How to disable the entry box while the checkbox is not selected - dm-script

Here is the script of a checkbox and an entry box in a dialog. I am wondering how to disable the entry while the checkbox is not selected.
class TestUI : UIFrame {
number true, false
TestUI(object self) {
true = 1;
false = 0;
result("[TestUI] constructed\n")
};
~TestUI(object self) {
result("[TestUI] destructed\n")
};
void CreateDialog(object self) {
TagGroup dialog = DLGCreateDialog("Test")
TagGroup cb = DLGCreateCheckbox("IsCheck",false).DLGAnchor("West")
TagGroup parameter
TagGroup entry = DLGCreateRealField("Parameter : ",parameter,5,8,1)
dialog.DLGAddElement(cb)
dialog.DLGAddElement(entry)
self.init(dialog).Display("TestUI")
};
};
{
alloc(TestUI).CreateDialog()
}
Thanks in advance.

After reviewing the manual, I found the solution.
The entry can be enabled/disable by adding a function and using "SetElementIsEnabled" to enable/disable the function while the checkbox is changing.
Initially, the entry is disabled by "DLGEnabled".
Here is the script:
class TestUI : UIFrame {
number true, false
TagGroup para1, para2
TestUI(object self) {
true = 1;
false = 0;
result("[TestUI] constructed\n")
};
~TestUI(object self) {
result("[TestUI] destructed\n")
};
void SelectionAct(object self, TagGroup tgItem) {
// To change the status while the checkbox is changing.
self.SetElementIsEnabled("BtnGroup",tgItem.DLGGetValue())
};
void BtnResponse(object self) {
result("Parameter 1 : "+para1.DLGGetValue()+"\n")
result("Parameter 2 : "+para2.DLGGetValue()+"\n")
};
void CreateDialog(object self) {
// the box is not selected when initiation
// To enable/disable the entry by building "SelectionAct" function
TagGroup cb = DLGCreateCheckbox("IsCheck",false,"SelectionAct").DLGAnchor("West")
TagGroup entry1 = DLGCreateRealField("Parameter 1 : ",para1,5,5,3)
TagGroup entry2 = DLGCreateRealField("Parameter 2 : ",para2,6,5,3)
// print the value
TagGroup Btn = DLGCreatePushButton("Print","BtnResponse").DLGFill("X").DLGIdentifier("btn")
// Group the entries and button, we can change their status with ease.
TagGroup EntryGroup = DLGGroupItems(entry1,entry2).DLGTableLayout(2,1,0).DLGIdentifier("entries")
TagGroup BtnGroup = DLGGroupItems(EntryGroup,Btn).DLGTableLayout(1,2,0).DLGIdentifier("BtnGroup")
// disable the entries and btn when initiation
DLGEnabled(BtnGroup,false)
// create dialog
TagGroup dialog = DLGCreateDialog("Test")
dialog.DLGAddElement(cb)
dialog.DLGAddElement(BtnGroup)
self.init(dialog).Display("TestUI")
};
};
{
alloc(TestUI).CreateDialog()
}
result:

Related

How to extend this function. The task is getLinkedPages must be created and return content depending on the parameter

How to extend this function. The task is getLinkedPages must be created and return content depending on the parameter.
/**
* Get the contents as a sorted collection tree.
*/
public function getTree(bool $showDrafts = false, bool $renderPages = false, bool $renderLinkedPages = false): Collection
{
$pages = $this->getPages($showDrafts, $renderPages);
$chapters = Chapter::visible()->where('book_id', '=', $this->book->id)->get();
$all = collect()->concat($pages)->concat($chapters);
$chapterMap = $chapters->keyBy('id');
$lonePages = collect();
$pages->groupBy('chapter_id')->each(function ($pages, $chapter_id) use ($chapterMap, &$lonePages) {
$chapter = $chapterMap->get($chapter_id);
if ($chapter) {
$chapter->setAttribute('visible_pages', collect($pages)->sortBy($this->bookChildSortFunc()));[enter image description here][1]
} else {
$lonePages = $lonePages->concat($pages);
}
});
$chapters->whereNull('visible_pages')->each(function (Chapter $chapter) {
$chapter->setAttribute('visible_pages', collect([]));
});
$all->each(function (Entity $entity) use ($renderPages) {
$entity->setRelation('book', $this->book);
if ($renderPages && $entity instanceof Page) {
$entity->html = (new PageContent($entity))->render();
}
});
return collect($chapters)->concat($lonePages)->sortBy($this->bookChildSortFunc());
}

