Old question: Codename One app not provide real location
We still have problem getting current location.
Sometimes it's ok, "Localizzazione..." dialog shows, then location ok callback dispose the dialog.
Sometimes the dialog is never disposed and I don't see GPS in the top bar, which is visible when location is ok and dispose the dialog.
Slider s1 = new Slider();
Display.getInstance().callSerially(() -> {
blocco_loc_in_corso = makeDialog("Localizzazione...", s1, null, 'a');
blocco_loc_in_corso.show();
});
LocationManager locationManager = LocationManager.getLocationManager();
locationManager.setLocationListener(new LocationListener() {
#Override
public void locationUpdated(Location location) {
if(location != null) {
Display.getInstance().callSerially(() -> {
if(blocco_loc_in_corso != null) {
blocco_loc_in_corso.dispose();
}
});
paintLocation(location, true);
}
}
#Override
public void providerStateChanged(int newState) {
}
}, new LocationRequest(LocationRequest.PRIORITY_HIGH_ACCUARCY, 1000));
I have this problem for at least 6 months. We only need to block user until we have his GPS location which may can change (GPS updates callback).
Edited:
public Dialog makeDialog(String label, Component c, String buttonText, char btIcon) {
Dialog dlg_r = new Dialog();
Style dlgStyle = dlg_r.getDialogStyle();
dlgStyle.setBorder(Border.createEmpty());
dlgStyle.setBgTransparency(255);
dlgStyle.setBgColor(0xffffff);
Label title = dlg_r.getTitleComponent();
title.getUnselectedStyle().setFgColor(0xff);
title.getUnselectedStyle().setAlignment(Component.LEFT);
dlg_r.setLayout(BoxLayout.y());
Label blueLabel = new Label(label);
blueLabel.setShowEvenIfBlank(true);
blueLabel.getUnselectedStyle().setBgColor(0xff);
blueLabel.getStyle().setFgColor(0x0a0afc);
blueLabel.getStyle().setAlignment(Component.CENTER);
blueLabel.getUnselectedStyle().setPadding(1, 1, 1, 1);
blueLabel.getUnselectedStyle().setPaddingUnit(Style.UNIT_TYPE_PIXELS);
dlg_r.add(blueLabel);
dlg_r.add(c);
if (buttonText != null) {
Button dismiss = new Button(buttonText);
dismiss.getAllStyles().setBorder(Border.createEmpty());
dismiss.getAllStyles().setFgColor(0);
dismiss.getAllStyles().set3DText(true, true);
dismiss.setIcon(FontImage.createMaterial(btIcon, dismiss.getStyle()));
dismiss.addActionListener(((evt) -> {
dlg_r.dispose();
}));
dlg_r.add(dismiss);
}
return dlg_r;
}
To make sure this code is threadsafe make the following change:
public void locationUpdated(Location location) {
locationFound = true;
// ...
}
Then in the make dialog method:
dlg_r.addShowListener(e -> {
if(locationFound) {
dlg_r.dispose();
}
});
Since this event can happen in the dead time of showing the dialog transition.
Related
I'm trying to find out how the Bukkit version of WorldEdit handles brushes. I've been looking at the source code on GitHub, but I couldn't find anythig useful. I've tried to recreate the effect, but I can only get it to work when I'm in interaction reach of the target block.
This is about as close as it gets in the source code:
} else if (action == Action.RIGHT_CLICK_AIR) {
if (we.handleRightClick(player)) {
event.setCancelled(true);
}
}
(WorldEdit/worldedit-bukkit/src/main/java/com/sk89q/worldedit/bukkit/WorldEditListener.java, line 143-147)
There are some other parts of code that get very close. I've also looked in /worldedit-core, but nothing there either.
Could someone help me here?
Edit: This is how I try to do it:
public static void onRightClick (PlayerInteractEvent event) {
if (event.getAction() == Action.RIGHT_CLICK_BLOCK) {
Location location = event.getClickedBlock().getLocation();
if (event.getItem() != null) {
if (event.getItem().getItemMeta().equals(ItemManager.wand.getItemMeta())) {
Player player = event.getPlayer();
player.getWorld().doStuff(location);
}
}
}
}
Edit #2: what I'm most curious about is: How does WE select the location to apply the brush if you are outside of interaction reach?
