Overload an event handler in C++ Builder XE5 - event-handling

I want to create a rectangle button field (using list).
The "cells" in this field are basically buttons, the only thing I need to change is the OnClick event handler (I want it to check some button properties and take some action according to them).
I did something like this before in MSVS 2013, using C++/CLR, I just wrote the method I wanted to work as an event handler, added event handler variable to the "cell" constructor, and assigned it as a new event handler while "filling" the list.
It looked something like this:
.h
cell(<...>, System::EventHandler^ eh) : {
<...>;
Click += eh;
}
.cpp
List^ list = gcnew List(<...>, gcnew System::EventHandler(^Form1, &Form1::cell_Click));
Mr. Google told me that in C++ Builder inheritance of managed objects is not just writing a colon after the class declaration, it's a process called "Creating component".
Since I don't need to re-use this little piece of code, I don't want to create any packages or use existing. So I create a unit.
The questions are:
Where to write event handler declaration in header?
Where to write event handler implementation in .cpp file?
How do I actually use the written unit in the project I added it to? I mean, can I just declare a variable of the custom inherited type in the project files?

C++Builder uses C++ as its language, not "Managed C++". there is no ^ pointer types and no gcnew, or "managed objects".
To make an event handler easily, select the control in the form editor and press F11. That will bring up the Object Inspector. Select the "Events" tab and then double-click the handler you want to create. This will create the code you need, you just have to fill in the function body.
If you double-click on the control, it's a shortcut to create the most common event handler for that object (which is actually OnClick for a button, so you could just double-click your button).
(In older versions of C++Builder, if you saved your project before typing anything in the function body, it would very kindly delete the handler, which was pretty annoying -- XE5 no longer does that).
I don't quite understand what you are talking about in some of your post - why do you want to inherit from the button? I figured from your opening paragraph that you just want to create a bunch of buttons at runtime, and implement the OnClick handler.
If you mean that you just want to create a lot of buttons at runtime, then you can do it like this:
TButton *b = new TButton(this); // 'this' will be responsible for deleting the button
b->Parent = this; // `this` will be responsible for displaying the button
b->Caption = "hello";
b->OnClick = Button1->OnClick;
// set other properties
AFAIK there is no easy way to clone a button. You have to make a new button like this, and then copy the values you want from another button. Properties you don't set will have their default values.
If you use this method (i.e. make Button1 in the form editor and then copy its OnClick to your other buttons) it is nice and easy. You could actually delete your Button1 after you have used it to auto-generate the OnClick handler and give you the right function signature.
You could also store the pointers to each button in a list , e.g. std::list<TButton *>. Be mindful of button lifetimes when doing this: the fact that the button's Owner is the form means that the form will delete them during the form destruction. You should not try to delete these pointers yourself, and you should not use them during or after the form destruction.
Inside the OnClick handler, you can get a pointer to its Button by doing:
TButton *b = dynamic_cast<TButton *>(Sender);
Then you can use b->Tag or some other property of the button to identify which button was clicked.

