Drag move flickers position of window - winforms

I'm implementing a Rust alternative to .NET's DragMove method however the result causes the application to flicker between two relative positions.
See screencast and sample project.
Code I'm using to perform the drag move:
let mut mouse_down = false;
let mut last_pos: Option<PhysicalPosition<f64>> = None;
event_loop.run(move |event, _, control_flow| match event {
Event::WindowEvent {
event: WindowEvent::CursorMoved {
position,
..
},
..
} => {
let gl_window = display.gl_window();
let window = gl_window.window();
if mouse_down {
if last_pos.is_some() {
let previous_pos = last_pos.unwrap();
let delta_x = previous_pos.x - position.x;
let delta_y = previous_pos.y - position.y;
window.set_outer_position(PhysicalPosition::new(position.x + delta_x, position.y + delta_y));
}
last_pos = Some(position);
}
}
Event::WindowEvent {
event: WindowEvent::MouseInput{
state,
button,
..
},
..
} => {
mouse_down = button == MouseButton::Left && state == ElementState::Pressed;
if !mouse_down {
last_pos = None;
}
}
_ => {}
});

CursorMoved reports
(x,y) coords in pixels relative to the top-left corner of the window.
When you're later using that position to set_outer_position, you are essentially reinterpreting window-relative coordinates as screen-relative.
You should instead apply the offset to the position returned from outer_position.
While that fixes the immediate problem, I'm not sure it is enough to account for the window movement. When you're handling the next CursorMoved event, the coordinates are still window-relative, but the window has since moved. That may produce artifacts all over.
A more robust solution would store the window's position when the drag-move operation starts, and offset that position by the accumulated deltas.

Related

Working on a button through Webgazer through gaze is not a working

I have added the button in the js file, it is working through click but it is not working through the gaze. Any solution on this issue?
webgazer.setGazeListener(function(data, elapsedTime) { if (data == null) { return; var xprediction = data.x; //these x coordinates are relative to the viewport var yprediction = data.y; //these y coordinates are relative to the viewport var currentElement = document.elementFromPoint(xprediction,yprediction); currentElement.click(); //elapsed time is based on time since begin was called } }).begin();

Leaflet: Remove Cursor Panning

I have a React implementation of a leaflet map with a custom cursor. The cursor's functionality is determined by:
L.CursorHandler = L.Handler.extend({
addHooks: function () {
this._popup = new L.Popup();
this._map.on('mouseover', this._open, this);
this._map.on('mousemove', this._update, this);
// this._map.on('mouseout', this._close, this);
},
removeHooks: function () {
this._map.off('mouseover', this._open, this);
this._map.off('mousemove', this._update, this);
this._map.off('mouseout', this._close, this);
},
_open: function (e) {
this._update(e);
this._popup.openOn(this._map);
},
_close: function () {
this._map.closePopup(this._popup);
},
_update: function (e) {
var latitude = e.latlng.toString().split(",")[0];
latitude = latitude.replace('LatLng','').replace('(','')
var longitude = e.latlng.toString().split(",")[1];
longitude = longitude.replace('LatLng','').replace(')','')
this._popup.setLatLng(e.latlng)
// .setContent(roundToTwo(parseFloat(latitude)).toString() + String(",") + roundToTwo(parseFloat(longitude)).toString());
.setContent("lat: " + roundToTwo(parseFloat(latitude)).toString() + String(", lon: ") + roundToTwo(parseFloat(longitude)).toString()
+ " | Relative %: " + roundToTwo( parseFloat( getColor(parseFloat(latitude), parseFloat(longitude)) ) ).toString());
}
});
L.Map.addInitHook('addHandler', 'cursor', L.CursorHandler);
When I move the cursor closer to the edges of the map, however, the map pans automatically (eg: when the cursor hovers near the left side of the map, it begins to pan to the left). I do not want this feature, and only want to be able to move the map via a click-and drag motion, rather it panning automatically when the cursor is moved (without a click).
I believe the map is panning to make sure that your popup does not get cropped by the edge of the screen. One fix for this is to check which edge of the screen you are closes to and adjust the offset of the popup accordingly
this._popup({
offset: [0, 0] // change popup position
})
offset: [0, -30] // if you're near the top of the screen
offset: [-30, 0] // if you're near the right of the screen
offset: [30, 0] // if you're near the left of the screen
const midX = window.innerWidth / 2;
const midY = window.innerHeight / 2;
const point = latLngToLayerPoint(e.latlng);
if (point.x < midX) {
// you are closer to left side than right side
}
if (point.y < midY) {
// you are closer to top than bottom
}
The fix was actually incredibly simple. In the
_update: function (e) {}
part of the code, I simply added a clause:
this._popup.options.autoPan = false;
This solves the problem effectively.

