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 [COMPLETE] gesture bounding box
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elerouxx

Brazil
40 Posts

Posted - 07/02/2012 :  00:35:16  Show Profile  Visit elerouxx's Homepage
Current gsx/gsy/gex/gey coordinates make S+ very powerful.

Additionally, it would be great if we could know the x,y of topleft/bottomright boundaries of where the gesture was drawn.

That would allow you to, i.e. draw a box or a lasso around a certain area on an application, and have a script selecting the objects inside the area (the script just clicks down on topleft_x and y, then goes to bottomright_X and y and clicks up).

Or you could draw some gesture that ressembles an 'X' or a scribble/strikethru to delete everything inside the area. The script then selects the objects under the gesture and DELetes them.

Currently it's possible to simulate this, but only if the gesture's start and end are on opposite corners of the gesture's bounding box, for instance, gestures shaped like N or Z or L. I use an S gesture (inverted Z actually) for SELECT and a N gesture for DELETE.

Rob

USA
2615 Posts

Posted - 07/02/2012 :  09:41:56  Show Profile  Visit Rob's Homepage
Added bounding coordinates to the exposed variables:

gbl = bounding left coordinate (left-most X of the drawn gesture)
gbt = bounding top coordinate (top-most Y of the drawn gesture)
gbr = bounding right coordinate (right-most X of the drawn gesture)
gbb = bounding bottom coordinate (bottom-most Y of the drawn gesture)

Also, the mouse hook in this build uses CursorInfo coordinates instead of those from MSLLHOOKSTRUCT..when testing the bounding stuff I noticed that the CursorInfo coords were a little more accurate; though mostly pertaining to staying within the virtual screen when moving fast, so it may not have anything to do with your other issue.

32-bit:
http://www.strokesplus.com/files/StrokesPlus_2.1.51_x86_chg.zip

64-bit:
http://www.strokesplus.com/files/StrokesPlus_2.1.51_x64_chg.zip
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elerouxx

Brazil
40 Posts

Posted - 07/02/2012 :  11:18:05  Show Profile  Visit elerouxx's Homepage
Where do you like your statue?
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Rob

USA
2615 Posts

Posted - 07/02/2012 :  11:51:03  Show Profile  Visit Rob's Homepage
Where dowould you like your statue?

"do" assumes that I already know and always prefer my statues in a specific location
"would" assumes I probably have no existing preference and you'd like me to think about it

(I'm guessing English isn't your native language, so I like to share proper usage as I'd appreciate the same thing if I were communicating in a secondary language myself..I mean no offense)

Next to that big Jesus one will do.
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elerouxx

Brazil
40 Posts

Posted - 07/02/2012 :  16:53:50  Show Profile  Visit elerouxx's Homepage
thank you for debugging my post
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elerouxx

Brazil
40 Posts

Posted - 07/02/2012 :  17:39:09  Show Profile  Visit elerouxx's Homepage
Works great so far! I've been able to draw a box around some elements and have a script selecting them (by clicking on gbl,gbt and dragging to gbr,gbb). Needed to add little delays, which I think are needed to compensate for the app lag in responding.

acConsumePhysicalInput(1) doesn't seem to be working in this script, or maybe in any script.

I am using acDisableNext() for the time being but I'll do further tests. Maybe it's something about me using a pen and not the mouse, but I can move the pointer freely during the delay after acConsumePhysicalInput(1).

(I have http://www.strokesplus.com/files/StrokesPlus_2.1.52_x86_chg.zip installed).
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Rob

USA
2615 Posts

Posted - 07/02/2012 :  18:25:23  Show Profile  Visit Rob's Homepage
If S+ thinks you still have the Stroke button down, physical input won't be consumed; once the Stroke button is released, the input would be consumed.

I'm not familiar with pens at all with regards to how they work with mouse button emulation. Anything you can think of to share that may help me understand how to better handle pens in this regard?
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Rob

USA
2615 Posts

Posted - 07/02/2012 :  22:58:36  Show Profile  Visit Rob's Homepage
Fixed the issue I had earlier which led me to not consume input if the stroke button is still pressed. Try this and let me know if acConsumePhysicalInput seems to be working as you'd expect:

32-bit:
http://www.strokesplus.com/files/StrokesPlus_2.1.53_x86_chg.zip

64-bit:
http://www.strokesplus.com/files/StrokesPlus_2.1.53_x64_chg.zip
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