stratified movieclips interfere with mouse events

I have two layers on my calendar. The bottom layer has some movieclips that act like buttons using mouse events to trigger their animation. The top layer contains a movieclip which spans the entire interface and uses no event, just a movieClip base. His goal is to play animations that overlap the interface below it.

Here's the question: the clips on the bottom layer do not receive any mouse events. When the top layer overlapping is removed, it works. If I overlap only half of a movieclip, mouse events are received only when the mouse enters the half outside the overlay.

I've never had this problem before using flash 8 and as2. Demanding interactive to always be on the first layer objects appears as an important limitation for me, I must be missing something.

I just found out that defining the mouseEnabled property to false for the movieclip which overlap solves this problem. The default value is true, then even if there is no mouse recorded event, he always intervened.

Tags: Adobe Animate

Similar Questions

  • the exact position of the mouse click xy graph while he plotted graph with mouse events

    Hello

    IAM using Graph xy for multi locations

    IAM traced graphic with mouse movement and events using the example attached (draw the graph with mouse events)

    but in sub vi Values.vi scale there are two constants 66 and 30 when I change my plot (I also change the scales), then the mouse position and chart position (cursor) value are not well aligned, but when I change the constants mentioned above I get the alignment perfect between the cursor and the last point in the path.

    as I went to another parcel (with scalability again) the same alignment problem resurfaced.

    I need to replace these two constants with something dynamic

    Please help

    concerning

    Mazhar

    solution to my problem is

  • How the code 2 buttons with mouse events

    I'm trying to code two buttons, both with the mouse to the bottom of the events, but to perform different functions. When I coded the script, I got the following error message:

    1021: duplicate function definition.

    Use different function names.

  • Problem with the events and Movieclips

    Hi all.

    I got myself in a situation where everything was perfect with zoom events, keyboard events and drag-, click of the mouse.

    The project is:

    A movieclip with image sequence: original background.

    And other clips: also images sequence (png)

    They were all separate specific mouse events and all the zoom and key events.

    Now wen I click on the button with the movieclip to function, only the png image sequence is turning and the main mc is not.

    What should I do to rotate active both regardless of the mcs and main mc also png with these.

    Help, please.

    Thank you in advance.

    use:

    var mcA:Array = [garage_horizon_mc, garage_moss_mc, garage_ocean_mc, gutter_ocean_mc, gutter_horizon_mc, Audrey r_moss_mc, main_mc];

    for (var i: int = 0; i<>

    mcA [i] .addEventListener (MouseEvent.CLICK, garageF);

    }

    function garageF(e:MouseEvent):void {}

    for (var i: int = 0; i<>

    mcA [i] .visible = false;

    }

    var mc:MovieClip = MovieClip (e.currentTarget);

    mc.gotoAndStop (rotationframe);

    MC. Visible = true;

    whateverF (mc);

    }

    function whateverF(rotater_gah:MovieClip):void {}

    rotater_gah.offsetFrame_gah = rotater_gah.currentFrame;

    rotater_gah.offsetX_gah = 0;

    rotater_gah.percent_gah = 0;

    rotater_gah.addEventListener (MouseEvent.MOUSE_DOWN, startDragging_gah);

    rotater_gah.addEventListener (MouseEvent.MOUSE_UP, stopDragging_gah);

    }

    function startDragging_gah(e:MouseEvent):void {}

    e.currentTarget.addEventListener (MouseEvent.MOUSE_MOVE, drag_gah);

    e.currentTarget.offsetX_gah = e.target.mouseX;

    }

    function stopDragging_gah(e:MouseEvent):void {}

    e.currentTarget.removeEventListener (MouseEvent.MOUSE_MOVE, drag_gah);

    e.currentTarget.offsetFrame_gah = rotater_gah.currentFrame;

    }

    function drag_gah(e:MouseEvent):void {}

    e.currentTarget.percent_gah = (e.target.mouseX - e.currentTarget.offsetX_gah)/e.currentTarget.width;)

    var frame_gah:int = Math.round(e.currentTarget.percent_gah*e.currentTarget.totalFrames) + e.currentTarget.offsetFrame_gah + 1;

    While {(frame_gah>e.currentTarget.totalFrames)}

    frame_gah = e.currentTarget.totalFrames;

    }

    While (frame_gah<=0)>

    frame_gah += e.currentTarget.totalFrames;

    }

    e.currentTarget.gotoAndStop (frame_gah);

    }

  • Can move you screens with a combination of keys instead of a mouse event on?

