I have a button. If clicked a Dialog opens up. The Dialog always appears at the center of the screen even though I want to place it to a certain location.
Why is that? How can I set the location of my Dialog?
#Override
public void widgetSelected(SelectionEvent e) {
Dialog dialog = new MyDialog(PlatformUI.getWorkbench().getActiveWorkbenchWindow().getShell(), "MyDialog");
dialog.open();
Point pt = ImageDisplayHelper.getDisplay().getCursorLocation();
System.out.println("location pt: "+pt); // pt is a valid location something like Point {1368, 220}
dialog.getShell().setLocation(pt); // no effect whatsoever
dialog.getShell().setLocation(10, 10); // no effect whatsoever
}
The dialog open method displays the dialog and waits for it to be closed. So setting the location after calling open is too late.
Instead call the create method of dialog, then set the location and finally call open:
dialog.create();
... set location
dialog.open();
An alternative is to override the
protected Point getInitialLocation(Point initialSize)
method in the dialog and return the location you want.
Related
I am new to xamarin.forms.
On main page I have button "Select Photos". When user click popup open with number of images. When user tap and image popup closes.
I want to do is when popup close; I want to display the selected image on main page so user know what image they selected.
So I have method on the popup page for image click. In the method I save the image name as variable. And I try to call another method which is on main page. The Method on the main page would get the variable and display the Image.
This is code when user tap image
public void Idpty1(object sender, EventArgs args)
{
Signtype = "1";
//save the image name as variable
SelectedTypeImage = "idpty1.png";
//On the Newphoto page; call close popup function.
new NewPhotoPage().ClosePopover();
}
This is function on main page and I am trying to call this function with above function.
public void ClosePopover()
{
//Close the popover
PopupNavigation.Instance.PopAsync();
//Get the variable which was set on the popover page (image name)
SelectedTypeImage = MyPopupPage.SelectedTypeImage;
// Source the image from variable.
SelectedType.Source = SelectedTypeImage ;
//DisplayAlert("Alert2", SelectedTypeImage, "ok");
System.Diagnostics.Debug.WriteLine("test");
}
This is image code in the main page
<Image x:Name="SelectedType" Resources=""></Image>
In the above code; image part does not work, image source does not work also display alert does not work. BUT SYSTEM.DEBUG WORKS.
What I don't understand is function does get call but even display alert does not work.
I use something like
public void Idpty1(object sender, EventArgs args)
{
Signtype = "1";
//save the image name as variable
SelectedTypeImage = "idpty1.png";
//On the Newphoto page; call close popup function.
// new NewPhotoPage().ClosePopover();
Xamarin.Forms.MessagingCenter.Send<App> ((App)Xamarin.Forms.Application.Current, "CallMethod");
}
in the constructor of Main Page.
MessagingCenter.Subscribe(this, "CallMethod", (sender) => {
// do something
ClosePopover(); // <-- run u' method.
});
On your Newphoto page, just call ClosePopover method as:
YOURCLASSNAME.ClosePopover();
assuming they are in the same namespace.
Else, use using to add the namespace of your class.
Let me know if you need more clarification.
I am trying to override certain features of the Wicket Palette. I have attached a picture of what i am trying to accomplish with Palette. Basically in addition to the select-item-clickbutton-moveToRight functionality of Palette, I also want to know which item has been selected before it is moved. When I select an item in either of the panels and click on a View button, I should be able to display an html page related to the currently selected item from the Palette.
Right now, the button is placed out of the Palette code and as long as I can get the ID of the selected element, I will be able to accomplish my objective.
I am stuck at the point where I need to know which item has been selected within the palette.
Here's what I have tried so far:
1. Adding an onclick listener to the choicesComponent using the AjaxFormComponentUpdatingBehavior
final Palette classFormMapping = new Palette("formsPalette", new ListModel(selectedFormsList),
formsList, new CustomObjectChoiceRenderer(), 8 , false ){
#Override
protected void onBeforeRender() {
super.onBeforeRender();
getChoicesComponent().add(new AjaxFormComponentUpdatingBehavior("onclick"){
#Override
protected void onUpdate(AjaxRequestTarget target) {
System.out.println("REACHED HERE"+ getFormComponent());
/*
* The code reaches here for each click but I am unable to know which item was selected */
}
});
}
};
Adding a Recorder component to the Palette with an "onclick" listener.
