MonoGame/XNA Mouse Offsets - xna

I am trying to use Mouse.GetState() for my menu selection. Currently, it will only highlight if I hover over a region left and up from where the menu is. I used DrawString to display the mouses coordinates and found that the 0,0 point wasn't in the top left of my monitor or in the top left of the game window. It was somewhere about 100,100 pixels from the top left of the screen. Also, the 0,0 point moves every time I run the programme.
I looked at others people who have had the same problem but wasn't able to solve it. I tried using Mouse.WindowHandle = this.Window.Handle; in my Initialize() but it didn't nothing. I have two monitors and when I forced the game in fullscreen it would open on my second monitor so I disabled it but the problem remains.
here is a link to my code http://pastebin.com/PNaFADqp
Game1 class:
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont spriteFont;
public const int WINDOW_HEIGHT = 800;
public const int WINDOW_WIDTH = 600;
public int tree;
public TitleScreen titleScreen;
public SATDemo satDemo;
public SeparatingAxisTest separatingAxisTest;
public SATWithAABB sATWithAABB;
GameState currentState;
public static Dictionary<string, Texture2D> m_textureLibrary = new Dictionary<string, Texture2D>();
public static Dictionary<string, SpriteFont> m_fontLibrary = new Dictionary<string, SpriteFont>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferHeight = WINDOW_HEIGHT;
graphics.PreferredBackBufferWidth = WINDOW_WIDTH;
}
protected override void Initialize()
{
Mouse.WindowHandle = this.Window.Handle;
//enable the mousepointer
IsMouseVisible = true;
currentState = GameState.TitleScreen;
//sets the windows mouse handle to client bounds handle
base.Initialize();
}
public void RequestSATDemo()
{
currentState = GameState.RequestSATDemo;
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
m_textureLibrary.Add("Pixel", Content.Load<Texture2D>("White_Pixel"));
m_fontLibrary.Add("Font", Content.Load<SpriteFont>("MotorwerkOblique"));
titleScreen = new TitleScreen();
satDemo = new SATDemo();
separatingAxisTest = new SeparatingAxisTest();
sATWithAABB = new SATWithAABB();
}
public void RequestSeparatingAxisTest()
{
currentState = GameState.SeparatingAxisTest;
}
public void RequestSATWithAABB()
{
currentState = GameState.SATWithAABB;
}
protected override void Update(GameTime gameTime)
{
MouseTestState = Mouse.GetState();
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Update(gameTime);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Update(gameTime);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Update(gameTime);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
spriteBatch.DrawString(m_fontLibrary["Font"], MouseTestState.ToString(), new Vector2(0, 0), Color.White);
switch (currentState)
{
case GameState.TitleScreen:
{
titleScreen.Draw(spriteBatch, spriteFont);
break;
}
case GameState.SeparatingAxisTest:
{
separatingAxisTest.Draw(gameTime, spriteBatch);
break;
}
case GameState.SATWithAABB:
{
sATWithAABB.Draw(gameTime, spriteBatch);
break;
}
case GameState.Exit:
{
Exit();
break;
}
default:
{
titleScreen.Update(gameTime);
break;
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
TitleScreen class:
public class TitleScreen : Screen
{
List<Button> buttonList = new List<Button>();
public Menu mainMenu;
public TitleScreen()
{
mainMenu = new Menu(new Vector2(200, 100), buttonList, 0);
buttonList.Add(new PushButton("Separating Axis Test"));
buttonList.Add(new PushButton("SAT With AABB"));
buttonList.Add(new PushButton("Awesome"));
buttonList.Add(new PushButton("Awesomere"));
buttonList.Add(new PushButton("Awesomere"));
}
public override void Update(GameTime gametime)
{
mainMenu.Update(gametime);
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
mainMenu.Draw(sB, sF);
}
}
PushButton class:
public class PushButton : Button
{
string m_text;
SpriteFont m_font;
Color m_static, m_onClick, m_onHover;
Texture2D m_sprite2D, m_onClick2D;
static public int Pbuttoncount;
//click processing
bool m_clickedInside = false,
m_releasedInside = false,
m_OnClicked = false,
selected = false;
Rectangle drawRectangle;
public PushButton(string Text)
{
m_text = Text;
drawRectangle = new Rectangle((int)Menu.m_position.X, (int)Menu.m_position.Y + (15 * Pbuttoncount), 200, 15);
ButtonRegion = new Rectangle((int)Position.X, (int)Position.Y, 200, 15);
Pbuttoncount++;
}
public PushButton(Rectangle ButtonRegion, SpriteFont Font, string Text, Color Static, Color OnClick, Color OnHover)
{
m_buttonRegion = ButtonRegion;
m_font = Font;
m_text = Text;
m_static = Static;
m_onClick = OnClick;
m_onHover = OnHover;
// drawRectangle = ButtonPosition(m_buttonRegion);
}
public PushButton(Rectangle ButtonRegion, Texture2D Sprite2D, Texture2D OnClick2D)
{
m_buttonRegion = ButtonRegion;
m_sprite2D = Sprite2D;
m_onClick2D = OnClick2D;