    I'm trying to convert a site design for a slide show. Users don't want to use a mouse click to advance the screens. I have effects that advance the screens on the click of the mouse to scroll. I was wondering if you can advance pages by assigning a keystroke eliminating the mouse event on? I would like to have the functionality of the space bar or the top and down arrow keys to move to a new screen.

    Muse is not do natively, but this widget may be what you're looking for. It allows you to scroll between the anchor points with the cursor keys.

    https://creative.Adobe.com/addons/products/2840#.VIFQyDb47CQ

  • Create controllable Movieclips with keyboard events

    I was wondering if someone could explain to me why this code does not work. I intend to make it able to

    create a mobile movieclip, but it has no result when I compile and run it.

    Here is my code:

    Scroller.As

    package {}

    import flash.display.MovieClip;

    import flash.events. *;

    import flash.display.Stage;

    import flash.utils.Timer;

    import flash.events.TimerEvent;

    SerializableAttribute public class extends MovieClip {} Scroller

    public var theAvatar:Avatar = new Avatar();

    public var keyArray:Array;

    public var moveX:Number = 5;

    public var moveY: number = 5;

    public var theTimer:Timer = new Timer (25);

    public void Scroller() {}

    ARG [0] = rightArrow, arg [1] = left arrow, arg [2] = arrow high, arg [3] = Basel

    keyArray = new Array (false, false, false, false);

    theTimer.addEventListener (TimerEvent.TIMER, __ontick__);

    theTimer.start ();

    addChild (theAvatar);

    stage.addEventListener (Event.ENTER_FRAME, movement);

    theAvatar.addEventListener (KeyboardEvent.KEY_DOWN, checkKeys);

    theAvatar.addEventListener (KeyboardEvent.KEY_UP, keyPressed);

    }

    public void onTick(tick:TimerEvent) {}

    }

    public void checkKeys(event:KeyboardEvent):void {}

    var bool:Boolean;

    (event.keyCode is 39)? keyArray [0] = true: boolean = false;

    (event.keyCode is 38)? keyArray [1] = true: boolean = false;

    (event.keyCode is 37)? keyArray [2] = true: boolean = false;

    (event.keyCode is 40)? keyArray [3] = true: boolean = false;

    }

    public void keyPressed(event:KeyboardEvent):void {}

    if(Event.keycode == 39) {}

    event.keyCode = 0;

    keyArray [0] = false;

    }

    if(Event.keycode == 38) {}

    event.keyCode = 0;

    keyArray [1] = false;

    }

    if(Event.keycode == 37) {}

    event.keyCode = 0;

    keyArray [2] = false;

    }

    if(Event.keycode == 40) {}

    event.keyCode = 0;

    keyArray [3] = false;

    }

    }

    movement of the public function (Event): void {}

    If (keyArray [0] == true) {}

    This.x += moveX.

    }

    If (keyArray [1] == true) {}

    This.y = moveY;

    }

    If (keyArray [2] == true) {}

    This.x-= moveX.

    }

    If (keyArray [3] == true) {}

    This.y += moveY.

    }

    }

    }

    }

    Try:

    Scroller.As

    package {}

    import flash.display.MovieClip;

    import flash.events. *;

    import flash.display.Stage;

    import flash.utils.Timer;

    import flash.events.TimerEvent;

    SerializableAttribute public class extends MovieClip {} Scroller

    public var theAvatar:Avatar = new Avatar();

    public var keyArray:Array;

    public var moveX:Number = 5;

    public var moveY: number = 5;

    public var theTimer:Timer = new Timer (25);

    public void Scroller() {}

    ARG [0] = rightArrow, arg [1] = left arrow, arg [2] = arrow high, arg [3] = Basel

    keyArray = new Array (false, false, false, false);

    theTimer.addEventListener (TimerEvent.TIMER, __ontick__);

    theTimer.start ();

    addChild (theAvatar);

    stage.addEventListener (Event.ENTER_FRAME, movement);

    stage.addEventListener (KeyboardEvent.KEY_DOWN, checkKeys);

    stage.addEventListener (KeyboardEvent.KEY_UP, keyPressed);