Reset State Variables To Initial Values xcode

What is the best way to go about resetting state variables, using a button. I've tried a load of different funcs but none work.
I'm trying to use this button:
primaryButton: .destructive(Text("Delete")) {
Code
},secondaryButton:
.cancel()
To reset these State variables:
#State var statsValue1 = 0
#State var statsValue2 = 0
#State var statsValue3 = 0
#State var statsValue4 = 0
#State var statsValue5 = 0
#State var statsValue6 = 0
(which are in the main content view)
How about using a view model, the #Published property wrapper notifies about any changes of the model and the reset function creates a new instance
struct Model {
var value1 = 0
var value2 = 0
var value3 = 0
}
class ViewModel : ObservableObject {
#Published var model = Model()
func reset() {
model = Model()
}
}
and a simple test logic in the content view
struct ContentView : View {
#StateObject var viewModel = ViewModel()
var body : some View {
VStack(spacing: 20) {
Text("Value 1: \(viewModel.model.value1)")
Text("Value 2: \(viewModel.model.value2)")
Text("Value 3: \(viewModel.model.value3)")
Divider()
Button ( "Delete", role: .destructive, action: viewModel.reset )
Button { viewModel.model.value1 += 1 } label: { Text("Increment value 1") }
Button { viewModel.model.value2 += 1 } label: { Text("Increment value 2") }
Button { viewModel.model.value3 += 1 } label: { Text("Increment value 3") }
}
}
}

