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bitfade
says

Bug details

i just spent 2 hours on it … than realized it was a bug

problem arise when you set fullscreen on MouseEvent.MOUSE_UP event listener: the plugin goes fullscreen but you don’t get any more interactive events (except wheel) until you exit fullscreen

solution is to use MouseEvent.MOUSE_UP instead, than all works as expected

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Joost
Moderator
says

problem arise when you set fullscreen on MouseEvent.MOUSE_UP event listener

...

solution is to use MouseEvent.MOUSE_UP instead

Thanks for sharing, but shouldn’t one of those events be something different? :o

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bitfade
says

doh! ... last one should have been MouseEvent.MOUSE_DOWN

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tsafi
says

doh! ... last one should have been MouseEvent.MOUSE_DOWN

should be MouseEvent.MOUSE_CLICK -if you go full screen

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bitfade
says

should be MouseEvent.MOUSE_CLICK -if you go full screen
:nerdy:
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wickedpixel
says

I always put mine on MouseEvent.MOUSE_MOVE.

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tsafi
says


should be MouseEvent.MOUSE_CLICK -if you go full screen
:nerdy:

I am not the one who uses girl-y function. Be a man Bitf and update your last item with CLICK on full screen :nerdy:

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bitfade
says

I am not the one who uses girl-y function. Be a man Bitf and update your lest item with CLICK on full screen :nerdy:
ok, you got this one … one point for you
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wickedpixel
says

For some reason I was using the MOUSE _UP for buttons a while ago. Then I realized that CLICK is the way to go. It is more user friendly.
MOUSE _UP is bad because if the user clicks o a scrollbar > handles it > the releases the click over the fullscreen_btn… it will go full-screen. BAD .
MOUSE _DOWN gives to a user no chance to cancel his action. BAD .
.CLICK is cool because you can click down on the button and then cancel the action if you exit the button area.

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CodingJack
says


I am not the one who uses girl-y function. Be a man Bitf and update your lest item with CLICK on full screen :nerdy:
ok, you got this one … one point for you

It’s a MouseEvent throwdown :D

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