My current code is this:
int volume = Alert.getVolume(); // reads 100
Alert.setVolume(0);
It DOESN'T change the volume setting, like it would be supposed to do
Even calling Alert.mute(true); doesn't produce any good effect.
Audio.setVolume(0); also doesn't work!
I am running this on a Curve 8310. I have another software installed though that successfully manages to lower the volume setting a lot. o I suppose I'm doing something wrong. Any idea ?
If you want to play sound with Alert:
class Scr extends MainScreen implements FieldChangeListener {
ButtonField mVolumeUp;
ButtonField mVolumeDown;
ButtonField mPlay;
LabelField mVolumeLabel;
int mVolumeValue = 50;
private static final short[] tune = new short[] { 466, 125, 10, 466 };
public Scr() {
mVolumeLabel = new LabelField("Volume: " + mVolumeValue);
add(mVolumeLabel);
mVolumeUp = new ButtonField("Vol Up", ButtonField.CONSUME_CLICK);
mVolumeUp.setChangeListener(this);
add(mVolumeUp);
mVolumeDown = new ButtonField("Vol Down", ButtonField.CONSUME_CLICK);
mVolumeDown.setChangeListener(this);
add(mVolumeDown);
mPlay = new ButtonField("Play", ButtonField.CONSUME_CLICK);
mPlay.setChangeListener(this);
add(mPlay);
}
public void fieldChanged(Field field, int context) {
if (mVolumeUp == field) {
if (mVolumeValue <= 90)
mVolumeValue += 10;
mVolumeLabel.setText("Volume: " + mVolumeValue);
} else if (mVolumeDown == field) {
if (mVolumeValue >= 10)
mVolumeValue -= 10;
mVolumeLabel.setText("Volume: " + mVolumeValue);
} else if (mPlay == field) {
Alert.startAudio(tune, mVolumeValue);
}
}
}
Tested on RIM 4.5 8310 simulator
If you're using the class javax.microedition.lcdui.Alert, that may be your problem.
Try taking a look at the net.rim.device.api.notification.NotificationsManager class and its other package classes/interfaces.
Though the simple/polite way is just to ask the user to change the user profiles manually. If I set my blackberry to silent and some application makes a crazy noise (or doesn't make a noise at all if I'm expecting an important call), I'll be removing that application asap.
Certain functions on the blackberry (but not the emulator) only work with signed code. I'm not sure if it is the case for volume, but I wouldn't be surprised when it was.
Related
I'm trying to create a couple of BasicEditField objects after i get the number of fields that i want from an ObjectChoiceField.
Problem: the BasicEditField fields that i add to my screen don't refresh unless i do it in the listener from my ObjectChoiceField.
what i want to do :
select the number of BasicEditFields that i want.
refresh the screen so the fields added appear.
PD: if you need more info, just tell me, and sorry about my english. I'm new at developing for the BlackBerry plataform
public final class MyScreen extends MainScreen
{
private int fields_lenght;
public MyScreen()
{
// Set the displayed title of the screen
setTitle("Example");
fields_lenght =0;
final String shortcodes[] = {"1","2","3"};
final ObjectChoiceField dropdownlist=new ObjectChoiceField("Select a number of fields",shortcodes);
this.add(dropdownlist);
dropdownlist.setChangeListener( new FieldChangeListener() {
public void fieldChanged( Field arg0, int arg1 ) {
if(arg1 != PROGRAMMATIC){
fields_lenght= Integer.parseInt(shortcodes[dropdownlist.getSelectedIndex()]);
}
}
} );
// how to refresh the screen with the new fields ???
BasicEditField fields[]=new BasicEditField [fields_lenght] ;
for(int i = 0; i<fields.length;i++){
fields[i]=new BasicEditField("Campo "+i,"");
this.add(fields[i]);
}
}
}
You really should add or delete the fields from within your ObjectChoiceField listener. That's when you know what the proper number of fields is. (Certainly, if you just want to keep your code neat and clean, you could define a separate method, that is called from the choice field listener ... that's not much different).