//drawRectangle = ButtonPosition(m_buttonRegion);
}
public override void Update(GameTime gameTime)
{
MouseState currentMouse = Mouse.GetState();
selected = MouseState(drawRectangle, currentMouse);
m_clickedInside = ClickInside(currentMouse, m_lastMouseState);
ReleaseInside(currentMouse, m_lastMouseState);
if (selected && m_clickedInside && m_releasedInside)
m_OnClicked = true;
else
m_OnClicked = false;
m_lastMouseState = currentMouse;
}
public override void Draw(SpriteBatch spriteBatch, SpriteFont spriteFont, int buttonCount, Vector2 Position)
{
spriteBatch.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)Position.X + 10, (int)(Position.Y + 15 * buttonCount), 180, 15), Color.Wheat);
if (selected)
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Orange);
else
spriteBatch.DrawString(Game1.m_fontLibrary["Font"], m_text, new Vector2(Position.X + 15, Position.Y + 15 * buttonCount), Color.Black);
}
}
Menu class:
public class Menu
{
List<Button> m_buttonList;
float m_transparency;
public int n = 0;
public Rectangle buttonRegion, m_menuRegion, m_dimensions;
static public Vector2 m_position;
int m_WINDOW_HEIGHT = Game1.WINDOW_HEIGHT;
int m_WINDOW_WIDTH = Game1.WINDOW_WIDTH;
private Game1 m_managerClass;
public Menu(Vector2 Position, List<Button> ButtonList, float Transparency)
{
m_position = Position;
m_buttonList = ButtonList;
m_transparency = Transparency;
m_managerClass = new Game1();
}
public Rectangle MenuRegion
{
get { return m_menuRegion; }
set { m_menuRegion = value; }
}
static public Vector2 Position
{
get { return m_position; }
}
public void Update(GameTime gametime)
{
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Update(gametime);
if (m_buttonList[0].OnClicked)
{
SeperatingAxisTest();
}
}
}
public void Draw(SpriteBatch sB, SpriteFont sF)
{
sB.Draw(Game1.m_textureLibrary["Pixel"], new Rectangle((int)m_position.X - 5, (int)m_position.Y - 10, (m_buttonList[0].ButtonRegion.Width + 10), (m_buttonList[0].ButtonRegion.Height * m_buttonList.Count) + 20), Color.Blue);
for (int i = 0; i < m_buttonList.Count; i++)
{
m_buttonList[i].Draw(sB, sF, i, new Vector2(Position.X, Position.Y));
}
}
private void SeperatingAxisTest()
{
m_managerClass.RequestSeparatingAxisTest();
}
}
Program class:
public static class Program
{
[STAThread]
static void Main()
{
using (var game = new Game1())
game.Run();
}
}
Let me know if you need anything else. I'm still learning and will sell my soul to you for an answer.

Your Menu class is creating a new instance of Game1. This is, most likely, not what you want, since Game1 is instantiated in the entry point for you app. The Game1 instance has an instance of TitleScreen, which in turn has an instance of the Menu class, so a Menu should have no business creating its own game.
When this (other) instance is created, it invokes platform-specific (Windows) methods, creates an additional window handle (which is never shown) and configures the Mouse.WindowHandle.
And btw, setting WindowHandle manually does absolutely nothing in Monogame, so all these sources mentioning that are talking about XNA.
So, there are several remarks:
You should probably have a "screen manager" class which contains the current screen. It is strange to have a field of type TitleScreen in your game class, it should at least be of the base type (Screen), so that the game class draws and updates each screen transparently.
If you need a reference to the game class anywhere, don't instantiate a new one, but rather pass it along through the constructor.
m_managerClass is a bad name for a field which is actually a Game. Also google for C# naming conventions. Perhaps you even might want to download an existing monogame game template, e.g. check some of the samples online; the NetRumble sample seems to implement a screen manager.
Remove the Mouse.WindowHandle line, it should be set to your one-and-only game window by default.
tl;dr add the Game1 as a parameter wherever you might need it (but only where you need it).
abstract class Screen
{
private readonly Game1 _game;
public Game1 Game
{ get { return _game; } }
public Screen(Game1 game)
{
_game = game;
}
}
class TitleScreen : Screen
{
public TitleScreen(Game1 game)
: base(game)
{ ... }
}
class Menu
{
private readonly Screen _screen;
public Menu(Screen parentScreen, Vector2 pos, List<Button> list, float alpha)
{
_screen = parentScreen;
...
// if you need the game instance, just use _screen.Game
}
}

Related

To attach a ButtonField on every row of CustomListField in BlackBerry [duplicate]

i m writing one application in which i have created custom list field for displaying listview.
my CustomListField contains one image and text in a row. i m gettiing field change listener on click of listfield row but i want to put fieldchange listener on image too..
can anyone tell me how can i do that.
here is my code.
