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

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();
}
}

Related

kendo ui angular grid - how to leave row when user hits enter key instead of clicking off of row

Ive got a working grid, using in-line editing thanks to this example
https://www.telerik.com/kendo-angular-ui/components/grid/editing/editing-row-click/
What I need to do now, is force the saving upon a user hitting the enter key, instead of clicking away onto another row or away from the current row. I suppose I could add a "save" button in the header?
You could probably use cellClose event in your html (cellClose)="cellCloseHandler($event)" - API Documentation
You could then write your own code (in typescript) in cellCloseHandler() to modify and save the updated items accordingly.
From Kendo UI for Angular Documentation:
In-Cell Editing
You could capture the Enter key hits and force executing cellCloseHandler() like that:
#HostListener('keydown', ['$event'])
public keydown(event: any): void {
console.log("keydown event", event);
if (event.keyCode === 13) {
this.cellCloseHandler();
}
}
Similar to Giannis answer but with small modifications:
Add keydown event to kendo-grid tag.
Call grid.closeCell() instead of calling the closeHander directly.
Template
<kendo-grid #grid
[data]="data$ | async"
(cellClose)="cellCloseHandler($event)"
(keydown)="onKeydown(grid, $event)"
>
Class
onKeydown(grid: GridComponent, e: KeyboardEvent) {
if (e.key === 'Enter') {
grid.closeCell();
}
}
cellCloseHandler(args: CellCloseEvent) {
const { formGroup, dataItem } = args;
// save to backend etc
}
Calling grid.closeCell(); will make the grid to call cellCloseHandler
You dont have to implement a HostListener for Keydown by yourself. If you set the input navigable to true, the cellClose event will get triggered when pressing Enter while editing a cell or row. This way you get the data of the row in your cellCloseHandler aswell for saving it.
<kendo-grid [navigable]="true" (cellClose)="cellCloseHandler($event)"></kendo-grid>

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;
}
}
}

Getting the dijit for a typeAhead in XPages

I want to be able to add an onBlur/onkeypress/onChange events to all TypeAhead fields on the form rather than have a developer select every one in the Designer client. The only thing I cannot get a handle on is the onChange event.
When the user selects something in the TypeAhead the onChange event is triggered when adding the code directly to the event in the Domino Designer - so I should be able to replicate that capability with code.
If my typeAhead field is called inputText2 I thought I would be able to do the following
var widget = dojo.byId("#{id:inputText2}")
dojo.connect(widget, 'onChange', function (){
alert('1')
});
However this doesn't appear to work...
I tried lowercase onchange
var widget = dojo.byId("#{id:inputText2}")
dojo.connect(widget, 'onchange', function (){
alert('1')
});
no luck there either
I tried
var widget = dijit.byId("#{id:inputText2}");
but that failed to event select the element entirely
So what do I need to do to trigger the onchange event when selecting an option in the typeAhead?
I found a solution.....not ideal but it worked for the moment - not generic though, but a start
Copying the way XPages does it....add this to the page
function view__id1__id2__id31__id50_clientSide_onchange(thisEvent) {
alert('me')
}
and then
dojo.addOnLoad(function(){
XSP.addOnLoad(function() {
XSP.attachEvent("X1","view:_id1:_id2:_id31:inputText2", "onchange", view__id1__id2__id31__id50_clientSide_onchange, false, 2);
});
});
});
X1 must be unique but everything else can be calculated
Thanks to Serdar Basegmez

Implementing a blocking modal view/dialog like in Windows Forms - is it possible?

In short:
I want to show a view or action sheet and only continue code execution after the user has dismissed the view / sheet. So: line one shows the view, line two reads some result variable.
In detail why I would need this:
I'm porting a Windows Forms application over to the iPad. The original implementation has a communication class which uses a web service to communicate with the server. It offers a couple of methods to get data. Conveniently it checks prior to each call if the user still has a valid connection or if he has to re-enter his password for security reasons.
If the password is required, the .NET class shows a modal dialog which blocks any further code executio and if the password was entered, retries the last call it has made before showing the dialog.
Now using CocoaTouch I'm facing a problem. I replaced the code that shows the dialog with a UIActionSheet. Works great but code execution continues immediately, whereas in Windows Forms it is blocked (the next line in Windows Forms after showing the dialogs is to read the entered password from the dialog) until the dialog has been closed.
I tried a Thread.Sleep() until the user dismisses the UIActionSheet but the Thread.Sleep() also blocks the main loop and my view won't even be drawn.
The alternative I currently see is to change all methods in the already working class and give them a return value: if password required, handle it, then retry.
But this means that all over my code I will have to add these checks because at any given moment the password might be needed. That's why it is nested in communication class in Windows Forms.
Any other ideas?
René
Yes, it is possible.
To do this, what you can do is to run the mainloop manually. I have not managed to stop the mainloop directly, so I instead run the mainloop for 0.5 seconds and wait until the user responds.
The following function shows how you could implement a modal query with the above approach:
int WaitForClick ()
{
int clicked = -1;
var x = new UIAlertView ("Title", "Message", null, "Cancel", "OK", "Perhaps");
x.Show ();
bool done = false;
x.Clicked += (sender, buttonArgs) => {
Console.WriteLine ("User clicked on {0}", buttonArgs.ButtonIndex);
clicked = buttonArgs.ButtonIndex;
};
while (clicked == -1){
NSRunLoop.Current.RunUntil (NSDate.FromTimeIntervalSinceNow (0.5));
Console.WriteLine ("Waiting for another 0.5 seconds");
}
Console.WriteLine ("The user clicked {0}", clicked);
return clicked;
}
I think this approach using async/await is much better, and doesn't suffer from freezing the app when rotating the device, or when the autoscrolling interferes and leaves you stuck in the RunUntil loop forever without the ability to click a button (at least these problems are easy to reproduce on iOS7).
Modal UIAlertView
Task<int> ShowModalAletViewAsync (string title, string message, params string[] buttons)
{
var alertView = new UIAlertView (title, message, null, null, buttons);
alertView.Show ();
var tsc = new TaskCompletionSource<int> ();
alertView.Clicked += (sender, buttonArgs) => {
Console.WriteLine ("User clicked on {0}", buttonArgs.ButtonIndex);
tsc.TrySetResult(buttonArgs.ButtonIndex);
};
return tsc.Task;
}

How to "chain" modal dialogs in YUI 2?

I have a modal dialog box presented in Yahoo UI. The user selects a value from dialog "A", and then I want to present another modal dialog box to collect some more data in dialog "B".
I have been using the YAHOO.widget.Dialog successfully. The problem seems to be that you can't initiate dialog window "B" from the handler function of dialog "A". So, how can you programmatically launch a second dialog window after the user hits the "OK" button on the first ?
(I had tried to create an additional Listener for a field that is updated in dialog "A" to trigger dialog "B" but this doesn't work either.)
Thanks..
Check out the documentation: http://developer.yahoo.com/yui/container/dialog/#events. The following code should do the trick:
var firstDialog = new YAHOO.widget.Dialog('firstDialog', { postmethod: "manual" });
firstDialog.manualSubmitEvent.subscribe(function (type, args) {
var nextDialog = new YAHOO.widget.Dialog('nextDialog', { });
/* more configuration stuff... */
nextDialog.render();
nextDialog.show();
});
firstDialog.render();
firstDialog.show();
This handles when the form is to be submitted, which I think what you mean by selects a value, but if not let me know and I can give some help on that situation.

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