How to spawn an object using the FlyWeight Pattern - unity3d

So I've been setting up this test to implement the flyweight pattern. It's where I create an object class and a factory to basically spawn the same kind of object with different properties, in this case, color, size, and shape. So I have a dropdown menu for each property and a button to create the object. I want to use the getobject function in the factory class to create the object, but I can't seem to create it right. I got the shape, but not the color or size. It has something to do with the parameters I set up for the function. I don't want to just do what I'm doing right now to spawn cubes and cylinders. That's just a test. If anyone could come up with a way around this, I appreciate it thank you.
public class FlyWeight : MonoBehaviour
{
public Button CreateButton;
List<string> colors = new List<string>() { "Choose Color", "Red", "Blue", "Green" };
List<string> shapes = new List<string>() { "Choose Shape", "Sphere", "Cube", "Cylinder" };
List<string> sizes = new List<string>() { "Choose Size", "Small", "Medium", "Large" };
public Dropdown Shapes;
public Dropdown Colors;
public Dropdown Sizes;
private void Start()
{
Button button = CreateButton.GetComponent<Button>();
Shapes.AddOptions(shapes);
Colors.AddOptions(colors);
Sizes.AddOptions(sizes);
}
public void TaskOnClick()
{
if (Shapes.value == 1)
{
var sphere= Factory.getObject(GameObject.CreatePrimitive(PrimitiveType.Sphere), getSize(), getColor());
}
else if (Shapes.value == 2)
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.GetComponent<Renderer>().material.color = getColor();
cube.transform.localScale = getSize();
}
else if (Shapes.value == 3)
{
var cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cylinder.GetComponent<Renderer>().material.color = getColor();
cylinder.transform.localScale = getSize();
}
}
public Color getColor()
{
if (Colors.value == 1) { return Color.red; }
else if (Colors.value == 2) { return Color.blue; }
else if (Colors.value == 3) { return Color.green; }
else return Color.white;
}
public Vector3 getSize()
{
if (Sizes.value == 1) { return gameObject.transform.localScale = new Vector3(1, 1, 1); }
else if (Sizes.value == 2) { return gameObject.transform.localScale = new Vector3(2, 2, 2); }
else { return gameObject.transform.localScale = new Vector3(3, 3, 3); }
}
}
Object Class
public class Object
{
private Color color;
private Vector3 size;
private GameObject shape;
private int x, y;
public Object (GameObject shape, Vector3 size,Color color)
{
this.color = color;
this.size = size;
this.shape = shape;
}
public void setX(int x) { this.x = x; }
public void setY(int y) { this.y = y; }
}
Factory Class
public class Factory
{
private static List<Object> objects = new List<Object>();
public static Object getObject(GameObject shape,Vector3 size, Color color)
{
Object obj = null;
if (obj == null)
{
obj = new Object(shape, size, color);
objects.Add(obj);
}
return obj;
}
}

Related

Item in ScrollView is not seen in Scene, but it shows in hierarchy

I am trying to display a list, generated dinamically. I created a prefab with the things I need in it (a TextView, 3 TMP_InputFields and 2 Buttons.)
To manage the different list items, I created a script (SkillManager, since the items represents skill the player can choose), which I attached to the prefab.
Then, I add every item (currently I am adding only one for testing purposes) to a List, iterate that list, and add the prefab to the Content of a ScrollView:
for(int i = 0; i < listaSkills.Count; i++)
{
GameObject listItem = Instantiate(SkillPrefab) as GameObject;
listItem.GetComponent<SkillManager>().skill = listaSkills[i];
//listItem.transform.SetParent(SkillsContent.transform, false);
listItem.transform.parent = SkillsContent.transform;
}
When I run this, no item is seen in the ScrollView, but I can see the SkillItem added to the hierarchy:
If I move to Scene tab after playing, I see a square with red lines crossing it:
Why is my item not displaying? Why the red cross? How can I populate my ScrollView?
