TouchEvent | 关于Touch事件的几个模拟示例.如果对分发机制不是很了解的 , 又没有太多时间模拟实验的 , 可以参考 | Camera library
kandi X-RAY | TouchEvent Summary
kandi X-RAY | TouchEvent Summary
注:点击事件是分发了down 和 up 两个事件. 这个实验几乎与模拟4一样.猜想是: 从父类分发,直到ChildView,然后反向轮训到GrandparentView的onTouchEvent方法消费. 事实的确如此,但有一个有趣的现象: ACTION_DOWN 的确如此,ACTION_UP却在GrandparentView分发后立刻执行了onTouchEvent 下面是完整的流程. 模拟4 是在最底层的View消费事件的.两个事件都会从头传递一遍. 模拟5 不在最底层消费事件,第一次会从头传递到底层然后反向轮训直到消费.第二次从上层传递,到当前直接进入到onTouch消费.而不会再传到底层.
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- Override this method to intercept touch events
- Get the call method and line number
- Log a message
- Log a chunk
- Log an exception with a given message
- Log a message at ERROR level
- Logs an exception message
- Log a message at ERROR level
- Print JSON
- Write a JSON string
- Log a message with a formatted message
- Log a message at VERBOSE
- Print a warning message
- Log a WARN message
- Print an INFO message
- Log an INFO log message
- Override to intercept touch events
- Override to notify touch events
- On touch events
- Dispatches the touch event
- On touch event
- Sets the layout
- Dispatches a touch event
- Initializes the toolbar
- Get Config object
TouchEvent Key Features
TouchEvent Examples and Code Snippets
Community Discussions
Trending Discussions on TouchEvent
QUESTION
I have a project, which is an employee monitoring project, and it has several components, and among these components is having a group of buttons together.
I have a set of buttons, and I call these buttons in another component, but when I write the code, I have this one error.
...ANSWER
Answered 2021-May-25 at 08:27try this
event:(MouseEvent | TouchEvent) => void
QUESTION
I'm trying to play a local video and apply a CIFilter
in realtime with no lag. How can I do that? I already know how to apply a CIFilter
to a video in AVPlayer
but the performance it's not as fast as I want.
This is my current code:
...ANSWER
Answered 2021-Mar-21 at 15:34The problem is that you re-create and re-assign the video composition to the player item every time the slider value changes. This is very costly and unnecessary. You can do the following instead:
- Create the filter somewhere outside the composition block and keep a reference to it, for instance in a property.
- Also, create the composition only once and let it apply the referenced filter (instead of creating a new one with every frame).
- When the slider value changes, only set the corresponding parameter value of the filter. The next time the composition will render a frame, it will automatically use the new parameter value because it uses a reference to the just-changed filter.
Something like this:
QUESTION
ANSWER
Answered 2021-Mar-12 at 11:35The problem was iOS 12.5 didn't support my code. Had to change in
and used
#checkbox: checked
. The rest of the code in JavaScript works. Thank you for your carelessness! I learned a lot from this
QUESTION
I'm trying to figure out how to arrange my onInterceptTouchEvent
and onTouchEvent
overrides in various classes.
ANSWER
Answered 2021-Feb-03 at 20:47For anyone else facing this problem, the trick was to do the event dispatching manually.
Button1 returns true from the OnTouchEvent
if action = ACTION_DOWN.
When it is ACTION_MOVE
, then return false.
ButtonContainer returns true on onInterceptTouchEvent
when action is ACTION_MOVE
and then calls the dispatchTouchEvent
of BitContainer, which calls dispatchTouchEvent
on all t's child views using a for loop
From there, you can now write a method in each of your child views to check if the x position of the touchevent is within their own getLocationOnScreen()
coordinates.
Here is the onInterceptTouch event on ButtonContainer, and dispatchTouchEvent on BitContainer as an example:
Button Container
QUESTION
I have found this script online which i though would help me to zoom in on an image, but zoom towards the mouse position. However when the mouse is positioned to the left this isn't the case. I feel like there is a simple change I need to make however I can't find it!
