Using Director > Sound, Video, and Synchronization > Controlling QuickTime with Lingo > Responding to user interaction |  |

Responding to user interaction

Lingo lets you control how QuickTime VR responds when the user clicks a QuickTime VR sprite. Use Lingo to specify how Director handles image quality, clicks and rollovers on a QuickTime VR sprite, clicks on hotspots, and interactions with QuickTime VR nodes.

| To set the codec quality to use when the user drags on a QuickTime VR sprite, set the `motionQuality` sprite property. See `motionQuality`.
| To specify the codec quality to use when a QuickTime VR panorama image is static, set the `staticQuality` sprite property. See `staticQuality`.
| To enable or disable the specified hotspot for a QuickTime VR sprite, use the `enableHotSpot` command. See `enableHotSpot`.
| To control how Director passes mouse clicks on a QuickTime sprite, set the `mouseLevel` sprite property. See `mouseLevel`.
| To find the approximate bounding rectangle for a specific hotspot in a QuickTime VR sprite, use the `getHotSpotRect()` function. See `getHotSpotRect()`.
| To specify the name of the handler that runs when the pointer enters a QuickTime VR hotspot that is visible on the Stage, set the `hotSpotEnterCallback` QuickTime VR sprite property. See `hotSpotEnterCallback`.
| To find the ID of the hotspot, if any, at a specific point on the Stage, use the `ptToHotSpotID()` function. See `ptToHotSpotID()`.
| To specify the name of the handler that runs when the user clicks a hotspot in a QuickTime VR sprite, set the `triggerCallback` sprite property. See `triggerCallback`ck.
| To determine the name of the handler that runs when the pointer leaves a QuickTime VR hotspot that is visible on the Stage, set the `hotSpotExitCallback` property. See `hotSpotExitCallback`.
| To specify the ID of the current node that a QuickTime VR sprite displays, set the `node` QuickTime VR sprite property. See `node`.
| To specify the name of the handler that runs after the QuickTime VR sprite switches to a new active node on the Stage, set the `nodeEnterCallback` QuickTime VR sprite property. See `nodeEnterCallback`.
| To specify the name of the handler that runs when a QuickTime VR sprite is about to switch to a new active node on the Stage, set the `nodeExitCallback` QuickTime VR sprite property. See `nodeExitCallback`.
| To determine the type of node that is currently on the Stage, test the `nodeType` QuickTime VR sprite property. See `nodeType`.