Try something like this:
public final class MyScreen extends MainScreen {
/** A cached vector of the BasicEditFields, to make deleting easier */
private Vector fields;
public MyScreen() {
super(MainScreen.VERTICAL_SCROLL | MainScreen.VERTICAL_SCROLLBAR);
setTitle("Example");
final String shortcodes[] = {"1","2","3"};
final ObjectChoiceField dropdownlist = new ObjectChoiceField("Select a number of fields", shortcodes);
add(dropdownlist);
fields = new Vector();
final Screen screen = this;
dropdownlist.setChangeListener( new FieldChangeListener() {
public void fieldChanged( Field field, int context ) {
if (context != PROGRAMMATIC) {
// how many fields has the user chosen?
int fieldsLength = Integer.parseInt(shortcodes[dropdownlist.getSelectedIndex()]);
while (fieldsLength > fields.size()) {
// we need to ADD more fields
Field f = new BasicEditField("Campo " + fields.size(), "");
fields.addElement(f);
screen.add(f);
}
while (fieldsLength < fields.size()) {
// we need to DELETE some fields
Field f = (Field)fields.elementAt(fields.size() - 1);
fields.removeElement(f);
screen.delete(f);
}
}
}
});
}
I defined a new member named fields, which just makes it easier to keep track of the basic edit fields (in case this screen has many other fields, too).
When the choice field listener is called, I determine how many fields the user wants; if they need more, I add them to the screen, and to the fields Vector. If they want fewer, I delete some fields from the end of the Vector, and remove them from the Screen.
Note: there should be no need to call invalidate() here. Calling Screen#add() or Screen#delete() should add/delete the fields and cause repainting.
I am calling this class which is PopupScreen.
public class Custom_LoadingScreen extends PopupScreen {
private VerticalFieldManager vfm;
private Util_AnimateGifField anmtFldCycle = null;
private GIFEncodedImage gifImgCycle;
public Custom_LoadingScreen() {
super(new VerticalFieldManager());
Background bg = BackgroundFactory.createSolidTransparentBackground(
Color.BLACK, 190);
setBackground(bg);
setBorder(BorderFactory.createSimpleBorder(new XYEdges(),
Border.STYLE_TRANSPARENT));
gifImgCycle = (GIFEncodedImage) GIFEncodedImage
.getEncodedImageResource("LoadingSpinner.gif");
anmtFldCycle = new Util_AnimateGifField(gifImgCycle,
Field.FIELD_HCENTER);
vfm = new VerticalFieldManager(USE_ALL_WIDTH) {
protected void sublayout(int maxWidth, int maxHeight) {
super.sublayout(Display.getWidth(), Display.getHeight());
setExtent(Display.getWidth(), Display.getHeight());
}
};
int padding = (Display.getHeight() - 16) / 2;
if (padding > 0) {
anmtFldCycle.setPadding(padding, 0, 0, 0);
}
vfm.add(anmtFldCycle);
add(vfm);
}
//public void Popupscreen() {
//Main.getUiApplication().popScreen(this);
//}
public boolean keyDown(int keycode, int status) {
if (Keypad.key(keycode) == Keypad.KEY_ESCAPE) {
Main.getUiApplication().popScreen(this);
return true;
}
return super.keyDown(keycode, status);
}
}
In a button, I pushed it before goes to next screen.
financebtn = new Custom_ButtonField(finance, financeactive,
financeactive) {
protected boolean navigationClick(int status, int time) {
Main.getUiApplication().pushScreen(new Custom_LoadingScreen());
Main.getUiApplication().invokeLater(new Runnable() {
public void run() {
// Main.getUiApplication().popScreen();
Main.getUiApplication().pushScreen(
new Main_NewsDetail());
}
}, 1 * 1000, false);
return true;
}
};
add(financebtn);
The result give me Uncaught:ClassCastException. I can call another class which is similar to custom_loadingscreen also popupscreen. It work fine.
I also tried call this class in another button yet still same problem.
If you take a look at your Custom_LoadingScreen code, there's only one place where you are doing a cast:
gifImgCycle = (GIFEncodedImage) GIFEncodedImage
.getEncodedImageResource("LoadingSpinner.gif");
So, that's a good place to start looking. If you Google for "BlackBerry GIFEncodedImage ClassCastException", you'll find this thread:
http://supportforums.blackberry.com/t5/Java-Development/GIFEncodedImage-in-BlackBerry-OS7/td-p/1228959
The problem is that, for optimization, BlackBerry likes to convert images to the PNG format, which most smartphones work best with. So, what's happening here is that your GIF image is actually being converted to a PNG image. Therefore, when you call the getEncodedImageResource() method, the object you are getting back may actually be of type PNGEncodedImage, not GIFEncodedImage, and you get the exception. Sneaky, huh?
