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Automatically exported from code.google.com/p/maratis
I found that there is a bug in the Linux joystick code. Two axes were
interchanged and thus providing wrong output. Additionally I cleaned the code a
little bit.
Original issue reported on code.google.com by [email protected]
on 9 Aug 2013 at 5:57
Attachments:
You can't have two objects under the same light source one casting shadow the
other not casting it.
MObject3d should then need a enableShadow() method.
See http://forum.maratis3d.com/viewtopic.php?id=734
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 6:27
I know this can be implemented as a mesh imported from Blender, or Maya, but it
would be nice to have the ability to just create a Terrain directly on the
Maratis Editor.
Additionally this can contain tools such as Terrain Painting, and Flora
placement via texture mask, posibly even having multiple masks for texture
type, flora(mesh) type.
Original issue reported on code.google.com by [email protected]
on 12 Aug 2013 at 9:15
Attachments:
Text objects should have VERTICAL align too.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 6:22
Experimental branch:
GLFW needs upgrade to version 3.0.3 to compile with minGW
From GLFW website:
GLFW 3.0.3 is available for download. It adds fixes for a number of bugs that
together affect all supported platforms, most notably MinGW compilation issues
and cursor mode issues on OS X.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2013 at 8:57
In MScene::prepareConstraints(), if parentObjectId is not null, its value
should be used instead of parentName. This will allow dynamic creation of
physics constraint without having to retrieve the name of the parent object
which may as well not have a name at all since it may have been generated via
code.
Forum thread: http://forum.maratis3d.com/viewtopic.php?id=808
Original issue reported on code.google.com by [email protected]
on 9 Oct 2013 at 9:49
This was also an idea presented on the forum some time ago:
http://forum.maratis3d.com/viewtopic.php?pid=2988#p2988
Is it possible to have the Editor to arrange the objects (entities) in
hierarchy, hopefully the mockup screenshot i made makes clear what i would like
to see.
https://www.dropbox.com/s/04imx8rfz7abt … enshot.jpg
So basically allowing the pareting option that currently exist on the Editor,
to be more visual. but also allowing the user (like me) to expand and collapse
objects to not have super cluttered object list.
Original issue reported on code.google.com by [email protected]
on 8 Aug 2013 at 7:05
Attachments:
Experimental branch:
Missing <windows.h> include in file main.cpp
Original issue reported on code.google.com by [email protected]
on 13 Oct 2013 at 9:09
MWindow should have a function for setting the Z order of its child
MGuiWindow(s).
Original issue reported on code.google.com by [email protected]
on 12 Oct 2013 at 8:28
Experimental branch:
When compiling freeimage with visual studio 2010:
c:\...\branches\experimental\3rdparty\freeimage\source\zlib\zconf.h(447): fatal
error C1083: Impossible d'ouvrir le fichier include : 'unistd.h' : No such file
or directory
NB: this header is a POSIX one.
Original issue reported on code.google.com by [email protected]
on 14 Oct 2013 at 8:14
What steps will reproduce the problem?
1. run build_unix.sh or manually run cmake
What is the expected output?
- Build success
What do you see instead?
- CMake Error at CMakeLists.txt:86 (ADD_SUBDIRECTORY):
The source directory
/home/jurgel/Documents/maratis/branches/Experimental/Sources/Maratis/Editor
does not contain a CMakeLists.txt file.
What version of the product are you using? On what operating system?
- r243 branch Experimental
- Ubuntu 14.04 x86_64
Please provide any additional information below.
- There is should be CMakeLists.txt in
branches/Experimental/Sources/Maratis/Editor
- Build normal if I comment line 86 in the related file
Original issue reported on code.google.com by [email protected]
on 8 Dec 2014 at 9:42
What steps will reproduce the problem?
1. The maratis add on for Blender 2.64 doesn't work.
2. When it does, it exports models with graphical glitches.
What is the expected output? What do you see instead?
I expect the add-on to work in blender, and that imported models doesn't have
graphical glitches.
Right now Blender fails to find the add-on path.
What version of the product are you using? On what operating system?
I use Maratis exporter for blender 2.63 on a windows 7 64-bit operating system.
Original issue reported on code.google.com by [email protected]
on 11 Dec 2012 at 4:46
If you do window->autoScale(), the MGuiEditTexts make the window way too large.
See screenshot.
Doing
editText->setAutoScaleFromText(true);
has no effect.
The workaround is setting the scale explicitly e.g.
editText->setScale(MVector2(150,20));
Original issue reported on code.google.com by [email protected]
on 18 Nov 2013 at 1:59
Attachments:
What steps will reproduce the problem?
