Create run time TTabItem , firemonkey - delphi

Seems like i need some help with a project.
I have a routine , that constructs run time multiple TabItems on to a page control in firemonkey, and i want to have a close button on the tab.
The new tab has a checkbox for the close button loading from the styler of the tabitems.
The page has a default tab, and within some button, i am adding run time the new tab items.
I have managed to apply the event for closing the default tab page, but doesn't work within the run time created tab pages. Any help would be appreciated.
This is the piece of code for the runtime tabitems
procedure TForm1.Button1Click(Sender: TObject);
var
t : TTabItem;
o : TFmxObject;
i : Integer;
c : TControl;
begin
t := TTabItem.Create(pgeControl);
t.Parent := pgeControl;
o := FindBinding('imgCloseTabPage');
if o<>nil then
begin
for i := 0 to ComponentCount - 1 do
begin
if Components[i] is TCheckBox then
begin
TCheckBox(Components[i]).OnClick := CheckBox1Click;
end;
end;
end;
if pgeControl.TabCount - 1 <= nTab then
begin
nTab := nTab + 1;
t.Index := nTab
end
else
begin
t.Index := pgeControl.TabCount - 1;
nTab := pgeControl.TabCount - 1;
end;
t.Tag := nTab;
t.Text := 'Some text...' + ' ' + IntToStr(nTab);
t.Name := 'tabPatient' + IntToStr(nTab);
t.Height := 35;
t.Width := 250;
t.Margins.Top := 0;
t.Margins.Left := 0;
t.Margins.Bottom := 0;
t.Margins.Right := 0;
t.Padding.Top := -5;
t.Padding.Left := 0;
t.Padding.Bottom := 0;
t.Padding.Right := 0;
t.TextAlign := TTextAlign.taLeading;
t.Width := (Length(t.Text) * 6 ) + 60;
t.Font.Size := 15;
t.StyleLookup := 'tabMainStyle1';
l := TLayout.Create(t);
l.Parent := t;
l.Align := TAlignLayout.alClient;
l.Margins.Top := -5;
l.Margins.Left := 5;
l.Margins.Right := 5;
l.Margins.Bottom := 5;
l.Padding.Top := 0;
l.Padding.Left := 0;
l.Padding.Bottom := 0;
l.Padding.Right := 0;
pgeControl.ActiveTab := pgeControl.Tabs[pgeControl.TabCount - 1];
end;

You shoud call FindBinding after having applyed the custom style. Currently you call this before, so it can't find the object. Additionally there was a mistake when you was looking for the object.
so put this
o := t.FindBinding('imgCloseTabPage');
if o<>nil then
begin
if o is TCheckBox then
TCheckBox(o).OnClick := CheckBox1Click;
end;
after
t.StyleLookup := 'tabMainStyle1';
and the event should assigned.