    }

    public void onTick(tick:TimerEvent) {}

    }

    public void checkKeys(event:KeyboardEvent):void {}

    var bool:Boolean;

    (event.keyCode is 39)? keyArray [0] = true: boolean = false;

    (event.keyCode is 38)? keyArray [1] = true: boolean = false;

    (event.keyCode is 37)? keyArray [2] = true: boolean = false;

    (event.keyCode is 40)? keyArray [3] = true: boolean = false;

    }

    public void keyPressed(event:KeyboardEvent):void {}

    if(Event.keycode == 39) {}

    event.keyCode = 0;

    keyArray [0] = false;

    }

    if(Event.keycode == 38) {}

    event.keyCode = 0;

    keyArray [1] = false;

    }

    if(Event.keycode == 37) {}

    event.keyCode = 0;

    keyArray [2] = false;

    }

    if(Event.keycode == 40) {}

    event.keyCode = 0;

    keyArray [3] = false;

    }

    }

    movement of the public function (Event): void {}

    If (keyArray [0] == true) {}

    theAvatar.x += moveX.

    }

    If (keyArray [1] == true) {}

    theAvatar.y = moveY;

    }

    If (keyArray [2] == true) {}

    theAvatar.x-= moveX.

    }

    If (keyArray [3] == true) {}

    theAvatar.y += moveY.

    }

    }

    }

    }

  • Some MCs does not detect mouse events?

    Hi all

    I just met a really strange bug with a program I've created. The program allows the user to add forms (currently all squares: SmallThing, MediumThing, and LargeThing) in an area of the screen, and then drag them on by clicking and dragging with the mouse. Pretty simple. Unfortunately, the code seems to be at fault for the smaller forms (they are not THAT small, currently the smallest shape is 32 x 32) which are not at all mouse events. I used the tracing instructions to verify this. I'm having some trouble with the largest and occasionally forms only records not mouse, events, but I can live with that - the main problem with the small forms is not mobile.

    All forms are descendants of the same super class, and have the same event listeners added to them when they are created.

    Here's the relevant functions in my class of the screen. It's all pretty basic code, so I really don't see what the problem is.

    public void AddNewObject(objectNum:int):void
    {
    var newThing:MovieClip = null;

    Switch (objectNum)
    {
    case 1:
    newThing = new SmallThing();
    break;

    case 2:
    newThing = new MediumThing();
    break;

    case 3:
    newThing = new LargeThing();
    break;

    by default:
    trace ("unrecognized type thing");
    break;

    }

    If (newThing! = null)
    {
    trace ("adding new thing");
    newThing.x = 480/2 - newThing.width/2;
    newThing.y = 320/2 - newThing.width/2;
    addChild (newThing);

    newThing.addEventListener (MouseEvent.MOUSE_DOWN, DragObject);
    newThing.addEventListener (MouseEvent.MOUSE_UP, StopDrag);
    dragableObjects.push (newThing);
    }

    }

    private void DragObject(e:MouseEvent):void
    {
    trace ("Mouse down on object");
    dragTarget = dragableObjects.indexOf (e.currentTarget);

    trace ("dragTarget was:" + dragTarget.toString ());

    mouseToOrigin.x e.currentTarget.x = - mouseX;
    mouseToOrigin.y e.currentTarget.y = - mouseY;

    If (! this.willTrigger (Event.ENTER_FRAME))
    {
    addEventListener (Event.ENTER_FRAME, UpdateDraggedObject);
    }
    }

    private void UpdateDraggedObject(e:Event):void
    {
    If (dragTarget! = - 1).
    {
    trace ("sliding object");
    dragableObjects [dragTarget] .x = mouseX + mouseToOrigin.x;
    dragableObjects [dragTarget] there = mouseY + mouseToOrigin.y;
    }
    }

    private void StopDrag(e:MouseEvent):void
    {
    trace ("Mouse up on object");
    removeEventListener (Event.ENTER_FRAME, UpdateDraggedObject);

    dragTarget = - 1;
    mouseToOrigin = new focus();
    }

    It seems that small objects can be covered by other objects (perhaps with alpha set to 0).

