![get mouse coordinates javascript get mouse coordinates javascript](http://static.swtor-spy.com/img/guides/2012/01/swtor_2012_01_06_16_46_27_311.jpg)
The source code for that page is on the three js repo ( ) - go there and search for “unproject” to see how to use it. See an example at ( ), on this page there is an example that draws some stuff at the mouse position.
![get mouse coordinates javascript get mouse coordinates javascript](https://i.stack.imgur.com/aQs6H.jpg)
You also have to convert the screen x/y mouse position into screen relative (-1 to 1) points first. Possible to get the current mouse coords with Javascript javascript. The problem with converting 2d coordinates into 3d is its impossible to tell the depth of the click, as such most people feed zero into the z coordinate of the unproject function. Input.mousePosition is a Vector3 for compatibility with functions that have Vector3 arguments. You could probably hack something together like the below example that will basically change the anchors of the mouse area so that some of the time you use the mouse area to get screen coordinates, but other times you remove the mouse area and use the map signals.Ĭonsole.log("changed (from mouse area)") Ĭonsole.log("mouse position changed", mouse.You need to “unproject” the mouse coordinate into 3d space ( ). The current mouse position in pixel coordinates.
![get mouse coordinates javascript get mouse coordinates javascript](https://i.stack.imgur.com/niwsM.png)
If you need to have hovering built in, then the MouseArea limitation is a known limit at this time. This means that if you add a mousemove event listener to the. It should pan and display screen coordinates.Ĭonsole.log("changed (from map signal)", mouse.x, mouse.y) So we have a new origin for the canvas, but while the canvas knows this, the browser does not. Take the following example and touch the screen and move around the map. If detecting mouse position without hovering, then you should be fine to just use mousePositionChanged. Release notes for ArcGIS Runtime SDK 10.2.6 for Qt-ArcGIS Runtime SDK for Qt | ArcGIS for Developers Putting a mouse area over the map stops all mouse events from propagating to the map. On a touch screen, there isn't really a concept of hovering, so this isn't an issue here.Īs far as using the MouseArea over top of a Map, this is currently a known issue. The only caveat is that if you are using a desktop that has a mouse (as opposed to a touch mobile device), you need to actually press and hold the mouse to get the coordinates. We also have a mousePositionChanged signal that will let you know the screen coordinates of the mouse. Thanks!Ĭonsole.log("mouse position changed", mouse.x)Ĭan you provide a few more details? Are you making an app that will run on desktops, mobile devices, or both? Also, are you looking to display the screen coordinates of the mouse with just hovering and not clicking? We have several MouseEvent signals on the map that will let you know when the mouse is clicked, released, etc ArcGIS Runtime SDK for Qt QML API: Map Class Reference . If this works for you, please mark this as the correct answer as it is more straight forward than the previous suggestion.
![get mouse coordinates javascript get mouse coordinates javascript](https://i.ytimg.com/vi/XQLLOx-ks_4/maxresdefault.jpg)
I checked my function thoroughly but I didn't find the bug. It's a few lines of code, but if you actually just create signal handlers for each mouse signal on the MouseArea, then don't accept the mouse, it looks like it will actually get sent down to the map. I created a small function to get mouse coordinates in div but somehow it is not working. What happens right now is the mouse area intercepts all of the mouse signals, and accepts them, which results in them not going through to the map. Basically place the mouse area over top of the map, but don't accept any of the mouse events so that they actually get propagated to the map.