public class CustomListField extends ListField implements ListFieldCallback {
private Vector _listData;
private int _MAX_ROW_HEIGHT = 60;
public CustomListField(Vector data) {
_listData = data;
setSize(_listData.size());
setSearchable(true);
setCallback(this);
setRowHeight(_MAX_ROW_HEIGHT);
}
protected void drawFocus(Graphics graphics, boolean on) {
XYRect rect = new XYRect();
graphics.setGlobalAlpha(150);
graphics.setColor(Color.BLUE);
getFocusRect(rect);
drawHighlightRegion(graphics, HIGHLIGHT_FOCUS, true, rect.x, rect.y, rect.width, rect.height);
}
public int moveFocus(int amount, int status, int time) {
this.invalidate(this.getSelectedIndex());
return super.moveFocus(amount, status, time);
}
public void onFocus(int direction) {
super.onFocus(direction);
}
protected void onUnFocus() {
this.invalidate(this.getSelectedIndex());
}
public void refresh() {
this.getManager().invalidate();
}
public void drawListRow(ListField listField, Graphics graphics, int index, int y, int w) {
listField.setBackground(BackgroundFactory.createBitmapBackground(Bitmap.getBitmapResource("listing_bg.png")));
ListRander listRander = (ListRander) _listData.elementAt(index);
graphics.setGlobalAlpha(255);
graphics.setFont(Font.getDefault().getFontFamily().getFont(Font.PLAIN, 24));
final int margin = 5;
final Bitmap thumb = listRander.getListThumb();
final String listHeading = listRander.getListTitle();
final Bitmap nevBar = listRander.getNavBar();
// list border
graphics.setColor(Color.GRAY);
graphics.drawRect(0, y, w, _MAX_ROW_HEIGHT);
// thumbnail border & thumbnail image
graphics.setColor(Color.BLACK);
// graphics.drawRoundRect(margin-2, y+margin-2,thumb.getWidth()+2, thumb.getHeight()+2, 5, 5);
graphics.drawBitmap(margin, y + margin, thumb.getWidth(), thumb.getHeight(), thumb, 0, 0);
// drawing texts
// graphics.setFont(Font.BOLD);
graphics.drawText(listHeading, margin + thumb.getWidth(), y + margin);
graphics.setColor(Color.GRAY);
// graphics.setFont(Font.smallFont); // graphics.drawText(listDesc, 2*margin+thumb.getWidth(), y+ margin+20); // //
// graphics.drawText(listDesc2, 2*margin+thumb.getWidth(), y+ margin+32);
// draw navigation button
final int navBarPosY = y + (_MAX_ROW_HEIGHT / 2 - nevBar.getHeight() / 2);
final int navBarPosX = Graphics.getScreenWidth() - nevBar.getWidth() + margin;
graphics.drawBitmap(navBarPosX, navBarPosY, nevBar.getWidth(), nevBar.getHeight(), nevBar, 0, 0);
}
public Object get(ListField listField, int index) {
String rowString = (String) _listData.elementAt(index);
return rowString;
}
public int indexOfList(ListField listField, String prefix, int start) {
for (Enumeration e = _listData.elements(); e.hasMoreElements();) {
String rowString = (String) e.nextElement();
if (rowString.startsWith(prefix)) {
return _listData.indexOf(rowString);
}
}
return 0;
}
public int getPreferredWidth(ListField listField) {
return 3 * listField.getRowHeight();
}
/*
protected boolean trackwheelClick(int status, int time) {
invalidate(getSelectedIndex());
Dialog.alert(" U have selected :" + getSelectedIndex());
return super.trackwheelClick(status, time);
}
*/
}
i want to put click listner on star image of listfield row
and following is output of abbove code.
I did something very similar to this on a past project:
Background
As Arhimed said in his answer, and as you can read about on the BlackBerry forums here, you can't have full-fledged Field objects within the ListField. The content of ListField rows is just drawn directly in drawListRow() as text, and Bitmaps, etc. The contents aren't Field instances, and therefore, are not focusable.
So, what I did was to replace ListField with a subclass of Manager. Originally, I used a VerticalFieldManager, but I ran into problems with that. I've also been seeing a lot of issues on stack overflow, where people subclass VerticalFieldManager, customize just one small behaviour, and everything starts breaking. It seems to me that VerticalFieldManager works well if you accept its normal behaviour, and if you need something more, just extend Manager directly. Performing layout for vertically stacked rows is pretty easy.
I then made each row its own Manager, and implemented custom layout in sublayout() to place the row's Fields where I wanted them. I could then also make the row focusable, and then a bitmap/button on the row separately focusable (like your star). Clicking the row invokes one action, and clicking the star invokes another one.
I will note, however, that in my app, performance was not an issue, because I only had 10-20 rows. Also, I did have to modify my code to match your example, so consider this code only lightly tested. However, I did build it into an app, so it should perform fine as long as my assumptions, and your description were valid.
Implementation
First, it wasn't clear to me what your ListRander is (you didn't show that code). However, in my code, I need a data class to contain details about one row. It looked like that's how you used ListRander, so that's what I used:
public class ListRander {
private String _title;
private Bitmap _thumb;
public ListRander(String title, Bitmap thumb) {
_title = title;
_thumb = thumb;
}
public String getTitle() {
return _title;
}
public Bitmap getThumb() {
return _thumb;
}
}
Then, I replaced your CustomListField class with my own:
public class CustomListField extends Manager implements FocusChangeListener {
private int _MAX_ROW_HEIGHT = 60;
private boolean _searchable = false;
private Vector _listData;
private FieldChangeListener _fieldListener;
public CustomListField(Vector data) {
super(FOCUSABLE | VERTICAL_SCROLL | VERTICAL_SCROLLBAR);
setSearchable(true);
setEditable(false);
setListData(data);
}
public void setChangeListener(FieldChangeListener listener) {
// we need to save this listener, because we set it to listen to all new rows
_fieldListener = listener;
int numFields = getFieldCount();
for (int f = 0; f < numFields; f++) {
getField(f).setChangeListener(listener);
}
super.setChangeListener(listener);
}
public int getRowHeight() {
return _MAX_ROW_HEIGHT;
}
public void setSearchable(boolean searchable) {
_searchable = searchable;
}
public int getSelectedIndex() {
return getFieldWithFocusIndex(); // TODO??