EDIT:
This is the code of SkillManager, the script added to SkillPrefab:
public class SkillManager : MonoBehaviour
{
public TMP_InputField toSpend;
public TMP_InputField rangos;
public TMP_InputField modificadores;
public TMP_InputField total;
public Button plusButton;
public Button minusButton;
public TMP_Text nombre;
public Skill skill;
private int modificador;
private int pointsToSpend;
private int totalPoints;
// Start is called before the first frame update
void Start()
{
print("Start");
if(total!=null)
total.text = "0";
if(modificadores!=null)
modificadores.text = "0";
if (toSpend != null)
{
toSpend.GetComponent<TMP_InputField>().text = GetSkillPoints();
totalPoints = int.Parse(total.GetComponent<TMP_InputField>().text);
pointsToSpend = int.Parse(toSpend.GetComponent<TMP_InputField>().text);
}
else
{
GameObject GameObjectToSpend = GameObject.FindGameObjectWithTag("tospend");
toSpend = GameObjectToSpend.GetComponent<TMP_InputField>();
if (toSpend == null)
{
print("Sigue siendo nulo");
}
else
{
toSpend.text= GetSkillPoints();
//totalPoints = int.Parse(total.GetComponent<TMP_InputField>().text);
if(total!=null)
totalPoints = int.Parse(total.text);
if(toSpend!=null)
pointsToSpend = int.Parse(toSpend.text);
}
}
if (skill != null)
{
modificador = GetModificador(skill);
string sModificador = modificadores.GetComponent<TMP_InputField>().text;
int iModificador = int.Parse(sModificador);
modificadores.GetComponent<TMP_InputField>().text = iModificador.ToString();
}
if (plusButton != null)
{
plusButton.onClick.AddListener(PlusButtonClicked);
minusButton.onClick.AddListener(MinusButtonClicked);
}
}
private string GetSkillPoints()
{
return "1";
}
public void MinusButtonClicked()
{
string ranks = rangos.GetComponent<TMP_InputField>().text;
int ranksInt = int.Parse(ranks);
if (ranksInt > 0)
{
int newRank = ranksInt - 1;
pointsToSpend += 1;
rangos.GetComponent<TMP_InputField>().text = newRank.ToString();
toSpend.GetComponent<TMP_InputField>().text = pointsToSpend.ToString();
total.GetComponent<TMP_InputField>().text = (newRank + modificador).ToString();
skill.Puntos = newRank;
}
}
public void PlusButtonClicked()
{
string ranks=rangos.GetComponent<TMP_InputField>().text;
int ranksInt = int.Parse(ranks);
Character character = Almacen.instance.Character;
int level = character.CharacterLevel;
if (ranksInt < level && pointsToSpend > 0)
{
int newRank = ranksInt + 1;
rangos.GetComponent<TMP_InputField>().text = newRank.ToString();
pointsToSpend -= 1;
toSpend.GetComponent<TMP_InputField>().text = pointsToSpend.ToString();
total.GetComponent<TMP_InputField>().text = (newRank + modificador).ToString();
skill.Puntos = newRank;
}
}
private int GetModificador(Skill skill)
{
int retorno=0;
if (skill.Clasea)
{
retorno += 3;
}
else
{
retorno += 0;
}
retorno += GetModificadorCaracteristica();
return retorno;
}
private int GetModificadorCaracteristica()
{
Utils utils = new Utils();
int retorno = 0;
int characteristic=0;
switch (skill.Caracteristica)
{
case "Fue":
characteristic = Almacen.instance.Character.EffectiveStr;
break;
case "Des":
characteristic = Almacen.instance.Character.EffectiveDex;
break;
case "Con":
characteristic = Almacen.instance.Character.EffectiveCon;
break;
case "Int":
characteristic = Almacen.instance.Character.EffectiveInt;
break;
case "Sab":
characteristic = Almacen.instance.Character.EffectiveWis;
break;
case "Car":
characteristic = Almacen.instance.Character.EffectiveCha;
break;
}
retorno = utils.GetCharModifier(characteristic);
return retorno;
}
}
it looks like you instantiate the object as a GameObject. but this will not be seen in the canvas because it isn't a UI component. you may want to add a sprite or image to the component and instantiate that into the Canvas. it will look something like this:
public class SkillPrefab
{
//put all your variables here!!!
public Sprite skillSprite;
}
public class YourClassName : MonoBehaviour
{
[SerializeField]
public List<SkillPrefab> skills = new List<SkillPrefab>();
private void Update()
{
Sprite listItem = Instantiate(skills[0].skillSprite); //the index is the skill you want to spawn in the list.
}
}
this does take into account that you have made your skills into a list of skills that you can acces.

