I'm trying to make a borderless window that can be maximized and minimized, but I can't get any information on how to get the current state of the window (if it's minimized or maximized) and how to use it.
(edit) rough snippets of the code:
SDL_Rect minimize_area = {0,0,20,20};
Button minimize_window_button = Button(minimize_area);
SDL_Rect maximize_area = {0,0,20,20};
Button maximize_window_button = Button(maximize_area);
SDL_Rect close_area = {0,0,20,20};
Button close_window_button = Button(close_area);
// Program loop
while ( SDL_PollEvent( &event ) ) {
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT) {
mouse.updateMousePosition();
if (close_window_button.mouseInDstRect(mouse.pos.x, mouse.pos.y)) running = false;
if (maximize_window_button.mouseInDstRect(mouse.pos.x, mouse.pos.y)) {
if (/* WAY TO KNOW IF THE WINDOW IS MAXIMIZED */) {
SDL_MaximizeWindow(window);
} else {
SDL_RestoreWindow(window);
}
}
if (minimize_window_button.mouseInDstRect(mouse.pos.x, mouse.pos.y)) {
if (/* WAY TO KNOW IF WINDOW IS MINIMIZED or UNMINIMIZED */) {
SDL_MinimizeWindow(window);
} else {
SDL_RestoreWindow(window);
}
}
}
SDL_Log("click!");
break;
}
SDL_GetWindowFlags(), check the SDL_WINDOW_MINIMIZED & SDL_WINDOW_MAXIMIZED bits.
Related
My main CDialog sometimes displays a child modeless dialog like this:
It is only displayed if the user has configured it to automatically display.
It gets displayed via the main dialogs OnInitDialog where this function is called:
void CChristianLifeMinistryEditorDlg::DisplayAssignHistoryDialog()
{
BOOL bShowAssignHistoryDialog;
bShowAssignHistoryDialog = theApp.GetNumberSetting(_T("Options"), _T("SM_ShowAssignHist"), TRUE);
if (bShowAssignHistoryDialog)
{
m_pAssignHistoryDlg = std::make_unique<CAssignHistoryDlg>(); // .release();
if (m_pAssignHistoryDlg != nullptr)
{
m_pAssignHistoryDlg->SetAssignHistMap(&m_mapSPtrHist, &m_HistoryOriginal);
m_pAssignHistoryDlg->Create(IDD_DIALOG_ASSIGN_HISTORY, this);
m_pAssignHistoryDlg->ShowWindow(SW_SHOWNORMAL);
m_pAssignHistoryDlg->UpdateWindow();
m_pAssignHistoryDlg->EnableTree(false);
}
}
}
WhatI have noticed is that some of my main windows ACCELERATOR hotkey keys don't always work. I then realised that this is because the popup window has the focus. If i single click anywhere on the main dialog to give it focus, then my accelerator hotkeys function.
Is there any way that we can easily still allow the main editor to process it's hotkeys even though the modeless window might have focus? A standard way to cater for this?
The main window handles the accelerators like this:
BOOL CChristianLifeMinistryEditorDlg::PreTranslateMessage(MSG * pMsg)
{
if (m_hAccelTable)
{
if (::TranslateAccelerator(GetSafeHwnd(), m_hAccelTable, pMsg))
return TRUE;
}
}
And the popup modeless window also makes use of PreTranslateMessage (incase it is relevant):
BOOL CAssignHistoryDlg::PreTranslateMessage(MSG* pMsg)
{
BOOL bNoDispatch{}, bDealtWith = bDealtWith = FALSE ;
if ( (pMsg->message == WM_KEYDOWN || pMsg->message == WM_KEYUP ||
pMsg->message == WM_CHAR)
&& pMsg->wParam == VK_RETURN)
{
// Eat it.
bNoDispatch = TRUE ;
bDealtWith = TRUE ;
}
if (!bDealtWith)
bNoDispatch = CResizingDialog::PreTranslateMessage(pMsg);
return bNoDispatch ;
}
I would pass your m_hAccelTable from CChristianLifeMinistryEditorDlg to CAssignHistoryDlg and add this to the beginning of CAssignHistoryDlg::PreTranslateMessage:
if (m_hAccelTable)
{
if (::TranslateAccelerator(GetParent()->GetSafeHwnd(), m_hAccelTable, pMsg))
return TRUE;
}
I am writing a GTK application to display a system tray icon and capture user inputs from keyboard. I have written an inifinite loop to capture user inputs. But how to make it work with gtk main loop? Thanks in advance for any idea.
