Based on this documentation: https://developer.mozilla.org/en-US/docs/Web/CSS/#media/pointer
You should be able to programmatically react differently to different available pointer types using CSS. However, I felt like there used to be an easy way to test what pointer your current device was using but from looking around on Stackoverflow all over the place I can no longer find it. How can I achieve this and find out the current pointer value for my device?
Finally tracked it down
is_fine = matchMedia('(pointer:fine)').matches
is_coarse = matchMedia('(pointer:coarse)').matches
console.log(`is fine: ${is_fine}, is_coarse: ${is_coarse}`)
From: How to detect if pointer coarse or fine
Can add that you can do this for hover as:
can_hover = matchMedia('(hover)').matches
no_hover = matchMedia('(hover:none)').matches
console.log(`can hover: ${can_hover}, no hover: ${no_hover}`)
Related
how can I enable or disable a CheckButton via code? Is there any simple way like "input pickable true/false" I use with collision shapes? I played around with control focus modes but didn't succeed.
For example: I'd like to have a timer starting when button down / holding down and after a certain time the button shouldn't react at release anymore. Just as if it was never put down in the first place...
There must be a simple command for that, right?
Edit:
Trying
my_button.disabled = true
leads to the error
Invalid set index 'disabled' (on base: 'GDScriptNativeClass') with value of type 'bool'.
It sounds like you're looking for the pressed property.
my_button.pressed = true
The documentation isn't very clear on the usage but it does what you're describing. https://docs.godotengine.org/en/stable/classes/class_checkbutton.html
New to coding, trying to see what/if Tags would make this code work
So I'm a beginner with basic understanding and more of a Graphics/ Designer than code based. I found a codepen by WEDOO that has exactly what I need and want to try to just swap my "animationData" to see if I can get it to work and then modify it as needed for my test (will be assign the button code to various objects for the SVG). I Can't seem to find the right "Tags" or determine if its referencing an external script...I'd image it just needs the right information to function...is that correct?
Thanks in advance!
var animation = bodymovin.loadAnimation({
container: targetAnim,
path: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/914929/data-testo4.json...
My output from BodyMovin in a JSON file:
var animationData =
{"v":"5.4.2","fr":29.9700012207031,"ip":0,"op":149.000006068894...
Does it make sense to think that I need replace the var animation with info that should be the targetAnim with the code in the JSON file? So far put the var animationData breaks things and does nothing (visually).
The bodymovin.loadAnimation can be passed either a URL to a Bodymovin JSON via the path option OR you can pass the animation JSON inline by setting the animationData option instead.
In you case it would end up looking something like:
var animation = bodymovin.loadAnimation({
container: targetAnim,
animationData = {"v":"5.4.2","fr":29.9700012207031,"ip":0,"op":149.000006068894...
...
})
I'm working on a script that does find/replace for missing items in your project. Unfortunately I'm running into a situation detecting and then replacing layered image sources (psd, ai, etc.).
1) I see no way of detecting if a AvItem is a layer within a layered image other than parsing the item.name, which is unreliable because a user can always rename items in the project panel.
2) Once I do know that it is a part of a layered image I cannot figure out how to re-link it to the correct image without replacing the layer with the merged image. item.replace(new_path) will replace that item with the whole image, not the layer within the image. For example:
var item = app.project.item(3); //assuming this is the 'layer' we want to replace
item.replace(new_path);
So is there a secret property somewhere which will reliably tell me if an item is a part of a layered image, and if so is there a way to relink it without replacing the layer with the entire merged image?
EDIT
Here's a function to guess if a layer is part of a layered image. It's not bullet-proof but it should work as long as the user does not rename the item:
function isSourceLayered (av_item) {
// check if there is a "/"
if (av_item.name.indexOf("/") != -1) {
// check if it is in a "layers" folder
if (av_item.parentFolder.name.indexOf("Layers") != -1) {
return true;
}
}
return false;
}
I just asked the same question on the Adobe extendscript forum. Unless there's undocumented features (and I spent a bit of time looking with Extendscript Toolkit's data browser) the fileSource object doesn't seem to have any attributes or methods to do this.
