Hiding the keyboard when a control loses focus? - user-interface

now I have this:
public void focusChanged(Field field, int eventType) {
if ( field == txtAmount && eventType == 1)
{
getVirtualKeyboard().setVisibility(VirtualKeyboard.HIDE);
}
}
Now my problem is that the keyboard isn't hiding. I think the error is in the eventType parameter. What number identifies a LostFocus event? I hard coded in '1' for tests but it doesnt seem to work.
FocusChangeListener focusListener;
//In the constructor:
txtAmount = new EditField(Field.FIELD_RIGHT);
txtAmount.setFocusListener(focusListener);
public void focusChanged(Field field, int eventType) {
if ( field == txtAmount && eventType == 1)
{
Dialog.alert("iasdi");
getVirtualKeyboard().setVisibility(VirtualKeyboard.HIDE);
}
}
why isn't this working? is there an enum or something that i can use to choose what eventType I should react to?
Also, if I remove the event type (so that the code executed regardless of the action just when focus changes right? nothing happens the dialog I put in for show, doesn't display meaniing the event is never entered. Any suggestions?
thanks

eventType can be one of next constants, declared in FocusChangeListener class:
public static final int FOCUS_GAINED = 1;
public static final int FOCUS_CHANGED = 2;
public static final int FOCUS_LOST = 3;
!!! Use FOCUS_LOST = 3 instead of FOCUS_GAINED = 1 to handle focus lost event.
Also, check for null getVirtualKeyboard() method returning value, because it returns null on touch devices without virtual keyboard (like Bold 9700).
public static void hideVirtualKeyboard() {
if (net.rim.device.api.ui.VirtualKeyboard.isSupported()) {
Screen screen = UiApplication.getUiApplication().getActiveScreen();
if (null != screen) {
net.rim.device.api.ui.VirtualKeyboard vk = screen
.getVirtualKeyboard();
if (vk != null) {
vk.setVisibility(net.rim.device.api.ui.VirtualKeyboard.HIDE);
}
}
}
}

For matching the eventType, try using the constants defined in FocusChangeListener instead of hard coding "1". In this case, you probably want to use FocusChangeListener.FOCUS_LOST.
As for the case of the code not running, are you actually setting the value of the "focusListener" variable? From the code you posted, you aren't and it will just be passing as "null" into setFocusListener().

Related

Unity - TextMeshPro text object doesn't update

I have been using TMP objects in several instances in my game, but all of a sudden it decides not to work on a certain object.
public class BeforeRoundTimer : MonoBehaviour
{
public TextMeshProUGUI timer;
private Timer oneSecondTimer;
private int time = 5;
public void StartCountdown()
{
Debug.Log("One second timer");
oneSecondTimer = new Timer(1000);
oneSecondTimer.Elapsed += UpdateTime;
oneSecondTimer.Enabled = true;
oneSecondTimer.AutoReset = true;
oneSecondTimer.Start();
}
private void UpdateTime(object source, ElapsedEventArgs e)
{
if(time == 0)
{
oneSecondTimer.Stop();
return;
}
timer.text = $"{time}";
time--;
}
}
I know the text is updating because I put debug statements (I have since removed them) and they fired when UpdateTime() is called. I also viewed the inspector when the game was playing, and the text value would update in front of my eyes. The text only changes when I make some stylistic change to it (i.e. making it bold, changing the font asset, including changing the text itself). I have looked back to my old code and it basically runs the exact same way, but it actually changes in game.
Ok so after taking a break, I decided to find another way to call my method every second. Instead of using a Timer, I decided to use Unity's InvokeRepeating() function.
public class BeforeRoundTimer : MonoBehaviour
{
public TextMeshProUGUI timer;
private int count = 0;
public void StartCountdown()
{
InvokeRepeating(nameof(UpdateTime), 0, 1f);
}
private void UpdateTime()
{
if(count == 5)
{
CancelInvoke("UpdateTime");
return;
}
Debug.Log("Update Time");
timer.text = $"{5 - count}";
count++;
}
}
One thing I noticed when trying to use the Timer in a different way is that it was only updating the text value every other second. It ran 10 times (I put a Debug.Log() in UpdateTime()) but only changed the value every other time while not actually updating the TMP. You could replace nameof(UpdateTime) with "UpdateTime", but Visual Studio recommended that I use the former so I went with that.
In short: don't use timers, use Unity's InvokeRepeating() function because it works perfectly. It is actually very similar to JavaScript's setInterval() which I found interesting.

