How to modify a form in a background thread - c++-cli

This might be a simple question but I can't figure it out.
I have a form called in my main function:
void Main() {
Mem = new MemoryManager();
Console::WriteLine("Thread Started");
Application::EnableVisualStyles();
Application::SetCompatibleTextRenderingDefault(false);
FinalSolution::ControlPanel form;
Thread^ cLoop = gcnew Thread(gcnew ThreadStart(loop));
cLoop->Start();
Application::Run(%form);
}
All I want to do is, if someone presses a key in general (not just when the program is in focus), it changes the background to a different color.
I have tried a few things but nothing has worked so far. Here is the loop and I have indicated where I want it to happen.
void loop() {
while (true) {
if (GetAsyncKeyState(key)) {
//Here
form.button->BackColor = System::Drawing::Color::ForestGreen;
}
}
}
Of course the issue is that this function doesn't know what form is, but I don't know how to tell it.

Ended up just putting the loop directly in the form header and that solved the problem.

Related

Vaadin LoginOverlay

I am very new to both java and vaadin. Hope to be able to get some good tips on how I can improve my code.
I would like to rewrite the code below to use Vaadin´s -> LoginOverlay instead of the code below.
As I said, I'm trying to learn so I have used the code for this example: https://www.youtube.com/watch?v=oMKks5AjaSQ&t=1158s
However, LoginOverlay seems to be a better way to display its login part through. As in this example: https://www.youtube.com/watch?v=pteip-kZm4M
So my question is how can you write the code below as a LoginOverlay.
public class LoginView extends Div {
public LoginView(AuthService authService) {
setId("login-view");
var username = new TextField("Username");
var password = new PasswordField("Password");
add(
new H1("Welcome"),
username,
password,
new Button("Login", event -> {
try {
authService.authenticate(username.getValue(), password.getValue());
UI.getCurrent().navigate("home");
} catch (AuthService.AuthException e) {
Notification.show("Wrong credentials.");
}
}),
new RouterLink("Register", RegisterView.class)
);
}
}
I have only come this far to convert the code.
A clarification of the new part of the code. The code does not work. The part with loginOverlay.addLoginListener (event -> probably needs to be written in a different way.
I'm using IntelliJ 2020.3.4 if that is of any help.
public class LoginView2 extends Composite<LoginOverlay> {
public LoginView2(AuthService authService) {
setId("login-view");
LoginOverlay loginOverlay = getContent();
loginOverlay.setTitle("Welcom");
loginOverlay.setDescription("Manage your business tasks");
loginOverlay.setOpened(true);
loginOverlay.addLoginListener(event -> {try {
if(authService.authenticate(username.getValue(), password.getValue());
UI.getCurrent().navigate("home");
} catch (AuthService.AuthException e) {
Notification.show("Wrong credentials.");
}
}),
new RouterLink("Register", RegisterView.class);
}
}
}
}
Super grateful for all the help you can give.
Many thanks to everyone who makes stackoverflow so amazing.
Copy-pasting code snippets with little idea about what the code does is a recipe for disaster, especially when it comes to security.
You have all kinds of errors in your code: misplaced braces, using variables that do not exist, and a RouterLink far from where it belongs.
I understand you've got to start somewhere. I would recommend starting from code that actually compiles, and then gradually adding things, testing what you have so far at every step.
Here are some tips for your LoginView2:
Remove the whole loginOverlay.addLoginListener(...) code, including the authService.authenticate call and the RouterLink. Make sure that you can run the application at this point, and that you can see the login overlay.
Add back the login listener, but for now just show a notification in it. Test that you can run the application, and that if you click Login, your notification is displayed.
loginOverlay.addLoginListener(event -> {
Notification.show("This is working");
});
Implement the authentication. You have a call to authService.authenticate(...) inside an if-statement, but the method does not return anything. Instead, it throws an exception if the authentication fails, hence the try-catch. This means that inside the try { ... } block, any code you put after the authService.authenticate(...) call is only executed if it did not throw an exception, i.e. if the authentication was successful.
There are no username or password variables. The first YouTube video had defined these variables in the form of text fields. With the login overlay, it creates those fields for you, so how do you get the corresponding values from it?