TornadoFx Undecorated window goes fullscreen when restored from task bar

I've been trying out Tornadofx. trying to create a custom title-bar, here's the code I'm currently trying
fun main(args: Array<String>) {
launch<MyApp>(args)
}
class MyApp : App(Title::class) {
override fun start(stage: Stage) {
stage.initStyle(StageStyle.UNDECORATED)
stage.minWidth = 600.0
stage.minHeight = 450.0
stage.isMaximized = false
super.start(stage)
}
}
class Title : View() {
private var xOffset = 0.0
private var yOffset = 0.0
private var screenBounds: Rectangle2D = Screen.getPrimary().visualBounds
private var originalBounds: Rectangle2D = Rectangle2D.EMPTY
init {
primaryStage.isMaximized = false
}
override val root = borderpane {
onMousePressed = EventHandler { ev ->
xOffset = primaryStage.x - ev.screenX
yOffset = primaryStage.y - ev.screenY
}
onMouseDragged = EventHandler { ev ->
primaryStage.x = xOffset + ev.screenX
primaryStage.y = yOffset + ev.screenY
}
center = label("Forms")
right = hbox {
button("Mi") {
action {
with(primaryStage) { isIconified = true }
}
}
button("Ma") {
action {
if (primaryStage.isMaximized) {
with(primaryStage) {
x = originalBounds.minX
y = originalBounds.minY
width = originalBounds.width
height = originalBounds.height
isMaximized = false
}
text = "Ma"
} else {
with(primaryStage) {
originalBounds = Rectangle2D(x, y, width, height)
x = screenBounds.minX
y = screenBounds.minY
width = screenBounds.width
height = screenBounds.height
isMaximized = true
}
text = "Re"
}
}
}
button("X") {
action {
app.stop()
println("exiting")
exitProcess(0)
}
}
}
}
}
the following work without problems
close
maximize, restore
restored window minimized, then open from taskbar
but when a maximized window is minimized to taskbar, then open from taskbar, it goes full screen(taskbar is hidden)
how do i fix this behavior, is there any part of my code that is wrong, needs change, or in need of any inclusions?
my configuration is Windows 10 64bit, Java 11.0.2, Kotlin 1.4.21, JavaFx 11.0.2, TornadoFx 1.7.20
I think this is a general problem in JavaFX (I mean not specific with TornadoFX).
The root cause for this is because of setting the maximized property of stage to true. Not sure what JavaFX internally does, but when you open the window from task bar and if the maximized value is true, then it renders in full screen mode.
You can fix this in two ways.
Approach #1:
When the window is opened from task bar, the iconfied property will turn off, set the stage dimensions again to screen bounds if maximized is true.
primaryStage.iconifiedProperty().addListener((obs,old,iconified)->{
if(!iconified && primaryStage.isMaximized()){
primaryStage.setWidth(screenBounds.getWidth());
primaryStage.setHeight(screenBounds.getHeight());
}
});
Approach #2:
Don't rely on the maximized property of the Stage. I believe you need that property to toggle the window dimensions. So instead maintain a instance variable to handle that.
boolean maximized = false;
ma.setOnAction(e -> {
if (maximized) {
// Set stage to original bounds
maximized = false;
ma.setText("Ma");
} else {
// Set stage to screen bounds
maximized = false;
ma.setText("Re");
}
});
A full working demo is below with both the approaches. You can decide which way to go based on your other requirments.
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Rectangle2D;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.stage.Screen;
import javafx.stage.Stage;
import javafx.stage.StageStyle;
public class UndecoratedWindowFullScreenDemo extends Application {
private double xOffset = 0.0;
private double yOffset = 0.0;
private Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds();
private Rectangle2D originalBounds = Rectangle2D.EMPTY;
private boolean maximized = false;
#Override
public void start(Stage primaryStage) throws Exception {
BorderPane root = new BorderPane();
root.setStyle("-fx-background-color:pink;");
Scene scene = new Scene(root, 600, 450);
primaryStage.setScene(scene);
Label label = new Label("Forums");
Button mi = new Button("Mi");
Button ma = new Button("Ma");
Button x = new Button("X");
HBox pane = new HBox(mi, ma, x);
pane.setPadding(new Insets(3));
pane.setSpacing(5);
root.setCenter(label);
root.setRight(pane);
primaryStage.initStyle(StageStyle.UNDECORATED);
primaryStage.setMinWidth(600);
primaryStage.setMinHeight(450);
primaryStage.setMaximized(false);
primaryStage.show();
root.setOnMousePressed(e -> {
xOffset = primaryStage.getX() - e.getScreenX();
yOffset = primaryStage.getY() - e.getScreenY();
});
root.setOnMouseDragged(e -> {
primaryStage.setX(xOffset + e.getScreenX());
primaryStage.setY(yOffset + e.getScreenY());
});
mi.setOnAction(e -> primaryStage.setIconified(true));
/* Use this approach if you want to go with the Stage maximized property */