}
public Object get(int index) {
return _listData.elementAt(index);
}
public int indexOfList(String prefix, int start) {
if (start >= _listData.size() || !_searchable) {
return -1;
} else {
int result = getSelectedIndex(); // the default result if we find no matches
for (Enumeration e = _listData.elements(); e.hasMoreElements(); ) {
String rowString = (String) e.nextElement();
if (rowString.startsWith(prefix)) {
return _listData.indexOf(rowString);
}
}
return result;
}
}
protected boolean navigationClick(int status, int time) {
CustomListRow focus = (CustomListRow) getFieldWithFocus();
if (focus != null) {
// see if the row wants to process this click
if (!focus.navigationClick(status, time)) {
// let our FieldChangeListener know that this row has been clicked
fieldChangeNotify(getFieldWithFocusIndex());
}
return true;
} else {
return false;
}
}
protected void sublayout(int width, int height) {
int w = Math.min(width, getPreferredWidth());
int h = Math.min(height, getPreferredHeight());
int rowHeight = getRowHeight();
int numRows = getFieldCount();
setExtent(w, h);
setVirtualExtent(w, rowHeight * numRows);
for (int i = 0; i < numRows; i++) {
Field f = getField(i);
setPositionChild(f, 0, rowHeight * i);
layoutChild(f, w, rowHeight);
}
}
public int getPreferredWidth() {
return Display.getWidth();
}
public int getPreferredHeight() {
return Display.getHeight();
}
public void setListData(Vector listData) {
_listData = listData;
if (listData != null) {
int listSize = listData.size();
int numRows = getFieldCount();
for (int s = 0; s < listSize; s++) {
if (s < numRows) {
// we can reuse existing CustomListRows
CustomListRow row = (CustomListRow) getField(s);
row.setData((ListRander) listData.elementAt(s));
} else {
CustomListRow row = new CustomListRow((ListRander) listData.elementAt(s));
row.setChangeListener(_fieldListener);
row.setFocusListener(this);
add(row);
}
}
if (listSize < numRows) {
// delete the excess rows
deleteRange(listSize, numRows - listSize);
}
} else {
deleteAll();
}
invalidate();
}
public void focusChanged(Field field, int eventType) {
// we handle scrolling here, when focus changes between rows
if (eventType == FOCUS_GAINED) {
if (field.getTop() < getVerticalScroll()) {
// field is off the top of the screen, so scroll up
setVerticalScroll(field.getTop());
} else if (field.getTop() >= getVerticalScroll() + getVisibleHeight()) {
// field is off the bottom of the screen, so scroll down
setVerticalScroll(field.getTop() - getVisibleHeight() + getRowHeight());
}
}
}
}
Finally, one row is represented by my CustomListRow class:
public class CustomListRow extends Manager implements FieldChangeListener {
private static final int _MAX_ROW_HEIGHT = 60;
private ListRander _data;
private BitmapField _thumb;
private LabelField _title;
private FocusableBitmapField _star;
private static final Bitmap _starImg = Bitmap.getBitmapResource("star.png");
private static final Bitmap _bgImg = Bitmap.getBitmapResource("listing_bg.png");
private SeparatorField _separator;
private int _fontColor = Color.BLACK;
private boolean _highlighted = false;
private int _width;
// subclass exists to expose focus methods (make public)
private class FocusableBitmapField extends BitmapField {
public FocusableBitmapField() {
super(_starImg, BitmapField.FOCUSABLE | BitmapField.EDITABLE);
}
public void onFocus(int direction) {
super.onFocus(direction);
}
public void onUnfocus() {
super.onUnfocus();
}
}
public CustomListRow(ListRander data) {
super(Field.FOCUSABLE | Manager.NO_VERTICAL_SCROLL | Manager.NO_VERTICAL_SCROLLBAR);
setBackground(BackgroundFactory.createBitmapBackground(_bgImg));
_width = Display.getWidth();
long labelStyle = (DrawStyle.LEFT | DrawStyle.TOP | DrawStyle.ELLIPSIS);
_title = new LabelField("", labelStyle) { // custom anonymous class to change font color
protected void paint(Graphics g) {
int c = g.getColor();
g.setColor(_fontColor);
super.paint(g);
g.setColor(c);
}
};
_title.setFont(Font.getDefault().getFontFamily().getFont(Font.PLAIN, 24));
_thumb = new BitmapField();
_star = new FocusableBitmapField();
_star.setChangeListener(this);
_separator = new SeparatorField() { // custom anonymous class to change separator color
protected void paint(Graphics g) {
int c = g.getColor();
g.setColor(Color.GRAY);
super.paint(g);
g.setColor(c);
}
};
setData(data);
add(_thumb);
add(_title);
add(_star);
add(_separator);
}
public ListRander getData() {
return _data;
}
public void setData(ListRander value) {
if (value != _data) {
_data = value;
_title.setText(value.getTitle());
_thumb.setBitmap(value.getThumb());
}
}
private void onStarClicked() {
Dialog.alert("Star has been clicked or tapped!");
}
private void onRowClicked() {
Dialog.alert("Row has been clicked or tapped!");
}
public void fieldChanged(Field field, int context) {
if (field == _star) {
onStarClicked();
}
}
public boolean navigationClick(int status, int time) {
if (_star.isFocus()) {
onStarClicked();
return true;
} /* else {
onRowClicked();
return true;
} */
return false; // we will not consume this event
}
protected void highlight(boolean onRow) {
_fontColor = onRow ? Color.WHITE : Color.BLACK; // change font color for contrast
_highlighted = onRow;
invalidate();
}
protected void onFocus(int direction) {
// called when focus first transfers to this row, from another Field
if (direction == 1) {
// coming from top to bottom, we highlight the row first, not the star
highlight(true);
} else if (direction == -1) {
// coming from bottom to top, we highlight the star button first, not the row