Monogame 3.5: Mouse Click Not Detected

My monogame game has stopped responding to mouse clicks. Prior to version 3.5, this was working fine. Here's how I'm currently getting the input:
protected override void Update (GameTime game_time)
{
Mouse_Input (game_time);
}
void Mouse_Input(GameTime game_time)
{
mouse_current = Mouse.GetState();
if (mouse_current.LeftButton == ButtonState.Pressed)
{
// click
}
}
Setting breakpoints in the function reveals all the code is being hit, but LeftButton is always ButtonState.Released.
I've tried with both a wired mouse and the trackpad. Keyboard input is working fine. Anyone else running into this?
I always use this way.
MouseState currentMouseState;
MouseState oldMouseState;
public bool checkClick()
{
oldMouseState = currentMouseState;
currentMouseState = Mouse.GetState();
if (Visible)
{
if (currentMouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
{
return true;
}
}
}
If you want to check if the Mouse clicks on a Rectangle (Hud elements for example)
public bool checkClickRectangle(Rectangle rec)
{
oldMouseState = currentMouseState;
currentMouseState = Mouse.GetState();
if (Visible)
{
if (rec.Contains(new Vector2(Mouse.GetState().X, Mouse.GetState().Y)) && currentMouseState.LeftButton == ButtonState.Pressed && oldMouseState.LeftButton == ButtonState.Released)
{
return true;
}
}
}
This was actually a not a problem with Monogame, but a problem in my game logic that was very difficult to track down.
After upgrading to 3.5, I had to reconfigure how my Texture2D's were being loaded, which also meant refactoring some classes. I ended up with a class within a class which were both inheriting from Game.
public class Brush_Control : Game
{
public class Tile : Game
{
Process of elimination narrowed the search to this class. I believe this caused an infinite loop that interfered with the input somehow, but without throwing an error or causing an obvious freeze.
Removing the inner Game reference as a parent fixed the problem, and it turns out I no longer need to have it there anyway.

Open JFileChooser on doubleclick of JTable

I have another question.
I want to open a JFileChooser window when I double click on a JTable.
My code so far :
productTable.addMouseListener(new MouseAdapter(){
public void dblclick(MouseEvent click){
if (click.getClickCount() == 2){
fileChooser.setVisible(true);
}
}
});
I have fileChooser declared as a new JFileChooser box, to clear up any confusion. I kind of understand ActionListeners but my understanding is really only limited to regular buttons. I read through mouse listeners, and the code above is my understanding.
How do I add the class dblclick on double click of the JTable?
Also, if there is an easier way to approach the problem, I would greatly appreciate some pointers.
Thanks in advance!
So I actually figured it out on my own... As I figured, it was a pretty simple solution.
I changed the above code to :
productTable.addMouseListener(new MouseAdapter(){
public void mouseClicked(MouseEvent click){
productTableMouseClicked(click);
}
});
and then I added the handler at the bottom with my other action handlers :
private void productTableMouseClicked(MouseEvent click){
if (click.getClickCount() == 2){
fileChooser.showOpenDialog(fileChooser);
}
}
So that's that, I guess.

Animation not starting until UI updates or touch event

I have a strange problem with an AlphaAnimation. It is supposed to run repeatedly when an AsyncTask handler is called.
However, the first time the handler is called in the Activity, the animation won't start unless I touch the screen or if the UI is updated (by pressing the phone's menu button for example).
The strange part is that once the animation has run at least once, it will start without problem if the handler is called again.
Here's what the code looks like:
// AsyncTask handler
public void onNetworkEvent()
{
this.runOnUiThread(new Runnable() {
#Override
public void run()
{
flashScreen(Animation.INFINITE);
}
});
}
// Called method
private void flashScreen(int repeatCount)
{
final View flashView = this.findViewById(R.id.mainMenuFlashView);
AlphaAnimation alphaAnimation = new AlphaAnimation(1, 0);
alphaAnimation.setRepeatCount(repeatCount);
alphaAnimation.setRepeatMode(Animation.RESTART);
alphaAnimation.setDuration(300);
alphaAnimation.setInterpolator(new DecelerateInterpolator());
alphaAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation)
{
flashView.setVisibility(View.VISIBLE);
}
#Override
public void onAnimationEnd(Animation animation)
{
flashView.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) { }
});
flashView.startAnimation(alphaAnimation);
}
I have noticed that runOnUIThread isn't necessary (same results occur if I don't use it), but I prefer keeping it as I'm not on the UI thread.
Any ideas on what could cause this?
A little more research showed that my problem was the same a this question:
Layout animation not working on first run
The flashView's visibility was set to GONE by default (causing the Animation not to start immediately as the View had never been rendered), so I just need to set it to INVISIBLE before calling flashView.startAnimation()
If setting the View to VISIBLE won't work, as was in my case, it helped for me to call requestLayout() before starting the Animation, like so:
Animation an = new Animation() {
...
view.requestLayout();
view.startAnimation(an);
In my case, my View was 0dip high which prevented onAnimationStart from being called, this helped me around that problem.
This worked for me:
view.setVisibility(View.VISIBLE);
view.startAnimation(animation);
I had to set the view to VISIBLE (not INVISIBLE, neither GONE), causing the view renderization needed to animate it.
That's not an easy one. Till you got a real answer : The animation start is triggered by onNetworkEvent. As we don't know the rest of the code, you should look there, try to change onNetworkEvent by an other event that you can easily identify, just to debug if the rest of the code is ok or if it's just the trigger that is responsible for it.
May be it will help someone, because previous answers not helped me.
My animation was changing height of view (from 0 to it's real height and back) on click - expand and collapse animations.
Nothing worked until i added listener and set visibility to GONE, when animation ends:
collapseAnim.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
view.setVisibility(View.GONE);
}
#Override
public void onAnimationRepeat(Animation animation) {
}
});
And when expand just set it to VISIBLE before animation:
view.setVisibility(View.VISIBLE);
view.startAnimation(expandAnim);

Controller selection

In my title screen, i have a code saying that the first controller using A is the PlayerIndex.one.
Here is the code:
public override void HandleInput(InputState input)
{
for (int anyPlayer = 0; anyPlayer <4; anyPlayer++)
{
if (GamePad.GetState((PlayerIndex)anyPlayer).Buttons.A == ButtonState.Pressed)
{
FirstPlayer = (PlayerIndex)anyPlayer;
this.ExitScreen();
AddScreen(new Background());
}
}
}
My question is: How can i use the "FirstPlayer" in other classes? (without this, there is no interest in this code)
I tried the Get Set thing but i can't make it work. Does i need to put my code in another class? Do you use other code to make this?
Thanks.
You can make a static variable say : SelectedPlayer,
and assign first player to it!
then you can call the first player through this class,
for example
class GameManager
{
public static PlayerIndex SelectedPlayer{get;set;}
..
..
..
}
and right after the loop in your code, you can say:
GameManager.SelectedPlayer = FirstPlayer;
I hope this helps, if your code cold be clearer that would be easier to help :)
Ok, so to do this properly you're going to have to redesign a little.
First off, you should be checking for a new gamepad input (i.e. you should be exiting the screen only when 'A' has been newly pressed). To do this you should be storing previous and current gamepad states:
private GamePadState currentGamePadState;
private GamePadState lastGamePadState;
// in your constructor
currentGamePadState = new GamePadState();
lastGamePadState = new GamePadState();
// in your update
lastGamePadState = currentGamePadState;
currentGamePadState = GamePad.GetState(PlayerIndex.One);
Really what you need to do is modify your class that deals with input. The basic functionality from your HandleInput function should be moved into your input class. Input should have a collection of functions that test for new/current input. For example, for the case you posted:
public Bool IsNewButtonPress(Buttons buton)
{
return (currentGamePadState.IsButtonDown(button) && lastGamePadState.IsButtonUp(button));
}
Then you can write:
public override void HandleInput(InputState input)
{
if (input.IsNewButtonPress(Buttons.A)
{
this.ExitScreen();
AddScreen(new Background());
}
}
Note: this will only work for one controller. To extend the implementation, you'll need to do something like this:
private GamePadState[] currentGamePadStates;
private GamePadState[] lastGamePadStates;
// in your constructor
currentGamePadStates = new GamePadState[4];
currentGamePadStates[0] = new GamePadState(PlayerIndex.One);
currentGamePadStates[1] = new GamePadController(PlayerIndex.Two);
// etc.
lastGamePadStates[0] = new GamePadState(PlayerIndex.One);
// etc.
// in your update
foreach (GamePadState s in currentGamePadStates)
{
// update all of this as before...
}
// etc.
Now, you want to test every controller for input, so you'll need to generalise by writing a function that returns a Bool after checking each GamePadState in the arrays for a button press.
Check out the MSDN Game State Management Sample for a well developed implementation. I can't remember if it supports multiple controllers, but the structure is clear and can easily be adapted if not.