Algorithm to fire sequential keystrokes - algorithm

I want to write an algorithm to sequentially press keys F1-F3. My form has these controls:
lblF1
textboxF1
lblF2
textboxF2
lblF3
textboxF3
btnStart
In textboxF1-textboxF3 the time in seconds is entered. This when the program is to press the hotkey. It is important that the program can't press two keys at once, for example F1 and F2. It may not press more than one key in a second. When I click on btnStart it calls Run().
This is how I tried to resolve this:
static int counterF1 = 9999;
static int counterF2 = 9999;
static int counterF3 = 9999;
public void Run()
{
counterF1 = 9999;
counterF2 = 9999;
counterF3 = 9999;
while (true)
{
Loop();
}
}
public void Loop()
{
bool used = false;
if (counterF1 >= (int)textboxF1.text)
{
counterF1 = PressKey(VK_F1);
used = true;
}
if (counterF2 >= (int)textboxF2.text)
{
counterF2 = PressKey(VK_F2);
used = true;
}
if (counterF3 >= (int)textboxF3.text)
{
counterF3 = PressKey(VK_F3);
used = true;
}
if (used == false)
{
IncrementCounters();
Delay(1000);
}
}
public double PressKey(uint key)
{
myPostMessageA(hWindow, WM_KEYDOWN, (uint)key, (uint)key);
IncrementCounters();
return 1; //return 1 because one second
}
public void IncrementCounters()
{
counterF1++;
counterF2++;
counterF3++;
}
But often it doesn't press any key (it is possible it is too late, but can't be an omission). Can you explain how to make an algorithm for this?

We will use a class KeyStroke that stores the necessary data for a special key:
public class KeyStroke
{
public int period { get; set; } // Period in which to hit key
public int next { get; set; } // ticks to the next hit of this key
public int VK { get; set; } //KeyCode
}
public List<KeyStroke> keys = new List<KeyStroke>();
An Initialize() method is needed to read the data from the text boxes and to init the simulation. We utilize a timer with the interval of one second to run the simulation. In my example, I don't read from textboxes, but use constant values. Add the input and error handling. If you use WPF, you can bind the KeyStroke objects to the textboxes.
void Init()
{
//Initialize keys with according periods from input
keys.Clear();
keys.Add(new KeyStroke() { VK = VK_F1, period = 1, next = 1 });
keys.Add(new KeyStroke() { VK = VK_F2, period = 10, next = 10 });
keys.Add(new KeyStroke() { VK = VK_F3, period = 5, next = 5 });
//sort keys by period (descending), in order to handle long period keys, too
keys.Sort((first, second) => second.period.CompareTo(first.period));
//Start the program
var t = new DispatcherTimer();
t.Interval = TimeSpan.FromSeconds(1);
t.Tick += new EventHandler(t_Tick);
t.Start();
}
The tick event is similar to yours:
void t_Tick(object sender, EventArgs e)
{
bool used = false;
foreach (var key in keys)
{
if (key.next <= 0 && !used)
{
PressKey(key.VK);
key.next = key.period;
used = true;
}
key.next--;
}
}

Related

How do I make timer change a sprite every second without using code that's redundant?

