UIViewPropertyAnimator position reset - position

I have a slight problem. I'm trying to create animated progress bar like Instagram does. It works correctly in all cases except when I want to present previous item. Breakpoints say that when I switch to previous item, UIViewPropertyAnimator position remains in .end state, so it immediately call its completion and switch "back" to next item. So my question is - when animator done its job, how to reset it's position back to .start and then switch next item?

The problem was related to previous called function. Before moving to the next or previous item I call function which should update all UIProgressView objects through for_in cycle. So when the previous item appeared on the screen, UIProgressView for this item was still .progress = 1.0, UIViewPropertyAnimator had nothing to do, so it called completion block and switch next item.
fillProgress(bars: currentStoryItem)
let duration = story.files[currentStoryItem].duration
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
self.progressBars[self.currentStoryItem].startFillingAnimation(with: duration)
}
asyncAfter saved my live)

Related

Livecode player: How to catch up a "dragStop" message

Within a player, I would like to allow the user to manually drag the boundaries of the selection (start time and end time).
I can use a dragStart message to catch if the user start to drag, but I can't get the final positions of the elements, because I don't know when the user stop to drag.
I have tried something like this:
on dragStart
repeat until the mouse is up
/*unfortunately, this part freeze the player*/
end repeat
put the timeScale of me into sr
put the endTime of me into endT
put endT/sr
end dragStart
But the player is frozen with the wait command. So the user can't move the boundaries, and I can't get the final position of the "endTime".
How to wait until the mouse is up, but without frozen the player?
There are many ways to get out of that blocking loop, waiting "with messages" or sending a message in time within a handler, which releases the engine during the interval. But the most basic might be something like this, if you will try an experiment. Make a button and a field on a new card. In the button script:
on dragStart
put the loc of me into line 1 of fld 1
end dragStart
on mouseMove
if the mouseLoc is within the rect of me and the mouse is down then
set the loc of me to the mouseLoc
end if
end mouseMove
on mouseup
put the loc of me into line 2 of fld 1
end mouse up
Now this is overdone, but at least shows how you can use small handlers to deal with small issues.
This could finally be achieved with a very simple code (as often with livecode):
on selectionchanged
put the timeScale of me into sr
put the endTime of me into endT
put endT/sr into fld 1
end selectionchanged

PixiJS - Not all touchend events triggering (outside of displayObject)

Pixijs (3.0.8) supports multi-touch as shown in their demos, and I've set up start, move and end listeners for touches on my mobile device.
The touches are registered on a square within the canvas which I'll call the interactiveArea, but the touchend events trigger when let go outside of the area as well. This is behavior that works fine with a single mouse cursor.
However, when using more fingers, having touches with the identifiers 0,1 and 2, only the first touchEnd is triggered outside of the area.
So I press and hold 3 fingers inside the interactiveArea and move them all outside of it. Then I let go of 1, and then the others. I won't be notified of touchEnds for event 0 and 2, and I'd have to re-register 3 touches and let go properly just to get a touchend for 2 triggered!
Any tips on how I can detect all touchends, rather than have it stop on the first touchend? I've tried working with a setTimeout hack as well, but that really doesn't suit my use case.
Edit I've made a basic codepen to demonstrate how touchendoutside is only triggered once. https://codepen.io/Thomaswithaar/pen/EygRjM Do visit the pen on mobile, as it is about touches rather than mouse interactivity.
Holding two fingers on the red square and then moving them out and letting go will only trigger one touchendoutside event.
Looking at the PIXI source code, there is indeed a bug in the Interaction Manager. Here is the method that processes touch end events:
InteractionManager.prototype.processTouchEnd = function ( displayObject, hit )
{
if(hit)
{
this.dispatchEvent( displayObject, 'touchend', this.eventData );
if( displayObject._touchDown )
{
displayObject._touchDown = false;
this.dispatchEvent( displayObject, 'tap', this.eventData );
}
}
else
{
if( displayObject._touchDown )
{
displayObject._touchDown = false;
this.dispatchEvent( displayObject, 'touchendoutside', this.eventData );
}
}
};
You can see in the else statement that a touchendoutside event gets dispatched when displayObject._touchDown is true. But after you release your first finger, it sets the flag to false. That is why you only receive that event once.
I've opened an issue here:
https://github.com/pixijs/pixi.js/issues/2662
And provided a fix here:
https://github.com/karmacon/pixi.js/blob/master/src/interaction/InteractionManager.js
This solution removes the flag and uses a counter instead. I haven't tested it yet, so please let me know if it works.