My try:-
use device_query::{DeviceQuery, DeviceState, Keycode};
let device_state = DeviceState::new();
let mut started = false;
loop {
let keys: Vec<Keycode> = device_state.get_keys();
match keys.last() {
Some(key)=>{
match key {
Keycode::LControl=>{
started = true;
}
Keycode::RControl=>{
started = true;
}
Keycode::F6=>{
if started {
println!("Fired");
}
started = false;
}
_=>{
started = false;
}
}
}
None=>{}
}
}
gtk::main();
I'm tryng to handle a click event that does not clicked on a sprite.
My first aproach would be handling normal JS events:
class EditorListener {
constructor(editor) {
...
if(window) {
window.addEventListener('click', this.onWindowClick.bind(this));
}
}
onWindowClick(event) {
if(event.target && event.target.tagName == 'CANVAS') {
Events.fire(EventType.CLICK_NOWHERE);
}
}
}
...
The problem is that this is called when I click sprites.
The goal is to simply close a dialog when I click nowhere.
Tap anywhere and run the function:
game.input.onTap.add(onTap, this);
function onTap(pointer)
{
}
Tap on these objects and run the function onDown
// enable input for some objects
yourObject1.inputEnabled = true;
yourObject2.inputEnabled = true;
yourObject1.events.onInputDown.add(onDown, this);
yourObject2.events.onInputDown.add(onDown, this);
function onDown(object, pointer)
{
// on down function
}
Am new to MFC, I want to replicate the exact Ctrl+Page Down and Ctrl+Page Up behavior to regular Page Down/Page Up keys without any supporting keys (Ctrl/Shift). I have been trying to clear the focus of item which is getting selected automatically on striking the keys Page Up and Page Down.
I've tried with this code but its not working:
case VK_NEXT: // pagedown
case VK_PRIOR: // pageup
lhItem = GetFocusedItem();
if (IsSelected(lhItem))
{
CTreeCtrl::SetItemState(lhItem, 0, TVIS_SELECTED);
}
break;
Can anyone please help me in solving it
The Code need to written in OnSelChanging & OnSelChanged Event Handler functions
void CTreeCtrl::OnSelchanging(NMHDR *pNMHDR, LRESULT *pResult)
{
HTREEITEM hNew = pNMTreeView->itemNew.hItem;
HTREEITEM hOld = pNMTreeView->itemOld.hItem;
m_bOldItemSelected = hOld && (CTreeCtrl::GetItemState(hOld, UINT(TVIS_SELECTED)) & TVIS_SELECTED);
if (GetSelectedCount() > 1)
{
if (m_bPgUpState || m_bPgDownState)
{
//Check the state of New Item
if ((pNMTreeView->itemNew.state & TVIS_SELECTED))
{
// If the item is selected, so make sure OnSelchanged()
// will "select" it !
m_bNewItemSelected = TRUE;
}
else if (!(pNMTreeView->itemNew.state & TVIS_SELECTED))
{
// The New item is not selected, so make sure OnSelchanged()
// will not "re-select" it !
