Send data between activities (Checkbox) - android-activity

I got an Checkbox and I want that when someone click the checkbox in a other Activity an Text appeared...
I know how to make Listeners with Checkboxes and how to make a Text appear, but my App crashes when I click the CheckBox, so I think I need to make an thing that transfer the information that the CheckBox has been clicked to the other Activity... but How?
I tried to make make something with thes putExtras and getExtras, but I didnt found anything that helped!

Code
public void doSomethingWhenCheckBoxClicked(View v) {
boolean checked = ((CheckBox) v).isChecked();
switch (v.getId()) {
case R.id.checkBox1:
if (checked) {
Intent myIntent = new Intent(MainActivity2.this, MainActivity.class);
myIntent.putExtra("checked", true);
}
}
}

Related

How to get the gameobject- which triggered the UI.Button click function

in Unity 5- I am trying to disable a ui.button- once it is clicked. There is a list of buttons- among which- the clicked one will be disabled. But I am not sure, if it is possible to get the event triggering gameobject.
Unity Editor-
Code:
// called from ui.button clicks
public void callThisMethod(string param) {
// how to get the clicked button gameobject here
}
Just Add another event to return the button
public Button ButtonPressed(Button ThisButton)
{
return ThisButton;
}
You can add something like this to your code:
public Button yourButton;
public void yourButtonClicked(){
yourButton.interactable = false;
}
Assign your button to the Button object in inspector. Then where it says "On Click()" in the image you have above, select the script the above code is added to, and select the "yourButtonClicked()" function. That will disable the button once it is clicked.
To get your clicked button game object, you can use: EventSystem.current.currentSelectedGameObject
Pass the gameObject of the button as a parameter while your are adding event listener to the UI button.
Hope that helps:
GameObject myButtonGameObject = myButton.gameObject;
myButton.onClick.AddListener(() => {LogName(myButtonGameObject); });
public void LogName(GameObject buttonGameObject = null){
Debug.Log(myButtonGameObject);
}
Note: The given approach is useful, when you need to dynamically show the clicked buttons name, but if you know the exact button, you can make a public field for the myButton and get the name without passing any parameters.

How to close Dialog that uses AbstractDialogAction

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()

TabControl avoid changing to another tab

I have a tab control with 2 tabs.. When the user clicks on the second tab, it does some validation and then if that validation returns false, the user gets a message indicating to go back. Now, here's my problem, it changes tabs anyways with the code below:
Although the user doesn't see the tab 2, it is showing as changed.
private void tabprincipal_SelectedIndexChanged(object sender, EventArgs e)
{
if (!saved_plan)
{
MessageBox.Show("You need to save a plan first.");
return;
}
How can I avoid this behavior? I want to display the message and the user to remain in the first tab
I think I'm looking for an event prior to the selectedindexchanged to detect that the user clicked tab2 and then don't let him move..
I actually found a way using the Deselecting method of the TabControl
private void tabprincipal_Deselecting(object sender, TabControlCancelEventArgs e)
{
if (!saved_plan)
{
MessageBox.Show("You need to save a plan first");
e.Cancel = true;
}
}

Gui.Window ContextClick

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.

GWT, disable autoclose MenuBar when clicking on MenuItem?

I want to if it is possible to disable the auto-close MenuBar when I click on a MenuItem?
I have several MenuItem that are like checkboxes, so I can check more than one MenuItem and don't want my menu close everytime I checked one.
Thanks.
I was facing same problem and I will share with you my solution:
1) Create new class MyMenuItemWithCheckBox that extends the MenuItem.
In the constructor set element ID to (forexample) menuItemWIthCheckBox + Unique text.
this.getElement().setId("menuItemWithCheckBox_" + menuItemLabel);
2) Create new class MyMenuBar that extends the MenuBar.
Override the onBrowserEvent method by following:
Override
public void onBrowserEvent(Event event) {
if (DOM.eventGetType(event) == Event.ONCLICK && getSelectedItem().getElement().getId().contains("CheckBox")) {
Scheduler.get().scheduleFinally(new Scheduler.ScheduledCommand() {
#Override
public void execute() {
getSelectedItem().getScheduledCommand().execute();
}
});
event.stopPropagation();
} else {
super.onBrowserEvent(event);
}
}
Now scheduled command of MenuItem is always called, but in the case of your
menu checkBox item there is no close of a menubar.
I hope this help you, I spend more than day to create this solution. :-)
First, directly it's not possible because the popup-panel which displays the submenu is private in the MenuBar class.
Buuut, there is a way to do so ...
Simpley fetch the current MenuBar.java code out of googles code repository and include it in your eclipse gwt-project.
You don't have to change anything e.g. package deklaration or something. Just put your source in your project and it will simply replace the original MenuBar-class from the gwt-sdk during compilation (works also with hosted development mode).
Then you can simply set the property autoHide of the popup-Panel to false and the popup shouldn't disappear after clicking.
You can set hideOnClick to false on the menuItems
See here.