_star.onFocus(direction);
highlight(false);
}
}
protected void onUnfocus() {
// remove highlighting of the row, if any
highlight(false);
super.onUnfocus();
}
protected int moveFocus(int amount, int status, int time) {
// called when this row already has focus (either on row, or star button)
if (amount > 0) {
// moving top to bottom
if (!_star.isFocus()) {
// we were on the row, now move to the star button
_star.onFocus(1);
highlight(false);
amount--; // consume one unit of movement
}
} else {
// moving from bottom to top
if (_star.isFocus()) {
// we were on the star button, now move back over to the row
_star.onUnfocus();
highlight(true);
amount++; // consume one unit of movement
}
}
return amount;
}
protected boolean touchEvent(net.rim.device.api.ui.TouchEvent event) {
// We take action when the user completes a click (a.k.a. unclick)
int eventCode = event.getEvent();
if ((eventCode == TouchEvent.UNCLICK) || (eventCode == TouchEvent.DOWN)) {
// Get the touch location, within this Manager
int x = event.getX(1);
int y = event.getY(1);
if ((x >= 0) && (y >= 0) && (x < _width) && (y < _MAX_ROW_HEIGHT)) {
int field = getFieldAtLocation(x, y);
if ((field >= 0) && (getField(field) == _star)) {
// Let event propagate to (star) button field
return super.touchEvent(event);
} else {
if (eventCode == TouchEvent.UNCLICK) {
// A completed click anywhere else in this row should popup details for this selection
fieldChangeNotify(1);
onRowClicked();
} else {
// This is just a soft touch (TouchEvent.DOWN), without full click
setFocus();
}
// Consume the event
return true;
}
}
}
// Event wasn't for us, let superclass handle in default manner
return super.touchEvent(event);
}
protected void sublayout(int width, int height) {
height = Math.min(getPreferredHeight(), height);
setExtent(_width, height);
final int margin = 5;
int thumbWidth = _thumb.getPreferredWidth();
layoutChild(_thumb, thumbWidth, _thumb.getPreferredHeight());
setPositionChild(_thumb, margin, margin);
int starWidth = _star.getPreferredWidth();
int starHeight = _star.getPreferredHeight();
layoutChild(_star, starWidth, starHeight);
setPositionChild(_star, width - starWidth - margin, (height - starHeight) / 2);
// this assumes you want margin between all fields, and edges
layoutChild(_title, width - thumbWidth - starWidth - 4 * margin, _title.getPreferredHeight());
setPositionChild(_title, margin + thumbWidth /* + margin */, margin); // TODO?
}
protected void paintBackground(Graphics g) {
super.paintBackground(g);
if (_highlighted) {
// you can't override drawFocus() for a Manager, so we'll handle that here:
int oldColor = g.getColor();
int oldAlpha = g.getGlobalAlpha();
XYRect rect = new XYRect();
g.setGlobalAlpha(150);
g.setColor(Color.BLUE);
getFocusRect(rect);
drawHighlightRegion(g, HIGHLIGHT_FOCUS, true, rect.x, rect.y, rect.width, rect.height);
g.setGlobalAlpha(oldAlpha);
g.setColor(oldColor);
}
}
public int getPreferredWidth() {
return _width;
}
public int getPreferredHeight() {
return _MAX_ROW_HEIGHT;
}
}
Usage
This is how you might use the whole list field (maybe in a Screen class):
public class ListScreen extends MainScreen implements FieldChangeListener {
public ListScreen() {
try {
Vector data = new Vector();
Bitmap icon = Bitmap.getBitmapResource("list_icon.png");
for (int i = 0; i < 15; i++) {
ListRander lr = new ListRander("Product Name " + i, icon);
data.addElement(lr);
}
CustomListField list = new CustomListField(data);
add(list);
list.setChangeListener(this);
} catch (Exception e) {
e.printStackTrace();
}
}
public void fieldChanged(Field field, int context) {
if (field instanceof CustomListRow) {
CustomListRow row = (CustomListRow) field;
Dialog.alert(row.getData().getTitle() + " was selected!");
}
}
}
In my app, it made sense for the CustomListRow itself to handle the equivalent of your star click. However, for me, it did not make sense to have the row click handled that way. So, I let you set a FieldChangeListener on the CustomListField itself, which is called back when any row is selected. See the example above in my screen class. If you want to handle the row click inside the CustomListRow class, too, that's fine. I laid out a onRowClicked() method there. Search in the code for where that's commented out, and you can reactivate, an implement that method (onRowClicked()).
Issues
My app didn't require list searching. I laid out a sample implementation of that, like ListField has. But, I didn't test it. That's your job, if you need it. I just got you started with the CustomListField implementation (see indexOfList()).
I didn't see what your "nav bar" was for. A bar is usually a full-width item, like a status bar, or toolbar. I don't see anything like that in your screenshot. A nav item might be a little arrow at the right side of each row, to bring up details. But, I didn't see that in your screenshot either. So, I ignored that code. If you need a nav bar, you obviously know what it should be, and can add that to my code above.
I couldn't tell whether or not you just added the star as part of the row's background image, or if you had a separate image for that. I added a separate star.png to represent the star. I would assume that clicking the star fills it in, or highlights it, or something. But, you didn't describe that problem, so I assume you can handle that. If you need a custom field to represent the star, that can have selected and unselected images, just post that as a new question.