I needed to use BlockIterators for this. The final code looks like this:
public class BoomWandEvent implements Listener {
#EventHandler
public static void onRightClick (PlayerInteractEvent event) {
Player player = event.getPlayer();
if (event.getAction() == Action.RIGHT_CLICK_BLOCK || event.getAction() == Action.RIGHT_CLICK_AIR) {
if (player.getInventory().getItemInMainHand().equals(ItemManager.explosionWand)) {
Location eyePos = player.getEyeLocation();
BlockIterator raytracer = new BlockIterator(eyePos, 0.0D, player.getClientViewDistance() * 16);
while (raytracer.hasNext()) {
Location location = raytracer.next().getLocation();
if (player.getWorld().getBlockAt(location).getType() != Material.AIR && player.getWorld().getBlockAt(location).getType() != Material.CAVE_AIR && player.getWorld().getBlockAt(location).getType() != Material.VOID_AIR) {
player.getWorld().createExplosion(location, 4f);
return;
}
}
}
}
}
}
Thanks to Rogue for helping!
The documentation shows this C# snippet:
async void DisplayDeleteFileDialog(){
ContentDialog deleteFileDialog = new ContentDialog{
Title = "Delete file permanently?",
Content = "If you delete this file, you won't be able to recover it. Do you want to delete it?",
PrimaryButtonText = "Delete",
CloseButtonText = "Cancel"
};
ContentDialogResult result = await deleteFileDialog.ShowAsync();
// Delete the file if the user clicked the primary button.
/// Otherwise, do nothing.
if (result == ContentDialogResult.Primary) {
// Delete the file.
}
else {
// The user clicked the CLoseButton, pressed ESC, Gamepad B, or the system back button.
// Do nothing.
}
}
What I'm requesting is a C++/winRT version of this snippet.
IAsyncAction Async()
{
ContentDialog dialog;
dialog.Title(box_value(L"title"));
dialog.Content(box_value(L"content"));
dialog.PrimaryButtonText(L"primary");
dialog.CloseButtonText(L"close");
auto result = co_await dialog.ShowAsync();
if (result == ContentDialogResult::Primary)
{
}
}
I wanted to open content dialog on button click so I tried the code snippet provided by Kenny Kerr. Everything seemed to work fine without error but when i clicked the button no dialog was seen. i fixed it by placing below code
dialog.XamlRoot(myButton().XamlRoot());
Before auto result = co_await dialog.ShowAsync() line.
ContentDialog.xaml, xaml.h, xaml.cpp should not have the name or classes
named Windows::UI::Xaml::Controls::ContentDialog!!! My name is
ContentDialog1
DirectXPage.xaml.cpp
void YourNamespace::DirectXPage::UpdateStatus(String^ strMessage,
NotifyType type)
{
switch (type)
{
case NotifyType::StatusMessage:
StatusBorder->Background = ref new
SolidColorBrush(Windows::UI::Colors::Green);
break;
case NotifyType::ErrorMessage:
StatusBorder->Background = ref new
SolidColorBrush(Windows::UI::Colors::Red);
break;
default:
break;
}
StatusBlock->Text = strMessage;
// Collapse the StatusBlock if it has no text to conserve real estate.
if (StatusBlock->Text != "")
{
StatusBorder->Visibility = Windows::UI::Xaml::Visibility::Visible;
StatusPanel->Visibility = Windows::UI::Xaml::Visibility::Visible;
}
else
{
StatusBorder->Visibility = Windows::UI::Xaml::Visibility::Collapsed;
StatusPanel->Visibility = Windows::UI::Xaml::Visibility::Collapsed;
}
// Raise an event if necessary to enable a screen reader to announce
the status update.
