I need some help with clicking on the seat on the canvas. I use the coordinate to get x,y. It seems I get the right location but when I did run it I could not click on the seat and go to the next step.
cy.get('#chart-canvas').then($canvas => {
cy.wrap($canvas)
.scrollIntoView()
.click(180,270,{force: true}) //F1 Seat
})
I grab the //canvas[#id='chart-canvas']
Before clicking or performing any of the click events(mousedown, mouseup, click, etc.) try moving the mouse.
I had the exact same problem. All clicks were successful and at the right coordinates. It just would not work.
Your code would look like this:
// Move mouse to some random position
cy.get('#chart-canvas').trigger('mousemove', 100, 100);
// Click
cy.get('#chart-canvas').click(180, 270, { force: true });
Tested this on multiple different canvas projects.
Related
I have a code to when I press "p" the game pauses. Although, I want to show some text saying like "Game is Paused. Press P to progress" how can I do that? HereĀ“s my code:
//create event
pause=false;
pauseSurf=-1;
pauseSurfBuffer=-1;
resW=1920;
resH=1080;
//Post-Draw event
gpu_set_blendenable(false);
if(pause)
{
surface_set_target(application_surface);
if(surface_exists(pauseSurf)) draw_surface(pauseSurf,0,0);
else // restore from buffer if we lost the surface
{
pauseSurf = surface_create(resW,resH);
buffer_set_surface(pauseSurfBuffer,pauseSurf,0);
}
surface_reset_target();
}
if(keyboard_check_pressed(ord("P")))// Toggle pause(Whatever condition/trigger you like)
{
if(!pause)// pause now
{
pause=true;
// deactivate everything other than this instance
instance_deactivate_all(true);
// NOTE:
// If you need to pause anything like animating sprites,tiles,room backgrounds
// you need to do that separately,unfortunately!
// capture this game moment(won't capture draw gui contents though)
pauseSurf=surface_create(resW,resH);
surface_set_target(pauseSurf);
draw_surface(application_surface,0,0);
surface_reset_target();
// Back up this surface toabuffer in case we lose it(screen focus,etc)
if(buffer_exists(pauseSurfBuffer)) buffer_delete(pauseSurfBuffer);
pauseSurfBuffer=buffer_create(resW*resH*4,buffer_fixed,1);
buffer_get_surface(pauseSurfBuffer,pauseSurf,0);
}
else // unpause now
{
pause=false;
instance_activate_all();
if(surface_exists(pauseSurf))surface_free(pauseSurf);
if(buffer_exists(pauseSurfBuffer))buffer_delete(pauseSurfBuffer);
}
}
gpu_set_blendenable(true);
//Clean up event
if(surface_exists(pauseSurf))surface_free(pauseSurf);
if(buffer_exists(pauseSurfBuffer))buffer_delete(pauseSurfBuffer);
Code from: https://www.youtube.com/watch?v=dNiLIX8jNOM&t=95s&ab_channel=ShaunSpalding
If any of you knows how to help me I would be thankful! :)
Add a DrawGui Event to your object, and then add the following code within:
if (pause)
{
draw_text(50, 50, "Game is Paused. Press P to progress");
}
DrawGui makes it so that it renders on top of your viewport, so it's not connected with the position in the room.
The 50, 50, is the X and Y position of the text, use it as you see fit. You can use it centered if you take the width/height of the camera/viewport and divide that by 2.
The pause is already defined in the Create Event, so that shouldn't give any problems.
I'm building a website using Wix.com and I'm trying to add a feature with code. I want a button to appear only when I hover over a document on the page. So far the button appears the way I want, but when I try to click on it, it keeps flickering so it's hard for me to click it.
I'm pretty new to this so I just tried basic debugging But still I don't know why this is happening. Also, I couldn't find much help from Wix forum
here are the code and a screenshot from the site (code examples is the button)
let rollLeft = {
"duration": 200,
"direction": "left"
};
let rollRight = {
"duration": 200,
"direction": "right"
};
$w.onReady(function () {
//TODO: write your page related code here...
});
export function document15_mouseIn(event) {
//Add your code for this event here:
if(!$w('#button1').isVisible)
{
$w('#button1').show("roll", rollLeft);
}
}
export function document15_mouseOut(event) {
//Add your code for this event here:
if($w('#button1').isVisible)
{
$w('#button1').hide("roll", rollRight);
}
}
Without seeing it in action this is a bit of a guess, but it looks like when you move to the button, you leave the pdf, causing the button to hide.
I can think of at least two ways to get around this:
Add a delay to the effect options to give a user enough time to click the button before it starts to disappear.
Add a transparent box beneath the file icon and the button. Use that box to trigger the show and the hide on hover, instead of the file icon. That way the hide won't trigger when the user tries to click the button.
I need to build a custom pan for openlayer(ol3) map using press and drag mouse middle key only. This is what i need.
new ol.interaction.DragPan({
condition: function(event) {
// return event.originalEvent.ctrlKey
// need event for mouse middle key instated of ctrl
}
});
Any suggestion?
NOTE: similar question is Openlayers middle mouse button panning, with no answer
I want to pop up a tool tip when mouse moves over button, to explain what will happen if the user clicks on the button.
This code seems to do the job ( except for a big snag )
wxHelpProvider::Set(new wxSimpleHelpProvider);
...
btnDisplay = new wxButton( this, -1,
"DISPLAY", wxPoint(10,35));
btnDisplay->SetHelpText("Click to display this dimension");
btnDisplay->Bind( wxEVT_ENTER_WINDOW, &cHiddenDimensionPanel::OnDisplayHelp, this );
...
void cHiddenDimensionPanel::OnDisplayHelp(wxMouseEvent& event)
{
wxHelpProvider::Get()->ShowHelp((wxWindowBase*)event.GetEventObject());
}
The snag is that the tooltip obscures the button! If I click on it, the tool tip vanishes for a moment, but immediately pops back up. It is not possible to click the button under the tooltip.
You should be using the SetToolTip(const wxString &tipString) method, and letting wx handle showing/hiding the tooltip - not re-appropriating the HelpText property and manually managing the tooltip display.
i want to show the thumbnail of the previous image taken by camera instead of the cancel button while camera is running ...
Is that possible ?? Need help ..
Yep. Just capture the last image, keep it in memory (or save it to disk), then use it as one of the controls. We can do this using the overlay property of the Titanium.Media.showCamera function. Here is a quick example:
First we need an overlay view to show the image.
var overlayView = Ti.UI.createView();
var imageView = Ti.UI.createImageView({
width:44,
height:44,
left : 5
});
overlayView.add(imageView);
Now this is the function we use to open the camera with the overlay view. Note that we don't have controls so you need to add those (for closing etc). All we do right now is set the overlays image.
Titanium.Media.showCamera({
success:function(event) {
// called when media returned from the camera
imageView.image = event.media;
},
cancel:function() {},
error:function(error) {},
saveToPhotoGallery:true,
allowEditing:true,
mediaTypes:[Ti.Media.MEDIA_TYPE_PHOTO],
overlay : overlayView,
showControls: false // This is important!
});
To really make this work, you may need to save the event.media in a global variable, or use a similiar technique make sure overlayView will not be nulled out / garbage collected.
Also this is a barebones solution, not very robust, but this is the basic method I would use!