I'm not entirely sure how to phrase question so sorry if this is confusing. Anyways for context I'm making a sort of minesweeper type of game in unity and one of the things the original game had was a timer. Here it is. I want to copy that sort of thing, and while I do have code that works, it's honestly kind of redundant here's what I have .
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Timer : MonoBehaviour
{
public float timer = 0;
public bool isStop = false;
public Image scoreCount;
public Sprite[] numbersprite;
// Start is called before the first frame update
void Start()
{
timer = 0;
isStop = true;
}
Ignore all the stuff on the top.
// Update is called once per frame
void Update()
{
if(!isStop)
{
timer += Time.deltaTime;
if(timer >= 1f)
{
scoreCount.sprite = numbersprite[1];
}
if(timer >= 2f)
{
scoreCount.sprite = numbersprite[2];
}
if(timer >= 3f)
{
scoreCount.sprite = numbersprite[3];
}
if(timer >= 4f)
{
scoreCount.sprite = numbersprite[4];
}
if(timer >= 5f)
{
scoreCount.sprite = numbersprite[5];
}
if(timer >= 6f)
{
scoreCount.sprite = numbersprite[6];
}
}
}
}
What I want is to make it so that it both displays a specific sprite after a certain amount of time has based but also not have to resort to using any of this. Is there any way I can make this work?
If you want some more information I can give you that.
This code is the ultimate solution to the problem and can support sprite indefinitely. It is also fully optimized. Just put the sprites 0 to 9 in the first list and the images in the second list respectively.
public Sprite[] spriteNumbers = new Sprite[10]; // fill with numbers
public List<Image> spriteFieds; // set Images Based on a unit of tens of hundreds
public void Start() => InvokeRepeating(nameof(SyncTimer), 0f, 1f);
public void SyncTimer()
{
for (var i = 0; i < spriteFieds.Count; i++)
{
var index = (int) (Time.time / Mathf.Pow(10, i) % 10);
spriteFieds[i].sprite = spriteNumbers[index];
}
}
How to make Stop Timer?
Here I created a standalone timer field and you can stop the step timer by pressing the Space key. You can also reset the timer with the R key, for example.
public Sprite[] spriteNumbers = new Sprite[10]; // fill with numbers
public List<Image> spriteFieds; // set timer Fields
public bool isStop;
public float timer;
public void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) isStop = !isStop;
if (Input.GetKeyDown(KeyCode.R))
{
timer = 0;
SyncTimer();
}
if (!isStop)
{
timer += Time.deltaTime;
SyncTimer();
}
}
public void SyncTimer()
{
for (var i = 0; i < spriteFieds.Count; i++)
{
var index = (int) (timer / Mathf.Pow(10, i) % 10);
spriteFieds[i].sprite = spriteNumbers[index];
}
}
The Timer Result:
I'm assuming you have 10 sprites for you numbers 0-9.
numberSprite[0] would hold the sprite for "0", numberSprite[1] would hole "1", etc.
Let's say the timer is at 319.8f seconds on the back end. You would want 3 sprites to display: 3, 1, 9.
To do this, you'll need to break your timer value and sprite into the hundredths, tenths, and seconds individually. You could do this:
int timerInt = (int)Mathf.floor(timer); //Get the int value of the timer
int hundredth = (timerInt/100) % 10; // (319/100) => 3 ... (3 % 10) => 3
scoreCountHundredths.sprite = numberSprite[hundredth];
int tenth = (timerInt /10) % 10; //(319/10) => 31 ... (31 % 10) => 1
scoreCountTenths.sprite = numberSprite[tenth];
int second = timerInt % 10; // (319 % 10) => 9
scoreCountSeconds.sprite = numberSprite[second];
With the above code, your timer should correctly update to any number between 000-999 requiring only 10 sprites uploaded. Additionally, it will automatically loop if your timer goes above 999 due to the modulo (%) logic.
Warning. Coroutines or InvokeRepeating may be a trap here:
Coroutines can be used to track the time between updating the sprites, but you'll likely be wanting to tie this display directly to the in-game time. relying on coroutines to update the sprite de-couples the in-game timer from the display, as they do not have built-in catchup behaviour. If your frames are slightly delayed or lag at all, you run the risk of the time running slower when using coroutines or InvokeRepeating.
Coroutines are perfect for this. Try this code here:
public Image image;
public Sprite[] sprites;
private bool isStop = true;
private void Start()
{
isStop = false;
StartCoroutine(Timer());
}
private IEnumerator Timer()
{
while (!isStop)
{
for (int i = 0; i < sprites.Length; i++)
{
if (isStop) break;
image.sprite = sprites[i];
yield return new WaitForSeconds(1f);
}
}
}
You can convert float to int
int spriteIndex = (int)Math.Round(timer);
And used spriteIndex as index to array sprites.
Or... if you need used different time interval for every sprite, you can make special struct for this animation.
For example:
[Serializable]
public struct SpriteFrame
{
public Sprite FrameSprite;
public float TimeToShow;
}
public class SpriteAnimationComponent : MonoBehaviour
{
public Image ScoreCount;
public List<SpriteFrame> Frames = new List<SpriteFrame>();
private int _currentFrame = 0;
private float _currentPlayAnimationTime = 0f;
private bool IsPlay => _currentFrame < Frames.Count;
public void Start()
{
UpdateFrame();
}
public void Update()
{
if(!IsPlay)
return;
_currentPlayAnimationTime += Time.deltaTime;
if(NeedShowNextFrame())
ShowNextFrame();
}
private bool NeedShowNextFrame()
=> Frames[_currentFrame].TimeToShow < _currentPlayAnimationTime;
private void ShowNextFrame()
{
_currentPlayAnimationTime -= Frames[_currentFrame].TimeToShow;
_currentFrame++;
if(IsPlay)
{
UpdateFrame();
}
}
private void UpdateFrame()
{
ScoreCount.sprite = Frames[_currentFrame].FrameSprite;
}
}
You need used SerializableAttribute ([Serializable]) on SpriteFrame for show struct in Unity Inspector. In current code animation show once, but you can make it loop. For loop animation just add _currentFrame %= Frames.Count after _currentFrame++