auto peer = dynamic_cast<FrameworkElementAutomationPeer^>
(FrameworkElementAutomationPeer::FromElement(StatusBlock));
if (peer != nullptr)
{
peer->RaiseAutomationEvent(AutomationEvents::LiveRegionChanged);
}
}
void YourNameSpace::DirectXPage::NotifyUser(Platform::String^ strMessage,
NotifyType type)
{
if (Dispatcher->HasThreadAccess)
{
UpdateStatus(strMessage, type);
}
else
{
Dispatcher->RunAsync(CoreDispatcherPriority::Normal, ref new
DispatchedHandler([strMessage, type, this]()
{
UpdateStatus(strMessage, type);
ContentDialog1^ dlg = ref new ContentDialog1();
dlg->ContentDialog_SetTitle(L"Error Message");
dlg->ContentDialog_SetTextBlock(L"All textures must be chosen from
the x64\\Release or Debug\\YourNamespace\\AppX\\Assets\\
(Folder or sub-Folders)");
Windows::Foundation::IAsyncOperation<ContentDialogResult>^ result =
dlg->ShowAsync();
if (result->GetResults() == ContentDialogResult::Primary) {}
if (result->GetResults() == ContentDialogResult::Secondary) {}
}));
}
}
I want to show some pages in the first time app is installed, and the next time when I open the app show some other pages.
I tried this code
protected override void OnStart()
{
if (Application.Current.Properties.ContainsKey("id"))
{
MainPage = new NavigationPage(new Page2());
}
else
{
Application.Current.Properties["id"] = 2;
MainPage = new NavigationPage(new Page1());
}
}
The values in the Properties dictionary are only stored when the app goes to sleep
For a cross-platform approach, you can use the Settings Plugin
Then you can create a boolean property, for example, DidOpenOnce, and if it is false, show your initial welcome page or whatever. Then afterwards, set it to true.
protected void checkApplicationInstallState()
{
//retreive
var prefs = Application.Context.GetSharedPreferences("MyApp", FileCreationMode.Private);
var somePref = prefs.GetBool("IsApplicationOpenedForOnce", null);
if (!somePref) {
// Your Application is opened for the very first time. Now change the value to true as you have now opened the app so next time opening this application should get a true value.
var prefEditor = prefs.Edit();
prefEditor.PutBool(true, "IsApplicationOpenedForOnce");
prefEditor.Commit();
}
}
public MainPage()
{
InitializeComponent();
if (Application.Current.Properties.ContainsKey("FirstUse"))
{
//Do things when it's NOT the first use...
loadinit();
}
else
{
Application.Current.Properties["FirstUse"] = false;
//Do things when it IS the first use...
}
}
public async void loadinit()
{
await Navigation.PushAsync(new LoadPage());
}
I'm new in Xamarin and i'm trying to create a simple page with some components.
One of these component is a Switch it works fine by itself but i would like to change the basic text "inactive/active" by "male/female"
I've seen that in Xaml for windows phone there is a ToggleSwitch Component with a On/OffContent property but i can't seems to find an equivalent in XAML for Xamarin Forms
any idea ?
Thank you!
The lack of built in switch options, or at least the lack of being able to rename the switch options, has been asked a few times.
You could go with custom renders, modify the text at the OS level or do like I chose to do, just build your own switch.
This switch is two buttons laid out horizontally with the text Yes and No. The selected button gets a red border, and the unselected a transparent border.
class CustomSwitch : Grid
{
public event EventHandler<SelectedItemChangedEventArgs> ItemSelected;
private Button negative;
private Button positive;
public static readonly BindableProperty SelectedItemProperty = BindableProperty.Create<CustomSwitch, Object>(t => t.SelectedItem, null, BindingMode.TwoWay, propertyChanged: OnSelectedItemChanged);
public CustomSwitch()
{
try
{
this.HorizontalOptions = LayoutOptions.Center;
this.VerticalOptions = LayoutOptions.Center;
negative = new Button();
negative.Text = "No";
negative.Style = <YourNameSpace>.AppStyling.Style_Button_Switch;
negative.Clicked += (o,s) => OnSelectedItemChanged(this, ItemSelected, (int)Classes.Collections.Enums.SelectionStatus.False);
positive = new Button();
positive.Text = "Yes";
positive.Style = <YourNameSpace>.AppStyling.Style_Button_Switch;