You had some code that appeared like it was trying to set the row width to 3x the row height, but that didn't match your screen shot. Most lists are full-screen width anyway. So, I remove that code. My CustomListRow class implements getPreferredWidth() and requests the full screen width. Change if you like.
Unlike Android's ListView the BB's ListField is not designed to have a focusable/clickable fields inside of list items. So any attempt to workaround this will have some negative side effects.
A relatively easy/quick workaround would be to switch to VerticalFieldManager (check this other stack overflow question). But if the list is too long (more than several hundreds, I believe) you risk to "eat" too much memory.
If the app is designed for touch screens only, then you can try to stay with ListField + do some manual tracking of touch event coordinates. So when you detect a list field click (in a way you would normally do it) you can check whether the touch coordinates correspond to the star image area (at least on the X axis). I am not going to invent/provide an implementation, but just giving an idea.

XNA Scrolling background

Hi, I'm working on a 2D game and I was working on the scrolling background but whatever I try it doesn't get it scrolled.
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//The size of the Sprite
public Rectangle Size;
//Used to size the Sprite up or down from the original image
public float Scale = 1.0f;
// Create an instance of Texture2D that will
// contain the background texture.
Texture2D background;
// Create a Rectangle that will definee
// the limits for the main game screen.
Rectangle mainFrame;
private GamePadState gamePadState;
private KeyboardState keyboardState;
public class Camera
{
public Camera(Viewport viewport)
{
Origin = new Vector2(viewport.Width / 2.0f, viewport.Height / 2.0f);
Zoom = 1.0f;
}
public Vector2 Position { get; set; }
public Vector2 Origin { get; set; }
public float Zoom { get; set; }
public float Rotation { get; set; }
public Matrix GetViewMatrix(Vector2 parallax)
{
// To add parallax, simply multiply it by the position
return Matrix.CreateTranslation(new Vector3(-Position * parallax, 0.0f)) *
// The next line has a catch. See note below.
Matrix.CreateTranslation(new Vector3(-Origin, 0.0f)) *
Matrix.CreateRotationZ(Rotation) *
Matrix.CreateScale(Zoom, Zoom, 1) *
Matrix.CreateTranslation(new Vector3(Origin, 0.0f));
}
}
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
graphics.IsFullScreen = true;
}
protected override void Initialize()
{
gamePadState = GamePad.GetState(PlayerIndex.One);
keyboardState = Keyboard.GetState();
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// Load the background content.
background = Content.Load<Texture2D>("Images\\muur");
// Set the rectangle parameters.
mainFrame = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// Draw the background.
// Start building the sprite.
spriteBatch.Begin();
// Draw the background.
spriteBatch.Draw(background, mainFrame, Color.White);
// End building the sprite.
spriteBatch.End();
base.Draw(gameTime);
}
}
How can I achieve this functionality?
I don't see where you use the camera transform...
you should have a parallax vector and update it...
Vector2 parallax_position;
float parallax_speed;
public void Update (Gametime time)
{
parallax_position += parallax_speed * Vector2.UnitX * (float) time.elapsed.totalseconds;
}
and then in Draw method, you should use it in your spritebatch....
public void Draw()
{
spriteBatch.begin(..,...,..,..,.., GetCameraTransform(Parallax));
...
}

Making an object appear to move across the screen randomly

I'm currently doing an assignment, on which one of the requirements is for a random object to appear on screen and move across. Being new to XNA, i do not know where to even begin implementing such behaviours to the game, thus would really appreciate if someone could give me a nudge towards the right direction.
I'm only really accustomed to invoking something when a key is pressed, however with something completely random, this can't be done. as far as i am aware of.
Thank you.
You need to create and set up a sprite for the UFO first. In your protected override void Update(GameTime gameTime) code you simply need to get the current time and compare it to the rules in which you wish to apply. Then update if you wish to draw and "move" the sprite. Here is an example:
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion
public class Game : Microsoft.Xna.Framework.Game {
#region Game Settings
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GraphicsDevice device;
int screenWidth = 800;
int screenHeight = 600;
bool fullscreen = false;
string title = "MyGame";
string origionaltitle;
float frames = 0;
float framesPerSecond = 0;
int startTime;
int currentTime;
int nextTime;
#endregion
struct sprite {
public string TextureName;
public Texture2D Texture;
public Vector2 Position;
public Vector2 Speed;
public Color[] TextureData;
};
bool DrawUFO = false;
sprite ufo = new sprite();
public Game() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void LoadContent() {
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
device = graphics.GraphicsDevice;
// TODO: use this.Content to load your game content here
ufo.TextureName = "ufo";
ufo.Texture = Content.Load<Texture2D>(ball.TextureName);
ufo.TextureData = new Color[ufo.Texture.Width *ufo.Texture.Height];
ufo.Texture.GetData(ball.TextureData);
}
protected override void Initialize() {
// TODO: Add your initialization logic here
ufo.Position = new Vector2(10f, 10.0f);
ufo.Speed = new Vector2(0.0f, 10.0f);
//
// Set up game window
graphics.PreferredBackBufferWidth = screenWidth;
graphics.PreferredBackBufferHeight = screenHeight;
graphics.IsFullScreen = fullscreen;
graphics.ApplyChanges();
origionaltitle = title;
Window.Title = title;
//
// Set the initial time
startTime = DateTime.Now.Second;
//
// Set "random"/next time for ufo to be rendered
nextTime = startTime + rand.Next(2);
//
base.Initialize();
}
protected override void Update(GameTime gameTime) {
//
// Set the current time
currentTime = DateTime.Now.Second;
//
// if not drawing ufo then
if(!DrawURO) {
//
// check current time and compare it with the next time
if( currentTime == nextTime ) {
DrawURO = true;
}
} else {
//
// Update UFO position (aka move it)
ufo.Posistion += ball.Speed *(float)gameTime.ElapsedGameTime.TotalSeconds;
//
// if ufo goes of the screen then
if(ufo.Position.Y > screenHeight) {
//
// Reset ufo
DrawURO = false;
ufo.Position.X = 10.0f;
ufo.Position.Y = 10.0f;
//
// set next time to render
nextTime = currentTime + rand.Next(2);
}
}
}
protected override void Draw(GameTime gameTime) {
graphics.GraphicsDevice.Clear(Color.Black);
// TODO: Add your drawing code here
spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
if(DrawUFO == true) {
spriteBatch.Draw(ufo.Texture, ufo.Position, Color.White);
}
spriteBatch.End();
//
base.Draw(gameTime);
}
}
I copied this from some code i did at college a few years a ago, so apologies for any bugs.

