dragLine | drag a connection line like in Xcode Interface Builder | Code Editor library

 by   mayoff Swift Version: Current License: No License

kandi X-RAY | dragLine Summary

kandi X-RAY | dragLine Summary

dragLine is a Swift library typically used in Editor, Code Editor, Xcode applications. dragLine has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This repository contains the code from my answer to “How to reproduce this Xcode blue drag line” on stackoverflow. The result looks like this:.
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              dragLine has a low active ecosystem.
              It has 25 star(s) with 3 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              dragLine has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of dragLine is current.

            kandi-Quality Quality

              dragLine has no bugs reported.

            kandi-Security Security

              dragLine has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              dragLine does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              dragLine releases are not available. You will need to build from source code and install.

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            dragLine Key Features

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            dragLine Examples and Code Snippets

            No Code Snippets are available at this moment for dragLine.

            Community Discussions

            QUESTION

            Image comparison slider not working on Firefox
            Asked 2021-May-11 at 19:14

            I found this tutorial to create an image comparison slider, which works perfectly on Chrome. However, when I load it on Firefox, the slider does not react at all.

            Here an example:

            ...

            ANSWER

            Answered 2021-May-11 at 19:14

            That's because is not supported by Firefox. You might prefer using a solution based on the Drag and drop API

            Source https://stackoverflow.com/questions/67492140

            QUESTION

            D3v6 zoom causing wrong pointer position
            Asked 2021-Mar-15 at 10:53

            I got a D3v6 graph, which contains a context menu for the nodes. If clicked, its possible to add a link to another node. My problem is the zoom function, which I declared on the root SVG:

            ...

            ANSWER

            Answered 2021-Mar-15 at 10:53

            The general issue is dealt with in this question with accepted answer by @Andrew Reid

            For your specific issue, try the following to illustrate what is happening:

            • include console.log(point) in your mousemoveSVG function
            • run the snippet
            • right click node 2 and add a link
            • move the pointer to the centre of the 'zero' node and observe [x, y] in the console
            • do some pan and zoom
            • move the dragline about - you will see the [x, y] has changed and the dragline is off
            • stop the snippet and in mousemoveSVG update this line to const point = d3.pointer(event, svg.node());
            • now repeat the test above - the pointer in the centre of the 'zero' node should have the same [x,y] for any different pan/ zoom actions

            This 2nd argument to d3.pointer called target:

            If the target is an SVG element, the event’s coordinates are transformed using the inverse of the screen coordinate transformation matrix.

            Transforming the [x,y] of the pointer with this screen coordinate transformation matrix is basically saying keep my mouse in step with the zoom.

            Here is your full code with the update - I commented out the log as it stuffs up the snippet, but you can uncomment to try the steps above.

            Source https://stackoverflow.com/questions/66598607

            QUESTION

            Duplicated objects after adding node
            Asked 2021-Mar-15 at 10:22

            I modified my graph to utilize join() instead of enter(), remove() and exit(). Still, I append elements like circle and text elements to my nodeContainer group. In the browser inspector I noticed, my graph appends another circle and text element to an existing node.

            I thought join() fix this issue or do I still need to utilize remove(), exit() functions for the appended elements?

            Before adding another node:

            After addong another node:

            ...

            ANSWER

            Answered 2021-Mar-15 at 10:22

            You are not creating a nested join() selection for the circles and texts, for instance:

            Source https://stackoverflow.com/questions/66635703

            QUESTION

            D3 directed graph editor - v5 to v6 migration issue
            Asked 2021-Mar-11 at 13:02

            I found this http://bl.ocks.org/rkirsling/5001347 graph from bl.ocks.org and want to migrate to D3 v6.

            I managed to get running without any syntax errors but the result seems wrong if you click on a node.

            I guess the function:

            ...

            ANSWER

            Answered 2021-Mar-11 at 12:59

            I think you are on the right track:

            • Everywhere there's a reference to d3.event have that function take event as an argument and then reference event in the logic (i.e. lose the d3.). This applies to all the drag, mousedown, mouseover, mouseout, mouseup, keydown and keyup handlers.

            • d3.mouse becomes d3.pointer except in...

            • In the mousemove function use event.x and event.y instead of d3.mouse(this)[0] and d3.mouse(this)[1].

            In the example below, I use:

            Source https://stackoverflow.com/questions/66581475

            QUESTION

            "Mouseup" event not fired after migrating from D3 v3 to v5
            Asked 2020-Oct-29 at 19:22

            I am new to d3 and I am trying to use this demo It uses v3 and I am trying to migrate it to v5.16.0

            What I could do is change d3.behavior.drag(), .origin and .on("dragend" into d3.drag(), .subject and .on("end",

            and change this .on("zoomstart" and this .on("zoomend" into this .on("start" and this .on("end"

            I am not getting any runtime errors but there is a malfunction. For example I can't mouse click + "shift" to create a new node like in the demo and also when a node is clicked its color doesn't change and also when I drag a node I get this messy behaviour as shown in this image

            I could figure out that for some reason the on mouseup event is not fired but I coudn't figure out the reason.

            Can someone please help?

            New Full code I am using:

            ...

            ANSWER

            Answered 2020-Oct-29 at 19:22

            If someone needs it, this is the solution I found:

            Source https://stackoverflow.com/questions/64597243

            QUESTION

            Adding force to LineRenderer relative to the length of the line?
            Asked 2020-Sep-24 at 07:39

            I've lurked around here for ages and found a lot of help through other people's questions. But after extensive searching, I couldn't find a post to help me find a solution to a problem that I'm having, so I decided to post my own question here so if it gets answered, it might help someone else in a similar fashion!