BeforeTextChanged event doesn't return the text about to be entered in custom Entry Renderer

I've a custom Entry Renderer in Android and I've implemented BeforeTextChanged event so that I get the text which is gonna be entered, but it doesn't return that text.
I've implemented in two different ways:
First implementing ITextWatcher by the class and then overriding the mentioned event (helping this link):
void ITextWatcher.BeforeTextChanged(ICharSequence s, int start, int count, int after)
{
var test1 = new string(s?.ToArray());
var test2 = Control?.Text;
SpannableString spannableString = new SpannableString(s);
BackgroundColorSpan backgroundSpan = new BackgroundColorSpan(Color.Blue);
spannableString.SetSpan(backgroundSpan, start, start + count,
SpanTypes.ExclusiveExclusive);
var test3 = spannableString;
}
Second way:
Control.BeforeTextChanged += (sender, args) =>
{
var test1 = new string(args?.Text.ToArray());
var entry = sender as EditText;
var test2 = entry?.Text;
var test3 = Control?.Text;
};
But none of them will return the text that is about to be entered.
What I want is to access that text and only in some circumstances allowing it to be inserted.
I don't wanna use Behavior as it doesn't suit my need.
First way, ITextWatcher:
class MyEntryRenderer : EntryRenderer
{
public MyEntryRenderer() : base()
{
}
protected override void OnElementChanged(ElementChangedEventArgs<Entry> e)
{
base.OnElementChanged(e);
if (Control != null)
{
Control.SetBackgroundColor(global::Android.Graphics.Color.LightGreen);
Control.AddTextChangedListener(new MyTextWatcher());
}
}
}
class MyTextWatcher :Java.Lang.Object, ITextWatcher
{
public void AfterTextChanged(IEditable s)
{
Android.Util.Log.Error("lv", "afterTextChanged ---->" + s);
}
public void BeforeTextChanged(ICharSequence s, int start, int count, int after)
{
Android.Util.Log.Error("lv", "beforeTextChanged ----> s=" + s + "----start=" + start
+ "----after=" + after + "----count" + count);
}
public void OnTextChanged(ICharSequence s, int start, int before, int count)
{
Android.Util.Log.Error("lv", "onTextChanged ---->s=" + s + "----start=" + start
+ "----before=" + before + "----count" + count);
}
}
it works well.
Second way, Control.BeforeTextChanged, it also works well.
it doesn't return that text
The methods you provided in your question, they are all work well in my phone. Please show more codes, so I can help you find where is wrong.