CharmListView Infinite Scroll

I need basically an event that triggers at each 200 records loaded, so more data can be loaded until the end of data.
I tried to extend CharmListCell and using the method updateItem like this:
#Override
public void updateItem(Model item, boolean empty) {
super.updateItem(item, empty);
currentItem = item;
if (!empty && item != null) {
update();
setGraphic(slidingTile);
} else {
setGraphic(null);
}
System.out.println(getIndex());
}
But the System.out.println(getIndex()); method returns -1;
I would like to call my backend method when the scroll down gets the end of last fetched block and so on, until get the end of data like the "infinite scroll" technique.
Thanks!
The CharmListCell doesn't expose the index of the underlying listView, but even if it did, that wouldn't be of much help to find out if you are scrolling over the end of the current list or not.
I'd suggest a different approach, which is also valid for a regular ListView, with the advantage of having the CharmListView features (mainly headers and the refresh indicator).
This short sample, created with a single view project using the Gluon IDE plugin and Charm 5.0.0, shows how to create a CharmListView control, and fill it with 30 items at a time. I haven't provided a factory cell, nor the headers, and for the sake of simplicity I'm just adding consecutive integers.
With a lookup, and after the view is shown (so the listView is added to the scene) we find the vertical ScrollBar of the listView, and then we add a listener to track its position. When it gets closer to 1, we simulate the load of another batch of items, with a pause transition that represents a heavy task.
Note the use of the refresh indicator. When new data is added, we scroll back to the first of the new items, so we can keep scrolling again.
public class BasicView extends View {
private final ObservableList<Integer> data;
private CharmListView<Integer, Integer> listView;
private final int batchSize = 30;
private PauseTransition pause;
public BasicView() {
data = FXCollections.observableArrayList();
listView = new CharmListView<>(data);
setOnShown(e -> {
ScrollBar scrollBar = null;
for (Node bar : listView.lookupAll(".scroll-bar")) {
if (bar instanceof ScrollBar && ((ScrollBar) bar).getOrientation().equals(Orientation.VERTICAL)) {
scrollBar = (ScrollBar) bar;
break;
}
}
if (scrollBar != null) {
scrollBar.valueProperty().addListener((obs, ov, nv) -> {
if (nv.doubleValue() > 0.95) {
addBatch();
}
});
addBatch();
}
});
setCenter(new VBox(listView));
}
private void addBatch() {
listView.setRefreshIndicatorVisible(true);
if (pause == null) {
pause = new PauseTransition(Duration.seconds(1));
pause.setOnFinished(f -> {
int size = data.size();
List<Integer> list = new ArrayList<>();
for (int i = size; i < size + batchSize; i++) {
list.add(i);
}
data.addAll(list);
listView.scrollTo(list.get(0));
listView.setRefreshIndicatorVisible(false);
});
} else {
pause.stop();
}
pause.playFromStart();
}
}
Note also that you could benefit from the setOnPullToRefresh() method, at any time. For instance, if you add this:
listView.setOnPullToRefresh(e -> addBatch());
whenever you go to the top of the list and drag it down (on a mobile device), it will make another call to load a new batch of items. Obviously, this is the opposite behavior as the "infinite scrolling", but it is possible as well with the CharmListView control.