Related

creating a pause menu in delphi

Background: I have created a maze game that is playable, however when the maze gets bigger there are more chances to go wrong and takes ages to reach the start of the maze again, I've been told that's really annoying.
Question: I want to create a pause game function that when the user presses the button key a menu pops up that allows the user to be able to either return to main menu or restart the maze.
I have very little knowledge on where to start this in the code as I don't want to mess up anything that has already been added.
I've added the draw maze //creates the maze,
initialise visited and walk // removes the walls of the maze,
Form key down//moves the player
and Timer//collision detection procedures below.
hopefully someone can help?
Many Thanks.
`procedure TfrmMazeDesign.draw_maze(square_size: integer);
var
row, col : integer;
begin
// setup default walls as "WWWW" wall on all four sides.
SetLength(Shapes,height+3, width+3, 2 ) ;
for row := 1 to height do
begin
for col := 1 to width+2 do
begin
Shapes[row,col,0]:= TShape.Create(Self);
Shapes[row,col,0].Parent := Self;
with Shapes[row,col,0] do
begin
Width := 5;
Height := square_size;
Left := 100+ ((col-1) * square_size);
Top := 50+ ((row-1) * square_size);
Brush.Color := RGB(255, 255,25);
Shape := stRectangle;
end;
end;
end;
for row := 1 to height+1 do
begin
for col := 1 to width+1 do
begin
Shapes[row,col,1]:= TShape.Create(Self);
Shapes[row,col,1].Parent := Self;
with Shapes[row,col,1] do
begin
Width := square_size;
Height := 5;
Left := 100+ ((col-1) * square_size);
Top := 50+ ((row-1) * square_size);
Brush.Color := RGB(255, 255,25);
Shape := stRectangle;
end;
end;
end;
end;
procedure TfrmMazeDesign.initialise_visited(var visited: Tvisited);
var
row, col: integer;
begin
for row := 0 to height+2 do
for col := 0 to width+2 do
if (col = 0) or (row = 0) or (row = height+1) or (col= width+2) then
visited[row,col] := True
else
visited[row,col] := False;
end;
procedure TFrmMazeDesign.walk(visited: Tvisited; x: integer; y:integer);
var
xx,yy, counter, ran_direction: integer;
direction: Tstringlist; // 1= Up, 2= right, 3 = down, 4 = left
text: string;
begin
visited[x,y] := True;
direction := TStringlist.Create;
direction.Add('1');
direction.Add('2');
direction.Add('3');
direction.Add('4');
for counter := direction.Count - 1 downto 0 do
direction.Exchange(counter, Random(counter+1));
for counter := 0 to direction.Count-1 do
begin
ran_direction := StrtoInt(direction[counter]);
if ran_direction= 1 then
begin
xx := x-1;
yy := y
end;
if ran_direction = 2 then
begin
xx := x+1;
yy := y
end;
if ran_direction = 3 then
begin
xx := x;
yy := y-1
end;
if ran_direction= 4 then
begin
xx := x;
yy := y+1
end;
if visited[xx,yy] = False then
begin
if xx = x then
shapes[x,Max(yy,y),0].visible := False;
if yy = y then
shapes[Max(xx,x),y,1].visible := False;
walk (visited, xx,yy)
end;
end;
end;
procedure TfrmMazeDesign.FormKeyDown(Sender: TObject; var Key: Word;
Shift: TShiftState);
begin
case Key of
VK_UP:
direction := 1;
VK_DOWN:
direction := 2;
VK_LEFT:
direction := 3;
VK_RIGHT:
direction := 4;
end;
end;
procedure TfrmMazeDesign.FormOpen(Sender: TObject);
var
block_height: integer;
xx,yy: integer;
visited: Tvisited;
monster, monster2: TMonster;
Shape_height : integer;
Shape_Width : integer;
imgfinish_height : integer;
maze_width : integer;
begin
width := frmdifficulty.ScrollBar1.Position;
height := frmdifficulty.ScrollBar1.Position;
maze_width := 650;
block_height := maze_width div width;
Shape_height := round( block_height * 0.5);
imgfinish_height := round(block_height * 0.5);
draw_maze(block_height);
SetLength(visited, height+10, width+10) ;
initialise_visited(visited);
walk(visited,3,3);
ShpUser.height := Shape_height;
ShpUser.Width := Shape_height;
imgfinish.width := Shape_height;
imgfinish.height := shape_height;
ShpUser.Shape := UShapeEditor.frmShape.shpShape.Shape;
ShpUser.Brush.color := UShapeEditor.frmShape.shpShape.Brush.color;
FDateTimeTo := StrToDateTime(FormatDateTime('dd' + FormatSettings.DateSeparator + 'mm' +
FormatSettings.DateSeparator + 'yyyy', Now)); Incsecond(time,120);
Timer1.Enabled := True;
monster := TMonster.Create(Self);
monster.Parent := Self;
monster.SetSizes(width, height, shape_height, 55+ maze_width + 10,665);
monster.start;
monster2 := TMonster.Create(Self);
monster2.Parent := Self;
monster2.SetSizes(width, height, shape_height, 50+ maze_width + 10,565);
monster2.start;
end;
procedure TfrmMazeDesign.Timer1Timer(Sender: TObject);
var IntersectionRect: TRect;
collision, test_collision : boolean;
up : boolean;
right : boolean;
max_width, max_height : integer;
xx, yy : integer ;
aRect1: TRect;
buttonSelected : Integer;
collisionend: boolean;
frmMazeDesign: TfrmMazeDesign;
row, col, hoz_vert : integer;
begin
hoz_vert := 0;
xx := 0;
yy := 0;
case direction of
1:begin //Up
yy := -3;
end;
2: begin //down
yy := + 3;
end;
3: begin //left
xx := -3;
end;
4: begin //right
xx := + 3;
end;
end;
repeat
if hoz_Vert = 0 then begin
max_width := width +3;
max_height := Height+1;
end else begin
max_width := width+2;
max_height := Height+2;
end;
row := 1;
repeat
col := 1;
repeat
aRect1 := Rect(ShpUser.Left+xx, ShpUser.Top+yy, ShpUser.Left+ShpUser.width+xx, ShpUser.top+ ShpUser.Height+yy);
if Shapes[row,col,hoz_vert].visible = True then
collision := IntersectRect(IntersectionRect, aRect1, Shapes[row,col,hoz_vert].BoundsRect) ;
col := col + 1;
until (collision) or (col = max_width);
row := row + 1 ;
until (collision) or (row = max_height);
hoz_vert := hoz_vert +1;
until (collision) or (hoz_vert = 2);
if (collision = False) and (direction <> 0) then begin
ShpUser.Top := ShpUser.Top + yy;
ShpUser.Left := ShpUser.Left + xx;
end;
if IntersectRect(IntersectionRect, imgfinish.BoundsRect, Shpuser.BoundsRect) then
begin
Collisionend := true;
if collisionend = true then
frmfinish.Show;
direction:= 0;
end;`
This is relatively straightforward to add to your program, which is already event driven. In summary you need to do the following:
Add a Boolean flag, perhaps named Paused, set to False when the game starts.
When the user presses the pause button, set the Paused flag to True.
When the user presses the resume button, set the Paused flag to False.
In the time event handler, check the Paused flag before updating the positions. If the Paused flag is True, then simply exit from the timer event handler before doing anything else.