...ANSWER
Answered 2021-Jan-18 at 17:29You do not zoom towards the mouse on the right either; in fact, if you put your mouse in the top-left corner you zoom in to the center of the image. Besides that I can at least identify that this.zoomPointX = Math.min(Math.max(left, -leftOffset), 0);
only allows your translate to go left, and thus only allow zooming towards the right of the center line.
Let's start with taking a step back and figuring out what we are doing here. The final styling is a translate, followed by a scale. The scale happens around the center of what you are seeing on screen right then, and the translate that happens before that is meant to move the image so the point around which you want to zoom is in the middle.
To properly debug this we need a better understanding of what the code is doing, so I first added some debug markers and disabled the zoom styling, so we can visualise what is happening without it zooming all over the place.
QUESTION
Referring to this post, i'm trying to adapt the animations to landscape mode. Basically what i want is to rotate all layers of -90° (90° clockwise) and the animations to run horizontally instead of vertically. The author didn't bother to explain the logic under the hood, there are a dozen paper folding libraries in obj-c which are all based on the same architecture, so apparently this is the way to go for folding.
EDIT: To further clarify what i want to achieve, here you can look at three snapshots (starting point, halftime and ending point) of the animations i want. In the question from the link up above the animation collapses from bottom to top, while i want it to collapse from left to right.
Down below you can take a look at the the original project a bit tweaked:
- i changed the gray
bottomSleeve
layer final angle value, as well as the red and blue ones angle; - i paused the animations on initialization by setting the
perspectiveLayer
speed
equal to0
and added a slider, the slider value is then set equal to theperspectiveLayer
timeOffset
so that you can interactively run each frame of the animations by sliding. When the touch event on the slider ends, the animations are then resumed from the frame relative to the currenttimeOffset
to the final value. - i changed all the model layers values before running each animation added to the relative presentation layer using
CATransaction
. Also, on completion theperspectiveLayer
speed is set to0
again. - for a better visual understanding, i set the
perspectiveLayer
backgroundColor
equal tocyan
.
Just to point it out, there are two main functions:
setupLayers()
, called inviewDidLoad()
is responsible of setting up the layers positions and anchor points, as well as adding them as sublayers to themainView
layer.animate()
, called recursively insetupLayers()
, responsible of adding the animations. Here i also set the model layers values to the related animations final value before adding them.
Just copy, paste it and run:
...ANSWER
Answered 2021-Jan-16 at 23:15OK - a bit of playing around...
Looks like you need to flip the animations, since they're effectively "going backward."
QUESTION
EDIT: i've refactored the question a bit and solved part of the issue, now the question comes down to why does the presentation layer glitches/flashes when the animation is resumed. At this point tho i'm accepting any answer that makes the animation resume both forwards and backwards at will with no issue. I'm not sure the approach i'm using is the right one, i'm still pretty new to Swift.
Note: Sample project at the bottom, for having a better understanding of the issue.
In my project i'm pausing a CABasicAnimation
by setting the layer .speed
property to 0
, then i'm changing the animation value interactively by setting the layer's .timeOffset
property equal to a UISlider
.value
property whenever the user scrolls the slider. By code:
ANSWER
Answered 2021-Jan-14 at 07:51I managed to remove the glitch for resumeLayerBackwards(layer:)
in the sample project.
Two problems there in fact:
- there is an empty screen after animation has visually finished
- the empty screen is visible for
1 - .timeOffset
seconds
So, seems like the problem is that animation in fact plays not just for .timeOffset
period, but for the whole .duration
period. And the empty screen appears because there is no animation defined for 1 - .timeOffset
block.
Just to recall: CALayer
also adopts CAMediaTiming
protocol, as CAAnimation
does (with all the properties defined: although some of them seem not be very clear how to be applied to a layer).