MVVM - View loading and eventhandling

In my windows phone app, I need to track some events to get a good flow. But I'm not sure how to handle them in good sequence.
What needs to be done at startup of the app:
Main view is loaded and corresponding view model instantiated
In the constructor of the view model I initiate a login sequence that signals when completed with an eventhandler
Now when the login sequence has finished AND the view is completely loaded I need to startup another sequence.
But here is the problem, the order of these 2 events 'completing' is not always the same...
I've use the EventToCommand from MVVMLight to signal the view model that the view has 'loaded'.
Any thoughts on how to synchronize this.
As you should not use wait handles or something similar on the UI thread. You will have to sync the two method using flags in your view model and check them before progressing.
So, implement two boolean properties in your view model. Now when the login dialog is finished set one of the properties (lets call it IsLoggedIn) to true, and when the initialization sequence is finished you set the other property (how about IsInitialized) to true. The trick now lies in the implementation of the setter of these two properties:
#region [IsInitialized]
public const string IsInitializedPropertyName = "IsInitialized";
private bool _isInitialized = false;
public bool IsInitialized {
get {
return _isInitialized;
}
set {
if (_isInitialized == value)
return;
var oldValue = _isInitialized;
_isInitialized = value;
RaisePropertyChanged(IsInitializedPropertyName);
InitializationComplete();
}
}
#endregion
#region [IsLoggedIn]
public const string IsLoggedInPropertyName = "IsLoggedIn";
private bool _isLoggedIn = false;
public bool IsLoggedIn {
get {
return _isLoggedIn;
}
set {
if (_isLoggedIn == value)
return;
var oldValue = _isLoggedIn;
_isLoggedIn = value;
RaisePropertyChanged(IsLoggedInPropertyName);
InitializationComplete();
}
}
#endregion
public void InitializationComplete() {
if (!(this.IsInitialized && this.IsLoggedIn))
return;
// put your code here
}
Alternatively you can remove the InitializationComplete from the setters and change InitializationComplete to:
public void InitializationComplete() {
// put your code here
}
Then subscribe to the 'PropertyChanged' event use the following implementation:
private void Class1_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) {
if (e.PropertyName == IsInitializedPropertyName || e.PropertyName == IsLoggedInPropertyName) {
if (this.IsInitialized && this.IsLoggedIn)
InitializationComplete();
}
}

refactor dilemma

I want to extract the guard statement from the following method
private void CreateProxy()
{
//extract the following guard statement.
Host selected = this.comboBox1.SelectedItem as Host;
if (selected == null)
{
return;
}
this.SearchProxy = ServiceProxy.ProxyFactory.CreateSearchProxy(GetSelectedIP().ToString());
this.StreamProxy = ServiceProxy.ProxyFactory.CreatePlayerProxy(GetSelectedIP().ToString());
}
//extracted guard method
public bool IsHostSelected()
{
Host selected = this.comboBox1.SelectedItem as Host;
if (selected == null)
{
return false;
}
return true;
}
see? now i have to add return value for the extracted method, is this kinda ugly?
any better solution to avoid adding the return value for the extracted method?
I don't see the big deal. First, I would rewrite it as:
static bool SelectedItemIsHost(ComboBox box) {
return box.SelectedItem is Host;
}
Note the rename, the ComboBox as a parameter, and the body change.
Now, this makes your code read more clearly:
void CreateProxy() {
if(SelectedItemIsHost(this.comboBox1)) {
this.SearchProxy = ServiceProxy.ProxyFactory.CreateSearchProxy(GetSelectedIP().ToString());
this.StreamProxy = ServiceProxy.ProxyFactory.CreatePlayerProxy(GetSelectedIP().ToString());
}
}
So now it reads "if the selected item is a Host then do stuff."
Now, this goes way beyond your question, but this looks like a big coupling of UI logic and domain logic. You might want to reconsider a decoupling there.
any better solution to avoid adding the return value for the extracted method?
Yes:
//extracted guard method
public bool IsHostSelected()
{
Host selected = this.comboBox1.SelectedItem as Host;
return selected != null;
}