            I'm having some issues with adding force to my linerenderer. The basic idea is that I have an object that I shoot forward by dragging a line in the opposite direction. Now all that is missing is for the shot to have force that is relative to the length of the "dragline", as in how "strong" the object is pulled. I'm having some trouble with that so I thought I'd ask someone smarter and more experienced than me!

            Here is my script to draw the dragline:

            ...

            ANSWER

            Answered 2020-Sep-24 at 07:39
            1. The main question is a bit unclear to me. You already have the startpos-endpos. Wouldn't this already be the vector including the magnitude you are looking for?

              I would probably rather combine your two scripts and not let them handle input and positions independently.

              I would let your Shoot handle the input and only forward it to the DragIndicatorScript since as the name suggests: It shall only be an indicator and should not be the component deciding the final shoot strength.

              So the Shoot should rather calculate the input vector, clamp it and only pass this to the indicator which then can update its end position based on the anchor (see below) and the vector.

            2. EXTRA QUESTION 1:

              I would simply remember the offset between the anchor and the startPos. Then you can later calculate back the endPoint by simply taking this offset into account.

              For being able to drag anywhere on the screen you should not use OnMouseDown which only works if the mouse is actually over your collider but rather go the way you did in DragIndicatorScript and use GetMouseButtonDown(0).

              It sounds like you additionally also want a maximum length for the line and use this maximum length also as maximum shoot power. One argument more as said before why I would let shoot control it all.

            3. EXTRA QUESTION 2:

              You can simply reference your material in a slot in the Inspector. In general however I would suggest to rather add the LineRenderer already beforehand and completely set it up. Then you don't even need to do it via code!

            So it might look somewhat like

            Source https://stackoverflow.com/questions/64022532

            QUESTION

            Refresh error when dragging a line in QSceneView
            Asked 2020-May-12 at 10:18

            I need to draw a connector between two items in a QSceneView. I've subclssed QGraphicsObject for creating this line (it's not a QGraphicsLineItem because I need to update its appearance later). This is the class:

            ...

            ANSWER

            Answered 2020-May-12 at 10:18

            It looks like your implementation of QRectF TransitionDragLine::boundingRect() const is incorrect. It can be a bit tricky to get it right since multiple coordinate systems are involved.

            The proper solution would be to get the bounding boxes right, but for small scenes, it's usually good enough to set the QGraphicsView::updateMode to QGraphicsView::FullViewportUpdate. That is, QGraphicsView will redraw the whole viewport rather than just the bounding box area.

            Source https://stackoverflow.com/questions/61748351

            QUESTION

            migrating to d3 v4 cause duplicates on drag
            Asked 2019-Feb-19 at 19:38

            I am migrating this project https://bl.ocks.org/cjrd/6863459 to d3 v4 https://github.com/d3/d3/blob/master/CHANGES.md#dragging-d3-drag

            JSFIDDLE https://jsfiddle.net/9wwqgwhh/1/

            Canvas is rendering, but there is some kind of problem with dragging. I have to change this code.

            ...

            ANSWER

            Answered 2019-Feb-19 at 19:38

            In updateGraph() replace the lines

            Source https://stackoverflow.com/questions/45801254

            QUESTION

            D3js Appending Duplicate Data to SVG When ".enter()" Selection Should Be Empty
            Asked 2019-Feb-01 at 21:50

            I've written a small application that if a user clicks on the screen a node (circle) will appear. If the user then drags from the a node to another node an edge between them will also appear. Both of these update "nodeData" and "edgeData" data structures internally.

            The nodes seem to work fine. If the user clicks on the screen, the new node will be added to the data structure and a function "restart()" will be called to update the visualisation. However the edges don't work as I expected. Instead of updating the current edges and appending any new ones to the visualisation, the "restart()" function appends edges again to the visualisation, so that after "restart()" has been called a few times the graph has way too many edges than it should.

            Here's the link to the fiddle: https://jsfiddle.net/AlexMarshaall/srL3huk9/4/

            ...

            ANSWER

            Answered 2019-Feb-01 at 21:50

            You have these issues, because you're not following correct practices.

            Source https://stackoverflow.com/questions/54486065

            QUESTION

            Qt menu artifact when calling input dialog
            Asked 2017-Sep-08 at 01:09

            I am building a PyQt application which is supposed to receive mouse right-click drags on a QGraphicsView, draw a "lasso" (a line stretching from the drag origin to the mouse position, and a circle at the mouse position), and then, on mouse release, erase the lasso graphics and display an input dialog for the next part of the app.

            For some reason, when I use the mouse to click "Ok" on the input dialog, a menu artifact appears on the QGraphicsView which contained the lasso. The menu artifact is a drop-down menu line that says "(check mark) Exit". Occasionally it may be the context menu for one of my custom QGraphicsObjects as well - but for whatever reason, calling the dialog and then clicking "Ok" results in an unintended right-click-like event on the QGraphicsView.

            This only seems to happen when the last step before method return is the QInputDialog - replacing it with a pass or a call to some other method does not result in the artifact. I'd be very grateful to anyone with a clue to what is causing this problem!

            Here's the minimal code:

            ...

            ANSWER

            Answered 2017-Sep-02 at 05:05

            This is a guess on my part, but I've seen this kind of weird thing before.

            Some Qt widgets have default behavior on certain types of events. I've never used QGraphicsView, but often the default for a right click is to open a context-sensitive pop-up menu (usually useless, in my experience). That may be happening in your case, which would explain why you only see this when there's a right click.

            You can suppress the default Qt behavior by calling event.ignore() before returning from mouseReleaseEvent.

            Source https://stackoverflow.com/questions/46010065

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