Turn on/off mouseOver attribute in elm-ui - safari

I am trying to make a simple game on Elm with elm-ui for my interest, but I stacked how to turn on/off mouseOver attribute.
I made a sample code for my explanation: https://ellie-app.com/9rvqJxz4ypga1
In this code, model has only two status (Myself|Opposite) which represent the turn of the game.
I would like to turn on changing background color of each tiles with mouseOver when model has the same status as the label of the tile.
viewTile is the main code which contains what I want to do.
viewTile : Player -> Model -> Element Msg
viewTile player model =
let
desc =
if player == Myself then
"Myself"
else
"Opposite"
changeMouseOver =
if player == model then
mouseOver [ Bg.color (rgba 1 0.2 0.3 0.5) ]
else
mouseOver []
in
column [ width (px 100), height (px 100), Border.width 1, changeMouseOver ] [ el [ centerX, centerY] ( text <| desc ) ]
For example, if model has "Myself" status, mouseOver will turn on only the tile labeled "Myself" .
In addition, "Change turn" button can change model like Myself <-> Opposite.
This trial showed good result if you clicked this button one time. However if you clicked again (means to recover model to Myself), mouseOver of "Myself" tile do not work.
I tried move the if code from let-in section to external, but it did not also work well.
How should I change the code to work turn on/off mouseOver?
This issue seems to be browser-specific one, I tried this code with Ellie in Safari 13.0.5. Firefox 78.0.2 works fine.

Related

Cesium - Control over slider window on click of polygon

Is there any way to not show this slider(as in screenshot below) on click of few polygons but to show on click of few other polygons?
To simplify what I mean to say, suppose This slider should be shown on click of blue polygon but should not be shown when red polygon is clicked, but I want to keep the ids for both polygons.
There's an undocumented property [_enableInfoOrSelection][1] (note - this is a private property and is unsafe for production - use with care).
The code is:
var handler = new Cesium.ScreenSpaceEventHandler(viewer.scene.canvas);
var shouldShow = true;
handler.setInputAction(function(click) {
viewer._enableInfoOrSelection = shouldShow;
shouldShow = !shouldShow;
}, Cesium.ScreenSpaceEventType.LEFT_CLICK);
Note the line that controls weather to show or not to show the info box:
viewer._enableInfoOrSelection = shouldShow;
You'd might want to do something smarter (like to remove the info box in case a new entity was clicked etc., but it's up to you :)).
Here's a working code:
http://plnkr.co/edit/Zb6fwNExkceAPpRyXnEw?p=preview

Haxe: Handling horizontal scroll events

I recently started using Haxe, so pardon me if my question has an obvious answer or if my description of the problem is a little sloppy, but I'm going to try my best to explain it.
I'm working on a laptop that has a multitouch-supported track pad, and a normal optical mouse with only a vertical scroll wheel (no horizontal clicking available on there). I'm looking for a way to handle horizontal scroll input / events. OpenFL's mouse events support vertical scrolling well enough. Both the mouse scrolling and the two-finger track pad scrolling work fine for the vertical axis. It looks like the same event is generated when either of those input methods are used, which is understandable. But I can't seem to find an event that would be generated when a horizontal scroll is performed. The track pad allows for horizontal scrolling, since web browsers respond to the command, but I can't find any way to make my program respond to this input. Lime's "onMouseWheel" function doesn't respond to the input either. Do you guys have any suggestions for capturing this kind of input for an app targeted for Windows?
Thanks in advance
UPDATE: What I'm looking for here is not a question of how to scroll the screen horizontally, but how to recognize the horizontal scroll event coming from hardware, for example two fingers on the track pad or a sideways click of the middle mouse wheel. Lime's onMouseWheel has two params, deltaX and deltaY, but no events are triggered that give back a non-zero deltaX value. Vertical scrolling fires an event that returns deltaX = 0 and deltaY = +/- 1, but horizontal scrolling doesn't even trigger an event.
This can be done in several ways. The first is to add an event handler to mouse wheel for the object instance that you want to attach the event handler to, so MouseEvent.MOUSE_WHEEL and use the delta variable to determine the scroll direction. What you may also need to do is handle a key down event which enables horizontal scrolling instead of vertical.
Some example code:
mySprite.addEventHandler(MouseEvent.MOUSE_WHEEL, onScroll);
mySprite.addEventHandler(KeyboardEvent.KEY_DOWN, onKeyDown);
mySprite.addEventHandler(KeyboardEvent.KEY_UP, onKeyUp);
...
private var horizontal:Bool;
private function onScroll(e:MouseEvent):Void
{
if (e.delta > 0 && horizontal)
mySprite.scrollRect.x++;
else if (e.delta < 0 && horizontal)
mySprite.scrollRect.x--;
}
private function onKeyDown(e:KeyboardEvent):Void
{
if (e.keyCode == 18)
horizontal = true;
}
private function onKeyUp(e:KeyboardEvent):Void
{
if (e.keyCode == 18)
horizontal = false;
}
You will need to define the scrollRect in your constructor somewhere to specify the scrolling bounds of the sprite.