    Try putting falling object at index 0 and see if they are offenders:

    private function onMouseUP(e:MouseEvent):void {
         addChildAt(currentDraggable, 0);
         stage.removeEventListener(MouseEvent.MOUSE_UP, onMouseUP);
         stage.removeEventListener(new MouseEvent.MOUSE_MOVE, moveObject);
    }
    
  • htmlText mouse events

    I'm trying to use a custom cursor. Then I hid the cursor and a custom cursor follow the mouse. I had to get functions called onMouseOver and onMouseOut/onMouseReleaseOutside my hand custom and the arrow cursors. Everything has worked well so far.

    I use htmlText with anchor tags that point to an asfunction to trigger an event. However, I wish I could change my mouse on mouse over events. Any ideas on how to do this? I tried to place the event handler on the text field, but I guess that the event is not called... I'd put it on the container for the text box, but which disables the link < >.

    I'm lost... Please advise!

    create a movieclip containing a textfield with text. This will be your "link" you want to respond to mouse events. give the movieclip a connection id (for example, movieclipID). You can then use:

  • Problem of mouse event (NEW)

    Sorry guys...
    The last problem has been solved, Yes... but not presented another!

    Do not forget the code:
    ------
    txt82. Visible = false;

    botao82.addEventListener (MouseEvent.MOUSE_OVER, botao82over);
    botao82.addEventListener (MouseEvent.MOUSE_OUT, botao82out);
    botao82.addEventListener (MouseEvent.CLICK, botao82click);
    function botao82over(event: MouseEvent)
    {
    txt82. Visible = true;
    }
    function botao82out(event: MouseEvent)
    {
    txt82. Visible = false;
    }
    function botao82click(event: MouseEvent)
    {
    gotoAndPlay ("video82");
    }
    ------

    When I wanted a text to view or hide depending on the mouse event?
    Ok...
    Now, when I CLICK, I'll go "video82" allright, but I will ALSO take a mistake!
    "Cannot access a property or method of a null object reference" - on botao82out

    which means that: when I click and upward for "video82", the mouseout/mouseouthandler() is also called to make the text disappear, but the function is not available any more because we moved upward at a different time.
    No opportunities?

    Erik.

    Hi Haran,

    bota82 IS the movieclip, which must be like that because of the designation of its instance, called in the code.

    Anyway, guys, I found the solution! YEP! Increases enormously the code, but... Well well... it works!

    I had the button layer extended over time.
    The problem is that when I clicked and went to the armature video82, for example, all the buttons show always also clickable.
    How do I solve this?
    More magic! Developing magical disappearance!
    at the beginning of the code I certify that the buttons are visible:

    botao82. Visible = true;
    and so on with them...

    then, just before the click function, I turned them all OFF! : D

    function botao82click(event: MouseEvent)
    {
    botao82. Visible = false;
    botao83. Visible = false;
    botao84. Visible = false;
    botao85. Visible = false;
    botao86. Visible = false;
    botao87. Visible = false;
    botao88. Visible = false;
    botao89. Visible = false;
    botao90. Visible = false;
    gotoAndPlay ("video82");
    }

    Phew! It worked!

    Know what? I think more clearly when I discuss the issue with my comrades here in the forum! Thank you all.

    I hope this helps others in the future!
    Erik.

  • Problem of mouse event (OVER and CLICK)

    Hello world.

    I ' n new AS3 and it was DIFFICULT to understand some simple things, I used to solve easily on AS1 and AS2...

    I have a BUTTON called BOTAO82 which, once having a MOUSE event, should show a simple TEXT on a specific area of the screen (something explaining where this button takes you to).
    This button will be two events: MOUSE_OVER and MOUSE_CLICK.
    The CATCH, I understand... Ok.
    The problem is no LONGER. How to DISPLAY the related TEXT when the mouse is over this button?

    Here is what I put on the STAGE as code:

    =============
    botao82.addEventListener (MouseEvent.MOUSE_OVER, botao82over);
    botao82.addEventListener (MouseEvent.CLICK, botao82click);

    function botao82over(event: MouseEvent)
    {
    do not know what to do here...
    }
    function botao82click(event: MouseEvent)
    {
    gotoAndPlay ("video82");
    }
    ===============

    Any ideas, please?

    PS. : The first thing I tried was putting the TEXT to display IN the configuration BUTTON, who ended up in the TEXT BOX, a button itself! Gee whiz... terrible!