You can solve it a few ways.
In the Blackberry_App_Descriptor.xml file, you can uncheck the setting that specifies that images are converted to PNG (Build tab -> Convert image files to png)
You can trick the build system by renaming your GIF file to something like LoadingSpinner.agif. The toolset doesn't recognize the .agif extension, and therefore won't try to convert it. If you do this, of course, remember to change the filename in your Java code, too, when loading it.
You can change the code to use PNGEncodedImage, or test the object like this:
EncodedImage img = EncodedImage.getEncodedImageResource("LoadingSpinner.gif");
if (img instanceof GIFEncodedImage) {
// cast to GIFEncodedImage
} else if (img instanceof PNGEncodedImage) {
// cast to PNGEncodedImage
}
Number (1) will lose the non-PNG to PNG conversion optimization for all your non-PNG images, not just this one.
Number (2) does look a little ugly. The benefit of doing this, though, is that you can disable this behaviour for just this one image. If most of your images are not PNG images, it might be valuable to let BlackBerry optimize for you, for the other images. But, maybe this one needs to be a GIF. So, #2 lets you handle this one as a special case.
I'm just guessing that this image might be an animated GIF? Is that right? If so, you probably want to keep it as a GIF, so you won't want to do number (3), which lets it be converted to a PNG, and uses it as such.
I'm trying to figure out how to manage the whole game loop manually in a Windows game, without using the regular Game Microsoft.Xna.Framework.Game class.
The reason for this is using the regular Game class causes some stuttering in my game. Not much, but because of the specific nature of the game it is still quite visible.
After trying a bunch of different settings (vsync, fixedtimestep, various framerates etc.) I decided to try write my own Game class to have full control of the timing. I am not sure that will fix it, but at least this way I have full control.
Basically I need to:
Set up the game window
In a loop: Do all rendering as usual, and then flush the result to the screen, manage backbuffers etc.
Anyone knows how to do this? It sounds quite easy in fact, but could not find any documentation on how to do it.
Not sure what I am doing wrong, but I have the following code (just for testing, timing will be handled differently), and the loop will run for a little while then stop. Once I pass my mousepointer over the window the loop will run for a little while again.
private void Application_Idle(object pSender, EventArgs pEventArgs)
{
Thread.Sleep(500);
//Message message;
//while (!PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
{
gametime.update();
Update(gametime);
Draw(gametime);
GraphicsDevice.Present();
}
}
If enabling the "while PeekMessage", the loop will run continuously, but ignoring the sleep and also stopping when the mouse is moving over the window. Not sure what is going on here...
I think optimally I would just want to do something simple like this in the main render loop:
while (alive)
{
Thread.Sleep(100);
gametime.update();
Update(gametime);
Draw(gametime);
GraphicsDevice.Present();
}
But in this case the window remains blank, as it seems the window is not actually being redrawn with the new content. I tried a form.Refresh(), but still no go... Any ideas?
(added xbox information)
for windows you Basically need to create a Form and Show it, then store its handle and the form itself.
Using this handle you can create a GraphicsDevice.
Then you hook Application.Idle to your own function that calls your update and render.
For example
public class MyGame
{
public Form form;
public GraphicsDevice GraphicsDevice;
public MyGame()
{
form = new Form();
form.ClientSize = new Size(1280, 1024);
form.MainMenuStrip = null;
form.Show();
}
public void Run()
{
PresentationParameters pp = new PresentationParameters();
pp.DeviceWindowHandle = form.Handle;
pp.BackBufferFormat = SurfaceFormat.Color;
pp.BackBufferWidth = 1280;
pp.BackBufferHeight = 1024;
pp.RenderTargetUsage = RenderTargetUsage.DiscardContents;
pp.IsFullScreen = false;
pp.MultiSampleCount = 16;
pp.DepthStencilFormat = DepthFormat.Depth24Stencil8;
GraphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter,
GraphicsProfile.HiDef,
pp);
Application.Idle += new EventHandler(Application_Idle);
Application.Run(form);
}
private void Application_Idle(object pSender, EventArgs pEventArgs)
{
Message message;
while (!PeekMessage(out message, IntPtr.Zero, 0, 0, 0))
{
/* Your logic goes here
Custom timing and so on
Update();
Render();
*/
}
}
void Render()
{
GraphicsDevice.Clear(ClearOptions.DepthBuffer | ClearOptions.Target, Color.Black, 1, 0);
//Your logic here.