1. update to latest version 180
2. build with python scons.py
3. see build error in assimp:
/maratis/3rdparty/assimp/code/DefaultIOSystem.cpp: In function ‘void
MakeAbsolutePath(const char*, char*)’:
/maratis/3rdparty/assimp/code/DefaultIOSystem.cpp:136:8: error:
‘::_fullpath’ has not been declared
scons: *** [build/cygwin/release/3rdparty/assimp/code/DefaultIOSystem.o] Error 1
What is the expected output? build success
What do you see instead? build error
Please use labels and text to provide additional information.
assimp, fullpath
Solution: Checking with assimp project guys about possible solution.
Original issue reported on code.google.com by [email protected]
on 27 Jan 2013 at 7:00
It should be possible to open a project just double-clicking the file in the
directory view.
Same with meshes, scripts, fonts, etc.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 7:09
The isVisible() state of a deactivated object is true, should be false.
Another issue, maybe related to Bullet, is that isVisible() returns true when
the object is hidden behind a wall for example.
NB: I'm using r205
Original issue reported on code.google.com by [email protected]
on 21 Sep 2013 at 12:57
The yellow confirmation box is a pain because you happen to miss it and click
away.
'''In any case''' it should be allowed to confirm an action using ENTER or
numpad ENTER.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 7:12
Add access to material and shader variables in script :
- material default variables
- send material custom variables to the shader
- ability to send custom uniforms variables to shaders
- add a default "time" uniform variable
Original issue reported on code.google.com by [email protected]
on 17 Jul 2014 at 1:22
http://code.google.com/p/maratis/source/browse/3rdparty/bullet/LinearMath/btScal
ar.h#33
Build target example
CompileC
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.o
../../../3rdparty/bullet/BulletSoftBody/btSoftBody.cpp normal i386 c++
com.apple.compilers.llvm.clang.1_0.compiler
cd /Users/maico/dev/maratis/branches/iPhonePublishing/Project
setenv LANG en_US.US-ASCII
setenv PATH
"/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/
bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang
-x c++ -arch i386 -fmessage-length=0
-fdiagnostics-print-source-range-info -fdiagnostics-show-category=id
-fdiagnostics-parseable-fixits -Wno-trigraphs -fpascal-strings -O0
-Wreturn-type -Wparentheses -Wswitch -Wno-unused-parameter
-Wunused-variable -Wunused-value -Wno-shorten-64-to-32
-Wc++0x-extensions -DDEBUG -isysroot
/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.
sdk
-fexceptions -fasm-blocks -mmacosx-version-min=10.6 -gdwarf-2
-fvisibility=hidden -fvisibility-inlines-hidden -Wno-sign-conversion
-D__IPHONE_OS_VERSION_MIN_REQUIRED=50000 -iquote
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/exam
ple-generated-files.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/ex
ample-own-target-headers.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/ex
ample-all-target-headers.hmap
-iquote
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/exam
ple-project-headers.hmap
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Products/Debug-iphonesimulator/include
-I../../../trunk/dev/MSDK/MCore/Includes
-I../../../trunk/dev/MSDK/MEngine/Includes
-I../../../trunk/dev/Maratis/Common -I../../../trunk/dev/Additional
-I../../../trunk/dev/Additional/OpenGLES/Common -I../Common
-I../../../3rdparty/tinyxml -I../../../3rdparty/bullet
-I../../../3rdparty/lua
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/De
rivedSources/i386
-I/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/De
rivedSources
-F/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyq
nfatvgq/Build/Products/Debug-iphonesimulator
-include
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/PrecompiledHeaders/example_Prefix-gexhcgkfqbqkogeunqhbbwuuywfd/examp
le_Prefix.pch
-MMD -MT dependencies -MF
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.d
-c
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp
-o
/Users/maico/Library/Developer/Xcode/DerivedData/example-adxycsakuaakuygqqubyqnf
atvgq/Build/Intermediates/example.build/Debug-iphonesimulator/example.build/Obje
cts-normal/i386/btSoftBody.o
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Node' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:81:3:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Node>' requested here [3]
ZeroInitialize(n);
^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Material' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:160:3:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Material>' requested here [3]
ZeroInitialize(*pm);
^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Note' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:175:2:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Note>' requested here [3]
ZeroInitialize(n);
^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Link' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:246:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Link>' requested here [3]
{ ZeroInitialize(l);l.m_material=mat?mat:m_materials[0]; }
^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Face' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:283:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Face>' requested here [3]
{ ZeroInitialize(f);f.m_material=mat?mat:m_materials[0]; }
^
In file included from
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:17:
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBodyInternals.h:175:17:
error: default initialization of an object of const type 'const
btSoftBody::Tetra' requires a user-provided default constructor [3]
static const T zerodummy;
^
/Users/maico/dev/maratis/branches/iPhonePublishing/Project/../../../3rdparty/bul
let/BulletSoftBody/btSoftBody.cpp:318:4:
note: in instantiation of function template specialization
'ZeroInitialize<btSoftBody::Tetra>' requested here [3]
{ ZeroInitialize(t);t.m_material=mat?mat:m_materials[0]; }
^
6 errors generated.
