How do I combine teleport controls component with the thumb controls component?
I managed to get thumb controls to trigger some boxes, but how to I combine thumb controls with teleport controls so that pressing up triggers the teleport?
I got thumb controls working here http://typhoon-rule.glitch.me
In the first example the left thumb click will trigger the box entities to animate.
Side question: why is it that the second animation waits for a second click sometimes, while other times all the animations happen at the same time?
So in the next example which you can see at http://silly-diver.glitch.me I tried to combine the thumb controls script and the teleport controls script into a single script “./script.js” and I tried to replace thumbdown with thumbupstart in every instance I found it and of course that didn’t work at all.
At one point I had teleport working, but not with the left click, with any click, and it caused a second controller to appear.
At this point I am writing a new question because I can’t get anything working anymore and I’m totally not knowledgeable enough to solve this on my own today.
Please help!
https://github.com/fernandojsg/aframe-teleport-controls#properties
Should be like: teleport-controls="startEvents: thumbupstart; endEvents: thumbupend"
Related
I'm looking for the most concise way to deal with focus in an application which renders a map in a canvas component. You can pan the map location using arrow keys or ASWD keys. So far, I've been giving the canvas focus at startup and handling key pressed events via canvas.setOnKeyPressed().
This works fine, but I've always known that a problem was on the horizon when other components enter the picture. Once you interact with another component, it gains focus, and you're unable to scroll around the canvas map. I can prevent this from happening with some components like Hyperlinks or Buttons (I don't need tab-navigation) with something like this for those components:
sidePanel.getChildren().forEach(node -> node.setFocusTraversable(false));
But, when we get to things like TextArea or TextField, those do need to hold focus while they're being edited. And I'll need some way to return focus back (or at least unfocus those components) without being an annoyance to the user. (I don't want to have to click the canvas for it to regain focus.)
The options I see for returning focus back to the canvas after the user is done with those fields seem to be:
Add a key handler (ex. ESC or ENTER keypress) on EACH of these components which returns focus back to the canvas.
Maybe not so concise, and a bit of a pain... also feels a bit fragile; if I miss something and the canvas loses focus, it would fail - I need a 100% reliable solution.
Extend each of these components and add similar code to return focus back to Canvas
Even nastier and requires using custom components in Scene Builder, which
is not ideal.
Add a global event handler on the Scene and transmit events to the controller which owns the canvas
I believe an event filter would accomplish this - but on the other hand if the user is simply using arrow keys to move around a TextArea, I wouldn't want the Canvas map to move!
To solve the above problem, possibly the global event handler could ignore ASWD and arrow keypresses if the focus is on certain types of components? Is this worth trying, or am I neglecting a problem this would create?
Are there any other simple options out there that I've missed - and what would you suggest as the best option here? I'd like an automatic solution that doesn't require remembering to add some workaround code every time a UI component is added.
I am making a multiple choice quiz app in xamarin forms as like attached image[https://i.stack.imgur.com/s3A5d.jpg]. when i click next button then next question and answer is coming but i want to put animation on that. I want when i clicked on "next" button four option will come from bottom in fly in effect.any effect is acceptable, no issue. But my actual issue is when i used await TranslateTo or ScaleTo in all button it will happen but the effect is coming one by one. After first button effect complete then second is starting, But i need same effect in all 4 button in same time. if any body suggest it can be helpful to me.
You can add Animations to a parent Animation and then execute all of them togethers.
Here your ask is already answered:
How to execute multiple animation at same time
Our goal is to have two button-like views in our React Native game. They will each consist of a View wrapping around some animated image or alike. The views should be touchable at the same time.
This means: We want to trigger some action on the onTouchStart (like add a symbol to a text) and change the state of the view while it is pressed (for example to change the image in the background or something like that).
Using onTouchStart did not work, since on Android (and only there) we had a Problem: When keeping the first button pressed, pressing the second button with a second finger caused the first callback to trigger, not the second one.
How should we implement this correctly without messing with native code?
So I am having this issue with using Google VR reticle where I cannot click a button. I have an image attached showing the heirarchy and the PlayButton is what I am trying to click. The Canvas has a Graphic Raycaster, the button has an Event Trigger that calls the method to navigate to the next scene. The UpScrollPanel, and DownScrollPanel work just fine. The EventSystem has the Gaze Input Module, as well as Event System, and Touch Input Module.
Any ideas on how to get this working? I have watched a few videos from NurFACEGAMES and while they helped a little, I haven't gotten the click to work yet.
Oh, and I am using Unity 5.3.4f
Sometimes things can get in the way of the button, make sure that no other UI elements overlap it, for example text borders (which are actually larger than they appear). You can also fix this by moving the button up the hierarchy among its siblings, I believe the first child is top.
Also try moving the button up the hierarchy if possible, sometimes UI having certain parents makes them not work
The canvas object should have a graphic raycaster
I found the issue to be unrelated to anything I thought it was. The menu I was using is a prefab I also use in another view that isn't VR. The scrollrect was loading that prefab, instead of the modified one I was using in the VR menu, and therefore the triggers I had added to the button were no being used when the app loaded.
I have a bit of doubt regarding my application which is being created using Mate framework. The first thing user has to do is to log in, so I created Login.mxml view. After a successful login I need to display the main view with applicationControlBar at the top and a workspace below. At the moment I have two separate views, so if I understand correctly it makes sense using ViewStack.
Thing is, I'd like also to display some kind of panel with buttons on top of the workspace after login - here is screenshot. After clicking on a button the panel should dissapear. To complicate things a little bit more, there is a possibility for this panel to change state. Clicking on a specific button may result in showing progress bar at the bottom of panel.
I feel I should create separate view, MenuDialog.mxml and put there buttons, progress bar and states, but how to display it on the top of the workspace? I hope my problem is clear enough :)
I would make the panel a popUp, with the main application (or the ViewStack's parent container) as the parent of the popUp. You can use the PopUpManager Class to close it based on user actions within the Panel.
Assuming that perhaps you do not want a modal login style panel (which many apps these days eschew) then you should absolutely use states rather than ViewStacks.
States are a much cleaner way to distinguish the various, uh, states that your UI can be in -LOGGED_IN, LOGGED_OUT, etc.
It may take a little to get used to working with states, but once you do, you'll never go back. :-)