Comma shows a nice parallel threads monitor. However there does not seem to be a way of making it show more than 16 seconds. I that something that can be changed via some editable property?
Not an editable property, but:
Ctrl + mouse wheel can be used to zoom in and out.
Click and drag to move backward and forward in time.
Related
I'm building a game in Godot and I am running into an issue where Input.is_action_pressed, Input.is_action_just_pressed, and Input.is_action_just_released are all triggering multiple times if the mouse or gamepad joysticks are moving while clicking the buttons. I have tried checking for is_echo, but nothing registers as an echo.
I am looking for input via:
func _input(event):
if Input.is_action_just_released("AttackRange"):
fireGun()
This is very easily repeatable for me right now. All I have to do is move my mouse around while clicking, or moving either of the joysticks on the gamepad while pressing buttons. I can't figure out what is causing this. Should I be listening for inputs in a different way?
Help would be greatly appreciated!
Yeah, you are mixing ways to get input.
Either use _input and process only the input you get in the event parameter. This is usually better for pointing input (mouse or touch).
Or put your code in _process (or _physics_process if necessary) and use the Input object.
In this particular case, I'd move the code you have to _process.
I have two shape at same position, not same color, and when i click over them, i want to fire click event on both, not just the first.
These two shapes are in the same container.
I have tried getObjectsUnderPoint() under stage.on("mousemove"), but this function increase my FPS (60 to 32~, and inside there are just a console.log), So it's not a good solution.
I tried the bubble, the useCapture, but i think it isn't what i want.
I just want to fire click on all element behind my mouse.
If someone have a solution, please.
There are a few points here:
EaselJS objects sort of work like HTML DOM Elements. If an element has a mouse handler on it it will block objects in other hierarchies below it from receiving the event. This is just how it works. The main difference is that if you don't have mouse events, then they are just ignored (like if you set the pointerEvents on an HTML element to none to have the mouse ignore it).
Your idea with getObjectsUnderPoint is what I would have recommended. Running any hit-test logic on mousemove is going to be expensive (mousemove fires a LOT, which is why we give the ability to throttle the typical mouseover check if you enableMouseOver on the stage).
A few things to optimize it:
Ensure you are using mode=2 on your getObjectsUnderPoint, which will only check objects with mouse listeners. This greatly reduces the overhead in checking. [docs]
Instead of checking the stage on your own mousemove event, set a flag to check it on tick. This throttles it to your Ticker FPS at least. You could also set an interval to check it even less often. It can create a little bit of a visible lag, but you can probably find a nice balance.
Reduce what is checked. If you have a container with your clickable elements in it, you can only check that object for mouse interaction.
If your objects are the exact same, you can also just trigger the click manually on the second item.
obj1.on("click", function(event) {
obj2.dispatchEvent(event);
});
I hope those approaches provide you a solution. Let me know if you have follow-up questions.
Cheers,
In the design window, I have my controls formatted one way, but when I run my program, the formatting changes. The window looks larger and the digit button is no longer aligned. I have no clue how to fix this. I am taking an intro level course, so I can't fix this with code. When I wrote my first couple of programs, I didn't have an issue with resizing, but for the last two or three, they never hold their size.
My Program
the above issue please check the anchor tag of each control it should be Top left.
To hold the control position
1 Add panel control to form then dock it to form
2 Add the other
control it will hold the control position as well
Can I use UIKeyboardWillChangeFrameNotification to prevent the user to change the keyboard layout? I've some buttons on it and I don't want the splited keyboard, because it creates some ui problems.
Thank you in advance.
No, you have no control over the behavior of the system keyboard. Your only real option is to make your UI work properly with the split one. Keep in mind, though, that since the split keyboard can be moved, it doesn’t matter if it’s covering parts of your interface—if the user splits their keyboard, moving it out of the way of what they’re trying to interact with then becomes their problem.
I know that using Applescript I can change the size and position of any application's window, but is it possible to get a notification whenever a window has changed it size or position?
If thats not possible, then what I was thinking was making a thread in the background, and constantly check the positions of windows and see if they have changed, if they did then they moved.
But that would take a lot of cpu resources to constantly compare the positions/sizes of window. So is it possible? If not , is there a better way? Thanks!
I'm not sure but i think there isn't a notification for that.
I would listen for mouse events. When the mouse was dragged you can check the windoews for changes. Hope that helpa.