Related

MRTK Add ManipulationHandler in C#

I'm attempting to dynamically add Manipulation Events to a ManipulationHandler that is being added to child objects of a parent. The parent object will be what the user is inspecting, but the user will be able to grab parts off of the parent and inspect them more closely. (i.e. you can look at an engine (parent object), but if you want to inspect the pistons (child objects) you can grab them and look at them)
Instead of having to go into every child object and manually add it in Unity I'd like to be able to add the parent object and just procedurally add the ManipulationHandler and ManipulationEvents on start or awake.
So far I have the following code for adding the ManipulationHandler script, but to add the ManipulationEvent I'm not sure how to set up the pointers so I can use the script and function I want from the source:
gameObject.AddComponent<ManipulationHandler>();
ManipulationHandler handler = gameObject.GetComponent<ManipulationHandler>();
ManipulationEvent newevent = new ManipulationEvent();
ManipulationEventData eventdata = new ManipulationEventData();
eventdata.ManipulationSource = gameObject;
The program works when I grab the objects, but I'd like to add manipulation events when I grab them so I can display additional data.
I see there's a getter and setter for Pointer in ManipulationEventData, but I'm not sure how to instantiate IMixedRealityPointer and how to get it to work. I'm also not sure if that's the object I actually need to accomplish what I'd like to accomplish.
I apologize in advance if I've missed something obvious. I'm new to MRTK.
Thanks!
The ManipulationHandler has four callback events among them OnManipulationStarted and OnManipulationEnded you can simply add listeners to. (see UnityEvent.AddListener)
Unless I understood your question wrong you don't have to instantiate any IMixedRealityPointer. You don't create the event data yourself but rather the ManipulationHandler feeds these events with the current event data including the interacting pointer information. The ManipulationHandler uses OnPointerDown and OnPointerDragged and OnPointerUp via the IMixedRealityPointerHandler interface in order to manage the interacting pointers and invokes the according events where needed.
Instead of using AddComponent followed by GetComponent directly store and use the return value of AddComponent which will be the reference of the newly added Component. MRTK also has an extension method
T EnsureComponent<T>(this Component component) where T : Component
so that you can simply use e.g.
var handler = this.EnsureComponent<ManipulationHandler>();
which internally first checks whether the component already exists, and if not it adds it.
Note that in order to enable near interactions you will also need a NearInteractionGrabbable so you should add this one too.
You also will have to make sure that your objects have some sort of Collider attached to the same GameObject as the NearInteractionGrabbable.
...
gameObject.transform.EnsureComponnet<NearInteractionGrabbable>();
var handler = gameObject.transform.EnsureComponnet<ManipulationHandler>();
handler.OnManipulationStarted.AddListener(HandleOnManipulationStarted);
handler.OnManipulationEnded.AddListener(HandleOnManipulationEnded);
...
/// <summary>
/// If you need it later you need to store the pointer since unfortunately in
/// OnManipulationEnded the <see cref="ManipulationEventData.Pointer"/> is null
/// (no idea why they do it this way :D )
/// </summary>
private IMixedRealityPointer _pointer;
private void HandleOnManipulationStarted(ManipulationEventData eventData)
{
_pointer = eventData.Pointer;
// whatever shall happen when manipulation started
}
private void HandleOnManipulationEnded(ManipulationEventData eventData)
{
// whatever shall happen when manipulation ended
}
Note: I am not sure if this thing you are trying to achieve is possible with this architecture ... it is very possible that nesting various ManipulationHanlder leads to strange behavior here and there. Especially very small parts will be almost impossible to grab ...

ZK autodisable in tables

According to https://www.zkoss.org/wiki/ZK_Component_Reference/Essential_Components/Button#Autodisable, I have customized our ZK app to enable autodisable for all buttons by specifying the following in the custom language addon:
<language-addon>
<component>
<component-name>button</component-name>
<extends>button</extends>
<property>
<property-name>autodisable</property-name>
<property-value>self</property-value>
</property>
</component>
It works fine for buttons defined in ZUL files but not for buttons defined in Java, for example when I have to display a button in each row of a table (listbox), and so I define the buttons in the renderer class.
I could also set the necessary functioning individually for a button:
myButton.setAutodisable("self");
but it would be nice to arrange it in a similar central way as for the normal buttons. How to achieve it?
Since you have access to the button class in Java, the simplest solution would be to create a ButtonExt (or any class name that makes sense in your project's name patterns), generate constructors based on the super class and add this.setAutodisable("self"); in the constructors (after super(...);)
This is basically what the zul parser does. The component config described in your post is just an instruction to tell the parser to always call newComponent.setAutodisable("self"); every time that it instantiate a button.
Since your ButtonExt will be extending the default button class, you can then just instantiate it in Java:
Button myButton = new ButtonExt();
and it will act as a standard button, with your extra initialization code.

