hi, my mouse is very sensitive, and that's why I sometimes place the 3D cursor on the wrong location by a undesigned left click.
But when I'm trying to click Control + Z in order to undo the accidental 3D cursor movement, it doesn't revert.
So my question is: Is there an easy way to get Blender's (2.6) 3D cursor back to it's previous location? Thanks.
Shift - C moves the cursor to (0,0,0)
Another way is switch to "Edit Mode" and select an edge. Then press Shift - S and select "Cursor to selected".
#libertas advised me to post this question on GameDev, so there I got a really helpfull answer (Thanks to #Byte56 !)
Related
I want to be able to toggle on and off this potential feature too. Sometimes, I don't want to change the cursor position, but I want to use my mouse to select a split to focus on.
I tried disabling mouse and fiddling with in by typing :h mouse in nvim, but nothing I could find in the docks helped
I have been trying to play Omikron: The Nomad Soul, but I found it incredibly difficult to do so without using the mouse. I have been trying to use dinput.dll to simulate keyboard presses using mouse movement, but nothing I tried so far worked. I am a complete amateur at this, so I thought I should ask how to do this properly.
What I am trying to do is to edit dinput.dll source code from github, create a dinput.dll file with configurable ini file, where you can assign key presses to mouse movement. This would be beneficial in many old games.
For example;
Mouse moving up = press up arrow key
Mouse moving down = press down arrow key
Mouse moving left = press left arrow key
Mouse moving right = press right arrow key
Reason why I want to use dinput instead of something like autohotkey is because stuff like autohotkey doesn't always get along well with old games. For example Omikron: The Nomad Soul.
Thank you for any help in advance.
I have a program using glfw for window management and opengl for rendering. The program works on Windows and linux, and eventually Mac OSX so I want any solution to be portable.
glfw seems to either support a cursor, or getting full mouse input but not both. For example, with the cursor enabled (default) the glfwscroll_callback does nothing. If I disable the cursor, then scrolling the mouse is captured but then the user cannot see where the mouse pointer is. That's ok if I can draw the cursor myself when I want but I cannot find any function to drawcursor at a particular location.
How does the cursor work, ie what is the hardware basis for the cursor? Is there a sprite in hardware still? If it's all in software, I suppose we could draw a cursor at the current mouse location the last thing in render. But that's not convenient. For one thing if the scene hasn't changed, I shut down rendering completely to reduce power.
Is there any way to manually draw a cursor on top of the current screen so that we don't have to manage the buffers manually? Is my only option to change the logic and not render the scene if nothing has changed, but to manually draw a cursor on top of the current scene every frame?
I have a program which displays a ruler on the screen, and with Xlib it polls for the cursor position every 100ms and updates the display. The display consists of numbers/lines etc, in particular a line indicating the position of the cursor (which is why it updates).
The problem is that the old line needs to be erased and the content underneath restored, so I have to redraw the whole window to reflect a change in position. Doing this 10 times a second results in a very flickery program.
I could only redraw the ruler after I have confirmed that the cursor is in a position to change the indicator line (i.e. within the bounds of the ruler), but it would still flicker pretty bad when it was updating.
Sort of a noob to GTK and Xlib and all, any advice would be appreciated.
Code is at https://github.com/zjmichen/zRuler
Well you have arrived at one of the earliest problems faced when cursors were being implemented!! Cursor changes are so frequent that redrawing full window every time just doesn't make any sense! Coming to your problem, look at what is needed & what exactly you are doing. Do you need to update the full window when cursor moves? No. You need to update only a section of the window so don't update the whole window. Off the top, I can think of 2 ways of reducing flicker:
1. Simple way is to make use of GdkCursor. Create a new cursor from the pixmap (Sample provided on the developer page) with the shape of your need, a line in your case. Associate cursor with the GdkWindow of your application's main window. This way you don't have to track cursor & draw the line. The cursor itself will appear as the line (so you don't to bother about clearing & redrawing it). Now in the timer callback where you redraw the complete window, redraw only the component which has to be updated on cursor position change. This should hopefully reduce the flicker as you are not drawing all the components.
2. In case you don't want to use GdkCursor, you could create a separate transparent window on top of application window dedicated to cursor. In this approach you can update only the cursor window & the component in the application window which is to updated on change in cursor position. This way other components in the application window are not redrawn each time & this hopefully should also be able to reduce flicker.
Hope this helps!
I am using the StarUml to draw some component dialog,however I found that it is to difficult to make a straight line straight enough.
In visio, when I want to draw a Horizontal straight line,I can use the "Shift" key in my keybordl,how to do it in StarUml?
I also struggled with this one.
I solved it this way: right click on the line you have issues with. Select Format/Line Style/Rectlinear. Shortcut key CTRL + L.
Juha.
CTRL A + CTRL L should do it :)
I've been struggling with this problem too, and have just found the solution:
Select the object you're having straight line issues with, and ensure 'Auto Resize' is not enabled. This will let you resize your object so that all of its anchors snap to the grid. This in turn, will enable your line elbows to match up exactly with the middle of one of your object's edges.
Hope this helps,
Jamie.
Select Actor and Enable Two Options in the Image
Hope it Helps Some on.