How to make running exe active after hiding taskbar programmatically c# - c#-2.0

I need to close an exe using alt+f4.
1. While running exe, user can able to save the screenshots by pressing PrintScreen at that time taskbar is made hidden.
2. After saving taskbar is shown.
3. Immediately after saving, user needs to close the exe file by Alt+f4 key press but the control goes to the windows and shows shutdown window
The exe need to get close after saving screen shots
Here is the code which is implemented.
private void GuiPane_KeyUp(object sender, KeyEventArgs e)
{
try
{
if ((e.KeyCode == Keys.PrintScreen))
{
Taskbar.Hide();
Bitmap bitmap;
Rectangle bounds = this.Bounds;
using ( bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
SaveImage(bitmap);
}
Taskbar.Show();
}
}
catch (Exception)
{
throw;
}
}
public class Taskbar
{
[DllImport("user32.dll")]
private static extern int FindWindow(string className, string windowText);
[DllImport("user32.dll")]
private static extern int ShowWindow(int hwnd, int command);
[DllImport("user32.dll")]
public static extern int FindWindowEx(int parentHandle, int childAfter, string className, int windowTitle);
[DllImport("user32.dll")]
private static extern int GetDesktopWindow();
private const int SW_HIDE = 0;
private const int SW_SHOW = 1;
protected static int Handle
{
get
{
return FindWindow("Shell_TrayWnd", "");
}
}
protected static int HandleOfStartButton
{
get
{
int handleOfDesktop = GetDesktopWindow();
int handleOfStartButton = FindWindowEx(handleOfDesktop, 0, "button", 0);
return handleOfStartButton;
}
}
private Taskbar()
{
// hide ctor
}
public static void Show()
{
ShowWindow(Handle, SW_SHOW);
ShowWindow(HandleOfStartButton, SW_SHOW);
}
public static void Hide()
{
ShowWindow(Handle, SW_HIDE);
ShowWindow(HandleOfStartButton, SW_HIDE);
}
}

Related

An object reference is required for the nonstatic field, method, or property into dotnet core [duplicate]

Consider:
namespace WindowsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
//int[] val = { 0, 0};
int val;
if (textBox1.Text == "")
{
MessageBox.Show("Input any no");
}
else
{
val = Convert.ToInt32(textBox1.Text);
Thread ot1 = new Thread(new ParameterizedThreadStart(SumData));
ot1.Start(val);
}
}
private static void ReadData(object state)
{
System.Windows.Forms.Application.Run();
}
void setTextboxText(int result)
{
if (this.InvokeRequired)
{
this.Invoke(new IntDelegate(SetTextboxTextSafe), new object[] { result });
}
else
{
SetTextboxTextSafe(result);
}
}
void SetTextboxTextSafe(int result)
{
label1.Text = result.ToString();
}
private static void SumData(object state)
{
int result;
//int[] icount = (int[])state;
int icount = (int)state;
for (int i = icount; i > 0; i--)
{
result += i;
System.Threading.Thread.Sleep(1000);
}
setTextboxText(result);
}
delegate void IntDelegate(int result);
private void button2_Click(object sender, EventArgs e)
{
Application.Exit();
}
}
}
Why is this error occurring?
An object reference is required for the nonstatic field, method, or property 'WindowsApplication1.Form1.setTextboxText(int)
It looks like you are calling a non static member (a property or method, specifically setTextboxText) from a static method (specifically SumData). You will need to either:
Make the called member static also:
static void setTextboxText(int result)
{
// Write static logic for setTextboxText.
// This may require a static singleton instance of Form1.
}
Create an instance of Form1 within the calling method:
private static void SumData(object state)
{
int result = 0;
//int[] icount = (int[])state;
int icount = (int)state;
for (int i = icount; i > 0; i--)
{
result += i;
System.Threading.Thread.Sleep(1000);
}
Form1 frm1 = new Form1();
frm1.setTextboxText(result);
}
Passing in an instance of Form1 would be an option also.
Make the calling method a non-static instance method (of Form1):
private void SumData(object state)
{
int result = 0;
//int[] icount = (int[])state;
int icount = (int)state;
for (int i = icount; i > 0; i--)
{
result += i;
System.Threading.Thread.Sleep(1000);
}
setTextboxText(result);
}
More info about this error can be found on MSDN.
For this case, where you want to get a Control of a Form and are receiving this error, then I have a little bypass for you.
Go to your Program.cs and change
Application.Run(new Form1());
to
public static Form1 form1 = new Form1(); // Place this var out of the constructor
Application.Run(form1);
Now you can access a control with
Program.form1.<Your control>
Also: Don't forget to set your Control-Access-Level to Public.
And yes I know, this answer does not fit to the question caller, but it fits to googlers who have this specific issue with controls.
You start a thread which runs the static method SumData. However, SumData calls SetTextboxText which isn't static. Thus you need an instance of your form to call SetTextboxText.
Your method must be static
static void setTextboxText(int result)
{
if (this.InvokeRequired)
{
this.Invoke(new IntDelegate(SetTextboxTextSafe), new object[] { result });
}
else
{
SetTextboxTextSafe(result);
}
}
Credit to #COOLGAMETUBE for tipping me off to what ended up working for me. His idea was good but I had a problem when Application.SetCompatibleTextRenderingDefault was called after the form was already created. So with a little change, this is working for me:
static class Program
{
public static Form1 form1; // = new Form1(); // Place this var out of the constructor
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(form1 = new Form1());
}
}
I actually got this error because I was checking InnerHtml for some content that was generated dynamically - i.e. a control that is runat=server.
To solve this I had to remove the "static" keyword on my method, and it ran fine.
From my looking you give a null value to a textbox and return in a ToString() as it is a static method. You can replace it with Convert.ToString() that can enable null value.
Make the function static. This must solve your problem.
The essence, and solution, to your problem is this:
using System;
namespace myNameSpace
{
class Program
{
private void method()
{
Console.WriteLine("Hello World!");
}
static void Main(string[] args)
{
method();//<-- Compile Time error because an instantiation of the Program class doesnt exist
Program p = new Program();
p.method();//Now it works. (You could also make method() static to get it to work)
}
}
}