    Thank you all! ;)

    So, just so that we have everything (breakdowns) SETTLED in our minds... that's the FINAL working code:

    ------
    txt82. Visible = false;

    botao82.addEventListener (MouseEvent.MOUSE_OVER, botao82over);
    botao82.addEventListener (MouseEvent.MOUSE_OUT, botao82out);
    botao82.addEventListener (MouseEvent.CLICK, botao82click);
    function botao82over(event: MouseEvent)
    {
    txt82. Visible = true;
    }
    function botao82out(event: MouseEvent)
    {
    txt82. Visible = false;
    }
    function botao82click(event: MouseEvent)
    {
    gotoAndPlay ("video82");
    }

    where txt82 and botao82 are MOVIECLIPS with these exact instance NAMES.

    And here! That's all!
    Don't forget to mark the
    «automatically declare stage instances»
    the settings for AS3!

  • Mouse events do not work on a button in a panel ran into a DLL

    Hello.

    I have a DLL that loads a Panel.

    Since it is a DLL I can't do the RunUserInterface() function because the DLL would be stuck waiting for the events of Panel.

    I don't the LoadPanel().

    When I click with the mouse on one of the buttons, pushing it to the bottom of the event (simulating the button) doesn't happen and the recall does not work.

    But if I press the tab key until the update reached the button and press ENTER, the reminder of the button is executed.

    An even more interesting aspect is that this happens when I call the DLL TestStand, but on a request from my friends that calls the DLL just for debugging, all works well.

    How can I activate mouse events?

    Thanks for your help.

    Hi Daniel,.

    In order to exploit a CVI panel correctly, you must call RunUserInterface, ProcessSystemEvents or GetUserEvent to launch the user interface correctly, and you must call these functions the same in this thread that created the group. If you do not call one of these functions, some things may work, but others, specifically for mouse clicks, will not be. You can not count on TestStand calling these functions. The likely reason why your user interface works when you call into a CVI program is because this program CVI is probably calling one of these functions, while TestStand is not.

    If you are unable to wait inside the DLL function after the panel display, then you need to rethink your application. You can watch the creation of a dedicated thread within your DLL that displays the user interface and performs then the event treatment indefinitely, allowing the thread that called the DLL to return immediately. Another alternative would be to have the same thread TestStand to call another function in the DLL several times, on a timer, which would do nothing more than calling ProcessSystemEvents, and then return.

    This does not explain problem ebalci, since it dealt with events already in the UI thread (Similarly, built-in popup, such as MessagePopup functions, treat their own events). It seems as if these problems were caused by the sons of communication the hunger UI thread and not allowing it run. But I don't know why this would happen.

    Luis

  • How to make text does not interfere with the rollover effects in the image below

    I have images that zoom slightly when the mouse passes over them, but I need a title text on them. When the mouse is over the text, it prevents the zoom effect doesn't happen. Is there anyway to make the "invisible" to the cursor text and does not interfere with the effects of overview below? I know that I can make the text in the images, but I don't want the text to expand it, just the image.Screen Shot 2016-09-29 at 8.59.42 PM.png

    You can use a button on the State.

  • Understanding mouse events

    I want to build a word game where a player clicks on a letter tile to copy a word on the screen. I want to know how this mouse event.

    I have a table of letter tiles:

    private var letterTiles:Array = [a, b, c,... etc]

    Each letter has its own file of class like this:

    package

    {

    import flash.display.MovieClip;

    import flash.text. *;

    public class A extends MovieClip

    {

    public var tileLetter:String = "a";

    public void A()

    {

    the constructor code

    }

    }

    }

    they are shuffled and placed on the screen. The following function is to see the letter that was clicked on. I have

    public function initLetterWasClickedOn (): void

    {

    for (var i: int = 0; i < letterTiles.length; i ++)

    {

    letterTiles [i] .addEventListener (MouseEvent.MOUSE_DOWN, onClickLetter);

    }

    function onClickLetter(e:MouseEvent):void

    {

    trace (e.currentTarget.Name);

    }

    In my output panel, when I click on a letter I receive: item 26, item 1, etc..

    Here, I appointed never anything item # some. These elemant numbers did not match the position of the letter in the table. I see this letter from tile "for example is always element 26. Where do these names come from?