Running Multiple threads in queue using BlockingCollections

My program has 3 functions. Each function takes a list of Items and fill certain information.
For example
class Item {
String sku,upc,competitorName;
double price;
}
function F1 takes a List and fills upc
function F2 takes List (output of F1) and fills price.
function F3 takes List (output of F2) and fills competitorName
F1 can process 5 items at a time,
F2 can process 20 items at a time,
F3 also 20.
Right now I am running F1 -> F2 -> F3 in serial because F2 needs info(UPC code) from F1. F3 needs price from F2.
I would like to make this process efficient by running F1 run continuously instead of waiting for F2 and F3 to be completed. F1 executes and output into queue then F2 takes 20 items at a time and process them. and then follows F3.
How can i achieve this by using BlockingCollection and Queue?
This is a typical use case of Apache Storm in case you've continuous items coming in to F1. You can implement this in Storm in matter of minutes and you'll have fast and perfectly parallel system in place. Your F1, F2 and F3 will become bolts and your Items producer will become spout.
Since you asked how to do it using BlockingCollections here is an implementation. You'll need 3 threads in total.
ItemsProducer: It is producing 5 items at a time and feeding it to F1.
F2ExecutorThread: It is consuming 20 items at a time and feeding it to F2.
F3ExecutorThread: It is consuming 20 items at a time and feeding it to F3.
You also have 2 blocking queues one is used to transfer data from F1->F2 and one from F2->F3. You can also have a queue to feed data to F1 in similar fashion if required. It depends upon how you are getting the items. I've used Thread.sleep to simulate the time required to execute the function.
Each function will keep looking for items in their assigned queue, irrespective of what other functions are doing and wait until the queue has items. Once they've processed the item they'll put it in another queue for another function. They'll wait until the other queue has space if it is full.
Since all your functions are running in different threads, F1 won't be waiting for F2 or F3 to finish. If your F2 and F3 are significantly faster then F1 you can assign more threads to F1 and keep pushing to same f2Queue.
public class App {
final BlockingQueue<Item> f2Queue = new ArrayBlockingQueue<>(100);
final BlockingQueue<Item> f3Queue = new ArrayBlockingQueue<>(100);
public static void main(String[] args) throws InterruptedException {
App app = new App();
app.start();
}
public void start() throws InterruptedException {
Thread t1 = new ItemsProducer(f2Queue);
Thread t2 = new F2ExecutorThread(f2Queue, f3Queue);
Thread t3 = new F3ExecutorThread(f3Queue);
t1.start();
t2.start();
t3.start();
t1.join();
t2.join();
t3.join();
}
}
/**
* Thread producing 5 items at a time and feeding it to f1()
*/
class ItemsProducer extends Thread {
private BlockingQueue<Item> f2Queue;
private static final int F1_BATCH_SIZE = 5;
public ItemsProducer(BlockingQueue<Item> f2Queue) {
this.f2Queue = f2Queue;
}
public void run() {
Random random = new Random();
while (true) {
try {
List<Item> items = new ArrayList<>();
for (int i = 0; i < F1_BATCH_SIZE; i++) {
Item item = new Item(String.valueOf(random.nextInt(100)));
Thread.sleep(20);
items.add(item);
System.out.println("Item produced: " + item);
}
// Feed items to f1
f1(items);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
void f1(List<Item> items) throws InterruptedException {
Random random = new Random();
for (Item item : items) {
Thread.sleep(100);
item.upc = String.valueOf(random.nextInt(100));
f2Queue.put(item);
}
}
}
/**
* Thread consuming items produced by f1(). It takes 20 items at a time, but if they are not
* available it waits and starts processesing as soon as one gets available
*/
class F2ExecutorThread extends Thread {
static final int F2_BATCH_SIZE = 20;
private BlockingQueue<Item> f2Queue;
private BlockingQueue<Item> f3Queue;
public F2ExecutorThread(BlockingQueue<Item> f2Queue, BlockingQueue<Item> f3Queue) {