MonoGame/XNA Mouse Offsets

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
}
}

Blackberry scrolling doesn't redraw fields

I have a very strange problem at the moment.
Basically when I scroll in a screen, the fields don't get redrawn completely or consistently.
I have a Screen (NO_VERTICAL_SCROLL), with a manager as a titlebar. Below that I have a vertical field manager (VERTICAL_SCROLL) with labelfields. When I scroll the vfm one or two lines of the labelfields, which were already visible, get redrawn. The section I'm scrolling down to has absolutely nothing drawn.
I tried invalidate(), and calling doPaint in a scrollchangelistener, but its actually much worse. It results in the titlebar only being partially redrawn.
In the code below I used a custom FontManager, DimenManager, and ImageResourceManager to return values dependent on screen size. I used a custom BitmapButtonField and ClickableLabel in order to change the state of a field when a click is being held in.
public class BaseScreen extends MainScreen implements StringsResource
{
protected ResourceBundle resources;
public BaseScreen(long style)
{
super(style);
StandardTitleBar titlebar = new StandardTitleBar();
titlebar.addSignalIndicator();
titlebar.addClock();
titlebar.addNotifications();
setTitle(titlebar);
resources = ResourceBundle.getBundle(BUNDLE_ID, BUNDLE_NAME);
}
}
public class TandCScreen extends BaseScreen
{
final String copy_text1 = "long text here";
final String copy_text2 = "even longer text here";
ColoredLabelField label_title;
ColoredLabelField label_subtitle;
ColoredLabelField label1;
ColoredLabelField label2;
ClickableLabel label3;
public TandCScreen()
{
super(NO_VERTICAL_SCROLL | NO_VERTICAL_SCROLLBAR);
label_title = new ColoredLabelField(resources.getString(STRING_APP_NAME), Color.WHITE, DrawStyle.HCENTER | USE_ALL_WIDTH);
label_title.setBackground(BackgroundFactory.createSolidBackground(0x60223b));
label_subtitle = new ColoredLabelField(resources.getString(STRING_TANDC_TITLE), 0x58585b, DrawStyle.HCENTER | USE_ALL_WIDTH);
label1 = new ColoredLabelField(copy_text1, 0x58585b, USE_ALL_WIDTH);
label2 = new ColoredLabelField("", 0xa7a9ab, USE_ALL_WIDTH);
label3 = new ClickableLabel("Read more...")
{
protected void unclick()
{
super.unclick();
UiApplication.getUiApplication().invokeLater(new Runnable()
{
public void run()
{
ColoredLabelField label = new ColoredLabelField(copy_text2, 0xa7a9ab, 0);
label.setFont(FontManager.body());
label.setMargin(0, 0, DimenManager.interField(), 0);
label2.getManager().replace(label2, label);
label3.getManager().delete(label3);
}
});
}
};
label_title.setFont(FontManager.subtitle());
label_subtitle.setFont(FontManager.subtitle());
label1.setFont(FontManager.body());
label2.setFont(FontManager.body());
label3.setFont(FontManager.body());
BitmapButtonField button_accept = new BitmapButtonField(ImageResourceManager.buttonAccept(), ImageResourceManager.buttonAcceptHover(), FIELD_HCENTER)
{
protected void click()
{
super.click();
setImage(ImageResourceManager.buttonAcceptSelected());
setFocusImage(ImageResourceManager.buttonAcceptSelected());
}
protected void unclick()
{
super.unclick();
PersistentStoreManager.setTandCAccepted(true);
UiApplication.getUiApplication().pushScreen(new LoginScreen());
close();
}
};
BitmapButtonField button_decline = new BitmapButtonField(ImageResourceManager.buttonDecline(), ImageResourceManager.buttonDeclineHover(), FIELD_HCENTER)
{
protected void click()
{
super.click();
setImage(ImageResourceManager.buttonDeclineSelected());
setFocusImage(ImageResourceManager.buttonDeclineSelected());
}
protected void unclick()
{
super.unclick();
close();
}
};
int margin = (VariableManager.DISPLAY_WIDTH - button_accept.getPreferredWidth()) / 2;
// calculate where to put ellipsis
Font font = label2.getFont();
int max_length = (VariableManager.DISPLAY_WIDTH - margin * 2) * 2;
int i = copy_text2.length() - 1;
while (font.getAdvance(copy_text2.substring(0, i)) + font.getAdvance("...") >= max_length)
i--;
label2.setText(copy_text2.substring(0, i).trim() + "...");
VerticalFieldManager vfm = new VerticalFieldManager(VERTICAL_SCROLL | VERTICAL_SCROLLBAR);
vfm.add(new NullField());
vfm.add(label_subtitle);
vfm.add(new Seperator());
vfm.add(label1);
vfm.add(label2);
vfm.add(label3);
vfm.add(button_accept);
vfm.add(button_decline);
vfm.setMargin(0, margin, 0, margin);
// paddings
int padding = (DimenManager.header() - label_title.getPreferredHeight()) / 2;
label_title.setPadding(padding, 0, padding, 0);
label_subtitle.setPadding(DimenManager.interField(), 0, DimenManager.interField(), 0);
label1.setMargin(DimenManager.interField(), 0, DimenManager.interField(), 0);