How can I open a markercluster programmatically

I want to be able to click on a list and make the map flyTo the position of a marker and open its popup. I'm able to do so as long as the marker has an identical position (not spiderfied). I've made a script to find the markerCluster which contains the marker, but I can't trigger its click method, to make the marker accessable.
// if marker is not accessible
Object.values(mapRef.current._targets).forEach(_target => {
if (_target._markers) {
const wantedMarker = _target._markers.find(_marker => {
return (
_marker.options.id === someId
);
});
if (wantedMarker) {
_target.click() // _target.click() is not a function
Without a living code example, I can't confirm that wantedMarker is indeed the instance of the marker you want. But if its, .click() is indeed not a function on that. However, you can get the marker's popup, if there is one, and open that programatically:
const popup = wantedMarker.getPopup();
if (popup){
popup.openOn(map) // you'll need a reference to the L.map instance for this
}
Solved it by looking for "_icon" in all parent elements. Elements hidden by markerCluster does not have this property. The _icon element has click events, so I used that to open the marker clusters.
const openMarkerClustersAndMarkerPopup = (allMarkersRef, markerId) => {
const markerElementRef = allMarkersRef.current[markerId];
if (markerElementRef._icon) {
markerElementRef._icon.click();
} else {
const clusters = [];
let _currentElement = markerElementRef;
while (_currentElement.__parent) {
clusters.push(_currentElement);
if (_currentElement._icon) {
break;
}
_currentElement = _currentElement.__parent;
}
// Trigger markercluster and marker by starting with top markercluster
for (let i = clusters.length - 1; i >= 0; i--) {
const _icon = clusters[i]._icon;
_icon && _icon.click();
}
}
};

Getting dotted line on html Canvas

I am using React to develop a real-time paint app. So, the idea is to store mouse events in an array(to pass it through socket) and pass it to draw function. However, when I move mouse fast, I'm getting a dotted line instead of smooth line. If I directly draw using mouse events instead of an array, I'm getting a smooth line. So I guess the issue is in pushing mouse events into the array.
This is my output:
The following is my PaintCanvas component
function PaintCanvas(props) {
let ctx;
const canvasRef = useRef("");
const [isDrawing, changeIsDrawing] = useState(false);
let strokes = [];
const mouseDownFunction = e => {
changeIsDrawing(true);
if (ctx) {
wrapperForDraw(e);
}
};
const mouseUpFunction = e => {
if (ctx) {
ctx.beginPath();
}
changeIsDrawing(false);
};
const mouseMoveFunction = e => {
if (ctx) {
wrapperForDraw(e);
}
};
const wrapperForDraw = e => {
if (!isDrawing) return;
strokes.push({
x: e.clientX,
y: e.clientY
});
drawFunction(strokes);
};
const drawFunction = strokes => {
let { top, left } = canvasRef.current.getBoundingClientRect();
if (!isDrawing) return;
ctx.lineWidth = 3;
ctx.lineCap = "round";
for (let i = 0; i < strokes.length; i++) {
ctx.beginPath();
//adding 32px to offset my custom mouse icon
ctx.moveTo(strokes[i].x - left, strokes[i].y - top + 32);
ctx.lineTo(strokes[i].x - left, strokes[i].y - top + 32);
ctx.closePath();
ctx.stroke();
}
};
useEffect(() => {
let canvas = canvasRef.current;
ctx = canvas.getContext("2d");
});
return (
<div>
<canvas
ref={canvasRef}
width="500px"
height="500px"
onMouseDown={mouseDownFunction}
onMouseUp={mouseUpFunction}
onMouseMove={mouseMoveFunction}
className={styles.canvasClass}
/>
</div>
);
}
export default PaintCanvas;
How can I get a smooth line using the array implementation.
In your loop where you are drawing the lines, you don't need to call moveTo every iteration. Each call of lineTo() automatically adds to the current sub-path, which means that all the lines will all be stroked or filled together.
You need to pull beginPath out of the loop, remove the moveTo call and take the stroke outside the loop for efficiency.
ctx.beginPath();
for (let i = 0; i < strokes.length; i++) {
//adding 32px to offset my custom mouse icon
//ctx.moveTo(strokes[i].x - left, strokes[i].y - top + 32); // Remove this line
ctx.lineTo(strokes[i].x - left, strokes[i].y - top + 32);
}
// Its also more efficient to call these once for the whole line
ctx.stroke();

