Adaptive cards back button - botframework

I want to have a very simple back button on my sub dialogs.
I use Adaptive Cards, on every card I have a back button.
Every dialog has it's context.done()
The problem is that it's returning back to the main dialog but because it's holding only value and not text and then the StartAsync of the main dialog is waiting for input instead of reloading the main screen by moving with the context.wait
What can I do?

Related

Push a button and then wait for another button

I am trying to make a Blackjack helping application in MIT App Inventor. I want the user to select the 2 cards that he has by clicking one button that maps to a card value and then click another one (could be the same button) and then take that input of 2 cards along with an input of 1 dealer card for processing. How can I click a button and then have it wait for another button to be pressed?
use a counter variable
after clicking a button, add 1 to the counter
after clicking again, add again 1 to the counter
and only if counter = 2, then continue with your logic

wxPython Enter Button Event

I've seen plenty of information about this topic, but not the answer to this question exactly. I have the opposite problem of most. I want to prevent the Enter button from clicking a button when the button has focus. And to do this, I don't want to simply disable the button from accepting an Enter button press, but rather I want to conditionally capture the Enter button press in a callback method. Right now, I have bound the following event to all widgets in my python program:
parent.Bind(wx.EVT_CHAR, self.CharInputCallback)
The EVT_CHAR event is actually thrown when the enter button is pressed and I'm able to get the callback in my callback method. My problem is that the enter button's functionality of virtually clicking a button still goes through, despite purposely not skipping the event (which would forward on the event). Since this is happening, and I'm sure my callback method is not forwarding the event along (I've tested this by capturing characters going to a text box) I suspect that the enter button throws an additional event that I'm not capturing. I've tried binding and capturing the additional following events to prevent the "virtual click" from the enter button:
parent.Bind(wx.EVT_TEXT_ENTER, self.CharInputCallback)
parent.Bind(wx.EVT_KEY_UP, self.CharInputCallback)
parent.Bind(wx.EVT_KEY_DOWN, self.CharInputCallback)
Yet when I press enter, the button in focus is still clicked. To summarize, is there an additional event being thrown when I press the enter button? If so, which event in particular is "virtually clicking" the button? Most forums I've found have discussed how to recognize when the enter button is pressed, but I want to recognize it and disable it's default action when a button is in focus.
I tried binding all those events to different handlers and I also bound EVT_BUTTON. It appears that EVT_BUTTON always fires BEFORE the key and char events do. If you don't want your button to be clicked, then you'll probably have to either disable it, use a different widget (maybe one of the generic buttons) or create your own. I would also ask on the wxPython mailing list to see if they have any suggestions.
The only way to order the events in wxPython that I'm aware of is to use wx.CallAfter or wx.CallLater. I'm not sure how you'd use that in this context though.
The event that causes enter to click a button is the key up event. My code for my callback was messed up slightly. Capturing the key up event and not skipping it prevent the enter button from clicking a button in focus. On Windows 7 anyways.

checkbox - change notification

What notification code is sent with the wm_command message to the dialog box procedure when a check box changes state?
And more importantly, where would I look in the msdn to find the notification codes for various controls?
Note that Check boxes and Radio buttons are Buttons. So they send click and double click messages, BN_CLICKED and BN_DOUBLECLICKED.
If you use MFC, then you can examine the check state with CButton::GetCheck method.
Otherwise you send the BM_GETCHECK message to the control: SendMessage(button_handle, BM_GETCHECK, 0, 0);
SendMessage can return
BST_CHECKED Button is checked.
BST_INDETERMINATE Button is grayed, indicating an indeterminate state
(applies only if the button has the BS_3STATE or BS_AUTO3STATE style).
BST_UNCHECKED Button is cleared
If the button has a style other than those listed, the return value is zero.
If you use the Visual Studio, the easiest way to get a list of events/messages a control can send is to go to Resource/Design view, right click a control and select Events.
For a list of common controls see: Control Library
(in the page you'll see a popup menu with the controls if you hover the cursor on the Control Library link)
It's BN_CLICKED. The bottom of the page links to the button messages.

Remove / Clear Error message tool tips on Cancel button click

I have referred this for creating error message tool tips, to be displayed continuously unless the error is resolved by the user. :: http://aralbalkan.com/1125 .....................
But, this is being applied to a pop-up window visualized as a pop-up form.
When the user clicks 'CANCEL' button, I want the error message tooltips if present to be cleared off from the screen. The message tool tips remains on the screen even if the CANCEL button is clicked.
The tooltips created are not linked to the dialog pop-up directly - i.e. they're not created as child widgets of the pop-up.
To work around this you hook into the cancel button with an on-click hander, and have the handler loop through all elements in the errorMessageToolTips dictionary, hiding each one.
Depending on your code structure, to avoid problems later on you may want to make the errorMessageToolTips dictionary specific to the pop-up and not a global array.

GUI: should a button represent the current state or the state to be achieved through clicking the button?

GUI: should a button represent the current state or the state to be achieved through clicking the button?
I've seen both and it sometimes misleads the user. what do you think?
The label on the button should reflect what the button does, i.e. it should describe the change the button makes.
For example, if you have a call logging system a button should say "Close Call" and the user can click it to close the call. The button should not have the label "Call is Open" and the user clicks to change the call status as that's very counter-intuitive, since the button is effectively doing the opposite to what it says on it.
In my opinion the label - and so the function - of a button should rarely, if ever, change. A button is supposed to be a like a physical button and they usually only do a single thing. (There are a few exceptions like play-pause on a media player where it's OK for the button label/icon to change, but at least this is copying a button from a real physical device.)
To carry on the example from above, I would say usually you would want two buttons, "Open Call" and "Close Call" and disable whichever one is not appropriate. Ideally you'd have a field elsewhere displaying the status of the call.
In summary, buttons are for doing things not for passing on information to the user.
The button should represent the action to be executed, not the state.
Some buttons are actions and are not ambiguous, like "Save", "Print" or "Enable user".
When a button represents a state that can be toggled, like Enable and Disable something, I do one of the following:
Change the button text, and make it always point to the state that will be achieved; (i.e. make the button point to actions, not states);
- Keep the button's text the same, but use one of those sticky buttons that will stay pressed, representing that the current state is "on" or "off". I prefer the former approach, though.
It should represent the action taken when clicking the button. States should always be presented by other means.
But I know what you mean. My car radio has buttons with text that shows the current state. It is really confusing.
This depends on the function which will be triggerd by the button click.
if the click changes the state of an entity i would suggest that the button represents the state the entity will enter after clicking the button
if the click triggers some kind of functionality the button should represent the function.
The appearance of the button is also a clue to its state. It should follow the standards of the environment if any exist (example, beveled edge / shadow appears on mouse click in Windows).

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