How to know when focus changes in a CDialog derived class - visual-c++

"Common Controls" send out a NM_SETFOCUS notification, but not basic controls like an edit control.
Is there a way in my CDialog-derived class to know when focus changes to ANY control in my dialog? If not within my dialog, then possibly ANY focus change (I can figure it out from the hwnd)?

You should be able to handle CWnd::OnCommand and trap the command ID and notification message. I'd try something like this...
if((notificationCode == EN_KILLFOCUS) ||
(notificationCode == LBN_KILLFOCUS) ||
(notificationCode == CBN_KILLFOCUS) ||
(notificationCode == NM_KILLFOCUS) ||
(notificationCode == WM_KILLFOCUS))
{
// Here do whatever you want.
}
You can expand it by adding the equivalent _SETFOCUS notifications.

Related

How to find out if a user is dragging a tab

I am trying to figure out, if a user is dragging a tab, any tab. I don't care which tab it is, I just need to know, if any tab is being dragged.
What is the best way to do this?
Please note: I asked a similar question. However, in that other question I wanted to know, when dragging stopped so I could perform my move operation. The solution given there (retrying until it works) doesn't seem to apply to this new question.
There is no way to tell whether any tab is being "dragged" (=mouse button held down on a tab).
If you want to know that a tab drag has occurred (opposed to "is about to happen"), then you could use the chrome.tabs.onMoved (moved within a tab) and/or chrome.tabs.onAttached / chrome.tabs.onDetached events.
I built a solution based on the fact that Chrome doesn't allow the moving of tabs in the window that contains a tab that is currently being dragged.
In this case, chrome.runtime.lastError.message will be Tabs cannot be edited right now (user may be dragging a tab).
I utilize this by getting the first tab of the focused window and moving it to its index. Because I use its own index, there isn't actually a visual change, when the operation succeeds.
var Chrome = {
isUserDragging: function (callback) {
chrome.windows.getAll({ populate: true }, function (windows) {
var window = windows.filter(function (x) {
return x.type === 'normal' && x.focused && x.tabs
&& x.tabs.length;
})[0];
if (window === undefined)
return;
var tab = window.tabs[0];
chrome.tabs.move(tab.id, { index: tab.index }, function () {
callback(
chrome.runtime.lastError !== undefined &&
chrome.runtime.lastError.message.indexOf('dragging') !== -1);
});
});
}
}
Usage would be:
Chrome.isUserDragging(function(userIsDragging) {
if(userIsDragging)
// do something
else
// do something else
});
Now, based on this, I built a polling mechanism using setTimeout that checks periodically if the user is still dragging and executes an action, when the user stopped dragging.
The full implementation can be seen here and it uses these two helper classes.

xna how to setup controls in game

I want to be able to go to options menu in the game I am developing and set up my controls.
It is a simple game of pong (for now) and the controls for each player are just up and down.
This is how I want the process to look like: I click SETUP CONTROLS, game displays the name of the control I am supposed to change and it waits, I click the button on keyboard that i want it to be changed to, game reads it and displays the next control I am supposed to change and so on until i change all controls.
I have found a way how to do that here and my code now looks basicly like this:
if (optionsBList.IsButtonClicked("SETUP CONTROLS")) //when i click the
//SETUP CONTROLS button
//in the options menu
{
KeyboardState currentKeyboardState = new KeyboardState();
waitingForKey = true;
while (waitingForKey)
{
if(currentKeyboardState.GetPressedKeys().Count() > 0)
{
player1.upkey = currentKeyboardState.GetPressedKeys()[0];
//the path for the key isn't player1.upkey, but lets say it is.
waitingForKey = false;
}
}
}
In this short code my goal is to change just one key. If I can make it change 1 key, changing more wont be a problem.
The problem is, I don't see why does my game stop responding when i click the SETUP CONTROLS button. I don't see an infinite loop here nor a memory leak.
Why is my game crashing and is there a better way to load controls in options menu?
If you saw the answer from the link you placed in your question, you would have noticed that he actually deleted the while loop and he made it an if statement.
Like Nico Schertler said : "while(waitingForKey) is your infinite loop. That loop blocks the game thread, so no further input is recognized."
Link to the answer from your link: https://stackoverflow.com/a/15935732/3239917
if (optionsBList.IsButtonClicked("SETUP CONTROLS")) //when i click the
//SETUP CONTROLS button
//in the options menu
{
KeyboardState currentKeyboardState = new KeyboardState();
waitingForKey = true;
if (waitingForKey )
{
if(currentKeyboardState.GetPressedKeys().Count() > 0)
{
player1.upkey = currentKeyboardState.GetPressedKeys()[0];
//the path for the key isn't player1.upkey, but lets say it is.
waitingForKey = false;
}
}
}