    More importantly - can I go ahead and write code to compare letters:

    If (currentTarget.name is activeLetterInWord)

    {do these ;}}

    else {do these ;}}

    Thank you

    Images of recommended

    If A extends MovieClip, use:

    public function initLetterWasClickedOn (): void

    {

    for (var i: int = 0; i<>

    {

    letterTiles [i] .addEventListener (MouseEvent.MOUSE_DOWN, onClickLetter);

    MovieClip(letterTiles[i]).ivar = i;

    }

    function onClickLetter(e:MouseEvent):void

    {

    trace (MovieClip (e.currentTarget). Ivar);

    }

  • Understand the spread of mouse events

    I had a problem recently trying to capture the mouse on a TextArea control events - listen to the TextArea for every mouse event (i.e. by clicking in the text box) would not raise events.

    What gives? I have to 'down' the scene graph in the bowels of the TextArea children and add a listener also?

    Dumping children to the scene graph that brings me here - do I need to listen to the events of "com.sun.javafx.scene.control.skin.TextAreaSkin$ ContentView?
    javafx.scene.control.TextArea(KIDS=1):TextArea[id=null, styleClass=text-input text-area]
      com.sun.javafx.scene.control.skin.TextAreaSkin(KIDS=1):TextAreaSkin[id=null, styleClass=text-input text-area]
        javafx.scene.control.ScrollPane(KIDS=1):ScrollPane[id=null, styleClass=scroll-pane]
          com.sun.javafx.scene.control.skin.ScrollPaneSkin(KIDS=4):ScrollPaneSkin[id=null, styleClass=scroll-pane]
            com.sun.javafx.scene.control.skin.ScrollPaneSkin$2(KIDS=1):ScrollPaneSkin$2@3df6c65c
              com.sun.javafx.scene.control.skin.TextAreaSkin$ContentView(KIDS=3):TextAreaSkin$ContentView@4b5ed12c[styleClass=content]
                javafx.scene.Group(KIDS=0):Group@5f16e402
                javafx.scene.Group(KIDS=1):Group@57d37013
                  javafx.scene.text.Text:Text@967e8c "I am Text"
                javafx.scene.shape.Path:Path@5a84f3c
            javafx.scene.control.ScrollBar(KIDS=1):ScrollBar[id=null, styleClass=scroll-bar]
              com.sun.javafx.scene.control.skin.ScrollBarSkin(KIDS=4):ScrollBarSkin[id=null, styleClass=scroll-bar]
                com.sun.javafx.scene.control.skin.EndButton(KIDS=1):EndButton@58ba93d1[styleClass=increment-button]
                  javafx.scene.layout.StackPane(KIDS=0):StackPane@690d1090[styleClass=increment-arrow]
                com.sun.javafx.scene.control.skin.EndButton(KIDS=1):EndButton@413eabd9[styleClass=decrement-button]
                  javafx.scene.layout.StackPane(KIDS=0):StackPane@43d9349c[styleClass=decrement-arrow]
                javafx.scene.layout.StackPane(KIDS=0):StackPane@79845505[styleClass=track]
                javafx.scene.layout.StackPane(KIDS=0):StackPane@5ee9f996[styleClass=thumb]
            javafx.scene.control.ScrollBar(KIDS=1):ScrollBar[id=null, styleClass=scroll-bar]
              com.sun.javafx.scene.control.skin.ScrollBarSkin(KIDS=4):ScrollBarSkin[id=null, styleClass=scroll-bar]
                com.sun.javafx.scene.control.skin.EndButton(KIDS=1):EndButton@748fac5f[styleClass=increment-button]
                  javafx.scene.layout.StackPane(KIDS=0):StackPane@664bb5d8[styleClass=increment-arrow]
                com.sun.javafx.scene.control.skin.EndButton(KIDS=1):EndButton@47dccc2[styleClass=decrement-button]
                  javafx.scene.layout.StackPane(KIDS=0):StackPane@5d3b64a1[styleClass=decrement-arrow]
                javafx.scene.layout.StackPane(KIDS=0):StackPane@5f0dd6db[styleClass=track]
                javafx.scene.layout.StackPane(KIDS=0):StackPane@594f49e[styleClass=thumb]
            javafx.scene.layout.StackPane(KIDS=0):StackPane@4e09f33d[styleClass=corner]
    Overall - what is event bubbling mechanism? It does not appear that events begin with the top and cross downwards, but rather start with down and appears? (i.e. mouseTransparency?)
    If anyone has seen here and could give a speech of 1 point on how events travel control for children or vice versa (mouse in particular events, if there is no difference)
    -I go back and click on 'useful response' on all positions they have never done... (I'm kidding I don't want to cause pain, but this will be MORE useful!)