There is a kind of a workaround, you can import the file using ImportOptions.importAs(ImportAsType.COMP) This will import a comp, and you can loop through the layers matching the name, get the source of that layer and use that as your new source. But as you say, it doesn't work if the source has been renamed.
I've written this into a function, it's available on github Edit: I forgot that I changed the way that function works. It doesn't re-import layer sources because of this problem, it just uses the Duplicate menu command.
I get an error with RKUIManager, or more precisely:
Could not invoke RKUIManager.manageChildren
It appears for example when I'm using firebase with React Native and try to set a reference in the constructor of a component with a prop. For ex:
messagesRef = FBRef.child("Messages").child(this.props.currentMeetingID)
If I change it to the following it works, and yes, I have checked if this.props.currentMeetingID is a legitimate value.
messagesRef = FBRef.child("Messages").child("123456789")
I can't seem to locate the problem nor reproduce it perfectly. I'm just trying to figure out if it's my machine or some kind of bug elsewhere.
Right now I'm just looking for info about what RKUIManager actually is.
If I nullcheck this.props.currentMeetingID I fix it, easy fix but nowhere to be found on the internet so I'll leave it here for anyone passing by. Probably me in a couple of weeks...
I'm a novice iOS developer and I want to learn how to write the manual AutoLayout constraint. As I had found the link which visually allow how AutoLayout works. Please refer the below link for more information.
URL : https://autolayoutconstraints.com/
But it does not allow how it works when other component over there and their relation accordingly.
Thank you for such a prompt response, I wish I could be clearer on my issue.
I suppose by manual you mean apply constraints via Code.
Autolayout has been constantly evolving ever since it come to existence.
To apply constrains via code, you can use any of these three techniques. (Easiest and the newest technique at bottom)
Old verbose constraining using method, (constraintWithItem)
+(instancetype)constraintWithItem:(id)view1 attribute:(NSLayoutAttribute)attr1 relatedBy:(NSLayoutRelation)relation toItem:(nullable id)view2 attribute:(NSLayoutAttribute)attr2 multiplier:(CGFloat)multiplier constant:(CGFloat)c
Visual Format Language
(https://developer.apple.com/library/content/documentation/UserExperience/Conceptual/AutolayoutPG/VisualFormatLanguage.html)
Layout Anchors (https://developer.apple.com/library/content/documentation/UserExperience/Conceptual/AutolayoutPG/ProgrammaticallyCreatingConstraints.html#//apple_ref/doc/uid/TP40010853-CH16-SW5)
You can google the bold's to know more.
But these is nothing better than https://developer.apple.com/library/content/documentation/UserExperience/Conceptual/AutolayoutPG/index.html#//apple_ref/doc/uid/TP40010853-CH7-SW1
This document has examples that apply constraint, with other component (view) and their relations.
are you asking how to set up your constraint programatically? If yes do you plan on using the story board at all or implementing everything programatically?
if you want to do it all programatically it would look something like:
class someViewController: UIViewController{
let myLabel: UILabel = {
let label = UILabel()
label.translatesAutoresizingMaskIntoConstraints = false
label.text = "Hello"
}
override func viewDidLoad() {
super.viewDidLoad()
view.addSubView(myLabel)
myLabel.leftAnchor.constraint(equalTo: view.leftAnchor).isActive = true
myLabel.rightAnchor.constraint(equalTo: view.rightAnchor).isActive = true
myLabel.bottomAnchor.constraint(equalTo: view.bottomAnchor).isActive = true
myLabel.heightAnchor.constraint(equalToConstant: 50).isActive = true
}
}
This would create a label in your ViewController and pin it to the left right and bottom with a set height of 50 pixels. You can find any one of your constraints for the item by looking for it's anchor and setting it to the desired value. Make sure to set translatesAutoresizingMaskIntoConstraints to false otherwise your constraints won't be followed.
You can use a 3rd party library like Snapkit or SwiftyLayout.