Original issue reported on code.google.com by erwin.coumans
on 22 Nov 2011 at 11:36
MGuiWindow ignores m_highLightColor and always uses m_normalColor even when
debugging with printfs shows that the window is highlighted.
The other MGui objects (e.g. buttons) work fine.
Original issue reported on code.google.com by [email protected]
on 10 Oct 2013 at 1:02
line 171: "swith" for "switch"
Original issue reported on code.google.com by [email protected]
on 21 Aug 2013 at 8:54
This patch allows you to get the current framerate from MGame::getFramerate().
It is available in LUA scripts with the function 'getFramerate()'.
Have fun!
Yannick Pflanzer
Original issue reported on code.google.com by [email protected]
on 14 Apr 2014 at 7:17
Attachments:
What steps will reproduce the problem?
1. build the latest trunk under cygwin
2. wait for the build
3. Try to run the player, editor or any other execs without success. No error
code is returned. The program does not seem to enter inside the main().
What is the expected output?
run
What do you see instead?
nothing (is nt there any logs ?)
Anael:
1: have anyone changed any windows.py params ?
2: I did nt see any logs feature/function/classes indide MEngine. Would you
mind if I had such ?
Original issue reported on code.google.com by [email protected]
on 20 Oct 2012 at 11:49
Experimental branch:
File main.cpp
Replace MWIN_EVENT_WINDOW_CREATE & MWIN_EVENT_WINDOW_CLOSE by
MWIN_EVENT_CREATE and MWIN_EVENT_CLOSE
Original issue reported on code.google.com by [email protected]
on 13 Oct 2013 at 9:07
MOEntity.h, line 91, "constyraint".
Original issue reported on code.google.com by [email protected]
on 22 Aug 2013 at 7:51
MWindow::onEvent should return a boolean value or some other data to understand
if the user has successfully hit a window. In such a case you may decide not to
send the input to the engine too (e.g. for clicking on 3D objects). So a GUI
window can block a click.
Original issue reported on code.google.com by [email protected]
on 9 Oct 2013 at 9:35
MOText Y origin is not exactly at the botton but a bit above.
This can be noticed in the editor thanks to the translation arrows.
This causes some problems when you want to put the object at specific positions.
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 6:31
Patch should be applied in
"maratis\branches\Experimental\Sources\MSDK\MGui"
** explanation of the patch
This patch allows selecting (highlighting) windows, with the following features:
* selecting a window will bring it to front
* clicking where there's no windows will unselect all windows
* windows can overlap with no side effects
* you can query if there are selected windows
* you can query if the mouse is over some window
* you have two modes for selecting windows:
rootWindow->setHardSelecting(true);
you have to click on a window to select it
rootWindow->setHardSelecting(false);
just hovering the mouse on a window will select it
In the case that the user is operating on a MGuiWindow, you may decide not to
send the input to the Maratis engine too (e.g. for clicking on 3D objects).
In other words you may want a GUI window to block a click or a key which
otherwise will be sent to the engine.
So you can also do "W,A,S,D movement" and still type those letters in a
MGuiEditText.
Here's an example on how to use the patch for what concerns input:
if(input->onKeyDown("MOUSE_BUTTON1"))
{ if(guiWinRoot->isMouseOverSomething())
guiWinRoot->onMouseButtonDown(MMOUSE_BUTTON_LEFT);
else
{ guiWinRoot->unHighLightAllWindows();
pick_3d_objects_with_raycasting();
}
}
else if(input->onKeyUp("MOUSE_BUTTON1"))
{ if(guiWinRoot->isSomethingHighlighted())
guiWinRoot->onMouseButtonUp(MMOUSE_BUTTON_LEFT);
}
if(guiWinRoot->isMouseOverSomething())
{ //send characters and keys to MGui
}
if(guiWinRoot->isSomethingHighlighted())
return;
//because of the previous lines and the "return", the following input won't work if there's a selected MGUI window
if(input->onKeyDown("ENTER"))
{ //do stuff
}
else if(input->onKeyDown("SPACE"))
{ //do stuff
}
//etc
Original issue reported on code.google.com by [email protected]
on 16 Nov 2013 at 5:59
Attachments:
What steps will reproduce the problem?
1. Download (WIN) Maratis-3.21-beta-win32 from
http://www.maratis3d.org/?page_id=57
2. unzip
3. navigate to bin/
4. There's a maratiseditor.exe and a martisplayer.exe, both don't have a
thumbnail-picture plus both crash under windows 7 upon opening. Thus the
application isn't usable.
What is the expected output? What do you see instead?
expected: Maratis Editor; instead: "The Application has stoped working..."