This listener does not get called at all.
final Palette classFormMapping = new Palette("formsPalette", new ListModel(selectedFormsList),
formsList, new CustomObjectChoiceRenderer(), 8 , false ){
protected Recorder newRecorderComponent() {
Recorder recorder = super.newRecorderComponent();
recorder.add(new AjaxFormComponentUpdatingBehavior("onclick") {
private static final long serialVersionUID = 1L;
#Override
protected void onUpdate(AjaxRequestTarget target) {
System.out.println("reached record on click ");
}
});
return recorder;
}
};
Trying to create this palette with a custom button
Please help. Thanks in advance.
Palette.java javadoc explains how to "Ajax-ify" it: https://github.com/apache/wicket/blob/529db58c413861677f7ff6736f9363edf42ae85a/wicket-extensions/src/main/java/org/apache/wicket/extensions/markup/html/form/palette/Palette.java#L52-L71
But this won't help you because the selection is done at the client side first and then Wicket is notified:
https://github.com/apache/wicket/blob/529db58c413861677f7ff6736f9363edf42ae85a/wicket-extensions/src/main/java/org/apache/wicket/extensions/markup/html/form/palette/palette.js#L118-L127
You need either to register your own JS event listener for 'change' event before the Wicket one or monkey-patch palette.js to override Wicket.Palette.updateRecorder() function.
I'm implementing a document editor with JavaFX8 and e(fx)clipse and want to user to be informed when the export (write to disc) is ongoing. I'm using the main (GUI) Thread for this as I want to block the gui during this operation (which takes 2-3 seconds). During this operation I want to show a small popup to inform the user that the export is ongoing, nothing fancy.
#FXML
public void export() {
Dialog dialog = new Dialog();
dialog.setContentText("exporting ...");
dialog.show();
// some lenghty methods come here, ~equivalent to Thread.sleep(3000);
dialog.hide();
}
When I press the corresponding Button which invokes the export method, I get somehow two dialogs, one of them NOT closing and remaining open after the method has finished.
Does somebody has an idea what's happening here? I'm really interested in a simple solution, I don't need to have a progress bar etc..
Another possibility would be to show a wait-cursor before the operation starts and switching back to the default cursor after that. Unfortunately, this does also not seem to work. I understand that the UI is blocked during the "lengthty" operation, but I don't udnerstand why I cant change the UI before and after that operation....
Your example isn't very complete - however I would recommend using one of two approaches. However, you aren't putting the long process on a background thread which will FREEZE your app. You want to offload that process.
1) Use the ControlsFX Dialog which has a Progess Alert. Tie your work to either a Task or a Service and provide that to the alert. This will pop the alert up while the thread is active, and will automatically close it when done. If you have intermediary progress values, it can be used to update the progress bar.
Or if you don't want to use this dialog, you could do something like this:
Alert progressAlert = displayProgressDialog(message, stage);
Executors.newSingleThreadExecutor().execute(() -> {
try {
//Do you work here....
Platform.runLater(() ->forcefullyHideDialog(progressAlert));
} catch (Exception e) {
//Do what ever handling you need here....
Platform.runLater(() ->forcefullyHideDialog(progressAlert));
}
});
private Alert displayProgressDialog(String message, Stage stage) {
Alert progressAlert = new Alert(AlertType.NONE);
final ProgressBar progressBar = new ProgressBar();
progressBar.setMaxWidth(Double.MAX_VALUE);
progressBar.setPrefHeight(30);
final Label progressLabel = new Label(message);
progressAlert.setTitle("Please wait....");
progressAlert.setGraphic(progressBar);
progressAlert.setHeaderText("This will take a moment...");
VBox vbox = new VBox(20, progressLabel, progressBar);
vbox.setMaxWidth(Double.MAX_VALUE);
vbox.setPrefSize(300, 100);
progressAlert.getDialogPane().setContent(vbox);
progressAlert.initModality(Modality.WINDOW_MODAL);
progressAlert.initOwner(stage);
progressAlert.show();
return progressAlert;
}
private void forcefullyHideDialog(javafx.scene.control.Dialog<?> dialog) {
// for the dialog to be able to hide, we need a cancel button,
// so lets put one in now and then immediately call hide, and then
// remove the button again (if necessary).
