How to track/listen active dragging event of UI Element in UWP. I added the flat CanDrag=true to enable the drag feature. Using the DragStarting and DragLeave can identify the start and end of drag. But want to get the X,Y coordinate of the UIElement on dragging. Any recommendation to achieve that? I dont want to use RenderTransform for this.
I don't think it's possible in standard Drag'n'Drop flow.
There're few options but they look like a crutch.
You may use manipulations and subscribe to Delta event. That's where RenderTransform comes in.
You may start some time loop and get visual position each frame. (The most crutchy idea)
Try to play wih IsHitTestVisible and subscribe to PointMove of some FrameworkElement behind.
Subscribe to PointEntered and PointExited to the elements you dragging over so they could fire events.
I prefer the first one. It's simple and it's plane.
I have a really huge network. In my webapp, I want to be able to select nodes and edges then I change the style to selected stylesheet. I have succeed with this but the problem is the edges always behind another nodes because it is too crowded. Is it possible to make all selected nodes and edges to be in the foreground? I knwo about z-index but it seems it can not set selected nodes and edges to the foreground.
See the visibility style properties: http://js.cytoscape.org/#style/visibility
From the docs:
z-compound-depth : May be bottom, orphan, auto (default), or top. The first drawn is bottom, the second is orphan, which is the same depth as the root of the compound graph, followed by the default of auto which draws in depth order from root to leaves of the compound graph. The last drawn is top.
z-index-compare: May be auto (default) or manual. The auto setting draws edges under nodes, whereas manual ignores this convention and draws solely based on the z-index value.
z-index : An integer value that affects the relative draw order of elements. In general, an element with a higher z-index will be drawn on top of an element with a lower z-index within the same depth.
So, you need to set at least z-index-compare: manual and z-index if you generally want edges over nodes.
If you nest swiper instances and don't set the nested swipers to move in a different direction (as the demo does) then they seem to got mixed up on which one should be advanced when you swipe to next/prev.
UPDATE: This only happens when you use a trackpad - if you use a mouse it seems to work fine.
Codepen Example
So in my example I have set up a swiper with a cube effect and it then has four nested swiper instances, each with 3 slides. The nested instances have the default slide effect and have their nested options set to true.
So the desired effect is that you see the cube with an 'A' facing you, you then swipe to next and 'B' slides in, then the next wipe rotates the cube and you see 'C' on a different side - and so on.
This works most of the time, but every so often when you expect the nested slider to advance the parent slider does. So in my example you see the cube spin when it shouldn't.
I've tried to use javascript to lock the swipers when the swipe begins and then unlock when it ends but that didn't fix the problem.
I'm looking for an event that fires as a node is being dragged. I thought that tapdrag looked like what I wanted, but tapdrag fires whenever the mouse moves over the node only when the mouse button is not down (so the node's not being dragged, basically mouseover). I've tried several other events, but none seem to do what I need.
How can I fire an event as a node is being dragged? Specifically, I want to move another node while the first is being dragged, which I'd rather do without using a compound node.
Use the drag event.
The events are all listed and documented: http://js.cytoscape.org/#events/collection-events
You can manually .position() on the second node when the drag happens on the first node.
To set rules for node placement, like moving two nodes in lockstep, use the automove extension:
https://github.com/cytoscape/cytoscape.js-automove
I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.