I have been working on a Tizen project where I need to calculate BMI of a person. So i need to take input of the name of the user and the height and weight from the user. So far I have created a functional interface where I can navigate users to the options. I can prompt for input and keyboard pops up. But I am not sure how to take and save the input in a variable like we do on android : int/String x = editText.getText()
I have searched a lot, but the tizen community seems a bit more advanced on documentation. Any help will be appreciated. below are some of the code for edit text (for text input). I just need to know how I can extract the input value from it.
Edit Text code:
static Evas_Object *
create_singlelines_editfield_layout(Evas_Object *parent) {
Evas_Object *editfield, *entry, *button, *buttonOk;
editfield = elm_layout_add(parent);
elm_layout_theme_set(editfield, "layout", "editfield", "singleline");
evas_object_size_hint_align_set(editfield, EVAS_HINT_FILL, 0.5);
evas_object_size_hint_weight_set(editfield, EVAS_HINT_EXPAND, 0.5);
entry = elm_entry_add(editfield);
elm_entry_single_line_set(entry, EINA_TRUE);
elm_entry_scrollable_set(entry, EINA_TRUE);
elm_object_part_text_set(entry, "elm.guide", "Enter Your Weight");
evas_object_smart_callback_add(entry, "focused", editfield_focused_cb, editfield);
evas_object_smart_callback_add(entry, "unfocused", editfield_unfocused_cb, editfield);
evas_object_smart_callback_add(entry, "changed", editfield_changed_cb, editfield);
evas_object_smart_callback_add(entry, "preedit,changed", editfield_changed_cb, editfield);
elm_object_part_content_set(editfield, "elm.swallow.content", entry);
//elm_object_part_content_set(editfield, "elm.swallow.button", button);
return editfield;
}
Thanks
char const * const text = elm_entry_entry_get(ad->input);
You can see it in action with :
https://github.com/rzr/ekzekuto
Related
It has been 10 months since I worked on my app due to a death in the family, just started looking at it again and still not sure how to solve the problem.
The project inquires/help started here:
MFC MDI Collecting control states for the "apply" button routine
Since this is a specific focused question, I didn't want to muck up my other thread, so what I'd like to do is change the documents tab styles after the view is loaded. I know that this can be done because the master repository from Microsoft with all the code examples has a project called VCSamples-master\VCSamples-master\VC2010Samples\MFC\Visual C++ 2008 Feature Pack\TabControl which I have looked at. It dawns on me that even though I can follow its code, the calls are from within the MDI window itself where my issue is I'm trying to do this via a property page dialog using OnApply which changes things.
I was able to do part of this properly with the help of the thread above to the OutputPane successfully because I was able to get the Pane handle and execute. I was told that for the MDI tabs after creation that I need to parse the tabs, count them, and then execute. So my issue here is after I capture the tabs......how to change their styles.
Here is the code as it stands:
BOOL CSettingsUserTabs::OnApply()
{
BOOL bResult = CMFCPropertyPage::OnApply();
if (bResult)
{
// Update Output Pane Tab Styles (Works 100%)
AfxGetApp()->WriteProfileInt(_T("Settings"), _T("UserTabStyle"), m_style_tabs); // Save value to registry
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.RecalcLayout();
//Get the open file tabs in the MDI
for (POSITION pos = AfxGetApp()->GetFirstDocTemplatePosition(); pos != NULL; )
{
CDocTemplate* pTempl = AfxGetApp()->GetNextDocTemplate(pos);
for (POSITION pos1 = pTempl->GetFirstDocPosition(); pos1 != NULL; )
{
CDocument* pDoc = pTempl->GetNextDoc(pos1);
for (POSITION pos2 = pDoc->GetFirstViewPosition(); pos2 != NULL; )
{
CView* pView = pDoc->GetNextView(pos2);
if (pView->IsKindOf(RUNTIME_CLASS(CTrainView)))
{
// THIS IS WHERE MY ISSUE IS, NOW THAT ALL THE TABS ARE
// CAPTURED, HOW DO I ADDRESS THEM LIKE WHAT IS SHOWN
// ABOVE:
//((CMainFrame*)AfxGetMainWnd())->xxxxxx.yyyyyy.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
}
}
}
}
}
return bResult;
}
If I can figure this last piece out, I'll be basically finished, I just can't seem to find a solution on how to do this via property sheet via OnApply.
Any suggestions or actual code examples I can see to solve my problem?
FYI: No, I haven't had any time to take additional OOP to solve this. I'm hoping someone can provide some guidance so I can move on after getting this sorted.
