Is there a zoom function in safari - macos

I'm a newbie to Mac (coming from Microsoft world). I wan't to zoom in / out a webpage in Safari, but cannot find a way to do it (in Windows I would just hit ctrl + mouse wheel), but that doesn't seem to work. I don't wan't to zoom the whole desktop, just the webpage to get the fonts etc. little bit bigger. Is there some key-combination i'm missing?

Command and + at the same time. Command and - will zoom out.

If you're on a Macbook, there are some trackpad motions you can use. Otherwise, you can also use control+scroll up/down to zoom in/out (scrolling by either using two fingers on the trackpad or using a scroll button on your mouse (if you're using a Mighty Mouse then there's a motion you can use for scrolling)).

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Xamarin Forms buttons stop receiving mouse clicks after clicking on SkiaSharp CanvasView on iOS

I use SkiaSharp canvas to draw the main game screen, and then there are various Xamarin.Forms Buttons around the UI. This all works fine on when used directly on iPhone or iPad using a finger. However, when I connect a mouse (e.g., through a MacBook or otherwise), the buttons start working with about 10% chance after mouse-clicking on the SkiaSharp canvas (and not receiving the mouse click events with 90% chance). The SkiaSharp canvas itself works just fine.
If I bring up the iOS app launch menu from the bottom (which probably somehow temporarily exists the mouse navigation on the app), the buttons start working again with the mouse. But if I click the SkiaSharp canvas again with the mouse, the buttons have a high chance of becoming disabled again. If I change to using a finger, all works fine (even if the mouse clicks were not being registered immediately before). However, mouse clicks are not being registered even after touching with a finger, so finger-touching does not reset the issue with the mouse (but bringing up the menu from the bottom does).
We found this bug by testing the iOS game on MacBook Pro (the iOS apps recently came available on the App Store) but the same issue persists also directly with an iPad / mouse combination. It seems to be some sort of an issue between using a mouse (on iPad or on MacBook Pro), SkiaSharp canvas and Xamarin.Forms buttons.
Does anyone know what the root cause of the problem is and what is the workaround?
Not an answer as such, but some more information about reproducing the issue: A simpler repro case may be this small project: https://github.com/jrc14/TraceMatching/ .
Don't worry too much about what it's doing, but note that you're mean to click in the grey Skia canvas in the middle to create 'targets' - and that after you've done that, mouse-clicks are getting lost.
If you run it on a Mac, you'll see that, though the clicks get lost after you've clicked on the Skia canvas, they will start being received again if you click on something else (another app, or the Mac background).
(further edit) - after some noodling around I did find a workaround. If, once you've finished processing the touch action on the SKCanvasView, you reset its EnableTouchEvents property (i.e. set it to false, then back to true again), it seems that the clicks don't get lost any more,

Receiving high precision WM_MOUSEWHEEL events with Logitech mouse on Windows 10

To improve scrolling in my application, I recently added support for high-resolution scrolling wheel events. According to the documentation this is pretty straightforward: The handler for WM_MOUSEWHEEL should support arbitrary values as opposed to just +/- 120.
Examples of applications doing this properly are Firefox and Chrome on Windows.
I am using a Logitech mouse with a high-res wheel (MX Master 3), but I noticed that all the events I am receiving are just +/- 120. However, I could find two pretty weird work-arounds:
Rename my program to Firefox.exe
Focus on Firefox (with my app in the background), move the mouse over and scroll there
The second trick works with other things as well. For example, it makes the Windows 10 Settings app scroll smoothly. Here's a demo of the difference in action (first 4 seconds focused, then unfocused with Firefox having focus): https://www.youtube.com/watch?v=gb1FUtyLxUg&feature=youtu.be
I assume the driver is doing this for compatibility with older apps that can't handle anything that isn't 120. But is there a way for my app to opt-in to get the better events? Or does the Logitech driver simply hardcode a bunch of browsers and everyone else is out of luck?

Detecting scrolling with a Magic Mouse using a CFCallback

Can I find out how much a Magic Mouse has scrolled by in a IOHIDDeviceRegisterInputValueCallback function?
I am trying to detect the scrolling gesture from a Magic Mouse using the CFCallbacks. I have it working fine with a standard USB mouse with a scroll wheel, but it seems that the Magic Mouse reports scrolling in a different way.
Thanks.
I ended up getting the scroll information from the window event in Cocoa instead. Not a full fix for this issue but I still was able to access the scroll message.

Animate Windows Wallpaper with QT

i want to make an animated wallpaper for windows. So far i have only expreience with Mac OS X programming and i'm new to windows. So i decided to work with QT because it seems that there is more help out there.
Until now i have created the app in a borderless window in qt. It work quiet fine.
But is there a way in QT to change the level of the window so that its appear above the windows wallpaper but behind the icons?
EDIT:
Ok if found a simple solution.
After some testing with the hints form kusg1 I figured out when there is a transparent window mouse events going still to the desktop.
I actualy want have this website has wallpaper: Ticketack. - So i created a frameless window which stays on bottom and has a transparent background and displays the text. Beside this i can change the windows wallpaper directly to get the background of the clock.
So clock text is not behind the icons but i think this will be ok.
Just some ideas: Use the windows flag as Qt::Window | Qt::FramelessWindowHint + Windows Stay at bottom hint, and set the content of the widget with your animated content (the suitable candidate is to use QGraphicsView).
The widget needs two main tasks:
Upon launching, it grabs the desktop background as pixmap and do overlay with the animated content (this needs to have the desktop to be wallpaper-less for simple scenario).
The widget needs to capture mouse and focus event and channel back to actual window command if the user wants to click the icon on the desktop.
Update:
Some pointers for the implementation:
For managing desktop icon, there is a good article here! (also found from SO).
Qt example and demos has an example on the taking desktop snapshot, the snippet is: QPixmap::grabWindow(QApplication::desktop()->winId());
Answer to your question: no, there isn't.
However, you can try something like this using Windows API: How to draw directly on the Windows desktop, C#?

Windows mobile controlling scroll bar with finger

I have a question about the windows mobile development.
I created a mobile form on the windows mobile 6.0 test project. But that example form slightly larger than the vertically normal pocketpc forms. I now everybody said you can press the scrollbar for accessing bottom or any location of the form.
But i need to use the finger for easy navigating form areas. This kind of iphone :)
Is it possible ? how can i make this ?
Windows Mobile 6.5 adds gesture support, that is supposed to allow such functionality for finger control. Of course, your code has to take advantage of it.
You can also write your own, which isn't difficult, but still cumbersome.
My answer could be classified as subjective. I try to now show the scroll bar when possible for just that reason. On most devices that have touch screen, you can scroll using you finger (and I'm a somewhat large guy -- 6'3" with farmer kid hands).
But if you are displaying a grid, that isn't always possible. The results can go off the screen very easily. Oh well, grab a pen and hit the scrollbar.
Other screen elements that can help: tab control. separate your controls into groups and put each group on a separate tab. I also do a lot of wizards with LARGE next and previous buttons.
But in all of this, if it is designed to be stylus free, just pray the user doesn't have to type anything using the screen soft keyboard. That just doesn't work with a finger.

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