I have programmatically created buttons, want to change color when button clicked, For example if a button clicked change the color to red, another button clicked means change back to default
I created button using
for var i=0 ;i<=8;i++{
var button = UIButton(..)
........... blah blah......
button.addTarget(..,action:"buttonsClick",...)
}
fun buttonsClick(sender:UIButton){
// here how to identify which button is clicked and change color to red if another is clicked means change to default color
var tagnum = sender.tag
}
Or another solution available for this
I got that output from another discussion in the stackoverflow
create a function
func Changecolor(sender:UIButton){
if sender.backgroundColor == UICcolor.graycolor() {
sender.backgroundColor = UIColor.redcolor()
}
else
{
sender.backgroundColor = UIColor.graycolor()
}
This function called in
button.addTarget(blah,selector:"Changecolor:",forControlEvents:UIControlEvents.AllEvents)
Related
I am trying to change the colour of my data points with bokeh. When I use a Hover tool this works fine. However, if I use the same callback function with a select or button tool it does not work. I guess this is beacause the change.emit() does not work in combination with a button or select?
How can I make my customJS work with a select or button tool?
callback3=CustomJS(args=dict(source2=source2,p2=p2),code=''' var source2=source2 var data3 = source2.data;
var color = data3['color'];
var i, n = color.length;
for (i = 0; i < n; ++i) {
color[i] = 'blue';
source2.change.emit();
}
''' )
For my the hoover tool I use:
plot.add_tools(HoverTool(tooltips=None, callback=callback3, renderers=[d],mode='vline'))
For the button:
button = Button(label="Foo", button_type="success")
button.js_on_click(callback3)
When I use an alert in my callback this works also for the button and the select.
I solved the problem. It was not related to the change.emit(). The problem was that I used show separately for the plot and the button.
I'd like an option with the TinyMCE color picker to choose transparent as the color so a character (a "bullet") will still be there and take up space but will not be visible if it's color is transparent.
There's an "X" box option that says "No color" but this seems to make the color black, not transparent.
Does anyone know how to add a transparent color option to this color picker, or even make the "X" box implement transparent instead of black?
Thanks for any ideas.
I believe I was able to do that, I did some quick tests and it appears to be working fine.
I got the latest version of TinyMCE (4.1.10_dev) to access the textcolor plugin's non minified javascript there's this instruction:
if (value == 'transparent') {
resetColor();
} else {
selectColor(value);
}
What happens here? When you choose a color it runs the selectColor, which wraps the selected text in a span with the selected color. However, when you select the no color it removes this color span (that's why it goes back to black which is the default color) instead of setting it to transparent.
So if you do this:
//if (value == 'transparent') {
// resetColor();
//} else {
selectColor(value);
//}
Instead of removing the span it will change it to 'transparent' instead.
One important thing is that tinyMCE gets the plugin scripts automatically, so it only works with the minified versions, so after you do these changes you'll have to minify the script to the plugin.min.js and put it on the textcolro plugin's folder overwriting the one there.
I hope it helps.
The × button in the colorpicker removes any custom colours, it does not add a zero-opacity colour.
As you can see when looking at the source code or trying the full example there is no support for rgba() or opacity in the included colorpicker plugin. Only rgb() and hex unfortunately.
You may need to create your own small plugin to add the ability. There are a number of alternatives, for example:
Create a CSS class which you can add to elements in the editor. Then do your colour magic in your own CSS file.
Create a new button in the toolbar which makes the element transparent.
I would personally go with option two, something like this:
tinymce.init({
selector: 'textarea',
plugins: 'nocolour',
toolbar: 'nocolour',
external_plugins: {
"nocolour": "url_to_your/nocolour.js"
}
});
And nocolour.js:
tinymce.PluginManager.add('nocolour', function(editor, url) {
// Add a button that opens a window
editor.addButton('nocolour', {
text: 'Remove Colour',
icon: false,
onclick: function() {
editor.undoManager.transact(function() {
editor.focus();
// Here is where you add code to remove the colour
editor.nodeChanged();
});
}
});
});
Rafael's solution worked for me. I just wanted to document it a bit more and show what it looks like for TinyMCE 4.1.7.