How to slow down the movement

I am trying to make the TCanvas move up a little then back down. But with current code it does it so fast you can not see it. Was hopeing someone could give me the proper way to do this..
{this will give the attack amimation}
procedure TGameData.AnimateAttack(slot: Integer);
begin
if slot = 1 then
begin
fgame.slot1.Top := fgame.slot1.Top - 9;
fgame.slot1.Repaint;
fgame.slot1.Top := fgame.slot1.Top + 9;
fgame.slot1.Repaint;
end;
if slot = 2 then
begin
fgame.slot2.Top := fgame.slot2.Top - 9;
fgame.slot2.Repaint;
fgame.slot2.Top := fgame.slot2.Top + 9;
fgame.slot2.Repaint;
end;
if slot = 3 then
begin
fgame.slot3.Top := fgame.slot3.Top - 9;
fgame.slot3.Repaint;
fgame.slot3.Top := fgame.slot3.Top + 9;
fgame.slot3.Repaint;
end;
if slot = 4 then
begin
fgame.slot4.Top := fgame.slot4.Top - 9;
fgame.slot4.Repaint;
fgame.slot4.Top := fgame.slot4.Top + 9;
fgame.slot4.Repaint;
end;
if slot = 5 then
begin
fgame.slot5.Top := fgame.slot5.Top - 9;
fgame.slot5.Repaint;
fgame.slot5.Top := fgame.slot5.Top + 9;
fgame.slot5.Repaint;
end;
if slot = 6 then
begin
fgame.slot6.Top := fgame.slot6.Top - 9;
fgame.slot6.Repaint;
fgame.slot6.Top := fgame.slot6.Top + 9;
fgame.slot6.Repaint;
end;
end;
Store the current animation frame number and use a timer to do the animation. Like this:
FFrameNumber := 0;
FTimer : = TTimer.Create(Self);
FTimer.Interval := Round (1.0 / FrameRate);
FTimer.OnTimer := AnimationHandler;
...
FFrameNumber := 0;
FTimer.Enabled := True; // start the animation
...
procedure AnimationHandler(Sender : TObject)
begin
FTimer.Enabled := False;
case FFrameNumber of
0 : // set the canvas position
1 : // set the canvas position
2 : // set the canvas position
...
end;
Inc(FFrameNumber); // next frame
if (FFrameNumber < FrameCount) then
FTimer.Enabled := True;
end;