Unity 5 Inventory system not working

Hello programmers all around the world. I have made myself an inventory system for my game. Only problem is that when I click on item and then drag it to and empty slot it doesn't move and I kinda don't see the error which I am having and I have tried to debug it but without success any help? Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class Inventory : MonoBehaviour {
private RectTransform inventoryRect;
private float inventoryWidth;
private float inventoryHeight;
public int slots;
public int rows;
public float slotPaddingLeft;
public float slotPaddingTop;
public float slotSize;
public GameObject slotPrefab;
private static Slot from;
private static Slot to;
private List<GameObject> allslots;
public GameObject iconPrefab;
private static GameObject hoverObject;
private static int emptySlots;
public Canvas canvas;
private float hoverYOffset;
private bool isPressed;
public EventSystem eventSystem;
public static int EmptySlots{
get{ return emptySlots;}
set{ emptySlots = value;}
}
// Use this for initialization
void Start () {
CreateLayout ();
canvas.enabled = false;
isPressed = false;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.I)) {
if (Input.GetKeyDown (KeyCode.I)) {
canvas.enabled = false;
}
canvas.enabled = true;
}
if (Input.GetMouseButtonUp (0)) {
if (!eventSystem.IsPointerOverGameObject (-1) && from != null) {
from.GetComponent<Image> ().color = Color.white;
from.ClearSlot ();
Destroy (GameObject.Find ("Hover"));
to = null;
from = null;
hoverObject = null;
}
}
if (hoverObject != null) {
Vector2 position;
RectTransformUtility.ScreenPointToLocalPointInRectangle (canvas.transform as RectTransform, Input.mousePosition, canvas.worldCamera, out position);
position.Set (position.x, position.y - hoverYOffset);
hoverObject.transform.position = canvas.transform.TransformPoint (position);
}
}
private void CreateLayout(){
allslots = new List<GameObject> ();
hoverYOffset = slotSize * 0.01f;
emptySlots = slots;
inventoryWidth = (slots / rows) * (slotSize + slotPaddingLeft) + slotPaddingLeft;
inventoryHeight = rows * (slotSize + slotPaddingTop) + slotPaddingTop;
inventoryRect = GetComponent<RectTransform> ();
inventoryRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, inventoryWidth);
inventoryRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, inventoryHeight);
int colums = slots / rows;
for (int y = 0; y < rows; y++) {
for (int x = 0; x < colums; x++) {
GameObject newSlot = (GameObject)Instantiate (slotPrefab);
RectTransform slotRect = newSlot.GetComponent<RectTransform> ();
newSlot.name = "Slot";
newSlot.transform.SetParent (this.transform.parent);
slotRect.localPosition = inventoryRect.localPosition + new Vector3 (slotPaddingLeft * (x + 1) + (slotSize * x), -slotPaddingTop * (y + 1) - (slotSize * y));
slotRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, slotSize);
slotRect.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, slotSize);
allslots.Add (newSlot);
}
}
}
public bool AddItem(Item item){
if (item.maxSize == 1) {
PlaceEmpty (item);
return true;
}
else {
foreach (GameObject slot in allslots) {
Slot temporary = slot.GetComponent<Slot> ();
if (!temporary.IsEmpty) {
if (temporary.CurrentItem.type == item.type && temporary.IsAvailable) {
temporary.AddItem (item);
return true;
}
}
}
if (emptySlots > 0) {
PlaceEmpty (item);
}
}
return false;
}
private bool PlaceEmpty(Item item){
if (emptySlots > 0) {
foreach (GameObject slot in allslots) {
Slot temporary = slot.GetComponent<Slot> ();
if (temporary.IsEmpty) {
temporary.AddItem (item);
emptySlots--;
return true;
}
}
}
return false;
}
public void MoveItem(GameObject clicked){
if (from == null) {
if (!clicked.GetComponent<Slot> ().IsEmpty) {
from = clicked.GetComponent<Slot> ();
from.GetComponent<Image> ().color = Color.gray;
hoverObject = (GameObject)Instantiate (iconPrefab);
hoverObject.GetComponent<Image> ().sprite = clicked.GetComponent<Image> ().sprite;
hoverObject.name = "Hover";
RectTransform hoverTransform = hoverObject.GetComponent<RectTransform> ();
RectTransform clickedTransform = clicked.GetComponent<RectTransform> ();
hoverTransform.SetSizeWithCurrentAnchors (RectTransform.Axis.Horizontal, clickedTransform.sizeDelta.x);
hoverTransform.SetSizeWithCurrentAnchors (RectTransform.Axis.Vertical, clickedTransform.sizeDelta.y);
hoverObject.transform.SetParent (GameObject.Find ("Canvas").transform, true);
hoverObject.transform.localScale = from.gameObject.transform.localScale;
}
}
else if (to = null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
if (to != null && from != null) {
Stack<Item> tmpTo = new Stack<Item> (to.Items);
to.AddItems (from.Items);
if (tmpTo.Count == 0) {
from.ClearSlot ();
}
else {
from.AddItems (tmpTo);
}
from.GetComponent<Image> ().color = Color.white;
to = null;
from = null;
hoverObject = null;
}
}
}
The method which is causing the problem is the MoveItem() sadly it is not a nullreference or nullpointer and I simply am out of ideas been strugling with it for a couple of days... Any advice on how to fix this would be helpfull and much welcomed indeed. Thanks in advance!