ios-charts How to invalidate/redraw after setting data

See Updates At Bottom (4/30/2015)
I'm implementing a Pie Chart in Swift for iOS using ios-charts, and have chosen to customize the legend. Of note, the chart is displayed within a cell of a UICollectionView. The problem is that on first display, the custom legend content is not being displayed. Instead, I get legend content generated from the data.
If I scroll the view off-screen, and then scroll it back onto the screen, the proper custom legend is displayed. So, I'm guessing that I need to force a redraw/relayout/re-something after setting my custom legend. I haven't figured out how to do that. Does anyone have an idea? Am I completely missing something? Thanks!
Chart on initial display - data-generated (wrong) legend
Chart after scrolling off and back onto the screen - (proper legend)
Here's my code for drawing this chart:
func initChart(pieChart: PieChartView) {
numFormatter.maximumFractionDigits = 0
pieChart.backgroundColor = UIColor.whiteColor()
pieChart.usePercentValuesEnabled = false
pieChart.drawHoleEnabled = true
pieChart.holeTransparent = true
pieChart.descriptionText = ""
pieChart.centerText = "30%\nComplete"
pieChart.data = getMyData()
// Setting custom legend info, called AFTER setting data
pieChart.legend.position = ChartLegend.ChartLegendPosition.LeftOfChartCenter
pieChart.legend.colors = [clrGreenDk, clrGold, clrBlue]
pieChart.legend.labels = ["Complete","Enrolled","Future"]
pieChart.legend.enabled = true
}
func getMyData() -> ChartData {
var xVals = ["Q201","R202","S203","T204","U205", "V206"]
var courses: [ChartDataEntry] = []
courses.append(ChartDataEntry(value: 3, xIndex: 0))
courses.append(ChartDataEntry(value: 3, xIndex: 1))
courses.append(ChartDataEntry(value: 4, xIndex: 2))
courses.append(ChartDataEntry(value: 4, xIndex: 3))
courses.append(ChartDataEntry(value: 3, xIndex: 4))
courses.append(ChartDataEntry(value: 3, xIndex: 5))
let dsColors = [clrGreenDk, clrGreenDk, clrBlue, clrBlue, clrGold, clrGold]
let pcds = PieChartDataSet(yVals: courses, label: "")
pcds.sliceSpace = CGFloat(4)
pcds.colors = dsColors
pcds.valueFont = labelFont!
pcds.valueFormatter = numFormatter
pcds.valueTextColor = UIColor.whiteColor()
return ChartData(xVals: xVals, dataSet: pcds)
}
Update 4/30/2015
Based on discussion with author of MPAndroidChart (on which ios-charts is based), it appears there is not a point in the chart display lifecycle where one can override the legend on "first draw". Basically, the chart is rendered when it is created, no matter what. If you set data on the chart, the chart uses that data to create the legend and then renders. It isn't possible to change the legend between the point of setting data, and the point of chart rendering.
setNeedsDisplay()
Potentially, one can wait for the chart to render, update the legend, and then call chart.setNeedsDisplay() to signal the chart to redraw. Sadly, there's a timing problem with this. If you call this method immediately after rendering the chart, it either doesn't fire or (more likely) it fires too soon and is effectively ignored. In my code, placing this call within viewDidLoad or viewDidAppear had no effect. However...
Building the same chart in Java for Android (using MPAndroidChart) results in the same issue. After messing around for a bit, I noted that if I called the chart.invalidate() after a delay (using Handler.postDelayed()), it would fire properly. It turns out a similar approach works for ios-charts on iOS.
If one uses GCD to delay the call to setNeedsDisplay(), for even a few milliseconds after the rendering, it seems to do the trick. I've added the following code immediately after initializing the chart's view in my ViewController ("cell" is the UICollectionViewCell containing the chart view):
delay(0.05) {
cell.pieChartView.legend.colors = [self.clrGreenDk, self.clrGold, self.clrBlue]
cell.pieChartView.legend.labels = ["Complete","Enrolled","Future"]
// Re-calc legend dimensions for proper position (Added 5/2/2015)
cell.pieChartView.legend.calculateDimensions(cell.pieChartView.labelFont!)
cell.pieChartView.setNeedsDisplay()
}
Using the awesome "delay" method from this SO post: https://stackoverflow.com/a/24318861
Obviously, this is a nasty hack, but it seems to do the trick. I'm not sure I like the idea of using this hack in production, though.
For any Android folk who stumble on this post:
The following code achieves the same effect using MPAndroidChart:
// Inside onCreate()
pie = (PieChart) findViewById(R.id.chart1);
configPieChart(pie);
new Handler().postDelayed(new Runnable() {
#Override
public void run() {
String[] legLabels = new String[]{"Complete","Enrolled","Future"};
ArrayList<Integer> legColors = new ArrayList<Integer>();
legColors.add(blue);
legColors.add(gold);
legColors.add(green);
pie.getLegend().setPosition(Legend.LegendPosition.LEFT_OF_CHART_CENTER);
pie.getLegend().setColors(legColors);
pie.getLegend().setLabels(legLabels);
pie.invalidate();
}
}, 20);
I am the author of ios-charts, and we're working on features for customizing the legend data, without those "hacks".
In the latest commits to ios-charts, you can already see extraLabels and extraColors properties that add extra lines to the legend, and a setLegend function that allows you to set a custom data entirely.
This will soon be added to the Android version as well.
Enjoy :-)