When you click the "X" in the textcolor grid the "value" variable gets "transparent," rather than a hex value from the colorMap.
The relevant code in the textcolor plugin is:
value = e.target.getAttribute('data-mce-color'); // the hex color from the colorMap square that was clicked. "transparent" if X was clicked
if (value) {
if (this.lastId) {
document.getElementById(this.lastId).setAttribute('aria-selected', false);
}
e.target.setAttribute('aria-selected', true);
this.lastId = e.target.id;
// if (value == 'transparent') { // occurs if you select the "X" square
// removeFormat(buttonCtrl.settings.format);
// buttonCtrl.hidePanel();
// return;
// }
selectColor(value);
The five lines I've commented out remove formatting for the selected text, leaving it black, which doesn't seem useful. If you wanted the text black you could select the black square in the colorMap. Falling through to selectColor(value) with value = "transparent" sets transparent as the color.
I've gotten the icon to change on click, but I need it to change back to the original icon (not stay the new one) when a new icon is clicked.
For instance, say all of my icons are blue. When I click on an icon, I want it to change to a red icon. Then, when I click on a new icon, I want the previously clicked icon to change back to blue.
I can get it to work with mouseover and mouseout, but I really need it to work with click. I think I need to log a new click function, but I'm not sure how.
Here's what I currently have:
function clickFeature(e) {
var layer = e.target;
e.target.setIcon(stop);
info.update(layer.feature.properties);
}
var geojson;
/*function resetHighlight(e) {
geojson.resetStyle(e.target);
e.target.setIcon(arms);
info.update();
}*/
function onEachFeature(feature, layer) {
layer.on({
click: clickFeature
});
}
geojson = L.geoJson(crossingData, {
pointToLayer: function (feature, latlng) {
return L.marker(latlng, {icon: arms});
},
onEachFeature: onEachFeature
}).addTo(map);
You can try to define seprate variable outside of function, that will hold currently clicked marker.
var clickedMarker;
function clickFeature(e) {
if(clickedMarker) {
clickedMarker.setIcon(arms);
}
var layer = e.target;
e.target.setIcon(stop);
clickedMarker = e.target;
info.update(layer.feature.properties);
}
You should get current icon for change to another one. Unfortunately L.marker has no getIcon() method, but you can access it via options.icon.
function clickFeature(e) {
var layer = e.target;
layer.setIcon(layer.options.icon == arms ? stop : arms);
}
Within my component, I'm drawing some rectangles as below:
var objGraphics:Graphics=graphics;
objGraphics.drawRect(start, end, total, 5);
objGraphics.endFill();
I need to display a custom tooltip for each rectange when the mouse cursor is hovering over it.
How can I do this? I'm using the MouseMove event to track when the cursor moves over these coordinates (that part is working), but when I change the tooltip text it's not refreshing.
private function this_MOUSE_MOVE(event:MouseEvent):void
{
//...some code to check the coordinates to find out which rectangle the cursor
//is over
//current tooltip is "Rectangle A";
ToolTipManager.destroyToolTip(_myToolTip);
var localPoint:Point=new Point(event.localX, event.localY);
var globalPoint:Point=new Point(localToGlobal(localPoint).x,
localToGlobal(localPoint).y);
//cursor is over Rectangle B, so changing the tooltip;
_myToolTip=ToolTipManager.createToolTip("Rectangle B",
globalPoint.x, globalPoint.y) as ToolTip;
callLater(addChild, [_myToolTip]);
}
Thanks for your help.
EDIT: The problem seems to be with the following line:
ToolTipManager.destroyToolTip(_myToolTip);
If I comment out the preceding line, it will display the new tooltip, but it will keep creating new ones and the old ones never get removed. But if I add that line, it doesn't add any tooltips! Is the code not being executed sequentially, i.e., is the code to remove the tooltip somehow getting executed after the code to add the tooltip?