I haven't taken a long look at your code but right away I saw this issue:
else if (to = null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
This is causing the end location to be set to null. To fix this, change to double equals like so:
else if (to == null) {
to = clicked.GetComponent<Slot> ();
Destroy (GameObject.Find ("Hover"));
}
If this does not solve your problem, let me know and I'll look at your code harder.

Start Android Wear Watchface from Activity

I am wondering if it's possible to start the Watchface Service from an activity?
I tried to start the service in the onCreate method of my activity but it does not show the Watchface:
Intent serviceIntent = new Intent(this, CustomWatchFaceService);
startService(serviceIntent);
update
Here is the code for the WatchfaceService
public class CustomWatchFaceService extends CanvasWatchFaceService {
private static final String TAG = "DigitalWatchFaceService";
private static final Typeface BOLD_TYPEFACE =
Typeface.create(Typeface.SANS_SERIF, Typeface.BOLD);
private static final Typeface NORMAL_TYPEFACE =
Typeface.create(Typeface.SANS_SERIF, Typeface.NORMAL);
private static final long NORMAL_UPDATE_RATE_MS = 500;
private static final long MUTE_UPDATE_RATE_MS = TimeUnit.MINUTES.toMillis(1);
#Override
public Engine onCreateEngine() {
return new Engine();
}
private class Engine extends CanvasWatchFaceService.Engine {
static final String COLON_STRING = ":";
static final int MUTE_ALPHA = 100;
static final int NORMAL_ALPHA = 255;
static final int MSG_UPDATE_TIME = 0;
long mInteractiveUpdateRateMs = NORMAL_UPDATE_RATE_MS;
final Handler mUpdateTimeHandler = new Handler() {
#Override
public void handleMessage(Message message) {
switch (message.what) {
case MSG_UPDATE_TIME:
if (Log.isLoggable(TAG, Log.VERBOSE)) {
Log.v(TAG, "updating time");
}
invalidate();
if (shouldTimerBeRunning()) {
long timeMs = System.currentTimeMillis();
long delayMs =
mInteractiveUpdateRateMs - (timeMs % mInteractiveUpdateRateMs);
mUpdateTimeHandler.sendEmptyMessageDelayed(MSG_UPDATE_TIME, delayMs);
}
break;
}
}
};
Paint mBackgroundPaint;
Bitmap mBackgroundBitmap;
Bitmap wifiIconOn;
Bitmap wifiIconOff;
Paint mDatePaint;
Paint mNotificationPaint;
Paint mNotificationMax;
Paint mNotificationHigh;
Paint mHourPaint;
Paint mMinutePaint;
Paint mSecondPaint;
Paint mAmPmPaint;
Paint mColonPaint;
float mColonWidth;
boolean mMute;
Calendar mCalendar;
Date mDate;
SimpleDateFormat mDayOfWeekFormat;
java.text.DateFormat mDateFormat;
boolean mShouldDrawColons;
float mXOffset;
float mYOffset;
float mLineHeight;
int mInteractiveBackgroundColor =
R.color.interactive_bg;
int mInteractiveNotificationMax =
R.color.notification_max;
int mInteractiveNotificationHigh =
R.color.notification_high;
int mInteractiveNotificationColor =
R.color.notification;
int mInteractiveHourDigitsColor =
R.color.interactive_time;
int mInteractiveMinuteDigitsColor =
R.color.interactive_time;
int mInteractiveSecondDigitsColor =
R.color.interactive_time;
boolean mLowBitAmbient;
#Override
public void onCreate(SurfaceHolder holder) {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onCreate");
}
super.onCreate(holder);
Locale locale = new Locale("de");
Locale.setDefault(locale);
Configuration config = getResources().getConfiguration();
getBaseContext().getResources().updateConfiguration(config,
getBaseContext().getResources().getDisplayMetrics());
setWatchFaceStyle(new WatchFaceStyle.Builder(CustomWatchFaceService.this)
.setCardPeekMode(WatchFaceStyle.PEEK_MODE_VARIABLE)
.setBackgroundVisibility(WatchFaceStyle.BACKGROUND_VISIBILITY_INTERRUPTIVE)
.setShowSystemUiTime(false)
.build());
Resources resources = CustomWatchFaceService.this.getResources();
mYOffset = resources.getDimension(R.dimen.digital_y_offset);
mLineHeight = resources.getDimension(R.dimen.digital_line_height);
setInteractiveColors();
// Not sure why the text color needs to be set here again ... it should be set in setDefaultColors()!