With speed = -1
after .timeOffset
seconds passed — the property .timeOffset
becomes equal to zero. It means that animation has reached its beginning and therefore (with negative speed) it is finished. Though it is not that obvious — seems like it is removed because of the .fillMode
property. To fix this I've added perspectiveLayer.fillMode = .forwards
to animate()
method.
To have animation completed exactly after .timeOffset
seconds instead of the whole .duration
— use .repeatDuration
property. I've added layer.repeatDuration = layer.timeOffset
to your resumeLayerBackwards(layer:)
method.
The project works only with both lines added.
I can't say that the solution is really logical for me, although it works. Negative speed works a bit unpredictable as for me. In my project I used to reverse animation by swapping begin and end values in cloned animation object.
QUESTION
I am stuck for a few hours and can't find a solution (at least not for my level) that works, so I am asking for your help. Again. I am trying to save some values given by a user from EditText boxes to SharedPreferences. For some reason, instead of : 1, 5 or whatever value I input, I receive this values :
view:androidx.appcompat.widget.AppCompatEditText{b869139 VFED..CL. .F....ID 52,0-247,136 #7f0800a1 app:id/etTigPeZi}
The same java code is used in other app and works just fine. For some reason here doesn't.
I tryied to search for any mistakes I could have made but, well, I didn't find any.
Please have a look and if you can SAVE ME !
Thank you.
Wish you all a Happy New Year, btw.
Best regards,
R.P.
In Logcat, Verbose :
...ANSWER
Answered 2020-Dec-31 at 00:34TO get the string in an EditText you use editText.getText() not editText.toString(). The first gets the text entered by the user (or your app). The second gets a string representation of the edit text object.
QUESTION
I'm not too familiar with jquery and javascript in general, so bear with me here. But, I'm trying to create an image gallery with zoom on hover using EasyZoom:https://i-like-robots.github.io/EasyZoom/. I want to achieve something like what is under the "with thumbnail images" in the link.
So far, I've created the divs with images in them, copied the CSS and javascript files from GitHub, and linked my HTML page to them, see specific code below.
But, I'm obviously missing something here. In the JS file, I found a spot where it said @param {Object} target
am I supposed to specify the objects in the HTML where there needs to be Easyzoom? If so, how? I'm also confused as to how i can specify that I want an image gallery with Easyzoom. So, if anyone could help me with this, it would be great.
HTML code (I have a list of image links that I got from a Django model under 'images')
...ANSWER
Answered 2020-Oct-22 at 17:32As you are already using jQuery how about use Slick for your slider and integrate EasyZoom into your slick slides?
Loads of cool features, check it... https://kenwheeler.github.io/slick/
We can utilise slick's dots to manipulate dot buttons into image thumbnails, so no extra html in your original markup 👍🏼
Read my comments in working example below and jsfiddle.
Please note the easyzoom does not zoom very much because the demo images we are using are natively only 600px wide.
jsFiddle version... https://jsfiddle.net/joshmoto/mdkpnw7g/
Working stack example...
QUESTION
Basically I want the mouseevents above to work on mobile through the use of touchevents. There is some code in there to change the color on each click as well. I 'm hoping that it's as easy as binding the touchevents to the mouseevents, but in my trial and error I still can't get it to work.
Any help with this would be amazing!
Here is the code that i'm working with:
...ANSWER
Answered 2020-Sep-30 at 18:08Actually it is as easy as listening for both - touch and mouse - events.
The touchstart
event is the mousedown
, the touchmove
the mousemove
and lastly touchend
is the mouseup
equivalent.
Theoretically you could simply add the same callback functions to all of these listeners. The only problem is you can't directly query the 'mouse' position using the event.clientX
property inside the callback function. That's because there can be multiple touches while there is always just a single mouse event. To keep track of the touches, those are stored in a TouchList
- more or less an array - which is the .touches
property of the event.
So we need to make a distinction between a mouse and a touch event inside the callback function:
- If it's a touch use
event.touches[0].clientX
- If it's a mouse event use
event.clientX
Here's an example based on your code:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install TouchEvent
You can use TouchEvent like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the TouchEvent component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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