I'm creating a WebGL canvas and I'm trying to use the onmousemove snippet to create a rollover for a movieclip button.
First I set the rollover state of the button to be invisible like so:
this.YesHOT.setVisible(false);
Then I use the onmousemove function to turn make it visible when it is over the button like so:
canvas.onmousemove = function(e) {
var boundingRect = this.Yes.getBounds(this);
if(isMouseOverSymbol(e.offsetX, e.offsetY, boundingRect)) {
this.YesHOT.setVisible(true);
}
}.bind(this);
//Function to check whether the specified point lies within the rect.
function isMouseOverSymbol(pointX, pointY, rect) {
if(rect.left <= pointX && pointX <= rect.left + rect.width)
if(rect.top <= pointY && pointY <= rect.top + rect.height)
return true;
return false;
}
That works, but then the rollover state stays visible and won't turn back off. How do I make it turn back off?
You never actually make a this.YesHOT.setVisible(false)
call. If I've understood your intentions, the code should be somewhat like this:
canvas.onmousemove = function(e) {
var boundingRect = this.Yes.getBounds(this);
// if mouse cursor is over the "hot" area, show effect. Otherwise hide.
this.YesHOT.setVisible(isMouseOverSymbol(e.offsetX, e.offsetY, boundingRect));
}.bind(this);
// also hide the effect when mouse completely leaves the canvas
canvas.onmouseleave = function () {
this.YesHOT.setVisible(false);
}.bind(this);