iOS 11 UINavigationBar bar button items alignment

I am upgrading my application to iOS 11 and I am seeing some problems with the navigation bar, part of my problems have already asked questions here, so I won't mention them in this question.
The particular problem in question is that the navigation bar's bar button items are spaced differently. My main left and right bar button items are closer to the screen's horizontal center now and I can't move them near to the screen edges. In the past I have used a custom UIButton subclass and created bar button items with custom view. The alignment solution were alignmentRectInsets and contentEdgeInsets, now I couldn't manage to produce the expected results using this approach.
Edit:
I have retested with iOS 11 beta 2 and the issue remains.
Edit 2:
I Have retested with iOS beta 3 and the issue remains.
Now in iOS 11 you can manage UINavigationBarContentView to adjust left and right constraints, and UIStackView to adjust buttons (or other elements).
This is my solution for a navigation bar with items on left and right. Also it fixes if you have several buttons together in one side.
- (void) updateNavigationBar {
for(UIView *view in self.navigationBar.subviews) {
if ([NSStringFromClass([view class]) containsString:#"ContentView"]) {
// Adjust left and right constraints of the content view
for(NSLayoutConstraint *ctr in view.constraints) {
if(ctr.firstAttribute == NSLayoutAttributeLeading || ctr.secondAttribute == NSLayoutAttributeLeading) {
ctr.constant = 0.f;
} else if(ctr.firstAttribute == NSLayoutAttributeTrailing || ctr.secondAttribute == NSLayoutAttributeTrailing) {
ctr.constant = 0.f;
}
}
// Adjust constraints between items in stack view
for(UIView *subview in view.subviews) {
if([subview isKindOfClass:[UIStackView class]]) {
for(NSLayoutConstraint *ctr in subview.constraints) {
if(ctr.firstAttribute == NSLayoutAttributeWidth || ctr.secondAttribute == NSLayoutAttributeWidth) {
ctr.constant = 0.f;
}
}
}
}
}
}
}
As you see it is not necessary to add more constraints, as other people have done. There are already defined constraints so they can be changed.
After about two days, here is the simplest and safest solution I could come up with. This solution only works with custom view bar button items, the code for which is included. It is important to note that the left and right margins on the navigation bar have not changed from iOS10 to iOS11 - they are still 16px. Such a large margin makes it difficult to have a sufficiently large click region.
Bar buttons are now layed out with UIStackView's. The prior method of shifting those buttons closer to the margin involved using negative fixed spaces which these stack views cannot handle.
Subclass UINavigationBar
FWNavigationBar.h
#interface FWNavigationBar : UINavigationBar
#end
FWNavigationBar.m
#import "FWNavigationBar.h"
#implementation FWNavigationBar
- (void)layoutSubviews {
[super layoutSubviews];
if (#available(iOS 11, *)) {
self.layoutMargins = UIEdgeInsetsZero;
for (UIView *subview in self.subviews) {
if ([NSStringFromClass([subview class]) containsString:#"ContentView"]) {
subview.layoutMargins = UIEdgeInsetsZero;
}
}
}
}
#end
Using the UINavigationController
#import "FWNavigationBar.h"
UINavigationController *controller = [UINavigationController initWithNavigationBarClass:[FWNavigationBar class] toolbarClass:nil];
[controller setViewControllers:#[rootViewController] animated:NO];
Creating a UIBarButton
Place this code either in a UIBarButton category or in the file you plan on using the bar button which will return an identical looking bar button item using a UIButton.
+ (UIBarButtonItem *)barButtonWithImage:(UIImage *)image target:(id)target action:(SEL)action {
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