this.f2Queue = f2Queue;
this.f3Queue = f3Queue;
}
public void run() {
try {
List<Item> items = new ArrayList<>();
while (true) {
items.clear();
if (f2Queue.drainTo(items, F2_BATCH_SIZE) == 0) {
items.add(f2Queue.take());
}
f2(items);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
void f2(List<Item> items) throws InterruptedException {
Random random = new Random();
for (Item item : items) {
Thread.sleep(100);
item.price = random.nextInt(100);
f3Queue.put(item);
}
}
}
/**
* Thread consuming items produced by f2(). It takes 20 items at a time, but if they are not
* available it waits and starts processesing as soon as one gets available.
*/
class F3ExecutorThread extends Thread {
static final int F3_BATCH_SIZE = 20;
private BlockingQueue<Item> f3Queue;
public F3ExecutorThread(BlockingQueue<Item> f3Queue) {
this.f3Queue = f3Queue;
}
public void run() {
try {
List<Item> items = new ArrayList<>();
while (true) {
items.clear();
if (f3Queue.drainTo(items, F3_BATCH_SIZE) == 0) {
items.add(f3Queue.take());
}
f3(items);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
private void f3(List<Item> items) throws InterruptedException {
Random random = new Random();
for (Item item : items) {
Thread.sleep(100);
item.competitorName = String.valueOf(random.nextInt(100));
System.out.println("Item done: " + item);
}
}
}
class Item {
String sku, upc, competitorName;
double price;
public Item(String sku) {
this.sku = sku;
}
public String toString() {
return "sku: " + sku + " upc: " + upc + " price: " + price + " compName: " + competitorName;
}
}
I guess you can follow the exact same approach in .Net as well. For better understanding I suggest you to go through basic architecture of http://storm.apache.org/releases/current/Tutorial.html
I tried to do same thing in .NET and i think it is working.
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
namespace BlockingCollectionExample
{
class Program
{
static void Main(string[] args)
{
BlockingCollection<Listing> needUPCJobs = new BlockingCollection<Listing>();
BlockingCollection<Listing> needPricingJobs = new BlockingCollection<Listing>();
// This will have final output
List<Listing> output = new List<Listing>();
// start executor 1 which waits for data until available
var executor1 = Task.Factory.StartNew(() =>
{
int maxSimutenousLimit = 5;
int gg = 0;
while (true)
{
while (needUPCJobs.Count >= maxSimutenousLimit)
{
List<Listing> tempListings = new List<Listing>();
for (int i = 0; i < maxSimutenousLimit; i++)
{
Listing listing = new Listing();
if (needUPCJobs.TryTake(out listing))
tempListings.Add(listing);
}
// Simulating some delay for first executor
Thread.Sleep(1000);
foreach (var eachId in tempListings)
{
eachId.UPC = gg.ToString();
gg++;
needPricingJobs.Add(eachId);
}
}
if (needUPCJobs.IsAddingCompleted)
{
if (needUPCJobs.Count == 0)
break;
else
maxSimutenousLimit = needUPCJobs.Count;
}
}
needPricingJobs.CompleteAdding();
});
// start executor 2 which waits for data until available
var executor2 = Task.Factory.StartNew(() =>
{
int maxSimutenousLimit = 10;
int gg = 10;
while (true)
{
while (needPricingJobs.Count >= maxSimutenousLimit)
{
List<Listing> tempListings = new List<Listing>();
for (int i = 0; i < maxSimutenousLimit; i++)
{
Listing listing = new Listing();
if (needPricingJobs.TryTake(out listing))
tempListings.Add(listing);
}
// Simulating more delay for second executor
Thread.Sleep(10000);
foreach (var eachId in tempListings)
{
eachId.Price = gg;
gg++;
output.Add(eachId);
}
}
if (needPricingJobs.IsAddingCompleted)
{
if(needPricingJobs.Count==0)
break;
else
maxSimutenousLimit = needPricingJobs.Count;
}
}
});
// producer thread
var producer = Task.Factory.StartNew(() =>
{
for (int i = 0; i < 100; i++)
{
needUPCJobs.Add(new Listing() { ID = i });
}
needUPCJobs.CompleteAdding();
});
// wait for producer to finish producing
producer.Wait();
// wait for all executors to finish executing
Task.WaitAll(executor1, executor2);
Console.WriteLine();
Console.WriteLine();
}
}
public class Listing
{
public int ID;
public string UPC;
public double Price;
public Listing() { }
}
}