GraphicsDevice.Present();
}
[StructLayout(LayoutKind.Sequential)]
private struct Message
{
public IntPtr hWnd;
public int msg;
public IntPtr wParam;
public IntPtr lParam;
public uint time;
public Point p;
}
[return: MarshalAs(UnmanagedType.Bool)]
[SuppressUnmanagedCodeSecurity, DllImport("user32.dll", CharSet = CharSet.Auto)]
private static extern bool PeekMessage(out Message msg, IntPtr hWnd, uint
messageFilterMin, uint messageFilterMax, uint flags);
}
EDIT 1
For xbox you may just be able to place your own custom run function with your game loop in a throttled while true loop. Inside that run outside the top of the while true you will probably have to do the graphics device initialization and verification with IntPtr.Zero as your handle
EDIT 2
i use something like this ( got from http://www.koonsolo.com/news/dewitters-gameloop/ )
private long nextGameTick;
private Stopwatch stopwatch;
const int ticksPerSecond = 60;
const int skipTicks = 1000 / ticksPerSecond;
private const int maxSkip = 10;
`constructor
stopwatch = Stopwatch.StartNew();
nextGameTick = stopwatch.ElapsedMilliseconds;
`loop
int loops = 0;
long currentTick = stopwatch.ElapsedMilliseconds;
while ( (ulong)(currentTick - nextGameTick) > skipTicks && loops < maxSkip)
{
Update(16.667f);
nextGameTick += skipTicks;
loops++;
}
PreRender();
Render();
PostRender();
EDIT 3
Creating a content manager was a little more work, but still managable. You need to create a class that implements IServiceProvider. This class takes a GraphicsDevice in its constructor in order to create the next class the implements IGraphicsDeviceProvider. in addition I implement GetService like this
//in implementer of IServiceProvider
public object GetService ( Type serviceType )
{
if ( serviceType == typeof ( IGraphicsDeviceService ) )
{
return myGraphicsService;
}
return null;
}
For convenience i also add a method to the class to create and return managers
//in implementer of IServiceProvider
public ContentManager CreateContentManager( string sPath )
{
ContentManager content = new ContentManager(this);
content.RootDirectory = sPath;
return content;
}
In addition i create a class that implements IGraphicsDeviceService and takes a reference to my GraphicsDevice. then I create a property and field in it like so
//in implementer of IGraphicsDeviceService
private GraphicsDevice graphicsDevice;
public GraphicsDevice GraphicsDevice
{
get
{
return graphicsDevice;
}
}
So the call ends up being somehting like
MyServiceProvider m = new MyServiceProvider(graphicsDevice);
ContentManager content = m.CreateContentManager("Content");
where
MyServiceProvider(GraphicsDevice graphicsDevice)
{
myGraphicsService = new MyGraphicsDeviceService(graphicsDevice);
}
MyGraphicsDeviceService(GraphicsDevice gfxDevice)
{
graphicsDevice = gfxDevice;
}
-Sorry for fragmenting the code around but its not something i wrote too recently so im having difficulty remembering parts.
EDIT 4
i had an odd case with my custom game i just remembered when i new the Form for it i
had to bind
private void IgnoreAlt(object pSender, KeyEventArgs pEventArgs)
{
if (pEventArgs.Alt && pEventArgs.KeyCode != Keys.F4)
pEventArgs.Handled = true;
}
to
form.KeyUp += IgnoreAlt;
form.KeyDown += IgnoreAlt;
otherwise i got some horrible stalls.
I'm writing an app which has a function asking users to type a filename into a BasicEditField on a PopupScreen. The app works fine with Blackberry Storm 2 -- both the simulator and a real device.