m_bNewItemSelected = FALSE;
CTreeCtrl::SetItemState(hNew, UINT(~TVIS_SELECTED), UINT(TVIS_SELECTED));
}
}
}
void TreeCtrl::OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult)
{
NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR;
HTREEITEM itemNew = pNMTreeView->itemNew.hItem;
HTREEITEM itemOld = pNMTreeView->itemOld.hItem;
if ((m_bPgUpState || m_bPgDownState) && (GetSelectedCount() > 1)
&& (pNMTreeView->itemOld.hItem != NULL || pNMTreeView->itemNew.hItem != NULL))
{
// It had the focus so Keep selection at old item
if (itemOld && m_bOldItemSelected)
{
CTreeCtrl::SetItemState(itemOld, UINT(TVIS_SELECTED), UINT(TVIS_SELECTED));
m_bOldItemSelected = FALSE;
}
else
{
// Do-not select the item if it is not selected
CTreeCtrl::SetItemState(itemOld, UINT(~TVIS_SELECTED), UINT(TVIS_SELECTED));
}
}
In this article you'll find solution for every thing about CTreeCtrl
Full-Featured Tree Control
I'm starting to work only with YUI3. I include component scrollView, but it did not work mousewheel event, in the options I have not found how to turn on it. I would appreciate any help.
var scrollView = new Y.ScrollView({
id: "scrollview",
srcNode: '.scrollview-item',
height: 375,
flick: {
minDistance: 10,
minVelocity: 0.3,
axis: "y"
}
});
scrollView.render();
I stumbled upon this as well, after some trial and error, I managed to get that working(note, that it is just plain scrolling, without an easing).
var DOM_MOUSE_SCROLL = 'DOMMouseScroll',
fixArgs = function(args) {
var a = Y.Array(args, 0, true), target;
if (Y.UA.gecko) {
a[0] = DOM_MOUSE_SCROLL;
// target = Y.config.win;
} else {
// target = Y.config.doc;
}
if (a.length < 3) {
// a[2] = target;
} else {
// a.splice(2, 0, target);
}
return a;
};
Y.Env.evt.plugins.mousewheel = {
on: function() {
return Y.Event._attach(fixArgs(arguments));
},
detach: function() {
return Y.Event.detach.apply(Y.Event, fixArgs(arguments));
}
};
This is the YUI mousewheel event, but it's changed a bit. The biggest issue was, that originally, either the window or document elements, which makes no sense(for example when you mousewheel over the #myelement you want that to be the returned target..)
Bellow is the code used to initialize the ScrollView and the function that handles the mousewheel event:
// ScrollView
var scrollView = new Y.ScrollView({
id: "scrollview",
srcNode: '#mycontainer',
height: 490,
flick: {
minDistance:10,
minVelocity:0.3,
axis: "y"
}
});
scrollView.render();
var content = scrollView.get("contentBox");
var scroll_modifier = 10; // 10px per Delta
var current_scroll_y, scroll_to;
content.on("mousewheel", function(e) {
// check whether this is the scrollview container
if ( e.currentTarget.hasClass('container') ) {
current_scroll_y = scrollView.get('scrollY');
scroll_to = current_scroll_y - ( scroll_modifier * e.wheelDelta );
// trying to scroll above top of the container - scroll to start
if ( scroll_to <= scrollView._minScrollY ) {
// in my case, this made the scrollbars plugin to move, but I'm quite sure it's important for other stuff as well :)
scrollView._uiDimensionsChange();
scrollView.scrollTo(0, scrollView._minScrollY);
} else if ( scroll_to >= scrollView._maxScrollY ) { // trying to scroll beneath the end of the container - scroll to end
scrollView._uiDimensionsChange();
scrollView.scrollTo(0, scrollView._maxScrollY);
} else { // otherwise just scroll to the calculated Y
scrollView._uiDimensionsChange();
scrollView.scrollTo(0, scroll_to);
};
// if we have scrollbars plugin, flash the scrollbar
if ( scrollView.scrollbars ) {
scrollView.scrollbars.flash();
};
// prevent browser default behavior on mouse scroll
e.preventDefault();
};
});
So basically that's how I managed to that, but my next challenge is to get the scrollbar work like regular scrollbar(when you drag it, the container should move correspondingly...)
Hope this helps anyone :)