label3.setMargin(DimenManager.interField(), 0, DimenManager.interField(), button_accept.getPreferredWidth() - label3.getPreferredWidth());
button_decline.setMargin(DimenManager.interField(), 0, DimenManager.interButton(), 0);
add(label_title);
add(vfm);
}
protected boolean onSavePrompt()
{
return false;
}
protected void makeMenu(Menu menu, int instance)
{
if (instance == Menu.INSTANCE_CONTEXT)
{
ContextMenu contextMenu = ContextMenu.getInstance();
contextMenu.setTarget(this);
contextMenu.clear();
this.makeContextMenu(contextMenu);
menu.deleteAll();
menu.add(contextMenu);
}
else
{
super.makeMenu(menu, instance);
}
}
protected void makeContextMenu(ContextMenu contextMenu)
{
}
/**
* Clickable labelfield which changes color on down press, and fires action
* on release. Action is canceled if touch moves outside field bounds.
*
* #author kevin
*
*/
private class ClickableLabel extends LabelField
{
private boolean canceled = true;
private boolean consumed = false;
protected boolean pressed = false;
public ClickableLabel(String label)
{
super(label, LabelField.FOCUSABLE | USE_ALL_WIDTH);
setFont(FontManager.body());
}
protected void paint(Graphics g)
{
// background
if (pressed)
{
g.setColor(0x2C1721);
}
else if (isFocus())
{
g.setColor(0x993C6B);
}
else
{
g.setColor(0x60223B);
}
int padding_y = (getPreferredHeight() - getFont().getHeight()) / 2;
int padding_x = getPaddingLeft();
g.drawText(getText(), padding_x, padding_y);
}
public int getPreferredHeight()
{
return ImageResourceManager.highlight().getHeight();
}
protected void layout(int width, int height)
{
height = getPreferredHeight();
super.layout(width, height);
setExtent(width, height);
}
// --------- Highlight selected row ---------
protected void onFocus(int direction)
{
super.onFocus(direction);
invalidate();
}
protected void onUnfocus()
{
super.onUnfocus();
invalidate();
}
// --------------------------------------------
protected void drawFocus(Graphics graphics, boolean on)
{
}
/**
* Called when trackpad pressed, or touchscreen touched
*/
protected void click()
{
pressed = true;
invalidate();
}
/**
* Called when trackpad released, or touchscreen released
*/
protected void unclick()
{
cancel();
}
protected void cancel()
{
pressed = false;
invalidate();
}
protected boolean navigationClick(int status, int time)
{
if (status != 0)
{
if (consumed)
{
consumed = false;
}
else
{
click();
}
}
return true;
}
protected boolean navigationUnclick(int status, int time)
{
if (status != 0)
{
if (consumed)
consumed = false;
else
unclick();
}
return true;
}
protected boolean touchEvent(TouchEvent message)
{
int x = message.getX(1);
int y = message.getY(1);
if (x < 0 || y < 0 || x > getExtent().width || y > getExtent().height)
{
// Outside the field
if (!canceled)
{
cancel();
}
canceled = true;
return false;
}
if (message.getEvent() == TouchEvent.UP)
{
if (canceled)
cancel();
else
unclick();
consumed = true;
return true;
}
if (message.getEvent() == TouchEvent.DOWN)
{
click();
consumed = true;
canceled = false;
return true;
}
return super.touchEvent(message);
}
}
private class Seperator extends SeparatorField
{
protected void paint(Graphics graphics)
{
graphics.setColor(0xa7a9ab);
super.paint(graphics);
}
}
}
Thanks in advance for any suggestions
I don't think it is possible to do anything but guess at your problem without looking at your code. But whatever your problem is, I am confident that it is based on a misunderstanding of how to use Managers within a Screen. So I recommend that you review the following articles to improve your knowledge in this area and so hopefully resolve the problem yourself:
Start here:
UI Introduction
This provides the Background around Managers and Fields.
Then read this article:
MainScreen Explained
I suspect as a result of reading this article, you may be able to discard your 'title bar' and use setTitle() or setBanner() to provide this function.
I hope this resolves your problems.
A few other points:
In all my years of BB programming, I have never had to use doPaint() to get something painting the way I wanted. I can't think of a situation that this will in fact help. So if you think you need it, try invalidate() instead.
I have used invalidate() when I making a change to the Field that will change its on screen appearance (but not its size). I have used it in a scroll change listener. But it is a method of last resort.
Remember that LabelFields are not focusable, so in OS's before 6, that made them a problem to scroll.
Found the issue. On the labelfields, there was a setExtent(getPreferredWidth(), getPreferredHeight()); that was reducing the size of the area to redraw. Very stupid mistake.
Thanks to everyone who tried to help.