DialogPane dialogPane = dialog.getDialogPane();
dialogPane.getButtonTypes().add(ButtonType.CANCEL);
dialog.hide();
dialogPane.getButtonTypes().remove(ButtonType.CANCEL);
}
I am working on Netbeans building a JavaFX application.
I started using ControlsFX (http://fxexperience.com/controlsfx/)
I have implemented a simple Dialog that uses custom AbstractDialogAction s as I want specific number of buttons to appear.
I do this like this:
Action a = new AbstractDialogAction(" button a ", Dialog.ActionTrait.CLOSING) {
#Override
public void execute(ActionEvent ae) {
}
};
ArrayList<Action> actions = new ArrayList<>();
actions.add(a);
actions.add(b); // other button
actions.add(c); // another button
dialog.actions(actions);
Action response = dialog.showConfirm();
Dialog is shown correctly with the given buttons.
My question is how to force the Dialog to close when a button is pressed ?
I thought setting a Dialog.ActionTrait.CLOSING would do the trick, but the Dialog stays open.
From eugener in ControlsFX mailing list
public void execute(ActionEvent ae) {
if (ae.getSource() instanceof Dialog ) {
((Dialog) ae.getSource()).setResult(this);
}
}
The above sets the result of the Dialog to be the current Action and closes the Dialog
But maybe that is a little redundant as I can simply call:
((Dialog) ae.getSource()).hide();
.hide() hides the Dialog and also sets the current action as the result.
I can't suggest which is a better solution (hide() was suggested by jewelsea)
In addition I would suggest to always override the toString() method of class AbstractDialogAction, in order to get readable result from:
Action response = dialog.showConfirm();
System.out.println("RESPONSE = "+ response.toString());
Hide the dialog to close it => dialog.hide()
Is there a way to add an Event.ContextClick to a Gui.Window in a Unity Editor script?
The following is my context menu method that I've tried calling from both OnGUI() and my window's WindowFunction (call sites denoted below as "site: no luck"). I have not been able to get the "Success" message to show up unless I'm right clicking directly in the main editor window. If I right click in any of the Gui.Windows I have created, the ContextClick event doesn't show up.
void OnStateContextMenu(){
Event evt = Event.current;
// Ignore anything but contextclicks
if(evt.type != EventType.ContextClick)return;
Debug.Log("Success");
// Add generic menu at context point
GenericMenu menu = new GenericMenu();
menu.AddItem (new GUIContent ("AddState"),false,AddState,evt.mousePosition);
menu.ShowAsContext ();
evt.Use();
}
And the call site(s):
void doWindow(int id){
// OnStateContextMenu(); //site1: no luck
GUI.DragWindow();
}
void OnGUI(){
OnStateContextMenu(); //site2: no luck here either
BeginWindows();
wndRect = GUI.Window(0,wndRect,doWindow,"StateWnd");
EndWindows();
}
Update
For reference, green area responds to right-click, red area does not. But I want it to. The right-click menu I've created has specific actions I only want visible if the mouse cursor right clicks inside one of my windows, the 'Hello' in the image. Note: Ignore the button, right click doesn't work anywhere inside that window.
This might not directly answer your question but should be able to help
You are trying to achieve a rightclick function inside your red box( as shown in picute )
I had a sort alike question a while back but it was not for a rightclick but for a mouseover
so i figured this might be able to help you
string mouseover; // first of i created a new string
if (GUI.Button (new Rect (100,100,200,200),new GUIContent("Load game", "MouseOverOnButton0") ,menutexture ))
{
//added a mousoveronbutton command to my GUIcontent
executestuff();
}
buttoncheck();
}
void buttoncheck()
{
mouseover = GUI.tooltip;
if(mouseover == "MouseOverOnButton0")
{
GUI.Box(new Rect(380,45,235,25),"Not a implemented function as of yet ");
}
}
this code made a new gui box the moment the mouse hitted the box.
If you created the hello in a seperate box you could use this
if(mouseover == hello)
{
if(rightclick == true)
{
execute the stuff you want
}
}
or something like that. Hope this helps a bit atleast
UPDATE
To obtain the rightclick event you will have to use the
if(Event.current.button == 1 && Event.current.isMouse)
You have to place this in the OnGUI to work properly
this way you first trigger the in box part, then check for a right click and execute the stuff you want.