Node.js/Nowjs - Moving a sprite and keeping track of time server-side

I am using node.js and express, and I am calling server-side functions and syncing variables using nowjs. Suppose the user is drawn as a sprite on the canvas. His x,y coordinates are kept server-side in a "position" array.
Server-side:
position = { x : 0; y : 0 }
updatePosition = function (a,b)
{
playerPosition.x += a;
playerPosition.y += b;
}
Client-side:
if keypress('right'){ updatePosition(32,0); }
These are pseudocode. When the user presses the 'right' button, the server-side "updatePosition" function is called, which adds 32 (pixels) to the x-coordinate of the "position" array. This array is then shared with the client, and the new position is drawn on the canvas using client-side function.
Suppose I don't want to draw the sprite at the new position instantly. I want to play a walking animation that gradually moves the sprite 32 pixels to the right, and takes say 1 second to complete. I might implement it this way:
User presses the 'right' button.
The animation starts playing client-side.
updatePosition is called server-side as usual.
When animation on the client finishes, check if the final position client-side matches the coordinates stored server side.
When the user presses the 'right' button/key, he cannot repeat the keypress until 1 second later. The 1 second long "walking" animation has to complete and final position checked with the server-side coordinates before he can press 'right' again to move his sprite.
Question: How do I keep track of the 1 second server side? I can't do it client-side because the user will be able to hack his client to reduce the animation time.
Is the solution to "timestamp" the position array? E.g. position = { x : 0; y : 0, time: 0 }. If the user presses the 'right' button again, the server would check to see if the last position update was greater than 1 second ago. If less than 1 second, the server ignores it.
Why not simply storing a "lock" in the user session?
session.editLock = new Date().getTime();
When another edit is triggered by the client, just:
if(session.editLock && new Date().getTime() - session.editLock > 1000) {
// Return error
}
Modifying the position object doesn't feel right to me. A position object is meant to store position, not time.

Hold-Hover drop down menu Delay Time

Im creating a drop down menu and i want to know if there is anyway to implement the following:
I need to keep the sub-menu open for like 1 sec if the user moves the mouse away from the tab he selected. Much likely like in current intel web page www.intel.com , here u hover over menu, but if u take the mouse away from the tab or the sub-menu is opens it takes a few to hide the sub menu.
Im using .mouseover from jquery to show the menu (a div) but i cant find a way to make it stay for a few moments.
Thanks in advance
This may be of service
What is the JavaScript version of sleep()?
If you want to do something in the interim setTimeout() takes the arguments as shown where continue execution is another subroutine. If you just want this one tab to work this way have mouseover call doStuff and set a boolean (e.g. mouseStillIn) to TRUE. When the mouse exits set this boolean to FALSE, call a recursive function everytime mouseStillIn is TRUE.
e.g.
var mouseStillIn : boolean = false;
function MouseIn()
{
mouseStillIn=true;
CheckMouse();
}
function CheckMouse()
{
if(mouseStillIn)
{
setTimeout(CheckMouse, 1000);
}
}
function MouseOut()
{
mouseStillIn=false;
}

How to avoid CListCtrl items to be partially visible?

I have a resizeable CListCtrl and I want to avoid any item being displayed partially, ever.
For example:
I want Item 9 to not be displayed in this case. Is there a flag or method for this? How would you go about solving this issue?
I tried the following and it was no good:
void CMyCListCtrl::OnEndScrolling()
{
int iCount = this->GetCountPerPage();
EnsureVisible(iCount - 1, FALSE);
}
after catching
...
ON_NOTIFY( LVN_ENDSCROLL, IDC_LIST1, OnEndScroll )
...
void CWheelTestDlg::OnEndScroll(NMHDR* pNMHDR, LRESULT* pResult)
{
LPNMLVSCROLL pnmLVScroll = (LPNMLVSCROLL) pNMHDR;
m_MyListCtrl.OnEndScrolling();
*pResult = 0;
}
In the CListCtrl parent dialog. (which I don't want to do, I want to do everything in my CListCtrl derived class only, if possible).
All I accomplish is showing item 9 completely, but item 10 is partially visible below it. If I have 30 items I don't want to scroll the list to show item 30, I want to show up to item 8 with no partially visible item below it.
CListCtrl doesn't appear to support Integral Height.
Here's a solution that accomplishes what you desire by forcefully changing the control height [with commented conditions] (http://www.codeproject.com/Messages/418084/Socket-accept-call.aspx):
/////////////////////////////////////////////////////////////////////////////////
// This assumes a REPORT-style CListCtrl.
//
// Resize the control. This works correctly only if scrolling is disabled. If
// there is scrolling, then setting to the size from ApproximateViewRect() will
// always give scroll bars showing. Which is irritating.
//
// We need to adjust the vertical size from what ApproximateViewRect() returns
// by one row minus border width
//////////////////////////////////////////////////////////////////////////////////
CSize sz = m_list.ApproximateViewRect(); // always adds room for a new row
CRect itRect; // Get the height of a single row (there had better *be* a row!)
m_list.GetItemRect(0, &itRect, LVIR_BOUNDS);
int vOffset = itRect.Height() - 3; // leave a little 'cuz it looks better
m_list.SetWindowPos(NULL, 0, 0, sz.cx, sz.cy - vOffset,
SWP_NOZORDER|SWP_NOACTIVATE|SWP_NOMOVE);
I have the similar problem in wince, and find a solution accidentally. No direct solution in internet, so i decide to re-position scroll bar after receive some message, and the only message i can used in wince is WM_LBUTTONDOWN, other messages such as OnEndScroll are not called, maybe something wrong in my code.
Whatever, i use Timer(ON_WM_TIMER) to re-position scroll bar when receive WM_LBUTTONDOWN message, then find that list control doesn't scroll automatically! then i remain a empty OnTimer function and remove everything else. It works, and i guess list control use Timer to scroll partial row.
Hope useful to you.

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