How to scroll a Pager programatically AND smoothly

I'm using this code to scroll programatically my pager
public void MoveNext(View view) {
pager.setCurrentItem(pager.getCurrentItem() + 1);
}
public void MovePrevious(View view) {
pager.setCurrentItem(pager.getCurrentItem() - 1);
}
The code work perfect but the transition is too fast. How can I introduce a delay so that the scrolling would be done more smoothly?
I believe there are two ways can achieve this goal, I've tried by ViewPager's fakeDrag() but which doesn't work perfect, luckly, another way does, by simulate touch motion event and use ObjectAnimator to specify the animation duration then make control the scroll speed become true.
public class ViewPagerActivity extends FragmentActivity
implements View.OnClickListener, Animator.AnimatorListener {
private ViewPager mViewPager;
private View btnTriggerNext;
private View btnTriggerPrev;
#Override
protected void onCreate(...) {
super...;
setContentView(R.layout.layout_xml);
mViewPager = findViewById(...);
btnTriggerNext = findViewById(R.id.btnTriggerNext);
btnTriggerNext.setOnClickListener(this);
btnTriggerPrev = findViewById(R.id.btnTriggerPrev);
btnTriggerPrev.setOnClickListener(this);
}
private boolean mIsInAnimation;
private long mMotionBeginTime;
private float mLastMotionX;
#Override
public void onClick(View v) {
if (mIsInAnimation) return;
ObjectAnimator anim;
if (v == btnTriggerPrev) {
if (!hasPrevPage()) return;
anim = ObjectAnimator.ofFloat(this, "motionX", 0, mViewPager.getWidth());
}
else if (v == btnTriggerNext) {
if (!hasNextPage()) return;
anim = ObjectAnimator.ofFloat(this, "motionX", 0, -mViewPager.getWidth());
}
else return;
anim.setInterpolator(new LinearInterpolator());
anim.addListener(this);
anim.setDuration(300);
anim.start();
}
public void setMotionX(float motionX) {
if (!mIsInAnimation) return;
mLastMotionX = motionX;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_MOVE, mMotionBeginTime, time);
}
#Override
public void onAnimationEnd(Animator animation) {
mIsInAnimation = false;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_UP, mMotionBeginTime, time);
}
#Override
public void onAnimationStart(Animator animation) {
mLastMotionX = 0;
mIsInAnimation = true;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_DOWN, time, time);
mMotionBeginTime = time;
}
// method from http://stackoverflow.com/a/11599282/1294681
private void simulate(int action, long startTime, long endTime) {
// specify the property for the two touch points
MotionEvent.PointerProperties[] properties = new MotionEvent.PointerProperties[1];
MotionEvent.PointerProperties pp = new MotionEvent.PointerProperties();
pp.id = 0;
pp.toolType = MotionEvent.TOOL_TYPE_FINGER;
properties[0] = pp;
// specify the coordinations of the two touch points
// NOTE: you MUST set the pressure and size value, or it doesn't work
MotionEvent.PointerCoords[] pointerCoords = new MotionEvent.PointerCoords[1];
MotionEvent.PointerCoords pc = new MotionEvent.PointerCoords();
pc.x = mLastMotionX;
pc.pressure = 1;
pc.size = 1;
pointerCoords[0] = pc;
final MotionEvent ev = MotionEvent.obtain(
startTime, endTime, action, 1, properties,
pointerCoords, 0, 0, 1, 1, 0, 0, 0, 0);
mViewPager.dispatchTouchEvent(ev);
}
private boolean hasPrevPage() {
return mViewPager.getCurrentItem() > 0;
}
private boolean hasNextPage() {
return mViewPager.getCurrentItem() + 1 < mViewPager.getAdapter().getCount();
}
#Override
public void onAnimationCancel(Animator animation) {
}
#Override
public void onAnimationRepeat(Animator animation) {
}
}
cause it was simulating touch event, so please use a proper duration(less than 600ms will be nice) to do scrolling, when scroll in progress, put down finger would stop it and cause some bugs.
Change
pager.setCurrentItem(pager.getCurrentItem() + 1);
to
pager.setCurrentItem(pager.getCurrentItem() + 1,true);
This will call the method setCurrentItem(int item,boolean smoothScroll) which will scroll smoothly to the mentioned item instead of transitioning immediately

