Differentiate Drag and Touch in cocos 2d iphone - cocos2d-iphone

Hii
I have an issue in drag and touch an image. I have 3 images. Let it be left, right and middle. Initially middle image is shown in screen1. If i touch that image, it should open in a new screen(2). If i drag right side, it have to show right image in that screen itself. otherwise If i drag left side, it have to show left image in that screen. After that if i touched the left/right image it has to open that image in separate screen

Assuming you're implementing the three touches events (ccTouchesBegan, ccTouchesMoved, and ccTouchesEnded), you can set a global flag when ccTouchesMoved is fired. This will indicate that a drag has occurred. When ccTouchesEnded fires and that flag is not set, you can assume it is a simple tap.

Related

How to select a specific sprite and move it in SDL

I'm making a chess game, where I have a box shaped selector, now I want to select a sprite with that box and move it in a specific location with the selection box.
Any link or code?
You keep track of the position of everything.
Poll for events, see where the mouse is. If in the rectangle of a piece, put the selector on top of the piece (assuming you have colorkeying or alpha). You should be able to listen to keyboard input and move the selector based on that.
When mouse clicks, see where the selector is. Find the piece that's under it, and remember it.
When mouse clicks again, see where the selector is now. Check if moving there is valid. If yes, move the piece you remember to the new position.

Drag and drop a button using CCControlbutton

I am new to cocos2d-x and I am developing a game in x-code using cocos2d-x2.0.4. In my game I created a button using CCcontrolbutton. Now I want to drag my button to one place to another. I tried with all the CCControlEvents but it doesn't work. Now I want to know, is it possible to drag and drop a button using CCControlbutton. I pasted my code which I have used to create the button.
button1 = CCControlButton::create(CCScale9Sprite::create("7.png"));
button1->setAdjustBackgroundImage(false);
button1->setPosition( ccp(winwsize/6, winhsize/7) );
button1->addTargetWithActionForControlEvents(this, cccontrol_selector(plus::add),CCControlEventTouchDragOutside);
button1->addTargetWithActionForControlEvents(this, cccontrol_selector(plus::add),CCControlEventTouchDragInside);
this->addChild(button1, 4);
In add() I have given the code to enter next scene. But now it is entering while clicking the button. But i want while drag it to one position to another. If it is possible to drag a button using CCControlbutton then please give me some sample codes. Thanks.
The events CCControlEventTouchDragInside and CCControlEventTouchDragOutside are happening when the user's touch (his fingertip) is entering or leaving your button while already or still touching the touchscreen (or while the mouse button is still pressed while the mouse pointer moves).
You would need to observe the dragging process yourself. Starting with a click on your button, change the button's position while the user is dragging (to visualize the dragging process), and then call plus::add() when the dragging ends in your target area.

Allow user to draw a drag rectangle in CStatic C++ MFC App

I have a MFC application where I have a Picture Control in the dialog. Eventually, I want to allow a user to draw a resizeable rectangle via mouse drag in the picture control over an image that I loaded.
I defined my own picture control class as a sub class of CStatic and am working with the mouse down, mouse up, and mouse move events but I can't seem to figure out how to allow the user to draw a rectangle. Any guidance on this would be appreciated.
Most of the examples I've looked at show me how to draw a rectangle in a CView:CWnd, but I'm not too familiar with MFC yet so I'm a bit lost. Thanks.
The usual technique for drawing a drag rect on top of the window contents is illustrated here:
http://msdn.microsoft.com/en-us/library/windows/desktop/dd145184(v=vs.85).aspx
That is Win32 API coding instead of MFC coding but the differences are minimal. The basic idea is that by drawing with SetROP2(hdc, R2_NOTXORPEN); you invert the existing pixels, then drawing the same rect again re-inverts those pixels back to the original image.
When the user clicks the mouse button you need to record the mouse coordinates so you know where the rectangle starts. You should also set some type of flag to indicate that the user is dragging the mouse. When the user moves the mouse get the current mouse position and use DrawDragRect or similar function to draw the rectangle. When the user releases the mouse button clear the previously mentioned "flag" and you're done with that part of the process.
You will also need to handle other events such as the control and/or parent window losing focus so that you can cancel the drag/draw operation. Since you did not include any code in your question it's hard to say what else you will need to do but those are the basics.

Mouse programming

https://stackoverflow.com/questions/9466359/graphics-editor-in-c
I've developed a simple graphics editor in c++.It requires me to drag the mouse to draw a shape .After drawing the shape I want to fill it by picking a color but since dragging the mouse amounts to a large number of clicks because of which the entire screen gets filled with a default color even before i've drawn the shape. delay() doesn't work either.
the mouse click event in turbo c++ has two part. one where you press the button and two when you release the button. you need to drag so you should use the clrscr() function in the loop which goes on iterating until the mouse button is pressed down along with the code for the shape you want to draw. that way your screen keeps getting updated when you are dragging the mouse. and the loop ends when you release the button.
for filling the shape using the flood fill function should suffice
Perhaps one of the following links is what you're looking for:
http://www.codeproject.com/Articles/11313/Mouse-Programming-in-C-C
http://www.cprogrammingreference.com/Tutorials/Advance_Tutorials/mouseprogramming.php
http://www.brackeen.com/vga/mouse.html

Finding current mouse position in QT

This is my first attempt at writing a QT app, and I'm just trying to get a feel for how it works. My goal is to have a 400x400 widget which knows the exact position of the mouse when the mouse is hovering over it. For example, if the mouse was hovering in the top left corner, the position might be 10,10 (or something similar). If the mouse is in the bottom right corner, it might say 390,390.
Eventually, these coordinates will be displayed in a label on the main window, but that should be trivial. I'm stuck at the actual fetching of the coordinates. Any ideas?
For your widget, you must enable mouse tracking.
Then, you can either install an event filter, paying attention to mouse events and looking for the move event, or you can inherit from QWidget and override the mouse event, looking for mouse move events.
http://doc.qt.io/qt-4.8/qwidget.html#mouseTracking-prop
http://doc.qt.io/qt-4.8/eventsandfilters.html
http://doc.qt.io/qt-4.8/qmouseevent.html
If you are ever in a situation when you don't need actual tracking, just position at the moment, you can use QCursor::pos().