How to use events in GWT Frame - events

I would like to capture all events within a GWT frame. I've found several ways to do this, but they only return mousemove and mouseout events. I also need keypresses, input, etc. The goal is to capture the events and send them to another client by using websockets, and then replicate them on the other side (co-browsing).
I am using a page on the same domain within the frame.
public class ESinkFrame extends Frame implements EventListener {
public ESinkFrame(String src){
super(src);
DOM.sinkEvents(getElement(), Event.KEYEVENTS);
DOM.sinkEvents(getElement(), Event.MOUSEEVENTS);
}
public void onBrowserEvent(Event event) {
System.out.println( "sunk event: " + DOM.eventGetTypeString(event) );
}
}
And when I use it, I also try to attach a different way of grabbing the events.
ESinkFrame frame = new ESinkFrame("http://127.0.0.1:8888/other.html");
RootPanel.get().add(frame);
FrameElement frameElt = frame.getElement().cast();
Document frameDoc = frameElt.getContentDocument();
BodyElement body = frameDoc.getBody();
Element el = body.cast();
DOM.setEventListener(el, new EventListener()
{
public void onBrowserEvent(Event event)
{
Window.alert("test");
}
});
DOM.sinkEvents(el, Event.KEYEVENTS);
Event.addNativePreviewHandler(new NativePreviewHandler(){
public void onPreviewNativeEvent(NativePreviewEvent event) {
String eventName = event.getNativeEvent().getType();
if (event.isFirstHandler() /* && (event.getTypeInt() & Event.MOUSEEVENTS) == 0*/)
System.out.println("PreviewHandler: " + eventName);
}
});

Related

Gluon Mobile Charm 5.0 Cannot Hide Layer

I have a loading gif for all backend requests. Prior to Charm 5.0.0, it worked fine in which the loading gif would show, backend would finish what it needed to, then the loading gif would be hidden. Now, the loading gif shows, but it doesn't hide.
addLayerFactory(LOADING_GIF, () -> new Layer() {
private final Node root;
private final double sizeX = getGlassPane().getWidth();
private final double sizeY = getGlassPane().getHeight();
{
ProgressIndicator loading = new ProgressIndicator();
loading.setRadius(50);
loading.setStyle("-fx-text-fill:white");
root = new StackPane(loading);
root.setStyle("-fx-background-color: rgba(0,0,0,0);");
getChildren().add(root);
this.setStyle("-fx-background-color:rgba(255,255,255,0.7)");
this.setShowTransitionFactory(v -> {
FadeInTransition ft = new FadeInTransition(v);
ft.setRate(2);
return ft;
});
}
#Override
public void show() {
this.setBackgroundFade(0.0);
super.show();
Layer pane = this;
Task<Integer> task = new Task<Integer>() {
#Override
protected Integer call() throws Exception {
int iterations = 0;
int max = DataService.readOutTime / 1000;
while (iterations <= max) {
Thread.sleep(1000);
iterations++;
}
Platform.runLater(new Runnable() {
#Override
public void run() {
if (pane.isVisible()) {
pane.setShowTransitionFactory(v -> {
FadeOutTransition ft = new FadeOutTransition(v);
ft.setRate(2);
return ft;
});
pane.hide();
MobileApplication.getInstance().showMessage("There was an error in sending your data.");
}
}
});
return iterations;
}
};
Thread thread = new Thread(task);
thread.start();
}
#Override
public void hide() {
this.setBackgroundFade(0.0);
super.hide();
}
#Override
public void layoutChildren() {
root.setVisible(isShowing());
if (!isShowing()) {
return;
}
root.resize(sizeX, sizeY);
resizeRelocate((getGlassPane().getWidth() - sizeX) / 2, (getGlassPane().getHeight() - sizeY) / 2, sizeX, sizeY);
}
});
I have a couple of utility methods that show and hide the loader:
public void showLoader() {
MobileApplication.getInstance().showLayer(App.LOADING_GIF);
}
public void hideLoader() {
MobileApplication.getInstance().hideLayer(App.LOADING_GIF);
}
Interestingly, the custom timeout I created (to hide the loader in case there is a stall in the backend) doesn't hide the layer either.
There is an issue with your code: you are overriding Layer::layoutChildren, but you are not calling super.layoutChildren().
If you check the JavaDoc:
Override this method to add the layout logic for your layer. Care should be taken to call this method in overriden methods for proper functioning of the Layer.
This means that you are getting rid of some important parts of the Layer control, such as animations, events and visibility control.
This should work:
#Override
public void layoutChildren() {
super.layoutChildren();
root.setVisible(isShowing());
if (!isShowing()) {
return;
}
root.resize(sizeX, sizeY);
resizeRelocate(getGlassPane().getWidth() - sizeX) / 2, getGlassPane().getHeight() - sizeY) / 2, sizeX, sizeY);
}
On a side note, for the hide transition, you should use setHideTransitionFactory.
So this is what I have done to solve this. From the Gluon Docs on the hide() method:
If this layer is showing, calling this method will hide it. If a hide transition is present, it is played before hiding the Layer. Care should be taken to call this only once LifecycleEvent.SHOWN has been fired.
Thus, I was realizing that the response from the backend was coming before the layer was fully shown. Thus, I modified the overridden hide() method as follows:
#Override
public void hide() {
if (this.isShowing()) {
this.setOnShown(e -> {
this.setBackgroundFade(0.0);
super.hide();
});
} else {
super.hide();
}
}
So if the layer is still in LifecycleEvent.SHOWING mode when being told to hide, make sure that it hides when it is shown. Otherwise it is already shown so hide it.