The problem is that the app doesn't work on a BlackBerry Torch -- neither the simulator nor a device. I can't enter text into the BasicEditField.
Why doesn't the keyboard on the BlackBerry Torch work with a BasicEditField? I've also tried an EditField instead of BasicEditField but it doesn't work either.
private BasicEditField txtFileName =
new BasicEditField("Name: ", "", 50, EditField.EDITABLE | EditField.FILTER_FILENAME);
...
Constructor()
{
add(txtFileName);
}
OK, the mistake I made was to put the wrong return value for the keyChar method.
I put
return true;
at the end of the method,
which should be
return super.keyChar(key,status,time);
Below is the correct implementation for the keyChar method:
public boolean keyChar(char key, int status, int time)
{
..................
/*
return true; // user cannot type in the BasicField on Torch, but can type on Storm
*/
return super.keyChar(key,status,time);// works on both Torch and Storm
}
This isn't an answer to your problem, but I have a code snippet that might help. I tried reproducing what you describe above using the following code. It worked without issue:
private static class AppScreen extends PopupScreen
{
AppScreen() {
super(new VerticalFieldManager(), Field.FOCUSABLE);
BasicEditField txtFileName = new BasicEditField("Name: ", "", 50,
EditField.EDITABLE | EditField.FILTER_FILENAME);
add(txtFileName);
}
}
Sorry I don't have a direct answer to your problem, but hopefully the above code can help you track down the problem in your app.
I have a BlackBerry application that needs to take pictures from the camera and send them to a server. In order to do this i invoke the native camera application and listen to the filesystem. Once an image is captured and saved as a new jpeg file i get notified, resume foreground control and go about my business. The problem starts occurring after the first time this cycle is completed because now when i decide to call the camera application again it is already opened, and now the user is seeing a thumbnail of the last picture that was taken and several buttons allowing him to manipulate/manage it. naturally what i want the user to see is a preview of what the camera is "seeing" before he snaps another photo as he did before.
I have thought of various ways to solve this including killing the camera app each time (I understand this cannot be done programatically?), sending CameraArguments when invoking the app (which appears to be useless), and now i was thinking a solution could be as simple generating a "Back" key event before switching back to my app which would theoretically dismiss the annoying edit screen. Could this really be done? and if not is there any other possible solution you may think of?
A kind of hack...
start Camera App
in TimerTask check if Camera App started and if it need to be closed (some flag)
if yes, invoke it(so it will became active) and push ESC keypress event injection to close it
Take a look at this:
class Scr extends MainScreen {
boolean killCameraApp = false;
final String mCameraModuleName = "net_rim_bb_camera";
final CameraArguments args = new CameraArguments();
public Scr() {
super();
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
public void run() {
if (isCameraRunning() && killCameraApp) {
getApplication().invokeAndWait(callCamera);
getApplication().invokeAndWait(killCamera);
}
}
}, 0, 100);
}
Runnable callCamera = new Runnable() {
public void run() {
callCamera();
}
};
Runnable killCamera = new Runnable() {
public void run() {
injectKey(Characters.ESCAPE);
killCameraApp = false;
}
};
private boolean isCameraRunning() {
boolean result = false;
ApplicationManager appMan =
ApplicationManager.getApplicationManager();
ApplicationDescriptor[] appDes = appMan.getVisibleApplications();
for (int i = 0; i < appDes.length; i++) {
result = mCameraModuleName.equalsIgnoreCase(appDes[i]
.getModuleName());
if (result)
break;
}
return result;
}
private void callCamera() {
Invoke.invokeApplication(Invoke.APP_TYPE_CAMERA,
new CameraArguments());
}
private void injectKey(char key) {
KeyEvent inject = new KeyEvent(KeyEvent.KEY_DOWN, key, 0);
inject.post();
}
protected void makeMenu(Menu menu, int instance) {
menu.add(new MenuItem("start camera", 0, 0) {
public void run() {
callCamera();
killCameraApp = false;
}
});
menu.add(new MenuItem("kill app", 0, 0) {
public void run() {
killCameraApp = true;
}
});
super.makeMenu(menu, instance);
}
}
EDIT: Don't forget to set permissions for device release:
Options => Advanced Options => Applications => [Your Application] =>Edit Default permissions =>Interactions =>key stroke Injection