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?

loading indication in the ui screen itself with out using seperate screen or popup

I want to display a lodaing screen when user requests some http connections.I got some good samples from stackoverflow and google,But all of them displays the loading screen using a seperate screen.I want to show it in the same screen where user request for http Connection.
If any one have idea please share it to me,Thanks in advance.
I usually use a GaugeField in the status section of a MainScreen. Set it using the setStatus(Field field) method.
If your developing for OS v6.0 then RIM has provided the api for progress indication http://docs.blackberry.com/en/developers/deliverables/17971/Indicate_activity_1210002_11.jsp
For below OS v6.0 below code might help u.i.e ProgressAnimationField it is a custom field which takes the bitmap spinner/loader img, its num frames and style.
import net.rim.device.api.system.*;
import net.rim.device.api.ui.*;
/**
* Custom class for spinner animation
*/
public class ProgressAnimationField extends Field implements Runnable
{
private Bitmap _bitmap;
private int _numFrames;
private int _frameWidth;
private int _frameHeight;
private int _currentFrame;
private int _timerID = -1;
private Application _application;
private boolean _visible;
public ProgressAnimationField( Bitmap bitmap, int numFrames, long style )
{
super( style | Field.NON_FOCUSABLE );
_bitmap = bitmap;
_numFrames = numFrames;
_frameWidth = _bitmap.getWidth() / _numFrames;
_frameHeight = _bitmap.getHeight();
_application = Application.getApplication();
}
public void run()
{
if( _visible ) {
invalidate();
}
}
protected void layout( int width, int height )
{
setExtent( _frameWidth, _frameHeight );
}
protected void paint( Graphics g )
{
g.drawBitmap( 0, 0, _frameWidth, _frameHeight, _bitmap, _frameWidth * _currentFrame, 0 );
_currentFrame++;
if( _currentFrame >= _numFrames ) {
_currentFrame = 0;
}
}
protected void onDisplay()
{
super.onDisplay();
_visible = true;
if( _timerID == -1 ) {
_timerID = _application.invokeLater( this, 200, true );
}
}
protected void onUndisplay()
{
super.onUndisplay();
_visible = false;
if( _timerID != -1 ) {
_application.cancelInvokeLater( _timerID );
_timerID = -1;
}
}
}

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