Refreshing field's state

In my application I'm using custom fields, with "set***" methods wich changes some parameters of this fields (background image, for example). thay work allmost fine, only one problem: I'm setting and changing parameters of this fields like below:
record = new UIButton("RECORD", Field.FOCUSABLE, kButtonWidth/3-5, kButtonHeight);
vfm2.add(Record); //I tryed this befor setters and after: no different
record.setBackgroundImage("buttonDark.png", "buttonDark.png", "buttonDark.png");
record.setTitleFontSize(Display.getHeight()/40);
record.setTitle("RECORD");
When the screen with this fields are pushed, my field looks like no setters were called (but it was: I checked this via log messages). Field's state refreshes only after it is focused (I'm calling same setters on onFocus and on onUnFocus, where I have invalidate()). Is there any way to refrash it on screen appear? In iPhone SDK, for example, there is viewDidAppear method, that colled when view(screen) did appear. Is there any same in blackberry? Or any other solution?
Here is my code of UIButton class:
public class UIButton extends Field
{
private String title = null;
private Font font;
private int fontSize;
private int color;
private int horizontalAligment;
private int state; //0 - normal; 1 - focused; 2 - HightLighted;
private int height;
private int width;
private EncodedImage currentPicture;
private EncodedImage onPicture;
private EncodedImage offPicture;
private EncodedImage lightPicture;
public UIButton(long style, int Widgh, int Height)
{
super(style);
height = Height;
width = Widgh;
fontSize = Display.getHeight()/20;
FontFamily ff = getFont().getFontFamily();
font = ff.getFont(0, fontSize);
title = "";
color = Color.WHITE;
state = 0;
horizontalAligment = DrawStyle.HCENTER;
onPicture = offPicture = lightPicture = EncodedImage.getEncodedImageResource("buttonDark.png");
currentPicture = offPicture;
}
public String getTitle()
{
return title;
}
public void setTitleColor (int Color) {
color = Color;
invalidate();
}
public void setFrame (int Height, int Width) {
height = Height;
width = Width;
invalidate();
}
public void setTitle (String Title) {
title = Title;
invalidate();
}
public void setTitleHorizontalAligment (int hAligment) {
horizontalAligment = hAligment;
invalidate();
}
public void setBackgroundImage (String forStateNurmal, String forStateFocused, String forStateHightlighted) {
onPicture = EncodedImage.getEncodedImageResource(forStateFocused);
offPicture = EncodedImage.getEncodedImageResource(forStateNurmal);
lightPicture = EncodedImage.getEncodedImageResource(forStateHightlighted);
invalidate();
}
public void setState (int State) {
state = State;
switch (state) {
case 0: {
currentPicture = offPicture;
invalidate();
break;
}
case 1: {
currentPicture = onPicture;
invalidate();
break;
}
case 2: {
currentPicture = lightPicture;
invalidate();
break;
}
}
}
public void setTitleFont (Font Font) {
font = Font;
invalidate();
}
public void setTitleFontSize (int FontSize) {
fontSize = FontSize;
FontFamily ff = font.getFontFamily();
font = ff.getFont(0, fontSize);
invalidate();
}
public int getPreferredHeight()
{
return height;
}
public int getPreferredWidth()
{
return width;
}
protected void onFocus(int direction)
{
super.onFocus(direction);
this.setState(0);
}
protected void onUnfocus()
{
if (state!=2) this.setState(1);
}
protected void drawFocus(Graphics graphics, boolean on)
{
super.drawFocus(graphics, on);
}
protected void layout(int width, int height)
{
setExtent(getPreferredWidth(),getPreferredHeight());
}
protected void paint(Graphics graphics)
{
ResizeImage r = new ResizeImage();
currentPicture = r.sizeImage(currentPicture, width-2, height-2);
graphics.drawBitmap(1, 1, width-2, height-2, currentPicture.getBitmap(), 0, 0);
if (title.getBytes().length>0) {
graphics.setColor(color);
graphics.setFont(font);
int x = 0;
if (horizontalAligment == DrawStyle.LEFT) x = 2;
graphics.drawText(title, x, (height-font.getHeight())/2,
(int)( getStyle() & DrawStyle.VCENTER & horizontalAligment | DrawStyle.HALIGN_MASK ), width );
}
}
protected boolean navigationClick(int status, int time)
{
fieldChangeNotify(1);
return true;
}
}
It is a very strong convention in Java to name local and field identifiers with lower case letters. So seeing "Record" as a local variable name is quite confusing.