// approach1(primaryStage, ma);
/* Use this approach if you want to avoid Stage maximized property and maintain a instance variable */
approach2(primaryStage, ma);
}
private void approach1(Stage primaryStage, Button ma) {
primaryStage.iconifiedProperty().addListener((obs, old, iconified) -> {
if (!iconified && primaryStage.isMaximized()) {
primaryStage.setWidth(screenBounds.getWidth());
primaryStage.setHeight(screenBounds.getHeight());
}
});
ma.setOnAction(e -> {
if (primaryStage.isMaximized()) {
primaryStage.setX(originalBounds.getMinX());
primaryStage.setY(originalBounds.getMinY());
primaryStage.setWidth(originalBounds.getWidth());
primaryStage.setHeight(originalBounds.getHeight());
primaryStage.setMaximized(false);
ma.setText("Ma");
} else {
originalBounds = new Rectangle2D(primaryStage.getX(), primaryStage.getY(), primaryStage.getWidth(), primaryStage.getHeight());
primaryStage.setX(screenBounds.getMinX());
primaryStage.setY(screenBounds.getMinY());
primaryStage.setWidth(screenBounds.getWidth());
primaryStage.setHeight(screenBounds.getHeight());
primaryStage.setMaximized(true);
ma.setText("Re");
}
});
}
private void approach2(Stage primaryStage, Button ma) {
ma.setOnAction(e -> {
if (maximized) {
primaryStage.setX(originalBounds.getMinX());
primaryStage.setY(originalBounds.getMinY());
primaryStage.setWidth(originalBounds.getWidth());
primaryStage.setHeight(originalBounds.getHeight());
maximized = false;
ma.setText("Ma");
} else {
originalBounds = new Rectangle2D(primaryStage.getX(), primaryStage.getY(), primaryStage.getWidth(), primaryStage.getHeight());
primaryStage.setX(screenBounds.getMinX());
primaryStage.setY(screenBounds.getMinY());
primaryStage.setWidth(screenBounds.getWidth());
primaryStage.setHeight(screenBounds.getHeight());
maximized = true;
ma.setText("Re");
}
});
}
}
There are two changes that were needed to solve the problem
The actual problem was that if isMaximized is set to true the app goes full screen when being open from task(minimized) even though isFullScreen property is separately available
Adding a maximized property listener so that we can invalidate if the isMaximized were to be ever modified by other means(like double clicking on title bar in Linux etc)
// CHANGE 1
stage.maximizedProperty().addListener { _, _, newValue ->
if (newValue) stage.isMaximized = false
}
by having a separate maximized instead of using isMaximized
// CHANGE 2
private var maximized: Boolean = false // <- here
if (maximized) { // <- here
// restore the window by setting bounds of original size
maximized = false // <- here
text = "Ma"
} else {
// maximize window by setting bounds from screen size
maximized = true // <- and here
text = "Re"
}
Bonus : use isFocusTraversable = false to make buttons that don't focus with keyboard traversal
Final solution
fun main(args: Array<String>) {
launch<MyApp>(args)
}
class MyApp : App(Window::class, Styles::class) {
override fun start(stage: Stage) {
stage.initStyle(StageStyle.UNDECORATED)
stage.minWidth = 600.0
stage.minHeight = 450.0
stage.width = 600.0
stage.height = 450.0
// CHANGE 1
stage.maximizedProperty().addListener { _, _, newValue ->
if (newValue) stage.isMaximized = false
}
stage.isMaximized = false
super.start(stage)
}
}
class Window : View() {
override val root = borderpane {
top = Title().root
}
}
class Title : View() {
// CHANGE 2
private var maximized: Boolean = false // <- here
private var xOffset = 0.0
private var yOffset = 0.0
private var screenBounds: Rectangle2D = Screen.getPrimary().visualBounds
private var originalBounds: Rectangle2D = Rectangle2D.EMPTY
init {
primaryStage.isMaximized = false
}
override val root = hbox {
hgrow = Priority.ALWAYS
onMousePressed = EventHandler { ev ->
xOffset = primaryStage.x - ev.screenX
yOffset = primaryStage.y - ev.screenY
}
onMouseDragged = EventHandler { ev ->
primaryStage.x = xOffset + ev.screenX
primaryStage.y = yOffset + ev.screenY
}
val l1 = hbox {
hgrow = Priority.ALWAYS
alignment = Pos.CENTER
label("Forms")
}
add(l1)
l1.requestFocus()
button("Mi") {
id = "min"
action {
with(primaryStage) { isIconified = true }
}
isFocusTraversable = false
}
button("Ma") {
id = "max"
action {
if (maximized) { // <- here
with(primaryStage) {
x = originalBounds.minX
y = originalBounds.minY
width = originalBounds.width
height = originalBounds.height
maximized = false // <- here
}
text = "Ma"
} else {
with(primaryStage) {
originalBounds = Rectangle2D(x, y, width, height)
x = screenBounds.minX
y = screenBounds.minY
width = screenBounds.width
height = screenBounds.height
maximized = true // <- and here
}
text = "Re"
}
l1.requestFocus()
}
isFocusTraversable = false
}
button("X") {
id = "close"
action {
app.stop()
println("exiting")
exitProcess(0)
}
isFocusTraversable = false
}
}
}