mDatePaint.setColor(getColor(R.color.digital_date));
mNotificationPaint.setColor(getColor(R.color.notification));
mNotificationMax.setColor(getColor(R.color.notification_max));
mNotificationHigh.setColor(getColor(R.color.notification_high));
mHourPaint.setColor(getColor(R.color.interactive_time));
mMinutePaint.setColor(getColor(R.color.interactive_time));
mSecondPaint.setColor(getColor(R.color.interactive_time));
mColonPaint.setColor(getColor(R.color.interactive_time));
//Images should be loaded here so they can be called during the Draw Method
wifiIconOn = BitmapFactory.decodeResource(CustomWatchFaceService.this.getResources(), R.drawable.wifi_on_small);
wifiIconOff = BitmapFactory.decodeResource(CustomWatchFaceService.this.getResources(), R.drawable.wifi_off_small);
mBackgroundBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.customcart_logo_240_alpha);
mCalendar = Calendar.getInstance();
mDate = new Date();
initFormats();
}
public void setInteractiveColors() {
mBackgroundPaint = new Paint();
mBackgroundPaint.setColor(getColor(mInteractiveBackgroundColor));
mNotificationPaint = createTextPaint(mInteractiveNotificationColor);
mNotificationMax = createTextPaint(mInteractiveNotificationMax);
mNotificationHigh = createTextPaint(mInteractiveNotificationHigh);
mDatePaint = createTextPaint(R.color.digital_date);
mHourPaint = createTextPaint(mInteractiveHourDigitsColor, BOLD_TYPEFACE);
mMinutePaint = createTextPaint(mInteractiveMinuteDigitsColor);
mSecondPaint = createTextPaint(mInteractiveSecondDigitsColor);
mColonPaint = createTextPaint(R.color.digital_colons);
}
#Override
public void onDestroy() {
mUpdateTimeHandler.removeMessages(MSG_UPDATE_TIME);
super.onDestroy();
}
private Paint createTextPaint(int defaultInteractiveColor) {
return createTextPaint(defaultInteractiveColor, NORMAL_TYPEFACE);
}
private Paint createTextPaint(int defaultInteractiveColor, Typeface typeface) {
Paint paint = new Paint();
paint.setColor(defaultInteractiveColor);
paint.setTypeface(typeface);
paint.setAntiAlias(true);
return paint;
}
#Override
public void onVisibilityChanged(boolean visible) {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onVisibilityChanged: " + visible);
}
super.onVisibilityChanged(visible);
updateTimer();
}
private void initFormats() {
mDayOfWeekFormat = new SimpleDateFormat("EEEE", Locale.getDefault());
mDayOfWeekFormat.setCalendar(mCalendar);
mDateFormat = DateFormat.getDateFormat(CustomWatchFaceService.this);
mDateFormat.setCalendar(mCalendar);
}
#Override
public void onApplyWindowInsets(WindowInsets insets) {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onApplyWindowInsets: " + (insets.isRound() ? "round" : "square"));
}
super.onApplyWindowInsets(insets);
// Load resources that have alternate values for round watches.
