dragLine | drag a connection line like in Xcode Interface Builder | Code Editor library
kandi X-RAY | dragLine Summary
kandi X-RAY | dragLine Summary
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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QUESTION
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 19:14That's because is not supported by Firefox. You might prefer using a solution based on the Drag and drop API
QUESTION
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 10:53The 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 yourmousemoveSVG
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 thedragline
is off - stop the snippet and in
mousemoveSVG
update this line toconst 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.
QUESTION
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 10:22You are not creating a nested join()
selection for the circles and texts, for instance:
QUESTION
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 12:59I think you are on the right track:
Everywhere there's a reference to
d3.event
have that function takeevent
as an argument and then referenceevent
in the logic (i.e. lose thed3.
). This applies to all thedrag
,mousedown
,mouseover
,mouseout
,mouseup
,keydown
andkeyup
handlers.d3.mouse
becomesd3.pointer
except in...In the
mousemove
function useevent.x
andevent.y
instead ofd3.mouse(this)[0]
andd3.mouse(this)[1]
.
In the example below, I use:
QUESTION
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 19:22If someone needs it, this is the solution I found:
QUESTION
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 07:39The 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 theDragIndicatorScript
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.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 inDragIndicatorScript
and useGetMouseButtonDown(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.
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
QUESTION
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 10:18It 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.
QUESTION
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 19:38In updateGraph()
replace the lines
QUESTION
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 21:50You have these issues, because you're not following correct practices.
QUESTION
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 05:05This 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.
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