Lag when Scrolling a TListBox

I have a TListBox that contains about 50 TListboxItems aka Items. Each item contains 3 TTexts used as labels, 1 TImage with resolution of 48x48 to indicate a 'status', and a Check box for selecting items. When on a device, there is a big lag time when scrolling. It is often jumpy,sporadic,inconsistent.
Is this because I have too many items ? Or is it because they contain the TTexts,Timage, etc. ?
Or is there something I can do to smooth up the scrolling process of the TListbox.
I am using Delphi xe5 to develop an iOS application. I did make sure to check that the 'sorted' property of the TListbox is := False;
UPDATE (Response to Jerry Dodge):
while XMLNode <> nil do begin
Main_Form.LBoxEntries.Items.Add('');
Item1:=Main_Form.LBoxEntries.ListItems[Main_Form.LBoxEntries.Items.Count-1];
Item1.Height := 80;
Item1.Width := ClientWidth;
if XMLNode.ChildNodes['SCANSTATUS'].Text = '0' then begin
Item1.ItemData.Bitmap := Main_Form.Red.Bitmap;
Item1.Tag := 0;
end;
if XMLNode.ChildNodes['SCANSTATUS'].Text = '1' then begin
Item1.ItemData.Bitmap := Main_Form.Orange.Bitmap;
Item1.Tag := 1;
end;
if XMLNode.ChildNodes['SCANSTATUS'].Text = '2' then begin
Item1.ItemData.Bitmap := Main_Form.Green.Bitmap;
Item1.Tag := 2;
end;
Customer := TText.Create(nil);
Customer.Parent := Item1;
Customer.Position.X := 95;
Customer.Position.Y := 8;
Customer.Text := XMLNode.childNodes['CUSTOMERNAME'].text;
Customer.Width := Item1.Width - 105;
Customer.WordWrap := False;
Customer.Color := TAlphaColors.Blue;
Customer.Trimming := TTextTrimming(1);
Customer.Height := 20;
Customer.Font.Size := 18;
Customer.HorzTextAlign := TTextAlign(1);
Customer.Anchors := [TanchorKind.akLeft,TanchorKind.akRight];
Customer.WordWrap := False;
Product := TText.Create(nil);
Product.Parent := Item1;
Product.Position.X := 105;
Product.Position.Y := 30;
Product.Text := 'Product: ' +XMLNode.childNodes['PRODUCT'].text;
Product.Width := Item1.Width - 115;
Product.Trimming := TTextTrimming(1);
Product.Height := 20;
Product.Font.Size := 15;
Product.HorzTextAlign := TTextAlign(1);
Product.Anchors := [TanchorKind.akLeft,TanchorKind.akRight];
Product.WordWrap := False;
QTY := TText.Create(nil);
QTY.Parent := Item1;
QTY.Position.X := 105;
QTY.Position.Y := 50;
QTY.Text := 'QTY: ('+XMLNode.childNodes['QTY'].text+')';
QTY.Width := Item1.Width - 115;
QTY.Trimming := TTextTrimming(1);
QTY.Height := 20;
QTY.Font.Size := 15;
QTY.HorzTextAlign := TTextAlign(1);
QTY.Anchors := [TanchorKind.akLeft,TanchorKind.akRight];
QTY.WordWrap := False;
Item1.ItemData.Detail := ' |' + XMLNode.childNodes['SID'].Text+'|'+
' |' + XMLNode.childNodes['CUSTOMERNAME'].Text+'|'+
' |' + XMLNode.childNodes['PRODUCT'].text+'|'+
' |' + XMLNode.childNodes['QTY'].Text+'| ';
XMLNode := XMLNode.NextSibling;
end;
Main_Form.LBoxEntries.EndUpdate;
No post actions/events are tied to the items.
I removed all of the TLayouts I was using, of which my Listbox was placed upon - still lagged.
I then removed the parent TPanel that acted as the form control (for sliding effect when opening a side menu), and then the lag disappeared. I will do further testing to see if I can just swap the TPanel with a TLayout, or just adjust my program and side-menu accordingly.
Update: TPanel is what caused the lagg when scrolling. Swapped the component for a TLayout and it works smoothly as ever !
I think the standard advice is if it needs to scroll, use a TListView, not a TListbox. I have done simple apps on iOS and Android with XE5 with 100+ items in a TListView and scrolling has been very smooth.