Thanks,
Chris
EDIT 1:
So I took a closer look at Constantine's suggestion and here is what I came up with:
BOOL CSettingsUserTabs::OnApply()
{
BOOL bResult = CMFCPropertyPage::OnApply();
if (bResult)
{
// Update Output Pane Tab Styles
AfxGetApp()->WriteProfileInt(_T("Settings"), _T("UserTabStyle"), m_style_tabs); // Save value to registry
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
((CMainFrame*)AfxGetMainWnd())->m_wndOutput.m_wndTabs.RecalcLayout();
CMFCTabCtrl& MDI_STYLES = ((CMainFrame*)AfxGetMainWnd())->GetMDITabs();
MDI_STYLES.ModifyTabStyle((CMFCTabCtrl::Style)m_style_tabs);
MDI_STYLES.RecalcLayout();
CMDIFrameWndEx* pMainFrame = DYNAMIC_DOWNCAST(CMDIFrameWndEx, GetTopLevelFrame());
pMainFrame->SetFocus();
pMainFrame->RecalcLayout();
}
return bResult;
}
The m_styles_tabs is getting the index value of 0-8 when I select the radio button. The code compiles and runs and I see the index value change when I break on it, but the tabs for the MDI are still not updating. Does the edited code make sense based on the members shown here:
https://learn.microsoft.com/en-us/cpp/mfc/reference/cmfctabctrl-class?view=msvc-170#modifytabstyle
I think this the right direction, am I missing something?
Truth is, I don't know if I asked the question correctly, but here is the explanation:
I created a texbox that works as a command line. You enter data and depending on what is written, it will perform several functions: for example: change the color of a panel, button, letter, etc.
Now I try that when I enter "color.Red" the program detects the word "color" and then knows that all that appears after that word is the color that the user wants to change so far it is like this:
if (e.KeyCode == Keys.Enter) // if user presses enter
{
System.Drawing.Color myColor = System.Drawing.ColorTranslator.FromHtml (command_txt.Text); // reads the content of the textbox and passes it to html language that gives us the color
this.BackColor = myColor; // at the end, set this color to the bottom of the form
}
As you can see, I only made the program able to read the color.
Is there a way to run this code only when the user enters "color" + "(whatever color you want)".?
One more question. If I create a image-popup dialog, I find it only works when the frontimage (the top one in the image list). If other image is selected, the program will report "the image used in the expression does not exist". I can not understand the logic behind this error.
The following is a modified code pasted in the answer of the previous question. It can work well if the first image is selected, but the error message appears if the second image is selected.
I use GSM 2.30.xxxx
Class CMyDLG : UIframe
{
TagGroup DLG,DLGItems,imgPop
object Init(object self)
{
DLG = DLGCreateDialog("Test",DLGItems)
imgPop = DLGCreateImagePopup()
DLGItems.DLGAddElement( imgPop )
return self.super.init(DLG)
}
image GetSelectedImage( object self )
{
string selectedImageLabel
imgPop.DLGGetValue(selectedImageLabel) //DLGGetValue can return the label of the image diretly
Result("\n" + selectedImageLabel)
// From the string, get the label
//string label = selectedImageLabel.left( selectedImageLabel.find(":") )
//Result("\n" + label)
// From label, return image
//return FindImageByLabel(label)
return FindImageByLabel(selectedImageLabel)
}
}
// main
{
object dlg = Alloc(CMyDLG).Init()
dlg.Pose()
image selected = dlg.GetSelectedImage()
if ( selected.ImageIsValid() )
{
selected.SetName( "Selected" + random())
selected.ShowImage()
}
else Throw( "Error, nothing selected." )
}
Using the test code on GMS 3.3 it works except for the bug mentioned. I presume it's the same for GMS 2.3 but I haven't verified.
To make sure we test the same thing, here are exact instructions and a break-down:
Start out with two images A and B and A being front-most.
Run script
Don't change anything in the dialog
Press OK
ERROR
The dialog - taggroup does not (yet) hold any value. It possibly should, I consider this a bug.
Start out with two images A and B and A being front-most.
Run script
Click the selection box and select "A" from the drop-down
Press OK
A is correctly selected
Start out with two images A and B and A being front-most.
Run script
Click the selection box and select "B" from the drop-down
Press OK
ERROR
The dialog - taggroup does not (yet) hold any value. It definitly should, I consider this a bug. It is most likely what you were describing?
Start out with two images A and B and A being front-most.
Run script
Click the selection box and select "A" from the drop-down
Click the selection box and select "B" from the drop-down
Press OK
B is correctly selected
To summarize:
Yes, there is a bug and nothing wrong with your script.
The selection box only works after selecting an items for the second time.
The example code (first script) in this answer seems to work on any of the open images when selected.
However, there is the (mentioned) bug that it does not work on first selection, only when you select one image and then another.
If your code fails, please provided a slimmed-down code-example of the failing code so that a mistake can possibly be spotted.