Resources resources = CustomWatchFaceService.this.getResources();
boolean isRound = insets.isRound();
mXOffset = resources.getDimension(isRound
? R.dimen.digital_x_offset_round : R.dimen.digital_x_offset);
float textSize = resources.getDimension(isRound
? R.dimen.digital_text_size_round : R.dimen.digital_text_size);
float notificationTextSize = resources.getDimension(isRound
? R.dimen.notification_text_size : R.dimen.notification_text_size);
mDatePaint.setTextSize(resources.getDimension(R.dimen.digital_date_text_size));
mHourPaint.setTextSize(textSize);
mMinutePaint.setTextSize(textSize);
mSecondPaint.setTextSize(textSize);
mColonPaint.setTextSize(textSize);
mNotificationPaint.setTextSize(notificationTextSize);
mColonWidth = mColonPaint.measureText(COLON_STRING);
}
#Override
public void onPropertiesChanged(Bundle properties) {
super.onPropertiesChanged(properties);
boolean burnInProtection = properties.getBoolean(PROPERTY_BURN_IN_PROTECTION, false);
mHourPaint.setTypeface(burnInProtection ? NORMAL_TYPEFACE : BOLD_TYPEFACE);
mLowBitAmbient = properties.getBoolean(PROPERTY_LOW_BIT_AMBIENT, false);
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onPropertiesChanged: burn-in protection = " + burnInProtection
+ ", low-bit ambient = " + mLowBitAmbient);
}
}
#Override
public void onTimeTick() {
super.onTimeTick();
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onTimeTick: ambient = " + isInAmbientMode());
}
invalidate();
}
#Override
public void onAmbientModeChanged(boolean inAmbientMode) {
super.onAmbientModeChanged(inAmbientMode);
if (!isInAmbientMode()) {
mBackgroundPaint = new Paint();
mBackgroundPaint.setColor(getColor(R.color.interactive_bg));
mDatePaint.setColor(getColor(R.color.digital_date));
mHourPaint.setColor(getColor(R.color.interactive_time));
mMinutePaint.setColor(getColor(R.color.interactive_time));
mSecondPaint.setColor(getColor(R.color.interactive_time));
mColonPaint.setColor(getColor(R.color.interactive_time));
}
else {
mBackgroundPaint = new Paint();
mBackgroundPaint.setColor(getColor(R.color.ambient_bg));
mDatePaint.setColor(getColor(R.color.digital_date));
mHourPaint.setColor(getColor(R.color.ambient_time));
mMinutePaint.setColor(getColor(R.color.ambient_time));
mSecondPaint.setColor(getColor(R.color.ambient_time));
mColonPaint.setColor(getColor(R.color.ambient_time));
}
//Log.d("XXX", "onAmbientModeChanged: " + inAmbientMode);
if (mLowBitAmbient) {
boolean antiAlias = !inAmbientMode;
mDatePaint.setAntiAlias(antiAlias);
mHourPaint.setAntiAlias(antiAlias);
mMinutePaint.setAntiAlias(antiAlias);
mSecondPaint.setAntiAlias(antiAlias);
mAmPmPaint.setAntiAlias(antiAlias);
mColonPaint.setAntiAlias(antiAlias);
}
invalidate();
// Whether the timer should be running depends on whether we're in ambient mode (as well
// as whether we're visible), so we may need to start or stop the timer.
updateTimer();
}
#Override
public void onInterruptionFilterChanged(int interruptionFilter) {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "onInterruptionFilterChanged: " + interruptionFilter);
}
super.onInterruptionFilterChanged(interruptionFilter);
boolean inMuteMode = interruptionFilter == WatchFaceService.INTERRUPTION_FILTER_NONE;
// We only need to update once a minute in mute mode.
setInteractiveUpdateRateMs(inMuteMode ? MUTE_UPDATE_RATE_MS : NORMAL_UPDATE_RATE_MS);
if (mMute != inMuteMode) {
mMute = inMuteMode;
int alpha = inMuteMode ? MUTE_ALPHA : NORMAL_ALPHA;
mDatePaint.setAlpha(alpha);
mHourPaint.setAlpha(alpha);
mMinutePaint.setAlpha(alpha);
mColonPaint.setAlpha(alpha);
mAmPmPaint.setAlpha(alpha);
invalidate();
}
}
public void setInteractiveUpdateRateMs(long updateRateMs) {
if (updateRateMs == mInteractiveUpdateRateMs) {
return;
}
mInteractiveUpdateRateMs = updateRateMs;
// Stop and restart the timer so the new update rate takes effect immediately.
if (shouldTimerBeRunning()) {
updateTimer();
}
}
private String formatTwoDigitNumber(int hour) {
return String.format("%02d", hour);
}
#Override
public void onDraw(Canvas canvas, Rect bounds) {
long now = System.currentTimeMillis();
int width = bounds.width();
int height = bounds.height();
mCalendar.setTimeInMillis(now);
mDate.setTime(now);
boolean is24Hour = DateFormat.is24HourFormat(CustomWatchFaceService.this);
// Draw the background.