Unity GUI button to Pause and Rewind MovieTexture [duplicate]

How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image, RawImage, Buttons, InputField and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
So how to do it?
Second:
How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image, RawImage and Text Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
2.Button Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler and its OnPointerDown function from method 1.
3.InputField Component:
You use events to register to register for InputField submit:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
4.Slider Component:
To detect when slider value changes during drag:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
For other events, use Method 1.
5.Dropdown Component
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster to the main Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster to the main Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
Troubleshooting the EventSystem:
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas. It means that a Canvas must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster is not attached to the camera. Make sure that PhysicsRaycaster is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster is not attached to the camera. Make sure that Physics2DRaycaster is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag, OnPointerClick, OnPointerEnter and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger Componenet to Your UI elements that already have these Events you just have to pass method/Function on specific event.
You could use OnMouseDown as well. OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. This event is sent to all scripts of the Collider or GUIElement.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
Do not use OnMouseDown() for mobile performance and multi-touch issues.
This code works on UI Objects for multi-touches
In my answer, I use Image element with a "Button" tag and it has a ButtonController script with a ButtonDown() public method that should be called when user touches the Image element.
Note: Image element has a 2D Collider.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class TouchScript : MonoBehaviour
{
void Update()
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
List<RaycastResult> raycastResult = new List<RaycastResult>();
foreach (Touch touch in Input.touches)
{
if(touch.phase.Equals(TouchPhase.Began))
{
pointer.position = touch.position;
EventSystem.current.RaycastAll(pointer, raycastResult);
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject.tag == "Button")
{
result.gameObject.GetComponent<ButtonController>().ButtonDown();
}
}
raycastResult.Clear();
}
}
}
}

how to trigger animation of a model by touching it in UNITY 5.5 [duplicate]