    Here is the code of the TextAre example, if necessary:
    package textareamousetest;
    
    import javafx.application.Application;
    import javafx.collections.ObservableList;
    import javafx.event.ActionEvent;
    import javafx.event.Event;
    import javafx.event.EventHandler;
    import javafx.event.EventType;
    import javafx.geometry.Orientation;
    import javafx.scene.Group;
    import javafx.scene.Node;
    import javafx.scene.Parent;
    import javafx.scene.Scene;
    import javafx.scene.control.Button;
    import javafx.scene.control.TextArea;
    import javafx.scene.layout.FlowPane;
    import javafx.stage.Stage;
    
    /**
     *
     * @author jkaufmann
     */
    public class TextAreaMouseTest extends Application {
        public static void printNodeKidsRecursively(Node n, String tabs) {
            String toTab = tabs == null ? "" : tabs;
            String msg1 = toTab + n.getClass().getName();
            String msg2 = ":" + n.toString();
            
            // Spit out and text data from Text classes
            if(javafx.scene.text.Text.class.isAssignableFrom(n.getClass())) {
                javafx.scene.text.Text t = (javafx.scene.text.Text)n;
                msg2 += " \"" +t.getText() + "\"";
            }
            
            // if this Node does not extend from Parent, then it can't have kids.
            if(!Parent.class.isAssignableFrom(n.getClass())) {
                System.out.println(msg1+msg2);
                return;
            }
            
            Parent p = (Parent)n;
            System.out.println(toTab + n.getClass().getName() + 
                    "(KIDS=" + 
                    Integer.toString(p.getChildrenUnmodifiable().size()) + ")" +
                    msg2);
            
            ObservableList<Node> kids = p.getChildrenUnmodifiable();
            toTab +="  ";
            for(Node n2 : kids) {
                  printNodeKidsRecursively(n2, toTab);
            }
        }
    
        /**
         * @param args the command line arguments
         */
        public static void main(String[] args) {
            Application.launch(args);
        }
        
        @Override
        public void start(Stage primaryStage) {
            primaryStage.setTitle("Hello World");
            FlowPane root = new FlowPane(Orientation.HORIZONTAL,50,50);
            Scene scene = new Scene(root, 800, 600);
            Button btn = new Button();
            btn.setText("Dump the kids");
            
            final TextArea textArea = new TextArea("I am Text");
            textArea.addEventHandler(EventType.ROOT, new EventHandler() {
    
                public void handle(Event event) {
                    System.out.println("textArea event:" + event.toString());
                }
            });
            btn.setOnAction(new EventHandler<ActionEvent>() {
                public void handle(ActionEvent event) {
                    printNodeKidsRecursively(textArea,"");
                }
            });
            root.getChildren().addAll(btn,textArea);
            primaryStage.setScene(scene);
            primaryStage.show();
        }
    }
    Published by: jkaufmann on November 8, 2011 20:24

    I'll give this a go, but my answer may not be perfect (or even correct in parts ;-)

    There is a capture phase where the event moves along the chain of components, and then a propagation phase where it moves upward again. If you add a custom to your node splitter and raise events to go in there and nobody don't upwards or downwards the station consumes the event, then you can see the events that occur twice during the expedition - once for the capture phase, and then again for the propagation phase. When the dispatcher sees the event in the capture or propagation phase, or both, it can transfer the event to managers who can act on the event. At any stage of the process of the event can be consumed, in which case no further processing takes place.

    Mouse events work by what is known as collection. The mouse boasts a location in a system of coordinates (2D in the case of JavaFX today). This location is indicated by the cursor and has the coordinates of the screen that are mapped to the coordinates of the scene. JavaFX has an internal mechanism by which he chooses which node is to coordinate a given scene. You can kind of imitate it in the public API by performing an iteration on the nodes in the scene and checking if node.contains () in a way recursive mouse x scene and are coordinated. Containment calculations are complicated by the fact that arbitrary regions and forms can be displayed by the system, but you need not worry about this because just check node.contains () (should) take care of this. There are a couple of things to consider, as if a node has a set pickInBounds parameter, which means contains check should focus on the limits of nodes rather than the geometric shape. In addition, if the node has been marked as transparent mouse, so he doesn't receive a mouse event.

