I have build an application using touchGFX and STM32 based on STM32F746 Disco kit.
My application have some screens with some value to display on screen. These value can setting and change by user. Every time when these value change I will save them to eeprom.
When I turn off power and turn on again, I have read these value before start display screen, but them can't to load to screen until I pressed some button on screen (pressed button I will fresh this screen).
So my question:
How can I initiate customer value for screen and display them when startup in touchGFX
Thanks.
This is simple, just load your data in presenter->activate().
I suggest you read the article on back-end-communication. It explains how to propagate values from your Model (e.g eeprom).
https://support.touchgfx.com/4.18/docs/development/ui-development/touchgfx-engine-features/backend-communication
From TouchGFX Designer you'll find several examples that do something similar from an F769-DISCO board (sample a button and propagate that value to the UI).
Related
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
Does anyone know how to show a spinner for progress bar in a j2me alert?
Here is my piece of code so far:
loadingDialog = new Alert("Please Wait","Please Wait.",null,AlertType.INFO);
Gauge gau = new Gauge( null, false,
Gauge.INDEFINITE,
Gauge.CONTINUOUS_RUNNING );
loadingDialog.setIndicator(gau);
loadingDialog.setTimeout(500000);
displays.setCurrent(loadingDialog);
I am getting a horizontal line (like a slider). What I want is a spinner in place of it.
http://www.developer.nokia.com/Resources/Library/Full_Touch/ui-components/progress-indication.html
The second image (labelled non interactive gauge) of the link is what I am looking for:
The way how you create Gauge looks about right, in accordance with instructions given at Nokia page you refer as well as with Gauge API javadocs (available online):
CONTINUOUS_RUNNING
The value representing the continuous-running state of a non-interactive Gauge with indefinite range.
...
INDEFINITE
A special value used for the maximum value in order to indicate that the Gauge has indefinite range.
Explanation at Nokia page (somewhat vague) suggests the most likely reason for the issue you describe is that Nokia shows spinner only in forms, not in alerts:
- Indefinite gauge in Java Form uses spinner.
- An Alert uses a "barber shop roll" (animated bar of fixed length).
The way to test above assumption is to put Gauge like yours into the Form instead of Alert and see how device / emulator displays it.
If Form shows spinner, then the most straightforward workaround is to use Form instead of Alert. In this case, since Form lack "dismissal" feature provided by Alert, you would have to implement it yourself - eg by using TimerTask to schedule form replacement with previous screen.
Hehehe, the clue is in the link you gave --
Java Alerts do not use spinners due to layout constraints.
So it's not possible!
How do I prevent my GUI from redraw when it comes back from lock screen after receiving a UILocalNotification? In didReceiveLocalNotification I present a modal view, but the old state of my view controllers is shown for a moment before that. How do I prevent this?
Also the order of events I get when I come back on local notification from background is as following:
1. UIApplicationWillEnterForegroundNotification
2. UIApplicationDidBecomeActiveNotification
3. didReceiveLocalNotification
When I come from lock screen:
1. didReceiveLocalNotification
2. UIApplicationDidBecomeActiveNotification
Why is this difference and whether there is something else I'm missing?
Thanks
Here's how it was solved. May be it's not the way, but it worked for me. Since my application is voip/audio, it doesn't come to didFinishLaunchingWithOptions... I found out, that iOS uses a cached image from a previous state for animation when it resumes from background or from sleep mode. So the solution is basically to exchange this cached image with my default.png image. I do it in applicationWillResignActive delegate. There I add a modal view with a Default.png picture and dismiss it in applicationDidBecomeActive. This is really in short. Hopefully it will help somebody else with the same problem.
You can provide a custom image that is displayed when launching/resuming from a local notification. Simply set the alertLaunchImage property on your local notification to the name of the correct image.
From the Docs:
The string is a filename of an image file in the application bundle. This image is a launching image specified for a given notification; when the user taps the action button (for example, “View”) or moves the action slider, the image is used in place of the default launching image. If the value of this property is nil (the default), the system either uses the previous snapshot, uses the image identified by the UILaunchImageFile key in the application’s Info.plist file, or falls back to Default.png.
alertLaunchImage
How do I prevent my GUI from redraw when it comes back from lock screen after receiving a UILocalNotification? In didReceiveLocalNotification I present a modal view, but the old state of my view controllers is shown for a moment before that. How do I prevent this?
Also the order of events I get when I come back on local notification from background is as following:
1. UIApplicationWillEnterForegroundNotification
2. UIApplicationDidBecomeActiveNotification
3. didReceiveLocalNotification
When I come from lock screen:
1. didReceiveLocalNotification
2. UIApplicationDidBecomeActiveNotification
Why is this difference and whether there is something else I'm missing?
Thanks
Here's how it was solved. May be it's not the way, but it worked for me. Since my application is voip/audio, it doesn't come to didFinishLaunchingWithOptions... I found out, that iOS uses a cached image from a previous state for animation when it resumes from background or from sleep mode. So the solution is basically to exchange this cached image with my default.png image. I do it in applicationWillResignActive delegate. There I add a modal view with a Default.png picture and dismiss it in applicationDidBecomeActive. This is really in short. Hopefully it will help somebody else with the same problem.
You can provide a custom image that is displayed when launching/resuming from a local notification. Simply set the alertLaunchImage property on your local notification to the name of the correct image.
From the Docs:
The string is a filename of an image file in the application bundle. This image is a launching image specified for a given notification; when the user taps the action button (for example, “View”) or moves the action slider, the image is used in place of the default launching image. If the value of this property is nil (the default), the system either uses the previous snapshot, uses the image identified by the UILaunchImageFile key in the application’s Info.plist file, or falls back to Default.png.
alertLaunchImage
I've created an application with lwuit on java-me, however, each time the user receives a phone call the applications is minimized and when the user restores it, the first Form is shown again (a splash form). How can I avoid the application from starting again?
Try overriding onHideNotify() and onShowNotify(), In hideNotify, store the last shown form to a variable and display that in onShowNotify()