How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image, RawImage, Buttons, InputField and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
So how to do it?
Second:
How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image, RawImage and Text Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
2.Button Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler and its OnPointerDown function from method 1.
3.InputField Component:
You use events to register to register for InputField submit:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
4.Slider Component:
To detect when slider value changes during drag:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
For other events, use Method 1.
5.Dropdown Component
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster to the main Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster to the main Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
Troubleshooting the EventSystem:
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas. It means that a Canvas must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster is not attached to the camera. Make sure that PhysicsRaycaster is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster is not attached to the camera. Make sure that Physics2DRaycaster is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag, OnPointerClick, OnPointerEnter and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger Componenet to Your UI elements that already have these Events you just have to pass method/Function on specific event.
You could use OnMouseDown as well. OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. This event is sent to all scripts of the Collider or GUIElement.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
Do not use OnMouseDown() for mobile performance and multi-touch issues.
This code works on UI Objects for multi-touches
In my answer, I use Image element with a "Button" tag and it has a ButtonController script with a ButtonDown() public method that should be called when user touches the Image element.
Note: Image element has a 2D Collider.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class TouchScript : MonoBehaviour
{
void Update()
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
List<RaycastResult> raycastResult = new List<RaycastResult>();
foreach (Touch touch in Input.touches)
{
if(touch.phase.Equals(TouchPhase.Began))
{
pointer.position = touch.position;
EventSystem.current.RaycastAll(pointer, raycastResult);
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject.tag == "Button")
{
result.gameObject.GetComponent<ButtonController>().ButtonDown();
}
}
raycastResult.Clear();
}
}
}
}

How to know if Unity UI button is being held down?

I am using Unity 5.2 UI. I am working on a game for iOS. I have a custom keyboard. I want to add the functionality to the del/backspace key so that when i hold the del key for more than 2 secs, it deletes the whole word instead of a single letter, which it deletes on single clicks. How do I achieve that?
Using the UGUI event you'd create a script like the following and attach it to your button:
using UnityEngine;
using UnityEngine.EventSystems;
public class LongPress : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
private bool isDown;
private float downTime;
public void OnPointerDown(PointerEventData eventData) {
this.isDown = true;
this.downTime = Time.realtimeSinceStartup;
}
public void OnPointerUp(PointerEventData eventData) {
this.isDown = false;
}
void Update() {
if (!this.isDown) return;
if (Time.realtimeSinceStartup - this.downTime > 2f) {
print("Handle Long Tap");
this.isDown = false;
}
}
}

GWT hold mouse button

I'm working with GWT and want to do an action when the user holds the left mouse button on a GWT button. But I can't find the right event handler or another solution for that problem.
Is there a way in GWT to klick on a button, hold the mouse button and do the same action again and again till the mouse button is released?
Button scrollUpBtn = new Button("Top");
scrollUpBtn.setWidth("66px");
scrollUpBtn.addMouseDownHandler(new MouseDownHandler() {
#Override
public void onMouseDown(MouseDownEvent event) {
//handCards.setVerticalScrollPosition(handCards.getVerticalScrollPosition() - 10);
mouseUp = true;
}
});
scrollUpBtn.addMouseUpHandler(new MouseUpHandler() {
#Override
public void onMouseUp(MouseUpEvent event) {
mouseUp = false;
}
});
scrollUpBtn.addKeyDownHandler(new KeyDownHandler() {
#Override
public void onKeyDown(KeyDownEvent event) {
if (mouseUp == true) {
handCards.setVerticalScrollPosition(handCards.getVerticalScrollPosition() - 10);
}
}
});
Step 3 in Andrei's answer assumes that the KeyDownEvent will keep firing. I'm not sure if that's so..
An alternative would be to use the Down & Up handlers to start/stop a repeating timer which carries out your action. You can then set the repeat interval based on how often you want your action to be carried out. Remember that this runs as single threaded JavaScript, so if you carry out lengthy processing things will slow down and the scheduled intervals will not be on time.
Button btn= new Button("Button");
final Timer actionTimer = new Timer() {
#Override
public void run() {
// Your action here
System.out.println("Doing something!");
}
};
btn.addMouseDownHandler(new MouseDownHandler() {
#Override
public void onMouseDown(MouseDownEvent event) {
// Choose the appropriate delay
actionTimer.scheduleRepeating(1000);
}
});
btn.addMouseUpHandler(new MouseUpHandler() {
#Override
public void onMouseUp(MouseUpEvent event) {
actionTimer.cancel();
}
});
Add MouseDownHandler to your widget. When it fires, it should set a flag to true, e.g. mouseDown = true;
Add MouseUpHandler to your widget. When it fires, it should set a flag to false, e.g. mouseDown = false;
Add KeyDownHandler to your widget. When if fires, check if flag is true - then do something. If flag is false, don't do it.

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