    So, you have the picking and distribution and they work together. The user moves the mouse for an x, y coordinate in the scene and click the mouse. The selection algorithm chooses the top node containing the x and y coordinates that is eligible to receive mouse events and a MouseEvent is generated and sent to the target node. The target node may choose to act on the event during the capture phase or to transfer the event to its parent. The parent can then handle the event or pass it. If the parent is the root node, and then begins the phase of propagation, and the event goes back to the top of the chain, which ends at the level of the target node upward. Certain types of events are sent beyond the target node and some events are not. Some events may be captured at some point in the process, and then reworked in a different event type. It depends simply on the logic of the event dispatchers/dispatchers and managers.

    If you do not see an event arrive at a given node, then there would be a few reasons for this. For example, the node is not right looking for the type of event, the node is not in the chain of shipping for the event, the node is in the string, but another node already consumed the event during capture or propagation, etc..

    Fortunately, for the vast majority of cases, you need not "worry about everything above and just fortunately can define something as a handler of onMouseClicked and go on your way.

    Here you can see some relevant documents:
    http://download.Oracle.com/JavaFX/2.0/API/JavaFX/event/EventDispatcher.html (see the code example in the JavaDoc)
    http://download.Oracle.com/JavaFX/2.0/API/JavaFX/scene/input/MouseEvent.html

    Reference (and if you're really interested), you can watch the Dom event model, which is currently better documented than the event model of JavaFX. The specification is here-online http://www.w3.org/TR/DOM-Level-2-Events/events.html. Keep in mind that, although the concepts of the DOM event are very similar to JavaFX, they are different systems operate and behave differently for certain types of similar events.

  • Problem with mouse input Manager with the mouse button

    Hello

    I'm trying different things to determine weather conditions, I'm going to use JavaFX for one of my projects. Here's one of my problems. I had a scene with only a circle inside. I want to run an event that would be returned when I press the left button of the mouse outside of the circle, then enter the circle with the mouse and the button is held down. However, it seems that the mouse gesture events are blocked when you press a button.

    Does anyone have a solution to my problem?

    Thank you.

    Hello

    You're right, the "MouseMove" and "mouse entered" events seem to no longer be fired when a drag is in progress. A little annoying, but perhaps also by design.

    Drag mouse events on the other hand get programming at this point so you can use them for what you want. It seems THAT JFX suppose the node where the drag started is the one who cares for the event if you don't get the events drag on the circle directly. So the simple way only I can see for this is follow slide it the mouse on the "outer" and then detect what child was wriggling on manually. Something like this:

    final FlowPane rootNode = new FlowPane();
    rootNode.setOnMouseDragged(new EventHandler()
    {
        public void handle(MouseEvent mouseEvent)
        {
            System.out.println("Mouse dragged on root pane to " + mouseEvent.getX() + ", " + mouseEvent.getY());
            for (Node child : rootNode.getChildren())
            {
                if (child.getBoundsInParent().contains(mouseEvent.getX(), mouseEvent.getY()))
                {
                    System.out.println("Mouse is now over: " + child);
                }
            }
        }
    });
    
    Circle circle = new Circle(50);
    rootNode.getChildren().add(circle);
    

    Is not ideal, but it should work.

    Default you can also play with the stuff of Drag and Drop: http://download.oracle.com/javafx/2.0/drag_drop/jfxpub-drag_drop.htm

    In what you can do what you ask, but you will need to do a little more work to play nice with the larger world of DND. Start with something like this but:

    final FlowPane rootNode = new FlowPane();
    rootNode.setOnDragDetected(new EventHandler()
    {
        public void handle(MouseEvent mouseEvent)
        {
            System.out.println("Drag started on root node");
            Dragboard db = rootNode.startDragAndDrop(TransferMode.ANY);
            ClipboardContent content = new ClipboardContent();
            content.putString("Test");
            db.setContent(content);
            mouseEvent.consume();
        }
    });
    
    Circle circle = new Circle(50);
    circle.setOnDragEntered(new EventHandler()
    {
        public void handle(DragEvent dragEvent)
        {
            System.out.println("Drag entered on circle");
        }
    });
    rootNode.getChildren().add(circle);
    

    There may be other ways too, but that's what I found.

    Hope that helps,
    zonski

Maybe you are looking for