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this works, but interactions are on the computer, not the monitor (touch events, keyboard-only components don't make sense). if I get to it, I'll pr something tmr, otherwise take this quick sample I wrote in 5 minutes (take it with a grain of salt - there's probably something I forgor) - note this is only for buttons, but the general concept stays
functionPrimeUI.button(win, x, y, text, action, fgColor, bgColor, clickedColor, periphName) -- periphName = string | nil-- ...ifevent=="mouse_click" andperiphName==nilandbutton==1andclickX>=screenXandclickX<screenX+#text+2andclickY==screenYthen-- ...elseifevent=="monitor_touch" andperiphName==buttonandclickX>=screenXandclickX<screenX+#text+2andclickY==screenYorevent=="mouse_up" andbutton==1andbuttonDownthen-- buttonDown is false because the mouse_click event is blocked when clicked on the screen-- ..endend-----------prime.button(monitorRight, 2, 4, string.char(25), function()
-- ...end, nil, nil, nil, "right")) -- this could probably be stripped down by using the win var, not sure
The text was updated successfully, but these errors were encountered:
right now, the flow I use is
this works, but interactions are on the computer, not the monitor (touch events, keyboard-only components don't make sense). if I get to it, I'll pr something tmr, otherwise take this quick sample I wrote in 5 minutes (take it with a grain of salt - there's probably something I forgor) - note this is only for buttons, but the general concept stays
The text was updated successfully, but these errors were encountered: