I am trying to find a solution to allow a Hub to pan with the mouse when its reaches the left or right boundary. I have implemented the code below which i have gleaned from various sources.
` private void theHubPointerMoved(object sender, PointerRoutedEventArgs e)
{ Windows.UI.Xaml.Input.Pointer ptr = e.Pointer;
if (ptr.PointerDeviceType == Windows.Devices.Input.PointerDeviceType.Mouse)
{
Windows.UI.Input.PointerPoint ptrPt = e.GetCurrentPoint(null);
if (ptrPt.Position.X < this.ActualWidth - 20)
if (ptrPt.Position.X > 20)
{
//Do the SCROLLING HERE
var xcord = Math.Round(ptrPt.Position.X, 2);
var ycord = Math.Round(ptrPt.Position.Y, 2);
}
}
e.Handled = true;
}`
So it is relativley easy to see when the mouse is at the screen edge. I thought it would be easy to simply use the MyHub.ScrollViewer.ScrollToHorizontalOffset(xcord); but the Hub Scrollviewer doesnt expose this ScrollToHorizontalOffset function.
Can anyone assist?
Thanks.
Oh, it's exposed. If you can handle digging for it. Here's how:
http://xaml.codeplex.com/SourceControl/latest#Blog/201401-ScrollHub/MainPage.xaml.cs
In the example below, it is scrolling to a specific hub section. But you should be able to easily adapt it to your specific needs, I hope.
private void ScollHubToSection(Hub hub, HubSection section)
{
var visual = section.TransformToVisual(this.MyHub);
var point = visual.TransformPoint(new Point(0, 0));
var viewer = Helpers.FindChild<ScrollViewer>(hub, "ScrollViewer");
viewer.ChangeView(point.X, null, null);
}
Using this:
public class Helpers
{
public static T FindChild<T>(DependencyObject parent, string childName) where T : DependencyObject
{
if (parent == null) return null;
T foundChild = null;
int childrenCount = VisualTreeHelper.GetChildrenCount(parent);
for (int i = 0; i < childrenCount; i++)
{
var child = VisualTreeHelper.GetChild(parent, i);
T childType = child as T;
if (childType == null)
{
foundChild = FindChild<T>(child, childName);
if (foundChild != null) break;
}
else if (!string.IsNullOrEmpty(childName))
{
var frameworkElement = child as FrameworkElement;
if (frameworkElement != null && frameworkElement.Name == childName)
{
foundChild = (T)child;
break;
}
}
else
{
foundChild = (T)child;
break;
}
}
return foundChild;
}
}
Best of luck!
Related
i need to create a Service and a Task to calculate the Mandelbrot and JuliaSet.
The calculation is working pretty good and now we need to give it into a Service and call it inside the task.
I have now the Problem, that every Time the task is executed, the Parameters are different.
I wrote a little Setter Function to parse those Arguments to the Service first.
But i'm not sure if this is the right Way?!
I'm also not sure how to correctly call the service in the main Function?
Now it works like this:
First time the service is executed, everything seems to work, but when i call it a secound Time, nothing seems to happen.....
Just to make sure: A Service can execute the Task multiple Times at the same Time?
Is it also posible with different Parameters?
Code Task:
private MandelbrotRenderOptions mandelbrot;
private JuliaRenderOptions juliaset;
private Canvas leftCanvas;
private Canvas rightCanvas;
//Constructor
public RenderTask(Canvas leftCanvas, Canvas rightCanvas) {
this.leftCanvas = leftCanvas;
this.rightCanvas = rightCanvas;
}
public void setOptions(MandelbrotRenderOptions mandelbrot, JuliaRenderOptions juliaset) {
this.mandelbrot = mandelbrot;
this.juliaset = juliaset;
}
#Override
protected Void call() throws Exception {
try {
System.out.println("HALLO SERVICE");
// instances for rendering the left canvas [pixel.data -> PixelWriter -> WritableImage -> GraphicsContext -> Canvas]
// creates an writable image which contains the dimensions of the canvas
WritableImage wimLeftCanvas = new WritableImage((int) leftCanvas.getWidth(), (int) leftCanvas.getHeight());
// instance which can write data into the image (instance above)
PixelWriter pwLeftCanvas = wimLeftCanvas.getPixelWriter();
// instance which fills the canvas
GraphicsContext gcLeftCanvas = leftCanvas.getGraphicsContext2D();
// instances for rendering the right canvas [pixel.data -> PixelWriter -> WritableImage -> GraphicsContext -> Canvas]
WritableImage wimRightCanvas = new WritableImage((int) rightCanvas.getWidth(), (int) rightCanvas.getHeight());
PixelWriter pwRight = wimRightCanvas.getPixelWriter();
GraphicsContext gcRightCanvas = rightCanvas.getGraphicsContext2D();
gcLeftCanvas.clearRect(0, 0, leftCanvas.getWidth(), leftCanvas.getHeight());
//Pixel[][] pixels; // contains pixel data for rendering canvas
// instances for logging the rendered data
SimpleImage simpleImageLeftCanvas = new SimpleImage((int) leftCanvas.getWidth(), (int) leftCanvas.getHeight());
SimpleImage simpleImageRightCanvas = new SimpleImage((int) rightCanvas.getWidth(), (int) rightCanvas.getHeight());
short dataSimpleImage[] = new short[3]; // contains pixel data for logging rendered data
// fills left canvas (mandelbrot) PixelWriter instance with data
Pixel[][] pixels = mandelbrot.setAllPixels();
FractalLogger.logRenderCall(mandelbrot);
for (int y = 0; y < (int) leftCanvas.getHeight(); y++) {
for (int x = 0; x < (int) leftCanvas.getWidth(); x++) {
// parses color data to PixelWriter instance
Color color = Color.rgb(pixels[y][x].getRed(), pixels[y][x].getGreen(), pixels[y][x].getBlue());
pwLeftCanvas.setColor(x, y, color);
for (int depth = 0; depth < 3; depth++) {
if (depth == 0) {
dataSimpleImage[depth] = pixels[y][x].getRed();
} else if (depth == 1) {
dataSimpleImage[depth] = pixels[y][x].getGreen();
} else {
dataSimpleImage[depth] = pixels[y][x].getBlue();
}
}
try {
simpleImageLeftCanvas.setPixel(x, y, dataSimpleImage); // because data must not be null
} catch (InvalidDepthException e) {
e.printStackTrace();
}
}
}
// logs that rendering of mandelbrot is finished
FractalLogger.logRenderFinished(FractalType.MANDELBROT, simpleImageLeftCanvas);
// fills left canvas (juliaset) PixelWriter instance with data
pixels = juliaset.setAllPixels();
FractalLogger.logRenderCall(mandelbrot);
for (int y = 0; y < (int) rightCanvas.getHeight(); y++) {
for (int x = 0; x < (int) rightCanvas.getWidth(); x++) {
// pareses color to PixelWriter instance
Color color = Color.rgb(pixels[y][x].getRed(), pixels[y][x].getGreen(), pixels[y][x].getBlue());
pwRight.setColor(x, y, color);
for (int depth = 0; depth < 3; depth++) {
if (depth == 0) {
dataSimpleImage[depth] = pixels[y][x].getRed();
} else if (depth == 1) {
dataSimpleImage[depth] = pixels[y][x].getGreen();
} else {
dataSimpleImage[depth] = pixels[y][x].getBlue();
}
}
try {
simpleImageRightCanvas.setPixel(x, y, dataSimpleImage); // because data must not be null
} catch (InvalidDepthException e) {
e.printStackTrace();
}
}
}
// logs that rendering of juliaset is finished
FractalLogger.logRenderFinished(FractalType.JULIA, simpleImageRightCanvas);
// writes data from WriteableImage instance to GraphicsContext instance, which finally parses renders it into the canvas
gcLeftCanvas.drawImage(wimLeftCanvas, 0, 0);
FractalLogger.logDrawDone(FractalType.MANDELBROT);
gcRightCanvas.drawImage(wimRightCanvas, 0, 0);
FractalLogger.logDrawDone(FractalType.JULIA);
return null;
} catch (Exception e) {
System.out.println("ERROR");
System.out.println(e);
return null;
}
}
#Override
protected void cancelled()
{
super.cancelled();
updateMessage("The task was cancelled.");
}
#Override
protected void failed()
{
super.failed();
updateMessage("The task failed.");
}
#Override
public void succeeded()
{
super.succeeded();
updateMessage("The task finished successfully.");
} ```
And i call it like this in the main:
``` Service service = new Service() {
#Override
protected Task createTask() {
return new RenderTask(leftCanvas, rightCanvas);
}
};
task.setOptions(mandelbrot, juliaset);
service.restart(); ```
I want a frame with a dashed border (as shown in the image). I am looking for UWP Renderer if anyone has any suggestions on that please share them with me. I am stuck with this.
Custom Renderer for Dashed Border of frame in UWP Xamarin
Current there is not such Dashed Border of frame in UWP Xamarin, but you can make it with Rectangle and set available StrokeDashArray to implement it and then use ViewRenderer to render it within Xamarin. We will share DashedBorderRenderer below, for the complete control please refer code sample here.
public class DashedBorderRenderer : ViewRenderer<DashedBorder, DottedBorder>
{
DottedBorder _dottedBorder;
FrameworkElement _navtiveContent;
double defaultPadding = 2;
bool isOpened;
public DashedBorderRenderer()
{
}
protected override void OnElementChanged(ElementChangedEventArgs<DashedBorder> e)
{
base.OnElementChanged(e);
if (e.OldElement != null)
{
_navtiveContent.Loaded -= Native_Loaded;
_navtiveContent.SizeChanged -= Native_SizeChanged;
}
if (e.NewElement != null)
{
if (Control != null)
{
var stroke = Element.DashedStroke == 0 ? Element.DashedStroke : 2.0;
var borderColor = Element.BorderColor.ToWindowsColor() == null ? Element.BorderColor.ToWindowsColor() : Colors.Red;
Control.DashedStroke = new Windows.UI.Xaml.Media.DoubleCollection() { stroke };
Control.StrokeBrush = new Windows.UI.Xaml.Media.SolidColorBrush(borderColor);
}
else
{
_dottedBorder = new DottedBorder();
_navtiveContent = Element.Content.GetOrCreateRenderer().GetNativeElement() as FrameworkElement;
_navtiveContent.Loaded += Native_Loaded;
_navtiveContent.SizeChanged += Native_SizeChanged;
var stroke = Element.DashedStroke == 0 ? 2.0 : Element.DashedStroke;
var borderColor = Element.BorderColor.ToWindowsColor() == null ? Element.BorderColor.ToWindowsColor() : Colors.Red;
_dottedBorder.DashedStroke = new Windows.UI.Xaml.Media.DoubleCollection() { stroke };
_dottedBorder.StrokeBrush = new Windows.UI.Xaml.Media.SolidColorBrush(borderColor);
SetNativeControl(_dottedBorder);
}
}
}
private void Native_SizeChanged(object sender, SizeChangedEventArgs e)
{
UpdateSize(sender);
}
private void Native_Loaded(object sender, RoutedEventArgs e)
{
UpdateSize(sender);
}
private void UpdateSize(object sender)
{
var content = sender as FrameworkElement;
if (content is Windows.UI.Xaml.Controls.Image)
{
if (!isOpened)
{
(content as Windows.UI.Xaml.Controls.Image).ImageOpened += (s, e) =>
{
isOpened = true;
var image = sender as Windows.UI.Xaml.Controls.Image;
_dottedBorder.Height = image.ActualHeight + defaultPadding;
_dottedBorder.Width = image.ActualWidth + defaultPadding;
};
}
else
{
_dottedBorder.Height = content.ActualHeight + defaultPadding;
_dottedBorder.Width = content.ActualWidth + defaultPadding;
}
}
_dottedBorder.Height = content.ActualHeight+defaultPadding;
_dottedBorder.Width = content.ActualWidth + defaultPadding;
}
protected override void OnElementPropertyChanged(object sender, PropertyChangedEventArgs e)
{
base.OnElementPropertyChanged(sender, e);
}
}
I'm working with a treeview, which contains several columns, also one displaying a pixbuf, if audio is playing or paused. If the user double clicks on one row, audio playback starts and the row needs to be rerendered in order to display the pixbuf icon. I used QueueDraw for this, but that does only work, if the cursor leaves the current row. How can I update the pixbuf directly?
CODE:
protected void trvMainCuesheetRowActivated (object o, RowActivatedArgs args)
{
log.debug("trvMainCuesheetRowActivated called");
TreeIter ti = TreeIter.Zero;
this.lsCuesheetData.GetIter(out ti,args.Path);
if (this.lsCuesheetData.GetValue(ti,0) != null)
{
Track tCurTrack = (Track)this.lsCuesheetData.GetValue(ti,0);
if (this.objProgram.getAudioManager().getPlayState() == AudioCuesheetEditor.AudioBackend.PlayState.Stopped)
{
this.objProgram.getAudioManager().play(tCurTrack);
this.refresh();
}
else
{
if (this.objProgram.getAudioManager().getPlayState() == AudioCuesheetEditor.AudioBackend.PlayState.Playing)
{
this.objProgram.getAudioManager().seek(tCurTrack);
this.refresh();
}
}
}
}
private void renderPlaying(TreeViewColumn _tvcColumn, CellRenderer _crCell, TreeModel _tmModel, TreeIter _tiIter)
{
Track tCurTrack = (Track)_tmModel.GetValue (_tiIter, 0);
//Just display an icon, if we are playing
if (this.objProgram.getAudioManager().getPlayState() == AudioCuesheetEditor.AudioBackend.PlayState.Playing)
{
if (this.objProgram.getAudioManager().getCurrentlyPlayingTrack() == tCurTrack)
{
Gdk.Pixbuf icon = this.RenderIcon(Stock.MediaPlay, IconSize.SmallToolbar, null);
(_crCell as CellRendererPixbuf).Pixbuf = icon;
}
else
{
(_crCell as CellRendererPixbuf).Pixbuf = null;
}
}
else
{
if (this.objProgram.getAudioManager().getPlayState() == AudioCuesheetEditor.AudioBackend.PlayState.Paused)
{
if (this.objProgram.getAudioManager().getCurrentlyPlayingTrack() == tCurTrack)
{
Gdk.Pixbuf icon = this.RenderIcon(Stock.MediaPause, IconSize.SmallToolbar, null);
(_crCell as CellRendererPixbuf).Pixbuf = icon;
}
else
{
(_crCell as CellRendererPixbuf).Pixbuf = null;
}
}
else
{
(_crCell as CellRendererPixbuf).Pixbuf = null;
}
}
}
//Purpose: Function used to refresh the MainWindow depending on new options set.
public void refresh()
{
//QueueDraw is needed since it fires a signal to cellrenderers to update
this.trvMainCuesheet.QueueDraw();
this.sbMainWindow.Visible = this.objProgram.getObjOption().getBShowStatusbar();
this.mwToolbar.Visible = this.objProgram.getObjOption().getBToolbarVisible();
}
Greetings
Sven
Found the error myself.
this.objProgram.getAudioManager().getCurrentlyPlayingTrack()
didn't always return a track, where I expected one, so the renderer worked right. Bug is fixed, thanks anyway ;).
I am trying to replace an outdated movieclip with a newer one.
To do this I'm usin JSFL to locate the old movieclips, save a reference, then add the new version in its place.
I have looked at addItem addItemToDocument and they successfully add the clip, but I'm unsure of how to add it to the specific layer and frame that the old instance of the movieclip was on.
Halps
Replacing all instances of the old movieclip with instances of the new movieclip, could be an easier solution.
All instances of the old movieclip can be found by parsing the timelines of the flash document.
Here is some code:
var _doc = (fl.getDocumentDOM() ? fl.getDocumentDOM() : fl.createDocument());
var _lib = _doc.library;
fl.outputPanel.clear();
ReplaceItemWithItem('Game Layouts/card holder', 'Game Layouts/card holder new');
function ReplaceItemWithItem(oldmcname, newmcname)
{
var item1 = GetItem(oldmcname);
var item2 = GetItem(newmcname);
if (!item1) return false;
if (!item2) return false;
if (oldmcname == newmcname)
return true;
return ReplaceAllItems(item1, item2);
}
function ReplaceAllItems(item1, item2)
{
var timelines = _doc.timelines;
var i, l = timelines.length;
var items = _lib.items;
var changed = false;
// Main timelines
for (i = 0; i < l; i++)
{
var timeline = timelines[i];
changed |= ReplaceItems(timeline, item1, item2);
}
// Timelines in library items
for (i = 0, l = items.length; i < l; i++)
{
var item = items[i];
switch (item.itemType)
{
case "movie clip":
case "graphic":
case "button":
changed |= ReplaceItems(item.timeline, item1, item2);
break;
}
}
return changed;
}
function ReplaceItems(timeline, item1, item2)
{
var changed = false;
if (timeline && item1 && item2)
{
var layers = timeline.layers;
var lay, layl = layers.length;
for (lay = 0; lay < layl; lay++)
{
var layer = layers[lay];
var frames = layer.frames;
var fr, frl = frames.length;
for (fr = 0; fr < frl; fr++)
{
var frame = frames[fr];
if (frame && frame.startFrame == fr)
{
var elements = frame.elements;
var e, el = elements.length;
for (e = 0; e < el; e++)
{
var elem = elements[e];
if (elem && elem.elementType == "instance") // Elements can be empty
{
var item = elem.libraryItem;
if (item.name == item1.name)
{
elem.libraryItem = item2;
changed = true;
}
}
}
}
}
}
}
return changed;
}
function GetItem(itemname)
{
if (!_lib.selectItem(itemname))
{
alert("'" + name + "' does not exist in the library!");
return null;
}
return _lib.getSelectedItems()[0];
}
Hope this helps!
This is a recursive method for finding the height, but i have a very large number of nodes in my binary search tree, and i want to find the height of the tree as well as assign the height to each individual sub-tree. So the recursive method throws stackoverflow exception, how do i do this non-recursively and without using stack?
private int FindHeight(TreeNode node)
{
if (node == null)
{
return -1;
}
else
{
node.Height = 1 + Math.Max(FindHeight(node.Left), FindHeight(node.Right));
return node.Height;
}
}
I believe i have to use post order traversal but without stack?
I was able to make this method, and it does return the correct height but it assigns each node with its depth not height.
public void FindHeight()
{
int maxHeight = 0;
Queue<TreeNode> Q = new Queue<TreeNode>();
TreeNode node;
Q.Enqueue(Root);
while (Q.Count != 0)
{
node = Q.Dequeue();
int nodeHeight = node.Height;
if (node.Left != null)
{
node.Left.Height = nodeHeight + 1;
Q.Enqueue(node.Left);
}
if (node.Right != null)
{
node.Right.Height = nodeHeight + 1;
Q.Enqueue(node.Right);
}
if (nodeHeight > maxHeight)
{
maxHeight = nodeHeight;
}
}
Console.WriteLine(maxHeight);
}