Assuming what you're adding to the stage, is called "myShape", you could do something like this:
// in your class...
private var var tooltip:Tooltip; // Or whatever your tooltip is
myShape.addEventListener(MouseEvent.MOUSE_OVER, handleOver);
myShape.addEventListener(MouseEvent.MOUSE_OUT, handleOut);
private function handleOver(evt:MouseEvent):void
{
// Show here
// OR
// tooltip = new Tooltip();
// addChild(tooltip);
}
private function handleOut(evt:MouseEvent):void
{
// Hide here
// OR
// removeChild(tooltip);
}
Hope this helps.
I have some small canvas, and i have to show border around them, i did that using rollover and rollout evenets, (these canvas hold product images), here rollover and rollout are working perfectly fine, but when a user clicks on some canvas, it has to be selected, means it has show the border around it, and rest canvas should work as normal. but when i select another canvas the previously selected canvas should get unselected and new clicked canvas gets the selection,
but the problem which is coming the rollOut event which is applied on canvas, on a click the canvas get selected, but when rollOut takes place it unselect the canvas, i even removed the rollOut listner on the click of a canvas, but in that case, the clicked canvas will not get unselected , when other canvas will be clicked
can.addEventListener(MouseEvent.ROLL_OVER,onRollOverThumb);
can.addEventListener(MouseEvent.ROLL_OUT,onRollOutThumb);
//can.addEventListener(MouseEvent.CLICK,onRollOverThumb);
private function onRollOverThumb(event:MouseEvent):void
{
event.target.setStyle('borderColor','0x000000');
event.target.setStyle('borderThickness','3');
event.target.setStyle('borderStyle','solid');
}
private function onRollOutThumb(event:MouseEvent):void
{
event.target.setStyle('borderColor','0xCCCCCC');
event.target.setStyle('borderThickness','1');
event.target.setStyle('borderStyle','solid');
}
i hope some thing are clear in this, does n e one has worked on this, please reply
Thanks in advance
Ankur sharma
What about implementing a "flag" variable that is set to true when the click occurs. Then, when the ROLL_OUT occurs, check if the flag is true or false. If true, don't do anything, if false, remove/change the border.
private function onRollOverThumb(event:MouseEvent):void
{
if(event.type=='click')
{
for(var j:int=0;j<viewparent.numChildren;j++)
{
viewparent.getChildAt(j).name="false";
}
event.currentTarget.name="true";
for(var i:int=0;i<viewparent.numChildren;i++)
{
if(viewparent.getChildAt(i).name=="true")
{
Canvas(viewparent.getChildAt(i)).setStyle('borderColor','0x000000');
Canvas(viewparent.getChildAt(i)).setStyle('borderThickness','3');
Canvas(viewparent.getChildAt(i)).setStyle('borderStyle','solid');
}
else
{
Canvas(viewparent.getChildAt(i)).setStyle('borderColor','0xCCCCCC');
Canvas(viewparent.getChildAt(i)).setStyle('borderThickness','1');
Canvas(viewparent.getChildAt(i)).setStyle('borderStyle','solid');
}
}
}
else
{
event.currentTarget.setStyle('borderColor','0x000000');
event.currentTarget.setStyle('borderThickness','3');
event.currentTarget.setStyle('borderStyle','solid');
}
}
private function onRollOutThumb(event:MouseEvent):void
{
if(event.currentTarget.name=="false")
{
event.currentTarget.setStyle('borderColor','0xCCCCCC');
event.currentTarget.setStyle('borderThickness','1');
event.currentTarget.setStyle('borderStyle','solid');
}
}
i modified my own code, added one name property to the canvases
can.name="false"
and it's now working,
can n e one tell me, how to put some select and unselect(kind of fade effect) on the border, when the black selection get removed, it shld be removed in some fade manner, can we apply fade effect on border?