wxwidget - issue of wxEVT_LEAVE_WINDOW event

I'd like to implement a card style UI(as the screen shot), card is using a wxPanel as a container, a static text and a static bmp in the panel. the card will zoom in and color changed when mouse on it, when the mouse leave the card, size and color will recover as normal state. I add some logic in onEnter and onLeave of wxPanel to handle zoom and color change. the card works fine in most of cases, but if mouse move quickly, multiple cards will be selected. From output log, it seems the issue happens in OnLeave, !GetClientRect().Contains(event.GetPosition()) = false, even the mouse actually has been out of the rect of the card. how can the card work as expected even mouse move quickly?
enter image description here
void TypeCard::OnEnter(wxMouseEvent& event) {
wxRect rect = GetClientRect();
wxPoint pnt = event.GetPosition();
TRACELOG_WARNING("###### On Enter left=%d top=%d width=%d height=%d", rect.GetLeft(), rect.GetTop(), rect.GetWidth(), rect.GetHeight());
TRACELOG_WARNING("&&&&&& On Enter x=%d y=%d", pnt.x, pnt.y);
if (GetClientRect().Contains(event.GetPosition()) && !selected_ ) {
TRACELOG_WARNING("&&&&&&On Enter = true");
if (m_bZoomEnabled) {
ZoomCard(zoom_in, 5, 5);
}
selected_ = true;
} else {
TRACELOG_WARNING("*****************************************************On Enter = false selected_ = %d", (int)selected_ );
}
// have_focus_ = true;
Refresh(false);
Update();
event.Skip();
}
void TypeCard::OnLeave(wxMouseEvent& event) {
wxRect rect = GetClientRect();
wxPoint pnt = event.GetPosition();
TRACELOG_WARNING("###### On OnLeave left=%d top=%d width=%d height=%d", rect.GetLeft(), rect.GetTop(), rect.GetWidth(), rect.GetHeight());
TRACELOG_WARNING("&&&&&& On OnLeave x=%d y=%d", pnt.x, pnt.y);
// if (!GetClientRect().Contains(event.GetPosition())) {
if (!rect.Contains(pnt)) {
if (m_bZoomEnabled) {
ZoomCard(zoom_out, 5, 5);
}
selected_ = false;
} else {
TRACELOG_WARNING("*****************************************************On OnLeave = false");
}
if (!selected_) {
// have_focus_ = false;
Refresh(false);
Update();
}
event.Skip();
}
void TypeCard::OnPaint(wxPaintEvent& event) {
wxPaintDC dc(this);
wxColour colour = selected_ ? CARD_SELECT_BACKGROUND_COLOUR : COMPONENT_UNSELECT_BACKGROUND_COLOUR;
wxCursor cur = selected_ ? wxCURSOR_HAND : wxCURSOR_ARROW;
dc.SetPen(wxPen(colour));
dc.SetBrush(wxBrush(colour));
this->SetCursor(cur);
const wxWindowList& list = this->GetChildren();
for (wxWindowList::compatibility_iterator node = list.GetFirst(); node; node = node->GetNext()) {
wxWindow* current = node->GetData();
if (current) {
current->SetBackgroundColour(colour);
current->SetCursor(cur);
}
}
dc.DrawRectangle(0, 0, this->GetSize().GetWidth(), GetSize().GetHeight());
}

