when i have something like this
".mylabel click": function (el,ev){
//mycode in here
}
what does el mean?
what does ev mean?
I have tried searching it in canjs, but there isn't enough information.
Typically, el would be the element that received the click event. ev is the actual click event itself which would tell you if the user clicked with the right mouse button or left mouse button...etc.
Related
Is there any way to query the state of mouse buttons in OSX? In other words, I am looking for a function that returns whether a mouse button is currently being pressed or not. The equivalent under Windows would be GetAsyncKeyState(VK_LBUTTON).
This is in the context of a Quartz event if that matters. I found the promising function CGEventSourceFlagsState that, when called with kCGEventSourceStateHIDSystemState returns that information for the CONTROL, SHIFT, ALT keys but from what I can see, unfortunately not for mouse buttons.
Seems like CGEventSourceButtonState might just be what I am looking for.
this is probably dead easy but I can't find a solution. I made a dialogue system and have a UI-button to click when the player should display a sentence next.
The issue is that the button is only triggered onMouseclick and I would like to change the input button to Enter. Would anyone know how to go about this?
If you need to determine if the button is selected first or not, I suggest you take a look at this page: https://docs.unity3d.com/ScriptReference/UI.Selectable.IsHighlighted.html
If you don't want pressing the button to have any functionality, you just wouldn't link it to any functions.
Working code might look something like this:
public class selectableExample : Selectable{
BaseEventData _event;
void Update()
{
if (IsHighlighted(_event) == true)
{
if (Input.GetKeyDown("enter")){
print("replace me with working function"); // whatever you want to have happen on button press
}
}
}
}
You simply attach this to your button and it should respond the same as being pressed. To be honest, it hardly seems like you actually need a button at all for this though, you'd probably be fine with just a label telling the player to press "Enter" and then simply checking for that input.
You can use the Event Trigger component to use one of the many event types. Select Submit (this is set to enter and return in the input settings at edit>project settings>input by default).
Don't set anything in the OnClick event.
The only thing needed now is to actively highlight the button from somewhere with ReferenceToButton.Select().
In the image above you can see two notifications on OS X. The first one is from my app and the second is from Apple's Reminders.app. In the image you can see the otherButtonTitle 'Complete' and the actionButtonTitle 'Later'.
The second notification, i.e. the one from Reminders.app behaves quite differently. It gets this little arrow pointing downwards on mouse over indicating that there are more actions when clicked. And indeed, you just need to click once on 'Later' and it will give you a couple more options to choose from.
However, I can't get the same behavior to work for my notification. I don't get the little arrow on mouse over and I don't get more options displayed from a single click on 'Later' (notification just gets dismissed). More options only get displayed when holding down the mouse button on 'Later' which is not obvious.
Am I missing something obvious here? How can I get my notification to have exactly the same as the ones from the Reminders.app?
While trying to find a solution for the same problem I found this nice explanation for the NSUserNotificationPrivate class that explains how the Reminders app does it.
https://github.com/indragiek/NSUserNotificationPrivate
If the notification type is set to "Alert", the alternateActionButtonTitles property lets you set an array of additional menu item titles to be shown in an action menu that can be accessed by hovering on the Action button and clicking on the arrow.
Once a notification is handled, the index of the action can be retrieved using the _alternateActionIndex property.
So they are using a private API. As the site's disclaimer say using any of this will result in your app being rejected from the MAS and potentially breaking if the APIs change.
I'm looking for a similar function as XLookupKeysym(XKeyEvent*,int) for the ButtonPress events, so i can check what button was pressed. With XGrabButton(...) i'm getting notifications on every ButtonPress event.
How do I check for a specific button (e.g XK_Pointer_Button1) if it's pressed?
Ok, found what I wanted:
...
switch(&Event.type):
case ButtonPress:
if(Event.xbutton.button == Button1)
...
Seems to be that I've mistaken XK_Pointer_Button1 with that Button1 I used above. It's defined in X.h, not in keysymdef.h.
If found the answer here:
getting mouseclick coordinates with Xlib
XQueryPointer gives you mouse buttons state in addition to pointer coordinates
I've seen plenty of information about this topic, but not the answer to this question exactly. I have the opposite problem of most. I want to prevent the Enter button from clicking a button when the button has focus. And to do this, I don't want to simply disable the button from accepting an Enter button press, but rather I want to conditionally capture the Enter button press in a callback method. Right now, I have bound the following event to all widgets in my python program:
parent.Bind(wx.EVT_CHAR, self.CharInputCallback)
The EVT_CHAR event is actually thrown when the enter button is pressed and I'm able to get the callback in my callback method. My problem is that the enter button's functionality of virtually clicking a button still goes through, despite purposely not skipping the event (which would forward on the event). Since this is happening, and I'm sure my callback method is not forwarding the event along (I've tested this by capturing characters going to a text box) I suspect that the enter button throws an additional event that I'm not capturing. I've tried binding and capturing the additional following events to prevent the "virtual click" from the enter button:
parent.Bind(wx.EVT_TEXT_ENTER, self.CharInputCallback)
parent.Bind(wx.EVT_KEY_UP, self.CharInputCallback)
parent.Bind(wx.EVT_KEY_DOWN, self.CharInputCallback)
Yet when I press enter, the button in focus is still clicked. To summarize, is there an additional event being thrown when I press the enter button? If so, which event in particular is "virtually clicking" the button? Most forums I've found have discussed how to recognize when the enter button is pressed, but I want to recognize it and disable it's default action when a button is in focus.
I tried binding all those events to different handlers and I also bound EVT_BUTTON. It appears that EVT_BUTTON always fires BEFORE the key and char events do. If you don't want your button to be clicked, then you'll probably have to either disable it, use a different widget (maybe one of the generic buttons) or create your own. I would also ask on the wxPython mailing list to see if they have any suggestions.
The only way to order the events in wxPython that I'm aware of is to use wx.CallAfter or wx.CallLater. I'm not sure how you'd use that in this context though.
The event that causes enter to click a button is the key up event. My code for my callback was messed up slightly. Capturing the key up event and not skipping it prevent the enter button from clicking a button in focus. On Windows 7 anyways.