but they didn't work. I suppose I could ignore it, but does that leave the door to deprecation open?
I know this is a year late but,
I had the same problem. After some research, I cam back with this answer. Before I implemented this code, my button would spin for a while, and then return with the same error you had. When I click my share button now, it no longer lags, and does not return any error. Insert this into your app's awakeFromNib method:[yourShareButtonName sendActionOn:NSLeftMouseDownMask];.
This is what your code should look like:
- (void)awakeFromNib {
[yourShareButtonName sendActionOn:NSLeftMouseDownMask];
}
I hope this helps!

KineticJS: Clicks to background layers stop firing after draw

KineticJS seems to have an issue with handling clicks on background layers after redrawing the stage.
I have a jsfiddle with a minimal example of this problem. http://jsfiddle.net/Z2SJS/
On line 34 I have:
stage.draw()
If this is commented out, events fire as they should. When this is present, after dragging the click events to the background will stop firing.
I know that in this example I am not doing anything that would require me to redraw the stage, but in my project I am using the dragstart and dragmove events to manipulate objects on multiple layers, and I then lose reference to my background clicks.
Is there something I need to do to ensure that redrawing the stage does not cause my events to stop firing?
Instead of using stage.draw() use foreground.draw()
here is the updated fiddle
Alternately: set dragOnTop: false inside the circle instantiation. Fiddle2

using drag events to switch rectangles in a grid in windows phone 7.5

I've run in a bit of a pickle with my puzzle game for windows phone.
I want to change between two adjutant rectangles, both on the same grid.
The tap event was easily implemented, but implementing drag seems to be a really big pain.
I'm also using a custom user control to get the rectangles on the grid, so i need to create custom delegates before attaching events to my rectangle matrix.
I am currently using the manipulation completed and manipulation started events to implement the drag gesture, but there are a couple of problems:
1) i have to tell the difference between tap and actual drag, both which are covered by the manipulation completed event. This is the way I do it right now:
if (e.TotalManipulation.Translation.X == 0 && e.TotalManipulation.Translation.Y == 0)
{
}
else
{do drag stuff here}
however, the do drag stuff here part does not seem to work, even if the transitions are different from 0; It always executes the tap event.
I am currently stacked in using manipulation events, because, as i said, I am using a custom control as an object prototype for my rectangle matrix, and i need custom delegates for that, and apparently, the GestureListener has no constructors for its event classes.
So, any suggestion on how to do this?
I figured the answer just after posting this question.
You can actually attach a gesture listener to a custom control and create custom delegates, by sending the drag gesture event parameter from the gesture listener drag event to the delegate you create and it works.

MonoDroid Click Delegate and Swipe Detection

I have a checkbox with a custom image for the button. I used the click delegate to perform an action whenever the button is clicked:
box.Click += { //do some stuff... }
This is working great.
However, now I have been given the requirement to add swipe detection to this checkbox (Sounds crazy but it does actually make sense for this app).
I added the swipe detection using the standard methods I am used to with normal Android in Java: I subclassed GestureDetector.SimpleOnGestureListener and also implemented View.IOnTouchListener.
I added the swipe detection to the checkbox as follows:
/*
SwipeListener implements View.IOnTouchListener
SwipeDetector is a subclass of GestureDetector.SimpleOnGestureListener
*/
SwipeListener listener = new SwipeListener(new GestureDetector(new SwipeDetector(this)));
box.SetOnTouchListener(listener);
When I do this, the swipe works great. But the click delegate no longer gets activated. I tried moving my code for the click to my SwipeDetector class, and that seemed to work.
But then I noticed that my checkbox was no longer getting its checked/unchecked state and so my custom image for it never changed.
I know this has got to be something simple, but I'm not seeing it... What is the proper way to have a click and a swipe on a view (checkbox) in Android/MonoDroid?
My guess without seeing your code is that you are returning true from OnTouch, meaning you have consumed the event and do not wish any further processing to occur using the event. Try returning false if you want the rest of the event to fire.
http://developer.android.com/reference/android/view/View.OnTouchListener.html

Disable Events on Child

Im using Ext JS 4. I have a button inside a container. I want the container to receive mouseover, mouseout, and click events, but the button is causing the mouseover and mouseout event handlers to be called twice on the container. How can i disable the events on the child button?
I believe you are running to 4.0's new bubbleEvents behavior. Components now propagate some events to their parent containers. This happens in code, independent of DOM event bubbling, up the component hierarchy.
http://dev.sencha.com/deploy/ext-4.0.0/docs/api/Ext.container.Container.html
The best fix is to simply stop the event once you've handled it. That should prevent all bubbling, component or DOM. It is generally a good idea to do this for click events to make sure one and only one thing happens in response to a click, but I'm less certain it's appropriate for mouseover and mouseout.
panel.on('click', function(e) {
e.stopEvent();
// do your stuff
});
another fix you could try (I haven't) is to wipe bubbleEvents on the button.
Another, possibly less robust fix is to turn on event buffering:
el.on('click', this.onClick, this, {buffer: 10});
Buffering collapses duplicate events in a configurable time window into one and it's useful for smoothing out rapid fire or duplicate UI events, but I'm not sure how it plays with bubbling.
{
...
preventDefault: true,
...
}

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