Qooxdoo: Drag a toolbar button to a tree node. is it possible? - button

I am trying to Drag a toolbar button to a tree node. Is it possible? I have noticed that drag start is never fired. Is there any list of components/classes available that currently allow to be dragged?

Toolbar buttons can not be dragged. Currently this feature is disabled in Qooxdoo. Instead You can use Menu Button. I know this is not proper way and not Elegant but at-least you can have the functionality you want.
And Sorry for the second Question about List of Drag-ables, There is no such list available yet

I am trying to Drag a toolbar button to a tree node. Is it possible?
Buttons can not be dragged, is is not a normal UI behavior. If you really want do drag a button, you have to implement your own behavior. Extend from the button and override the methods for mouse up and mouse down behavior.
Is there any list of components/classes available that currently allow to be dragged?
Sorry, no, there is no list.

Related

Google VR Reticle Click on UI Button

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.

How do you force Combobox dropdowns to stay open

How do you force Combobox dropdowns to stay open even when other Alert boxes appear. Looking at what to subclass from mx.Combobox, there doesn't seem to be much that i can do to short of implementing an entire combobox from scratch.Thx
For that you need to create a custom ComboBox which if created in following Link. and might be this link will going to be useful to you.
Please visit this LINK

Showing when a button has been pushed in Qt

I'm using Qt with C++, and I want to make a button that keeps looking pushed down after it is pushed and released. I'm currently making buttons on a QToolBar and doing something like toolBar->addAction (icon, tr("Text"));. This makes buttons on the toolbar that display the QIcon named icon and display "Text" on hover-over. They also look pushed down as the user is pushing them, but stop looking pushed down when they are released (as is reasonable for most uses of buttons). I need something different, however: I would simply like the buttons to remain looking pushed down after they are released, perhaps until they are clicked again. It would be best if I could just call some function on a button or on the toolbar that could give me the capacity to control whether a button will look pushed down or not pushed down when it is displayed. That way I could just control this aspect of button appearance programmatically.
What's the easiest way to do this in Qt? I've seen fancy ways of doing it involving borders and very complicated setups, but I was wondering whether there might be an easy way to do it.
Add QPushButton to the toolbar using addWidget and then make the button checkable.

Detecting out-of-view flex controls

In my flex app I have custom tooltips on buttons that hide and show based on user context.
The problem that I dealing with is that when I call my showTips() function I only want to show tooltips on the buttons that visible in the view. So buttons that on a un-selected tab (tabNavigator) should not show the tooltips.
For some reason all tooltips are showing.
Is there a way to detect if a button is not in current view, like on a un-selected tab?
If you gave us some code I could check this out, but would this work?
if(button.parent.visible) { showTip(button);}
Instead of custom coding for each button, make use your tabnavigator's creation policy is set to "auto".
Check this link for more details
http://livedocs.adobe.com/flex/3/html/help.html?content=layoutperformance_05.html

Tree Show toolTip during drag

I am denying a user the ability to drop into my tree during certain conditions, it's all going well, but I want to tell the user why I'm denying the drop. I would prefer to do it with a toolTip, but it doesn't seem to work. Can I not have a toolTip during a drag operation? How can I force one?
Flex seems to treat toolTips as a property of the UI component, with the component deciding when and if to show it. I would like it to force it to be like doing one in javaScript where it was always just like saying "Show it now" "stop showing it now"
Does anyone know about doing this during drag?
Thanks
~Mike
What you could try is to show the tooltip yourself with the mx.managers.ToolTipManager. Create for example a VBox that implements mx.controls.ToolTip and displays the message you want to show to the user.
You can see a working example at FlexExamples.
Another idea is to show a programmatic mouse cursor when the drop is denied. I've just read an article about that on Inside Ria.

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