How to disable validators for a specific field from a button

I have a xpage that loads a Bootstrap modal window (see picture). I need to validate the data only the user pushes the 'Add New' button. I do not want the validators to run when 'Save and Continue' or 'Previous' buttons are pressed.
The modal dialog is a custom control used many times throughout the application. I cannot change the buttons to disable validators because most of the time I want to validate. The center content is stored in its own custom control.
My question is can I add code to the button to get a handle to each control, and set the disableValidators to true. I haven't been able to figure out how to do this. I have already tried computing the disableValidators but was totally unsuccessful. The fields are all bound to scoped variables.
I know that I can use clientside validation here, but the rest of the application uses server-side and I want to be consistent + this is a responsive app, and clientside on mobile is annoying.
Rather than adding code to button to and setting disableValidators for each control I would suggest the other way round. For each control set the required property only if user pushes 'Add New' button.
This blog post by Tommy Valand describes it in detail. The below function lets you test if a specific component triggered an update.
// Used to check which if a component triggered an update
function submittedBy( componentId ){
try {
var eventHandlerClientId = param.get( '$$xspsubmitid' );
var eventHandlerId = #RightBack( eventHandlerClientId, ':' );
var eventHandler = getComponent( eventHandlerId );
if( !eventHandler ){ return false; }
var parentComponent = eventHandler.getParent();
if( !parentComponent ){ return false; }
return ( parentComponent.getId() === componentId );
} catch( e ){ /*Debug.logException( e );*/ }
}
So if you want the validation to run only when the user clicks a specific 'Add New' button then write this in all the required-attributes:
return submittedBy('id-of-add-new-button')

on(keyPress "<Enter>") in AS2 doesn't work

I have a flash movie I am making that has a search box and a search button. The button has this code:
on (release, keyPress "<Enter>") {
searchbox.execute();
/*the function above processes searches*/
}
Clicking on the button works just fine. Pressing Enter doesn't do a bean! Does anyone know why this is, and any ways I can work around it? I'd prefer not to use listeners if I can possibly avoid it at all.
Using on() is a deprecated AS1 practice, so maybe you should just stop using it. Thanks to the onKeyDown event handler of the MovieClip class, it is possible to use proper code to do it without listeners, so you don't have to worry about them. ;)
Anyway, on with the code. Type this into the timeline which contains the button:
//Enable focus for and set focus to your button
searchButton.focusEnabled = true;
Selection.setFocus(searchButton);
//The onRelease handler for the button
searchButton.onRelease = function(){
//You need this._parent this code belongs to the button
this._parent.searchbox.execute();
}
//The onKeyDown handler for the button
searchButton.onKeyDown = function(){
//Key.getCode() returns the key code of the last key press
//Key.ENTER is a constant equal to the key code of the enter key
if(Key.getCode() == Key.ENTER){
this._parent.searchbox.execute();
}
}

In Lwuit, How to handle Keypad navigation Events?

In the application I'm building I have Tabs and a list in for each Tab. the behavior I want is when I press the Left/Right Nav Key the selected Tab will change. when I press the Up/Down Nav Key the List will change selection index.
I used LWUIT GUI builder to generate StateMachine/StateMachineBase class.
I've been trying to fix this all day. please help.
Pheromix's answer is correct but he didn't account for the UIBuilder. To override the Form creation in the UIBuilder override the method:
protected Component createComponentInstance(String componentType, Class cls) {
if(cls == com.sun.lwuit.Form.class) {
return new MyFormSubclass();
}
return super.createComponentInstance(componentType, cls);
}
There is an option to override the Tab selection behavior but to get the most accurate behavior this might be the best approach.
Why do you complicate your life ? Just use keyReleased method implementation in your class. Make a test :
if (display.getGameAction(keyCode) == Display.GAME_LEFT || display.getGameAction(keyCode) == Display.GAME_RIGHT)
{
if (tab.getSelectedIndex == 0)
tab.setSelectedIndex(1);
else
tab.setSelectedIndex(0);
}
else if (display.getGameAction(keyCode) == Display.GAME_UP || display.getGameAction(keyCode) == Display.GAME_DOWN)
{
if (list.hasFocus())
super.keyReleased(keyCode);
}

Resources