dojo Tooltip repositioning after content is loaded

ALL!
I have dojo tooltip which is connected to an element.
It is created when/after page is loaded/ready. BUT, the problem is that content is loaded dynamically, when connected element is hovered the first time.
Content is loaded via AJAX. And - as far as the size of HTML content is unknown (widget is created, but content is still empty) - after hovering and content loading - Tooltip is appeared, but ARROW does not point to a connected element, but shifted down.
How to reposition a widget arrow after content is loaded dynamically?
Thanx a lot in advance!
UPDATE
After some investigations i have found, that position of tooltip Arrow is adjusted by
.tundra .dijitTooltipRight .dijitTooltipConnector class height (14px by default)
So i made quick and dirty fix for now:
function fixArrowForTooltip() {
// FIX ARROW (TODO HACK)
$(".tundra .dijitTooltipRight .dijitTooltipConnector").css("height",
"14px"); // restore to default for multiple tooltips in the page
var newHeight = $("#dijit__MasterTooltip_0").height() - 14;
$(".tundra .dijitTooltipRight .dijitTooltipConnector").css("height",
newHeight + "px");
// end of FIX
};
And placed this into onShow()...
I know, this should be re-worked, but.. WORKS PERFECT :)))
For any number of tooltips in the page arrows point DIRECTLY to connected elements :)

Child QWidget is not painted correctly

I need to show a virtual keyboard when the user selects an input text field in a webpage. This code runs on an set top box.
I am extending the QWebView, which is creating a new keyboard widget as a child.
WebView::WebView(QWidget* parent = 0): QWebView(parent)
{
WebPage *page = new WebPage(this);
this->m_keyboard = new widgetKeyBoard(this, Qt::Window|Qt::CustomizeWindowHint);
this->m_keyboard->createKeyboard();
this->m_keyboard->hide();
connect(this, SIGNAL(launchVirtualKB(WebView *) ), SLOT(launchKeyboard(WebView *)));
}
The widgetKeyBoard is made up of QGridLayout with many children QKeyPushButton.
When I do a show of keyboard, I see the whole keyboard drawn briefly and then overwritten 30% of the keyboard from the below web page (overwritten near the input field). I tried to have my own repaint for webview and mainwindow, but still see that someone else is overwriting.
What could be causing such an issue. I am using QT4.8.