When I run my Windows 8 application it creates a primary tile and a secondary tile.
If I click on the primary tile it should open a URL. Clicking on the secondary tile should not open the URL and instead just a splash screen, so I added Window.Current.VisibilityChanged += Window_VisibilityChanged; to capture the event. But this gets called when you click on both tiles.
How do I find out if the event is triggered from the primary or secondary tile?
Another thing I noticed is if I click on the secondary tile it first hits the window_VisibilityChanged and also goes through the onLaunched method of App.xmal.cs.
Is there a way to figure out if the event is being fired from secondary tile before it hits the onLaunced method?
Related
I have a game (Unity3d) that is running on Android where its View is contained in a FrameLayout. The game view covers the entire screen.
I am adding (in code) another view next to this view another button view (the 2 views overlap - see images below).
The button does not receive any input.
According to the documentation for FrameLayout, it is advisable to use a single element under it, but multiple views are also possible.
Why does my button not receive any input?
Attaching the view state as captured in Eclipse.
I am trying to open a new window from a JavaFX application and set its coordinates to be be inside the application by doing the following:
secondStage.setX(application.getPrimaryStage().getX() + application.getPrimaryStage().getWidth()/3);
secondStage.setY(application.getPrimaryStage().getY() + application.getPrimaryStage().getHeight()/3);
It works fine when the primary stage is on first monitor. But when it is on second monitor, the new application opens right to the left border of the second monitor, but not inside the app.
It is as if the X coordinate gets rounded to 0 with respect to second monitor when it exceeds the primary screen's X bounds.
Please let me know how I can have same functionality/behavior on second monitor as on Primary one using same logic as described by my code.
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'm trying to handle events related to clicking on or pressing enter on a menu item using the Carbon API in OSX (Cocoa is not an option).
I know about EventTypeSpec and kEventClassMenu and i've dug through the header files looking for the relevant kind constant to use, but i'm still a bit confused as to how I respond to the selection of a menu item. Do I need to handle a key down or mouse down event at the same time as a kEventMenuTargetItem? Do I need to handle kEventMenuMatchKey separately for the enter key?
I'm an idiot.. Events caused by menu items are handled by class command. So:
eventTypes[0].eventClass = kEventClassCommand;
eventTypes[0].eventKind = kEventCommandProcess;
will handle menu events.