//Note: Only iOS 11 and up supports constraints on custom bar button views
button.frame = CGRectMake(0, 0, image.size.width, image.size.height);
button.tintColor = [UIColor lightGrayColor];//Adjust the highlight color
[button setImage:image forState:UIControlStateNormal];
//Tint color only applies to this image
[button setImage:[image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate] forState:UIControlStateHighlighted];
[button addTarget:target action:action forControlEvents:UIControlEventTouchUpInside];
return [[UIBarButtonItem alloc] initWithCustomView:button];
}
Setting the bar button in your controller
- (void)viewDidLoad {
[super viewDidLoad];
self.navigationItem.leftBarButtonItem = [UIBarButtonItem barButtonWithImage:[UIImage imageNamed:#"your_button_image"] target:self action:#selector(leftButtonPressed)];
}
Lastly, I would recommend leaving the left and right margins at zero and just adjusting the position of the button within your image. This will allow for you to take advantage of the full clickable region up to the edge of the screen. The same goes for the height of your image - make sure the height is 44 points.
There is good article on this : http://www.matrixprojects.net/p/uibarbuttonitem-ios11/
Using this we can at least push rightbarbuttonitems to right till it leaves 8 pixel margin from trailing of the UINavigationBar.
Explained really well.
I noticed a similar problem.
I reported an Apple Radar for a similar problem we noticed, #32674764 if you want to refer to it, if you create a Radar.
I also created a thread in Apple's forum, but no feedback yet:
https://forums.developer.apple.com/message/234654
I stumbled upon this: UINavigationItem-Margin.
It works like a charm.
Taken from this answer: BarButtons now use Autolayout and thus require constraints.
if #available(iOS 9.0, *) {
cButton.widthAnchor.constraint(equalToConstant: customViewButton.width).isActive = true
cButton.heightAnchor.constraint(equalToConstant: customViewButton.height).isActive = true
}
Objective C
if (#available(iOS 9, *)) {
[cButton.widthAnchor constraintEqualToConstant: standardButtonSize.width].active = YES;
[cButton.heightAnchor constraintEqualToConstant: standardButtonSize.height].active = YES;
}
Solution 1:
In light of Apple's response that this is expected behavior, we worked around the problem by removing the toolbar and adding a custom view.
I realize that this may not be possible in all cases, but the regular UIView is much easier to customize to the app's appearance than the toolbar and navigation bar where Apple has control of the button positioning.
Instead of setting our custom button as the custom view of the ui bar button object, it was we set it as a subview of the blank ui buttons in the custom view.
Doing this we were able to return to the same look of our ios 10 app
Solution 2:
A bit messy, we wrapped our custom view button in an outer UIButton so the frame location can be set. This does make the outer left edge of the button un-tappable unfortunately, but corrects the look of the button position. See example:
UIButton* outerButton = [UIButton new]; //the wrapper button
BorderedButton* button = [self initBorderedButton]; //the custom button
[button setTitle:label forState:UIControlStateNormal];
[button setFrame:CGRectMake(-10, 0, [label length] * 4 + 35, 30)];
[button addTarget:controller action:#selector(popCurrentViewController) forControlEvents:UIControlEventTouchUpInside];
[outerButton addSubview:button]; //add custom button to outer wrapper button
[outerButton setFrameWidth:button.frameWidth]; //make sure title gives button appropriate space
controller.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:outerButton]; //add wrapper button to the navigation bar
controller.navigationItem.hidesBackButton = YES;