adding Double click event in CellTable cell - GWT

I am unable to figure out how could I add a double click event to the cell of the CellTable.
Is it possible with GWT CellTable or not?
Is there any workaround
thank you..
al
BTW, i saw this post but there is no reply...
http://www.devcomments.com/Adding-DoubleClicks-and-OnContextMenu-to-CellTable-at1066168.htm
I crafted something different that just fit my needs:
cellTable.addCellPreviewHandler(new Handler<TitoloProxy>() {
long lastClick=-1000;
#Override
public void onCellPreview(CellPreviewEvent<TitoloProxy> event) {
long clictAt = System.currentTimeMillis();
GWT.log("clickAt: "+(clictAt));
GWT.log("lastClick: "+(lastClick));
if(event.getNativeEvent().getType().contains("click")){
GWT.log(""+(clictAt-lastClick));
if(clictAt-lastClick < 300) { // dblclick on 2 clicks detected within 300 ms
Window.alert("I am a double click crafted event!");
}
lastClick = System.currentTimeMillis();
}
}
});
cellTable.addDomHandler(new DoubleClickHandler() {
#Override
public void onDoubleClick(DoubleClickEvent event) {
Window.alert("That's it!");
}
}, DoubleClickEvent.getType());
Integer row=0;// to hold row index
Integer column=0;// to hold column index
_Grid.addCellPreviewHandler(new CellPreviewEvent.Handler<Model>() {
// this is to handle row id
#Override
public void onCellPreview(final CellPreviewEvent<Model> event) {
if (BrowserEvents.CLICK.equalsIgnoreCase(event.getNativeEvent().getType())) {
row = event.getIndex();
column=event.getColumn();
}
}
});
// because Doubleclick handler doesn't give row index or column index we will use addCellPreviewHandler to return row index or column index.
_Grid.addDomHandler(new DoubleClickHandler() {
#Override
public void onDoubleClick(final DoubleClickEvent event) {
System.out.println(" You clicked row = " + row);
System.out.println(" You clicked column = " + column);
}
}, DoubleClickEvent.getType());
For cell lists, this code works ok:
cellList.addDomHandler(new DoubleClickHandler() {
#Override
public void onDoubleClick(DoubleClickEvent event) {
// do the stuff
}
}, DoubleClickEvent.getType());
I'm not sure about table cells
Because the CellPreview interface does not natively capture double click events you will need add event logic into the Overriden onCellPreview method. First you would think the best way would be to check the click time differences. However it is much more efficient and elegant to use a state machine and count clicks. This is more robust and allows you to deal with multiple event cases - Such as mouse hover, single, and double clicks. The code is pretty straightforward. So enjoy!
public class CellHoverHandler implements Handler<T> {
Timer singleClickTimer;
int clickCount = 0;
int clickDelay = 300;
#Override
public void onCellPreview(final CellPreviewEvent<T> event) {
if (Event.getTypeInt(event.getNativeEvent().getType()) == Event.ONMOUSEOVER) {
handleOnMouseOver(event);
} else if (Event.getTypeInt(event.getNativeEvent().getType()) == Event.ONCLICK) {
clickCount++;
if (clickCount == 1) {
singleClickTimer = new Timer() {
#Override
public void run() {
clickCount = 0;
handleOnClick(event);
}
};
singleClickTimer.schedule(clickDelay);
} else if (clickCount == 2) {
singleClickTimer.cancel();
clickCount = 0;
handleOnDblClick(event);
}
}
}
private void handleOnMouseOver(CellPreviewEvent<T> event) {
Element cell = event.getNativeEvent().getEventTarget().cast();
GWT.log("mouse over event");
}
private void handleOnClick(CellPreviewEvent<T> event) {
Element cell = event.getNativeEvent().getEventTarget().cast();
GWT.log("click event");
}
private void handleOnDblClick(CellPreviewEvent<T> event) {
Element cell = event.getNativeEvent().getEventTarget().cast();
GWT.log("double click event");
}
OPTIMIZATION: feel free to stick the count, timer, and delay as static class members or global members to reuse. Also check to see if the timer is null before making a new instance. I had omitted this for simplicity. Unlike a lot of other techniques this way still provides you with easy and direct access to the cell event. The technique with overloading the AbstractCell works well too, however sometimes you really don't have custom cells or want to make a custom cell to just handle events on the cell.
Leaving this here for future reference
private Set<GenericEventHandler<T>> dblClickHandlers = new HashSet<>(4);
dblClickHandlers simply maps interface implementations of my choice
table.addCellPreviewHandler(event -> {
if (BrowserEvents.DBLCLICK.equalsIgnoreCase(event.getNativeEvent().getType())) {
LOGGER.info("dblclick (native) " + event.getIndex() + " " + event.getColumn() + "; " + event.getValue());
dblClickHandlers.forEach(handler -> {
handler.onEvent(event.getValue());
});
}
});
table.sinkBitlessEvent(BrowserEvents.DBLCLICK);
The trick is to sink the 'dblclick' event.
If you wanted a text cell that allows you to support your own chosen list of events, you can use this:
public class EventfulTextCell extends AbstractSafeHtmlCell`<String`> {
private static final String[] NO_CONSUMED_EVENTS = null;
public EventfulTextCell() {
this(NO_CONSUMED_EVENTS);
}
public EventfulTextCell(String... consumedEvents) {
super(SimpleSafeHtmlRenderer.getInstance(), consumedEvents);
}
#Override
public void render(Context context, SafeHtml value, SafeHtmlBuilder sb) {
if (value != null) {
sb.append(value);
}
}
}
Then you instantiate it:
new EventfulTextCell("click", "dblclick")
Then override the onBrowserEvent() method to process your events.

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