canvas.drawRect(0, 0, bounds.width(), bounds.height(), mBackgroundPaint);
//Draw the background Image
if (mBackgroundBitmap == null
|| mBackgroundBitmap.getWidth() != width
|| mBackgroundBitmap.getHeight() != height) {
mBackgroundBitmap = Bitmap.createScaledBitmap(mBackgroundBitmap,
width, height, true /* filter */);
}
//Log.d("XXX", "Width: "+ mBackgroundBitmap.getWidth() + "Height: "+mBackgroundBitmap.getHeight() );
if (isInAmbientMode() && (mLowBitAmbient)) {
canvas.drawColor(Color.BLACK);
} else if (isInAmbientMode()) {
canvas.drawColor(Color.BLACK);
} else {
canvas.drawBitmap(mBackgroundBitmap, 0, 0, mBackgroundPaint);
}
// Show colons for the first half of each second so the colons blink on when the time updates.
mShouldDrawColons = (System.currentTimeMillis() % 1000) < 500;
// Draw the hours.
float x = mXOffset;
String hourString;
if (is24Hour) {
hourString = formatTwoDigitNumber(mCalendar.get(Calendar.HOUR_OF_DAY));
} else {
int hour = mCalendar.get(Calendar.HOUR);
if (hour == 0) {
hour = 12;
}
hourString = String.valueOf(hour);
}
canvas.drawText(hourString, x, mYOffset, mHourPaint);
x += mHourPaint.measureText(hourString);
// In ambient and mute modes, always draw the first colon. Otherwise, draw the
// first colon for the first half of each second.
if (isInAmbientMode() || mMute || mShouldDrawColons) {
canvas.drawText(COLON_STRING, x, mYOffset, mColonPaint);
}
x += mColonWidth;
// Draw the minutes.
String minuteString = formatTwoDigitNumber(mCalendar.get(Calendar.MINUTE));
canvas.drawText(minuteString, x, mYOffset, mMinutePaint);
x += mMinutePaint.measureText(minuteString);
// In unmuted interactive mode, draw a second blinking colon followed by the seconds.
// Otherwise, if we're in 12-hour mode, draw AM/PM
if (!isInAmbientMode() && !mMute) {
if (mShouldDrawColons) {
canvas.drawText(COLON_STRING, x, mYOffset, mColonPaint);
}
x += mColonWidth;
canvas.drawText(formatTwoDigitNumber(
mCalendar.get(Calendar.SECOND)), x, mYOffset, mSecondPaint);
} else if (!is24Hour) {
x += mColonWidth;
}
// Only render the day of week and date if there is no peek card, so they do not bleed
// into each other in ambient mode.
if (getPeekCardPosition().isEmpty()) {
// Day of week
canvas.drawText(
mDayOfWeekFormat.format(mDate),
mXOffset, mYOffset + mLineHeight, mDatePaint);
// Date
canvas.drawText(
mDateFormat.format(mDate),
mXOffset, mYOffset + mLineHeight * 2, mDatePaint);
}
}
/**
* Starts the {#link #mUpdateTimeHandler} timer if it should be running and isn't currently
* or stops it if it shouldn't be running but currently is.
*/
private void updateTimer() {
if (Log.isLoggable(TAG, Log.DEBUG)) {
Log.d(TAG, "updateTimer");
}
mUpdateTimeHandler.removeMessages(MSG_UPDATE_TIME);
if (shouldTimerBeRunning()) {
mUpdateTimeHandler.sendEmptyMessage(MSG_UPDATE_TIME);
}
}
/**
* Returns whether the {#link #mUpdateTimeHandler} timer should be running. The timer should
* only run when we're visible and in interactive mode.
*/
private boolean shouldTimerBeRunning() {
return isVisible() && !isInAmbientMode();
}
}
}

Calling Method by using String instead of ObjectName - Processing in Eclipse

I am trying to combine multiple sketches I had, by having them as classes in a single sketch and go through them by pressing keys.
I'm not sure I'm following the right method but I'm basically turning them on and off by using a boolean for each. I have something like:
package combiner;
public class Combiner extends PApplet {
//...
ClassNameOne s1;
ClassNameTwo s2;
//...
ClassNameNine s9;
// AllSketches //
boolean[] sketches;
int totalSketches = 9;
String str_ts = String.valueOf(totalSketches);
char char_ts = str_ts.charAt(0);
public void setup() {
size(1920, 1080);
sketches = new boolean[totalSketches];
for (int i = 0; i < sketches.length; i++) {
sketches[i] = false;
}
s1 = new ClassNameOne(this);
s2 = new ClassNameTwo(this);
//...
s9 = new ClassNameNine(this);
}
public void draw() {
//drawingEachSketchIfItsBoolean==True
if (sketches[0] == true) {
s1.run();
} else if (sketches[1] == true) {
s2.run();
//....