How to tell if .NET code is being run by Visual Studio designer

I am getting some errors thrown in my code when I open a Windows Forms form in Visual Studio's designer. I would like to branch in my code and perform a different initialization if the form is being opened by designer than if it is being run for real.
How can I determine at run-time if the code is being executed as part of designer opening the form?
if (System.ComponentModel.LicenseManager.UsageMode == System.ComponentModel.LicenseUsageMode.Designtime)
{
// Design time logic
}
To find out if you're in "design mode":
Windows Forms components (and controls) have a DesignMode property.
Windows Presentation Foundation controls should use the IsInDesignMode attached property.
The Control.DesignMode property is probably what you're looking for. It tells you if the control's parent is open in the designer.
In most cases it works great, but there are instances where it doesn't work as expected. First, it doesn't work in the controls constructor. Second, DesignMode is false for "grandchild" controls. For example, DesignMode on controls hosted in a UserControl will return false when the UserControl is hosted in a parent.
There is a pretty easy workaround. It goes something like this:
public bool HostedDesignMode
{
get
{
Control parent = Parent;
while (parent!=null)
{
if(parent.DesignMode) return true;
parent = parent.Parent;
}
return DesignMode;
}
}
I haven't tested that code, but it should work.
The most reliable approach is:
public bool isInDesignMode
{
get
{
System.Diagnostics.Process process = System.Diagnostics.Process.GetCurrentProcess();
bool res = process.ProcessName == "devenv";
process.Dispose();
return res;
}
}
The most reliable way to do this is to ignore the DesignMode property and use your own flag that gets set on application startup.
Class:
public static class Foo
{
public static bool IsApplicationRunning { get; set; }
}
Program.cs:
[STAThread]
static void Main()
{
Foo.IsApplicationRunning = true;
// ... code goes here ...
}
Then just check the flag whever you need it.
if(Foo.IsApplicationRunning)
{
// Do runtime stuff
}
else
{
// Do design time stuff
}
I had the same problem in Visual Studio Express 2013. I tried many of the solutions suggested here but the one that worked for me was an answer to a different thread, which I will repeat here in case the link is ever broken:
protected static bool IsInDesigner
{
get { return (Assembly.GetEntryAssembly() == null); }
}
The devenv approach stopped working in VS2012 as the designer now has its own process. Here is the solution I am currently using (the 'devenv' part is left there for legacy, but without VS2010 I am not able to test that though).
private static readonly string[] _designerProcessNames = new[] { "xdesproc", "devenv" };
private static bool? _runningFromVisualStudioDesigner = null;
public static bool RunningFromVisualStudioDesigner
{
get
{
if (!_runningFromVisualStudioDesigner.HasValue)
{
using (System.Diagnostics.Process currentProcess = System.Diagnostics.Process.GetCurrentProcess())
{
_runningFromVisualStudioDesigner = _designerProcessNames.Contains(currentProcess.ProcessName.ToLower().Trim());
}
}
return _runningFromVisualStudioDesigner.Value;
}
}
/// <summary>
/// Are we in design mode?
/// </summary>
/// <returns>True if in design mode</returns>
private bool IsDesignMode() {
// Ugly hack, but it works in every version
return 0 == String.CompareOrdinal(
"devenv.exe", 0,
Application.ExecutablePath, Application.ExecutablePath.Length - 10, 10);
}
System.Diagnostics.Debugger.IsAttached
It's hack-ish, but if you're using VB.NET and when you're running from within Visual Studio My.Application.Deployment.CurrentDeployment will be Nothing, because you haven't deployed it yet. I'm not sure how to check the equivalent value in C#.
using (System.Diagnostics.Process process = System.Diagnostics.Process.GetCurrentProcess())
{
bool inDesigner = process.ProcessName.ToLower().Trim() == "devenv";
return inDesigner;
}
I tried the above code (added a using statement) and this would fail on some occasions for me. Testing in the constructor of a usercontrol placed directly in a form with the designer loading at startup. But would work in other places.
What worked for me, in all locations is:
private bool isDesignMode()
{
bool bProcCheck = false;
using (System.Diagnostics.Process process = System.Diagnostics.Process.GetCurrentProcess())
{
bProcCheck = process.ProcessName.ToLower().Trim() == "devenv";
}
bool bModeCheck = (System.ComponentModel.LicenseManager.UsageMode == System.ComponentModel.LicenseUsageMode.Designtime);
return bProcCheck || DesignMode || bModeCheck;
}
Maybe a bit overkill, but it works, so is good enough for me.
The success in the example noted above is the bModeCheck, so probably the DesignMode is surplus.
You check the DesignMode property of your control:
if (!DesignMode)
{
//Do production runtime stuff
}
Note that this won't work in your constructor because the components haven't been initialized yet.
When running a project, its name is appended with ".vshost".
So, I use this:
public bool IsInDesignMode
{
get
{
Process p = Process.GetCurrentProcess();
bool result = false;
if (p.ProcessName.ToLower().Trim().IndexOf("vshost") != -1)
result = true;
p.Dispose();
return result;
}
}
It works for me.
I'm not sure if running in debug mode counts as real, but an easy way is to include an if statement in your code that checkes for System.Diagnostics.Debugger.IsAttached.
If you created a property that you don't need at all at design time, you can use the DesignerSerializationVisibility attribute and set it to Hidden. For example:
protected virtual DataGridView GetGrid()
{
throw new NotImplementedException("frmBase.GetGrid()");
}
[DesignerSerializationVisibility(DesignerSerializationVisibility.Hidden)]
public int ColumnCount { get { return GetGrid().Columns.Count; } set { /*Some code*/ } }
It stopped my Visual Studio crashing every time I made a change to the form with NotImplementedException() and tried to save. Instead, Visual Studio knows that I don't want to serialize this property, so it can skip it. It only displays some weird string in the properties box of the form, but it seems to be safe to ignore.
Please note that this change does not take effect until you rebuild.
We use the following code in UserControls and it does the work. Using only DesignMode will not work in your app that uses your custom user controls as pointed out by other members.
public bool IsDesignerHosted
{
get { return IsControlDesignerHosted(this); }
}
public bool IsControlDesignerHosted(System.Windows.Forms.Control ctrl)
{
if (ctrl != null)
{
if (ctrl.Site != null)
{
if (ctrl.Site.DesignMode == true)
return true;
else
{
if (IsControlDesignerHosted(ctrl.Parent))
return true;
else
return false;
}
}
else
{
if (IsControlDesignerHosted(ctrl.Parent))
return true;
else
return false;
}
}
else
return false;
}
Basically the logic above boils down to:
public bool IsControlDesignerHosted(System.Windows.Forms.Control ctrl)
{
if (ctrl == null) return false;
if (ctrl.Site != null && ctrl.Site.DesignMode) return true;
return IsControlDesignerHosted(ctrl.Parent);
}
If you are in a form or control you can use the DesignMode property:
if (DesignMode)
{
DesignMode Only stuff
}
I found the DesignMode property to be buggy, at least in previous versions of Visual Studio. Hence, I made my own using the following logic:
Process.GetCurrentProcess().ProcessName.ToLower().Trim() == "devenv";
Kind of a hack, I know, but it works well.
System.ComponentModel.Component.DesignMode == true
To solve the problem, you can also code as below:
private bool IsUnderDevelopment
{
get
{
System.Diagnostics.Process process = System.Diagnostics.Process.GetCurrentProcess();
if (process.ProcessName.EndsWith(".vshost")) return true;
else return false;
}
}
Here's another one:
//Caters only to thing done while only in design mode
if (App.Current.MainWindow == null){ // in design mode }
//Avoids design mode problems
if (App.Current.MainWindow != null) { //applicaiton is running }
After testing most of the answers here, unfortunately nothing worked for me (VS2015).
So I added a little twist to JohnV's answer, which didn't work out of the box, since DesignMode is a protected Property in the Control class.
First I made an extension method which returns the DesignMode's Property value via Reflection:
public static Boolean GetDesignMode(this Control control)
{
BindingFlags bindFlags = BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Static;
PropertyInfo prop = control.GetType().GetProperty("DesignMode", bindFlags);
return (Boolean)prop.GetValue(control, null);
}
and then I made a function like JohnV:
public bool HostedDesignMode
{
get
{
Control parent = Parent;
while (parent != null)
{
if (parent.GetDesignMode()) return true;
parent = parent.Parent;
}
return DesignMode;
}
}
This is the only method that worked for me, avoiding all the ProcessName mess, and while reflection should not be used lightly, in this case it did all the difference! ;)
EDIT:
You can also make the second function an extension method like this:
public static Boolean IsInDesignMode(this Control control)
{
Control parent = control.Parent;
while (parent != null)
{
if (parent.GetDesignMode())
{
return true;
}
parent = parent.Parent;
}
return control.GetDesignMode();
}
For WPF (hopefully this is useful for those WPF people stumbling upon this question):
if (System.ComponentModel.DesignerProperties.GetIsInDesignMode(new DependencyObject()))
{
}
GetIsInDesignMode requires a DependencyObject. If you don't have one, just create one.
/// <summary>
/// Whether or not we are being run from the Visual Studio IDE
/// </summary>
public bool InIDE
{
get
{
return Process.GetCurrentProcess().ProcessName.ToLower().Trim().EndsWith("vshost");
}
}
Here's a flexible way that is adaptable to where you compile from as well as whether or not you care which mode you're in.
string testString1 = "\\bin\\";
//string testString = "\\bin\\Debug\\";
//string testString = "\\bin\\Release\\";
if (AppDomain.CurrentDomain.BaseDirectory.Contains(testString))
{
//Your code here
}

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