positive.Clicked += (o, s) => OnSelectedItemChanged(this, ItemSelected, (int)Classes.Collections.Enums.SelectionStatus.True);
this.Children.Add(negative, 0,0);
this.Children.Add(positive, 1,0);
}
catch(System.Exception ex)
{
<YourNameSpace>.Classes.Helpers.Helper_ErrorHandling.SendErrorToServer(ex, this.GetType().Name, System.Reflection.MethodBase.GetCurrentMethod().Name);
}
}
public Object SelectedItem
{
get
{
return base.GetValue(SelectedItemProperty);
}
set
{
if (SelectedItem != value)
{
base.SetValue(SelectedItemProperty, value);
InternalUpdateSelected();
}
}
}
private void InternalUpdateSelected()
{
if((int)SelectedItem == (int)Classes.Collections.Enums.SelectionStatus.False)
{
negative.BorderColor = <YourNameSpace>.AppStyling.Color_Selected;
positive.BorderColor = <YourNameSpace>.AppStyling.Color_UnSelected;
positive.Opacity = <YourNameSpace>.AppStyling.Opaque_High;
}
else if ((int)SelectedItem == (int)Classes.Collections.Enums.SelectionStatus.True)
{
negative.BorderColor = <YourNameSpace>.AppStyling.Color_UnSelected;
negative.Opacity = <YourNameSpace>.AppStyling.Opaque_High;
positive.BorderColor = <YourNameSpace>.AppStyling.Color_Selected;
}
else
{
negative.BorderColor = <YourNameSpace>.AppStyling.Color_UnSelected;
negative.Opacity = <YourNameSpace>.AppStyling.Opaque_High;
positive.BorderColor = <YourNameSpace>.AppStyling.Color_UnSelected;
positive.Opacity = <YourNameSpace>.AppStyling.Opaque_High;
}
}
private static void OnSelectedItemChanged(BindableObject bindable, object oldValue, object newValue)
{
CustomSwitch boundSwitch = (CustomSwitch)bindable;
if((int)newValue != (int)Classes.Collections.Enums.SelectionStatus.Unselected)
{
boundSwitch.SelectedItem = (int)newValue == (int)Classes.Collections.Enums.SelectionStatus.False ? (int)Classes.Collections.Enums.SelectionStatus.False : (int)Classes.Collections.Enums.SelectionStatus.True;
}
if (boundSwitch.ItemSelected != null)
{
boundSwitch.ItemSelected(boundSwitch, new SelectedItemChangedEventArgs(newValue));
}
boundSwitch.InternalUpdateSelected();
}
}
I'm writing a simple browser in Vala and WebKitGTK+.
One of the things I need to do is set the window's title to that of the webpage title, so I monitor title changes with web_view.notify["title"].connect. However, sometimes the value of title is null, when it obviously shouldn't be.
Some examples I remember:
Search anything in Google. Going to the next results page sets the title to null.
Click on an anchor link (e.g. http://example.com/page.html#section)
In any case, using the Web Inspector shows that the pages do have a title set.
Is this a bug I should report? Or maybe I'm doing something wrong? Here's the code I'm using:
//valac --thread --pkg webkitgtk-3.0 --pkg gtk+-3.0 --vapidir=./ test.vala
//The vapidir folder should have webkitgtk-3.0.vapi and webkitgtk-3.0.deps
using WebKit;
using Gtk;
public class Test : Gtk.Window {
public WebView webview;
public Test () {
this.title = "Test";
this.window_position = Gtk.WindowPosition.CENTER;
this.set_default_size (800, 600);
this.hide_titlebar_when_maximized = false;
this.destroy.connect (() => {
Gtk.main_quit ();
});
var scroll = new ScrolledWindow (null, null);
this.webview = new WebView ();
this.add (scroll);
scroll.add (webview);
webview.settings.enable_developer_extras = true;
webview.notify["title"].connect ((sender, property) => {
if (webview.title != null) {
this.title = webview.title;
stdout.printf (webview.title + "\n");
} else {
stdout.printf ("(null)\n");
}
});
webview.web_inspector.inspect_web_view.connect ((p0) => {
var w = new Window ();
w.window_position = WindowPosition.CENTER;
w.title = "Inspector";
w.set_default_size (800,600);
WebView view = new WebView ();
unowned WebView view2 = view;
w.add (view2);
w.show_all ();
return view2;
});
}
public static int main (string[] args) {
Gtk.init (ref args);
Test app = new Test ();
app.webview.load_uri ("http://google.com");
app.show_all ();
Gtk.main ();
return 0;
}
}
There is a signal called title_changed for that purpose and you should always use the signals provided by webkitgtk instead of the GLib notify feature.
(GLib notify is emitted each time a value changes, even if the change is just for the purpose of clearing the old value, such as in your case.)