I'm a little new to using MFC and VC++ as such, but I'm doing this as part of a Course and i Have to stick to VC++.
http://www.cprogramming.com/tutorial/game_programming/same_game_part1.html
This is the tutorial I have been following to make a simple samegame. However when i try to display score, the score is getting displayed Underneath or outside my application window, even though I've displayed score before calling updateWindow(). I've tried various methods but I am kinda lost here.
Here is the code I'm using to Display the score:
void CSameGameView::updateScore()
{
CSameGameDoc* pDoc = GetDocument();
CRect rcClient, rcWindow;
GetClientRect(&rcClient);
GetParentFrame()->GetWindowRect(&rcWindow);
int nHeightDiff = rcWindow.Height() - rcClient.Height();
rcScore.top=rcWindow.top + pDoc->GetHeight() * pDoc->GetRows() + nHeightDiff;
rcScore.left=rcWindow.left + 50;
rcScore.right=rcWindow.left + pDoc->GetWidth() - 50;
rcScore.bottom=rcScore.top + 20;
CString str;
double points = Score::getScore();
str.Format(_T("Score: %0.2f"), points);
HDC hDC=CreateDC(TEXT("DISPLAY"),NULL,NULL,NULL);
COLORREF clr = pDoc->GetBoardSpace(-1, -1); //this return background colour
pDC->FillSolidRect(&rcScore, clr);
DrawText(hDC, (LPCTSTR) str, -1, (LPRECT) &rcScore, DT_CENTER);
}
Thank you for any help and I'm sorry if the question doesn't make sense or in ambiguous.
There are several problems with your code:
1. The hDC you are creating is going to have coordinates relative to the desktop window. To paint text in your window, use CClientDC like this: CClientDC dc(this); (see http://msdn.microsoft.com/en-US/library/s8kx4w44%28v=vs.80%29.aspx)
2. The code you have will leak a DC every time the function is called. The method in #1 will fix that.
3. Your paint code should be done in the CView::OnDraw. There you get a DC passed to you and you don't have to worry about creating one with CClientDC. Set the variables you want to draw (e.g. your points or score), store them as class members and draw them in CView::OnDraw.
Don't do the drawing in your updateScore method.
Make sense? Hang in there!
The current state
As from my link you can pick different regions on the map and everything seems to be working until you re-select a county you have selected before. Data values stored with each path decide if it isSelected or notSelected. I have no problem in changing the element data just clicked with this but I can't find a way of storing the last element selected in a way that I can change it's element data. Which means I first have to click on the previous county to set it's element data to notSelected
First I define var currentcountyselected = "";. This allows me to store the paths[arr[this.id]].name;. When I click on a new path I can make the last path fill change with $('#'+currentcountyselected).attr({fill: attributes.fill});
In Raphael's for loop I set obj.data('selected', 'notSelected'); so all path elements are set to notSeelected.
So what I need is some way to store the last path so I can change it's element data
This is the click function cleaned up from live example.
obj.click(function(){
if(this.data('selected') == 'notSelected')
{this.animate({fill: '#698B22' }, 300);
this.data('selected', 'isSelected');
$('#'+currentcountyselected).attr({fill: attributes.fill});
paths[arr[this.id]].value = "isSelected";
currentcountyselected = paths[arr[this.id]].name;
}
else
{this.animate({fill: '#32CD32'}, 300);
paths[arr[this.id]].value = "notSelected"; /* set path value*/
this.data('selected', 'notSelected');
}
});/* end mark selections */
I've been working on this project for a while and the client now wants the interface to work differently. This has really ate up my hourse.
EDIT:Although I have found a solution by simply taking out the if/else I would still like to know how to get at element data in a previous path (or any path for that matter).
Here is my solution, posted as it might help someone. The link in my question has problems with click happy users.
Globals
var previouscountyselected = "Mayo"; /* default start, can be any county(path) */
var start = true;
var past = null;
Changed code
obj.click(function(){
if(paths[arr[this.id]].value == 'notSelected')
{
this.animate({fill: '#698B22'}, 200);
paths[previouscountyselected].value = "notSelected";
paths[arr[this.id]].value = "isSelected";
previouscountyselected = paths[arr[this.id]].name;
if (!start && past != this)
{
past.animate({ fill: '#fff' }, 200);
}
past = this;
start = false;
}
else if(paths[arr[this.id]].value == 'isSelected')
{
this.animate({fill: '#32CD32'}, 200);
paths[arr[this.id]].value = "notSelected"; /* set path value */
}
});
Overview
if (!start && past != this) is a little unusual and is required or animated fades get messed up and choppy. The fade is not triggered if it is the first time a path is clicked and if you just hammer clicks on one path it doesn't fade to white. The main if/else handles the actual control value.
Until I get a jsfiddle up this link will demonstrate the desired behaviour.
Note! the drop menu in this link does not work.
Click happy friendly