Defining a series of functions in DigitalMicrograph scripting

I have a set of functions inside a class that I need to define. Each passes a different value into another function:
void function00(object self, taggroup tg) self.otherfunction(tg,0,0)
void function01(object self, taggroup tg) self.otherfunction(tg,0,1)
void function02(object self, taggroup tg) self.otherfunction(tg,0,2)
void function03(object self, taggroup tg) self.otherfunction(tg,0,3)
void function04(object self, taggroup tg) self.otherfunction(tg,0,4)
I have 100 of these functions and I'd prefer not to define each one separately. Considering the above example I'd like to do something like:
for(number i=0; i<5; i++){
void function0+i(object self, taggroup tg) self.otherfunction(tg,0,i)
}
which doesn't work on it's own. Any suggestions?
For some more context I create a series of check boxes inside 2 for loops with the following:
BOXinsides.DLGAddElement(DLGCreateCheckBox(label,0,"function"+i+j).DLGIdentifier("#function"+i+j))
and I need to define all the functions in some sensible way.
DigitalMicrograph scripting does not allow this type of template code. However, you can solve your problem by linking all checkbox items to the same action-method. The signature of the action method passed in the TagGroup which is the checkbox item itself. You can use this to derive information from it, for example by looking at a checkbox property such as its title:
class myUI : UIframe
{
void generalFunction( object self , tagGroup checkTg )
{
// checkTg is the taggroup of the checkbox which fired the method.
// Use its Title to get back the running value!
string label = checkTg.DLGGetTitle()
Result( "\n label of checkbox:" + label )
number i = val( right( label, len( label ) - 1 ) )
Result( "\n running index:" + i )
}
TagGroup CreateCheckboxes( object self )
{
TagGroup checkboxGroup = DLGCreateGroup()
for ( number i = 0 ; I < 5 ; i++ )
{
checkboxGroup.DLGAddElement( DLGCreateCheckBox( "C" + I , 0 , "generalFunction" ) )
}
return checkboxGroup
}
TagGroup CreateDLGTags( object self )
{
TagGroup dlg, dlgitems
dlg = DLGCreateDialog( "Test" , dlgitems )
dlgitems.DLGAddElement( self.CreateCheckboxes() )
return dlg
}
object Init( object self )
{
return self.super.init( self.CreateDLGTags() )
}
}
// MAIN SCRIPT calling the dialog
{
Object dlg = Alloc(myUI).Init()
dlg.pose()
}
You can also 'attach' information directly to the checkbox. Checkboxes are - as all dialog items - really just specific TagGroup objects to which you can add whatever you like. In the example below, I'm adding an additional tag with a random number:
class myUI : UIframe
{
void generalFunction( object self , tagGroup checkTg )
{
// checkTg is the taggroup of the checkbox which fired the method.
// Use its Title to get back the running value!
string label = checkTg.DLGGetTitle()
Result( "\n label of checkbox:" + label )
number rnd
if ( checkTG.TagGroupGetTagAsNumber( "Random NR", rnd ) )
{
Result( "\n Random number:" + rnd )
}
}
TagGroup CreateCheckboxes( object self )
{
TagGroup checkboxGroup = DLGCreateGroup()
for ( number i = 0; I < 5 ; i++ )
{
TagGroup checkbox = DLGCreateCheckBox( "C" + I , 0 , "generalFunction" )
checkbox.TagGroupSetTagAsNumber( "Random NR", Random() )
checkboxGroup.DLGAddElement( checkbox )
}
return checkboxGroup
}
TagGroup CreateDLGTags( object self )
{
TagGroup dlg, dlgitems
dlg = DLGCreateDialog( "Test" , dlgitems )
dlgitems.DLGAddElement( self.CreateCheckboxes() )
return dlg
}
object Init( object self )
{
return self.super.init( self.CreateDLGTags() )
}
}
// MAIN SCRIPT calling the dialog
{
Object dlg=Alloc(myUI).Init()
dlg.pose()
}