What version of the product are you using? On what operating system?
3.21 beta win32, Windows 7
Please provide any additional information below.
'nuff said ^^
Original issue reported on code.google.com by [email protected]
on 13 Apr 2014 at 2:42
Blender exporter:
At line 153, wrong function to execute :
self.exportMesh()
if self.export_maa:
self.exportMAA()
if self.export_mta:
self.exportMTA()
153: if self.export_maa: should be mma instead of maa
self.exportMMA()
Original issue reported on code.google.com by [email protected]
on 13 Oct 2013 at 9:21
We need a way to be able to enable a render to texture camera to be the main
sound listener for correct 3d sound (when the render to texture camera is the
main camera).
Original issue reported on code.google.com by [email protected]
on 7 Jan 2014 at 9:17
What steps will reproduce the problem?
1. install cygwin/cygports with python, openAL, openGL, X11, g++,...
2. launch cygwin term
3. go to trunk/dev
4. python scons.py
What is the expected output? build success
What do you see instead? build errors
What version of the product are you using? trunk
On what operating system? cygwin
Please provide any additional information below.
Patches :
- Add these few lines in libsndfile.py allows to successfully compile all 3rd
parties
- Add this to MFile.h: #include <stdarg.h> // needed for va_list
- Add this to MGLContext.cpp : #elif __CYGWIN__ #include <GLee.h>
- Next step : MX11Window.cpp does not compile because no XF86 extension,
MWin32Window.cpp does neither because no directX. Thinking about implementing
either a MSDLWindow, or enhancing MX11Window with not using XF86VideoMode if
not present.
Please anyway tell me if you accept these changes before I continue.
Regards
S.
Original issue reported on code.google.com by [email protected]
on 21 Aug 2012 at 10:08
Attachments:
Experimental branch:
Sources\MSDK\MGui\Sources\MGuiColorPicker.cpp
Fix to casting error on Windows, provided by 255 :
Lines to modify:
297: render->setColor3((MVector3)m_colorTarget->getNormalColor());
307: render->setColor3((MVector3)m_tintTarget->getNormalColor());
Original issue reported on code.google.com by [email protected]
on 13 Oct 2013 at 9:04
Physics shapes and objects associated with an entity are never deleted.
It is expected that:
* deleting an entity
* deleting the MPhysicsProperties of an entity
* creating new MPhysicsProperties of an entity
should completely remove the real physics shape and objects managed by Bullet
associated with the entity.
Forum thread: http://forum.maratis3d.com/viewtopic.php?id=823
Original issue reported on code.google.com by [email protected]
on 12 Oct 2013 at 12:58
Here is an updated premake script for experimental branche.
It fixes missing libs in linux and reorders links in order to fix "undefined
reference" errors that occur for GCC users (the linker searches and processes
libraries and object files in the order they are specified).
I also included a defines for MGUI_STATIC.
Original issue reported on code.google.com by [email protected]
on 8 Oct 2013 at 9:31
Attachments:
SimpleGamePlugin.zip:
http://www.maratis3d.org/download/SimpleGamePlugin.zip
accessible from:
http://www.maratis3d.org/?p=500
http://www.maratis3d.org/?page_id=53
On "_GamePlugin\Sources\SimpleGamePlugin.cpp":
// set water game ??????????
game = new MyGame();
engine->setGame(game);
Also, very minor thing, in "MyGame.h" some functions are written as:
//void onBegin(void){}
but it should be
//void onBegin(void);
to indicate that they are only prototypes.
Original issue reported on code.google.com by [email protected]
on 26 Aug 2013 at 4:41
fatal error C1083: Cannot open include file: 'dirent.h'
Original issue reported on code.google.com by [email protected]
on 8 Oct 2011 at 2:40
IF any
http://code.google.com/p/maratis/source/browse/trunk/dev/Maratis/Common/MRendere
rs/MStandardRenderer.cpp#529
Original issue reported on code.google.com by [email protected]
on 11 Oct 2013 at 6:44
Editing values in the editor (e.g. camera properties) should accept ENTER key
from the numpad too, since most people input values using that.
It would also be useful to add something which makes visually clearer when you
are typing something and when you are not. The text cursor is not enough for
good visibility.
Moreover, when selecting a value for the first time (first click), it should
select all the value. Only when clicking again it should set the text cursor at
the specific mouse position.
TAB works but SHIFT+TAB should also be made to work.
So, summing up:
* ENTER on numpad to confirm the value
* something (e.g. a different color) which helps you see if you're typing a new
value
* selecting a value first click: select all the value
* selecting a value second click: set the text cursor
* SHIFT+TAB should loop through values going up
Original issue reported on code.google.com by [email protected]
on 20 Aug 2013 at 6:50
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China tencent open source team.