Using that method we keep our navigation bar and can position the button to where it is needed.
Edit: We found that solution 2 does not work on ios 10, this probably will affect only the tiny percent of developers forced to be backward compatible.
Solution 3
What we were really more concerned about with the inward crowding of the buttons was the fact that the title of the navigation bar ran into the custom left button, the size of the margins was less important and used as a tool to make space. The solution is to simply add a spacer item to the left items.
UIBarButtonItem* backButton = [[UIBarButtonItem alloc] initWithCustomView:button];
UIBarButtonItem* spacer = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFixedSpace target:nil action:nil];
controller.navigationItem.leftBarButtonItems = [NSArray arrayWithObjects:backButton, spacer, nil];
Swift version of thedeveloper3214's custom UINavigationBar subclass' layoutSubviews method(https://stackoverflow.com/a/46660888/4189037):
override func layoutSubviews() {
super.layoutSubviews();
if #available(iOS 11, *){
self.layoutMargins = UIEdgeInsets()
for subview in self.subviews {
if String(describing: subview.classForCoder).contains("ContentView") {
let oldEdges = subview.layoutMargins
subview.layoutMargins = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: oldEdges.right)
}
}
}
}
I had the same issue. I had three buttons as right barbutton items on the navigation bar stack view. So, I have updated the insets of the subviews of navigation bar.
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
for view in (self.navigationController?.navigationBar.subviews)! {
view.layoutMargins = UIEdgeInsets.init(top: 0, left: 11, bottom: 0, right: 11)
}
}
Here 11 is the space which I needed. It can be anything as per your requirement.
Also, if you want the buttons with 0 insets, replace view.layoutMargins = UIEdgeInsets.init(top: 0, left: 11, bottom: 0, right: 11) with view.layoutMargins = UIEdgeInsets.zero
Another answer may be help.
My solution : It works in ios 9 - 12. You should call fixNavigationItemsMargin(margin:) in function viewDidAppear(_ animated: Bool) and viewDidLayoutSubviews(). fixNavigationItemsMargin(margin:) would modify the UINavigationController stack.
you could call fixNavigationItemsMargin(margin:) in BaseNavigationController ,do the common work. And call fixNavigationItemsMargin(margin:) in UIViewController do precise layout.
// do common initilizer
class BaseNavigationController: UINavigationController {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
fixNavigationItemsMargin()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
fixNavigationItemsMargin()
}
}
// do precise layout
class ViewController: UIViewController {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
navigationController?.fixNavigationItemsMargin(40)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
navigationController?.fixNavigationItemsMargin(40)
}
}
extension UINavigationController {
func fixNavigationItemsMargin(_ margin: CGFloat = 8) {
let systemMajorVersion = ProcessInfo.processInfo.operatingSystemVersion.majorVersion
if systemMajorVersion >= 11 {
// iOS >= 11
guard let contentView = navigationBar.subviews
.first(
where: { sub in
String(describing: sub).contains("ContentView")
}) else { return }
// refer to: https://www.matrixprojects.net/p/uibarbuttonitem-ios11/
// if rightBarButtonItems has not any custom views, then margin would be 8(320|375)/12(414)
// should use customView
let needAdjustRightItems: Bool
if let currentVC = viewControllers.last,
let rightItems = currentVC.navigationItem.rightBarButtonItems,
rightItems.count > 0,
rightItems.filter({ $0.customView != nil }).count > 0 {
needAdjustRightItems = true
} else {