}
}
public void keyPressed() {
if (key >= '1' && key <= char_ts) {
String str_key = Character.toString(key);
int KEY = Integer.parseInt(str_key);
for (int i = 0; i < sketches.length; i++) {
sketches[i] = false;
}
sketches[KEY - 1] = true;
//initializingEachClassIfKeyPressed
if (KEY == 0) {
s1.init();
} else if (KEY == 1) {
s2.init();
}
//....
}
}
As you can see each Class has an .init and a .run method (used to be my setup + draw).
I was wandering if somehow I can loop to .init or .run them without having to write it once for each, something like:
for(int i=0;i<sketches.length;i++){
if(sketches[i]==true){
String str = String.valueOf(i+1);
str="s"+str; //str becomes the Object's name
??? str.run(); ???
}
}
The cleanest solution would be to create an interface Sketch, which must be implemented in your sketch classes then:
Sketch[] sketches;
int activeSketch = 0;
void setup(){
sketches = new Sketch[2];
sketches[0] = new SketchRed();
sketches[1] = new SketchGreen();
sketches[activeSketch].init();
}
void draw(){
sketches[activeSketch].draw();
}
interface Sketch{
void init();
void draw();
}
class SketchRed implements Sketch{
void init(){}
void draw(){
fill(255, 0, 0);
ellipse(width/2, height/2, 30, 30);
}
}
class SketchGreen implements Sketch{
void init(){}
void draw(){
fill(0, 255, 0);
ellipse(width/2, height/2, 30, 30);
}
}
void keyPressed(){
activeSketch++;
if(activeSketch >= sketches.length){
activeSketch = 0;
}
sketches[activeSketch].init();
}
I am not sure if the whole idea of representing different sketches as classes in a new sketch is really that good, but in any case there seems to be a possibilty in Java for obtaining a class from a String! Look for Class.forName() as described here: http://docs.oracle.com/javase/tutorial/reflect/class/classNew.htm
Keep in mind that you will obtain a class from this and not an instance yet!

I want to create objects (image orpicturebox) from a list menu then position or move them on a panel.... (like paint)

I try to create a class of object (picturebox), then calling it my main code to create other picturebox from a menu of different picturebox. I want to fix them on a panel to draw shcema or organigrams.
thanks
class _createpicture
{
public int p;
public int p_2;
PictureBox pictureBox2 = new PictureBox();
Panel panel1 = new Panel();
Color color = new Color();
Pen pen = new Pen(Color.Black, 1);
Bitmap flag = new Bitmap(40, 30);
ContextMenu cm = new ContextMenu();
public int x;
public int y;
public _createpicture () {
pictureBox2.Size = new Size(40, 30);
pictureBox2.MouseClick += new MouseEventHandler(pic_mouseclick);
pictureBox2.MouseMove += new MouseEventHandler(pic_mouseMouve);
MenuItem item_1 = cm.MenuItems.Add("Définir");
MenuItem item_2 = cm.MenuItems.Add("Supprimer");
item_1.Click += new EventHandler(item_1_Click);
item_2.Click += new EventHandler(item_2_Click);
}
private void item_1_Click(object sender, EventArgs e)
{
var myForm = new Form2();
myForm.Show();
}
private void item_2_Click(object sender, EventArgs e)
{
pictureBox2.Dispose();
}
public void _create_picture(PictureBox pictureBox2, int p, int p_2, Color color)
{
}
public void _add(Panel panel1, int p, int p_2, Color color)
{
panel1.Controls.Add(pictureBox2);
pictureBox2.BackColor = color;
Graphics flagGraphics = Graphics.FromImage(flag);
flagGraphics.DrawRectangle(pen, p, p_2, 20, 10);
flagGraphics.FillRectangle(Brushes.Red, p, p_2, 40, 30);
pictureBox2.Image = flag;
panel1.Controls.Add(pictureBox2);
}
public void pic_mouseclick(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Right)
{
pictureBox2.ContextMenu = cm;
}
if (e.Button == MouseButtons.Left)
{
x = e.X;
y = e.Y;
}
}
public void pic_mouseMouve(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
pictureBox2.Left += (e.X - x);
pictureBox2.Top += (e.Y - y);
}
}}
public partial class Form1 : Form
{
_createpicture _createpicture10 = new _createpicture();
.
.
.
.
if (radioButton2.Checked) {
_createpicture10._create_picture(picturebox10, e.X, e.Y, Color.Red); _createpicture10._add(this.panel1, e.X, e.Y, Color.Red);
}
}