Without the code for your custom field, UIButton, it is impossible to answer your question here. Built-in components for BlackBerry OS would behave correctly given this sequence of add and sets, so it is likely your custom field isn't following the BlackBerry conventions with layout and painting.
You forgot to change currentPicture in setBackgroundImage(). Try currentPicture = offPicture
or call this.setState(0) in setBackgroundImage().
If you call the set** methods before you add the field to the manager you should not have this problem in the first place. Is there a reason you call them after?

Changing the colour of UIPageControl dots in MonoTouch

I was wondering if MonoTouch allows the developer to change the colour of UIPageControl dots to suit a light background - they seem to be fixed white, which makes them very hard to see on a light textured background.
I am aware there is no public API available for this but I was wondering if anything was internally implemented in MonoTouch to improve on this.
Otherwise, what's the recommended approach to using a UIPageControl on a light background?
I took a stab at translating this. I'm not sure it will work, but it does compile. Note that the page linked to contains comments indicating that Apple frowns upon this code and may reject it:
using System;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
namespace Whatever
{
public class StyledPageControl : UIPageControl
{
public StyledPageControl () : base()
{
}
public override int CurrentPage {
get {
return base.CurrentPage;
}
set {
base.CurrentPage = value;
string imgActive = NSBundle.MainBundle.PathForResource("activeImage", "png");
string imgInactive = NSBundle.MainBundle.PathForResource("inactiveImage", "png");
for (int subviewIndex = 0; subviewIndex < this.Subviews.Length; subviewIndex++)
{
UIImageView subview = this.Subviews[subviewIndex] as UIImageView;
if (subviewIndex == value)
subview.Image = UIImage.FromFile(imgActive);
else
subview.Image = UIImage.FromFile(imgInactive);
}
}
}
public override int Pages {
get {
return base.Pages;
}
set {
base.Pages = value;
string img = NSBundle.MainBundle.PathForResource("inactiveImage", "png");
for (int subviewIndex = 0; subviewIndex < this.Subviews.Length; subviewIndex++)
{
UIImageView subview = this.Subviews[subviewIndex] as UIImageView;
subview.Image = UIImage.FromFile(img);
}
}
}
}
}
Convert the following code to C#: http://apptech.next-munich.com/2010/04/customizing-uipagecontrols-looks.html
I combined this and this for monotouch. I hope this helps.
The usage is like this:
_pager.Change += delegate(object sender, EventArgs e) {
var pc = sender as PageControl;
Console.WriteLine ("Change Delegate== " + pc.currentPage);
var toPage = pc.currentPage;
var pageOffset = _scroll.Frame.Width*toPage;
PointF p = new PointF(pageOffset, 0);
Console.WriteLine (pageOffset);
_scroll.SetContentOffset(p,true);
};
And the class like this.
public class PageControl:UIView
{
#region ctor
public PageControl (RectangleF rect) :base(rect)
{
this.BackgroundColor = UIColor.Red;
this.CurrenColor=new CGColor(.2f,15f,10F);
this.OtherColor =new CGColor(.77F,.71F,.60F);
}
#endregion
#region Fields
float kDotDiameter= 7.0f;
float kDotSpacer = 7.0f;
int _currentPage;
int _numberOfPages;
CGColor CurrenColor{get;set;}
CGColor OtherColor{get;set;}
public int currentPage
{
set
{
_currentPage = Math.Min(Math.Max(0, value),_numberOfPages-1);
this.SetNeedsDisplay();
}
get{return _currentPage;}
}
public int numberOfPages
{
set
{
_numberOfPages = Math.Max(0,value);
_currentPage = Math.Min(Math.Max(0, _currentPage), _numberOfPages-1);
this.SetNeedsDisplay();
}
get{return _numberOfPages;}
}
#endregion
#region Overrides
public override void Draw (RectangleF rect)
{
base.Draw (rect);
CGContext context = UIGraphics.GetCurrentContext();
context.SetAllowsAntialiasing(true);
RectangleF currentBounds = this.Bounds;
float dotsWidth = this.numberOfPages*kDotDiameter + Math.Max(0,this.numberOfPages-1)*kDotSpacer;
float x = currentBounds.GetMidX() - dotsWidth/2;
float y = currentBounds.GetMidY() - kDotDiameter/2;
for (int i = 0; i < _numberOfPages; i++) {
RectangleF circleRect = new RectangleF(x,y,kDotDiameter,kDotDiameter);
if (i==_currentPage) {
context.SetFillColor(this.CurrenColor);
}
else {
context.SetFillColor(this.OtherColor);
}
context.FillEllipseInRect(circleRect);
x += kDotDiameter + kDotSpacer;
}
}
public override void TouchesBegan (MonoTouch.Foundation.NSSet touches, UIEvent evt)
{
base.TouchesBegan (touches, evt);
PointF touchpoint = (touches.AnyObject as MonoTouch.UIKit.UITouch).LocationInView(this);
RectangleF currentbounds = this.Bounds;
float x = touchpoint.X- currentbounds.GetMidX();
if (x<0 && this.currentPage>=0) {
this.currentPage--;
Change(this,EventArgs.Empty);
}
else if (x>0 && this.currentPage<this.numberOfPages-1) {
this.currentPage++;
Change(this,EventArgs.Empty);
}
}
#endregion
#region delegate
public event EventHandler Change;
#endregion
}

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