Send OnClick command to all Dynamic TColorButtons on TabSheet

I'm working on a PingTool and I've got a TabSheet of dynamically created buttons(anywhere from 1-150 based on user input) and I would like to be able to pass the OnClick command to all buttons on the given TabSheet. My individual button clicks successfully run my ping code, but I get a EStackOverflow message when clicking my PingAll button. Any help would be greatly appreciated. Code Excerpt below:
Code used for button creation:
begin
For x := 0 to CheckListBox1.Items.Count -1 Do
Begin
If CheckListBox1.Checked[x]=true then
begin
GLCount := (GLCount +1);
theIP :=(CheckListBox1.Items.Strings[x]);
if GLcount < 10 then begin
B := TColorButton.Create(Self);
B.Name:= ('BTN'+intToStr(GLCount+1));
B.Caption := theIP;
B.Parent := TabSheet2;
B.Height := 25;
B.Width := 97;
B.Left := 0 + GLCount * 96;
B.Top := 8;
B.BackColor := clBtnFace;
B.ForeColor := clBtnText;
B.OnClick := CustomButtonClick;
end;
CustomButtonClick Code:
Procedure TForm1.CustomButtonClick(Sender: TObject);
begin
GlobalIP:=TColorButton(Sender).caption;
IdIcmpClient1.Host := GlobalIP;
IdIcmpClient1.ReceiveTimeout := 500;
IdIcmpClient1.Ping();
case IdIcmpClient1.ReplyStatus.ReplyStatusType of
rsEcho:
TColorButton(Sender).BackColor := clGreen;
rsTimeOut:
TColorButton(Sender).BackColor := clRed;
end;
end;
PingAll Code(not working):
procedure TForm1.PingAllClick(Sender: TObject);
var
i: integer;
begin
For i := 0 to TabSheet2.ControlCount -1 do
if TabSheet2.Controls[i] is TColorButton then
begin
TColorButton(Sender).Click;
end;
end;
You are calling recurcive the method PingAllClick... look that you call TColorButton(Sender).Click instead
....
Control := tabSheet2.Controls[i]
if Control is TColorButton then
TColorButton(Control ).Click()
....

how to fixed a number of dynamic buttons in 1 row?

i have create 7 dynamic buttons in a scroll box. Each row need to have 2 buttons (number of buttons may change) only, but the result of the code below shows the first row with 2 buttons but all the rest in 2nd row, how should i fixed it to 2 buttons 1 row?
procedure TForm1.CreateDynamicBtn2;
var
abtn: TBitBtn;
i, j, iNum, iCount : integer;
begin
if ScrollBox2.ControlCount > 0 then begin
for j := ScrollBox2.ControlCount - 1 downto 0 do begin
with ScrollBox2.Controls[j] AS TBitBtn do begin
Free;
end;
end;
end;
iCount := 0;
for i := 0 to 6 do begin
iNum := i + 1;
abtn := TBitBtn.Create(self);
abtn.Parent := ScrollBox2;
abtn.Visible := True;
abtn.Caption := 'dynamic' + IntToStr(i);
if iNum*abtn.Width > (iCount+2)*abtn.Width then begin
iCount := iCount + 1;
abtn.Left := (iCount * abtn.Width) - abtn.Width;
abtn.Top := abtn.Height;
end else begin
abtn.Left := i * abtn.Width;
abtn.Top := 0;
end;
end;
end;
Because you are making things way too complicated?
abtn.Left := (i mod 2) * abtn.Width;
abtn.Top := Trunc((i div 2)) * abtn.Height;
Should do the trick nicely.

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