print("Use 8(320|375)/12(414), if need precious margin ,use UIBarButtonItem(customView:)!!!")
needAdjustRightItems = false
}
let needAdjustLeftItems: Bool
if let currentVC = viewControllers.last,
let leftItems = currentVC.navigationItem.leftBarButtonItems,
leftItems.count > 0,
leftItems.filter({ $0.customView != nil }).count > 0 {
needAdjustLeftItems = true
} else {
print("Use 8(320|375)/12(414), if need precious margin ,use UIBarButtonItem(customView:)!!!")
needAdjustLeftItems = false
}
let layoutMargins: UIEdgeInsets
if #available(iOS 11.0, *) {
let directionInsets = contentView.directionalLayoutMargins
layoutMargins = UIEdgeInsets(
top: directionInsets.top,
left: directionInsets.leading,
bottom: directionInsets.bottom,
right: directionInsets.trailing)
} else {
layoutMargins = contentView.layoutMargins
}
contentView.constraints.forEach(
{ cst in
// iOS 11 the distance between rightest item and NavigationBar should be margin
// rightStackView trailing space is -margin / 2
// rightestItem trailing to rightStackView trailing is -margin / 2
let rightConstant = -margin / 2
switch (cst.firstAttribute, cst.secondAttribute) {
case (.leading, .leading), (.trailing, .trailing):
if let stackView = cst.firstItem as? UIStackView,
stackView.frame.minX < navigationBar.frame.midX {
// is leftItems
if needAdjustLeftItems {
cst.constant = margin - layoutMargins.left
}
} else if let layoutGuide = cst.firstItem as? UILayoutGuide,
layoutGuide.layoutFrame.minX < navigationBar.frame.midX {
// is leftItems
if needAdjustLeftItems {
cst.constant = margin - layoutMargins.left
}
}
if let stackView = cst.firstItem as? UIStackView,
stackView.frame.maxX > navigationBar.frame.midX {
// is rightItems
if needAdjustRightItems {
cst.constant = rightConstant
}
} else if let layoutGuide = cst.firstItem as? UILayoutGuide,
layoutGuide.layoutFrame.maxX > navigationBar.frame.midX {
// is rightItems
if needAdjustRightItems {
cst.constant = rightConstant
}
}
default: break
}
})
// ensure items space == 8, minispcae
contentView.subviews.forEach(
{ subsub in
guard subsub is UIStackView else { return }
subsub.constraints.forEach(
{ cst in
guard cst.firstAttribute == .width
|| cst.secondAttribute == .width
else { return }
cst.constant = 0
})
})
} else {
// iOS < 11
let versionItemsCount: Int
if systemMajorVersion == 10 {
// iOS 10 navigationItem.rightBarButtonItems == 0
// space = 16(320|375) / 20(414)
// should adjust margin
versionItemsCount = 0
} else {
// iOS 9 navigationItem.rightBarButtonItems == 0
// space = 8(320|375) / 12(414)
// should not adjust margin
versionItemsCount = 1
}
let spaceProducer = { () -> UIBarButtonItem in
let spaceItem = UIBarButtonItem(
barButtonSystemItem: .fixedSpace,
target: nil,
action: nil)
spaceItem.width = margin - 16
return spaceItem
}
if let currentVC = viewControllers.last,
var rightItems = currentVC.navigationItem.rightBarButtonItems,
rightItems.count > versionItemsCount,
let first = rightItems.first {
// ensure the first BarButtonItem is NOT fixedSpace
if first.title == nil && first.image == nil && first.customView == nil {
print("rightBarButtonItems SPACE SETTED!!! SPACE: ", abs(first.width))
} else {
rightItems.insert(spaceProducer(), at: 0)
// arranged right -> left
currentVC.navigationItem.rightBarButtonItems = rightItems
}
}
if let currentVC = viewControllers.last,
var leftItems = currentVC.navigationItem.leftBarButtonItems,
leftItems.count > versionItemsCount,
let first = leftItems.first {
if first.title == nil && first.image == nil && first.customView == nil {
print("leftBarButtonItems SPACE SETTED!!! SPACE: ", abs(first.width))
} else {
leftItems.insert(spaceProducer(), at: 0)
// arranged left -> right
currentVC.navigationItem.leftBarButtonItems = leftItems
}
}
}
}
}

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