Passing parameters in mvp pattern

This might be a general mvp places and activities question, but the show case I'm trying to understand here is this gwtphonegap-showcase-gwt example.
How do I pass a parameter to a view from another one?
For example, let's say I want that when a user clicks on any cell on the OverviewActivity, it will take them to the same place everytime (AboutPlace), but the text should be different (let's say it contains the cell number).
I added a setText(String text) to the AboutDisplay interface with the corresponding label and setText() in the AboutDisplayGwtImpl, but I have no idea where to call it. I tried calling it in AboutActivity start() method and ClientFactoryGwtImpl getAboutDisplay() method, but they seem to be called only once when the app first loads, so I end up with the same text each time.
you should not use a view directly for that.
You can add a field on a place and set your value there and access the same value in the next activity.

Using layouts from others classes in vaadin

Is there any idea wich allows me using layouts declared in MyApplication.java from other classes and functions.
I tried put them in parameters it works but it becomes very complicated
For example xhen callin a function named Y in function X I have to pass all layouts on parameters like this:
X(layout1,layout2,layout3,layout4)
{
Y(a,b,c,layout1,layout2,layout3,layout4)
}
I tried to use a class named uiHelper but it didn't works
You can take a look at Blackboard addon for vaadin.
https://vaadin.com/addon/blackboard
From that page:
Sometimes, having a deep component hierarchy poses a problem, when you need to inform a component high up in the tree that something happened deep down below. You normally have one of two choices - either pass the listener all the way down the hierarchy, leading to more coupled code, or let each component in between be a listener/notifier, passing the event all the way back up. With the Blackboard, you can register any listener to listen for any event, and when that event is fired, all the listeners for that event are triggered. This keeps your components clean and rid of unnecessary boilerplate code.
For your example, you can create a LayoutChangeListener and LayoutChangeEvent.
MyApplication can then implements LayoutChangeListener and when a LayoutChangeEvent is fired, you can change your layout without passing it around.

Eclipse: Connecting a TextEditor to the Properties View

I am currently implementing an Eclipse-Plugin which is using the standard properties view, connected to a Navigator. It also features a textual editor, which is able to connect regions within its' document to certain objects that can supply properties to the PropertiesView (i.e. the same objects, that are displayed in the Navigator).
However, the Tuturials I found only dealt with Views that used a pre-implemented Viewer, which already supported passing on the selected element to the Properties View.
The TextEditor does not do that (I am using jface and a subclass of the AbstractTextEditor class), because it's SelectionProvider returns informations about the offset and the length of the selection only.
How do I have to modify the SelectionProvider of my TextEditor, such that it provides information usable to the Properties View?
Thank you in advance
Okay, I have managed to find the solution myself.
First of all, I had to implement the getAdapter() method in my subclass of TextEditor such that it returns an Adapter for IPropertySourceProvider, that can deal with the type of elements that are selected in my AbstractTextEditor.
Then, I implemented an ISelection that extended TextSelection, in order to not interfere with any selection-specific mechanism supplied by the AbstractTextEditor, and implements the interface IStructuredSelection, because the Properties View works with this interface of ISelection only.
An IStructuredSelection features basic methods of an array, however, in my case it is only possible to ever select only a single element, so implementation of these methods were trivial.
The last step was to get my ISelection to the right place. Overwriting the getSelection()-method of the ISelectionProvider of the AbstractTextEditor did not suffice, because obviously, the methods of firing SelectionChangedEvents does not use this method.
Thus, instead of using a standard SourceViewer, I used my own implementation in which I basically overrid the methods fireSelectionChanged(int offset, int length) and firePostSelectionChanged(int offset, int lenght), such that they use events containing my ISelection.
The rest is implementing the handling of my Objects in the Adapter for IPropertySourceProvider in a way that it returns an IPropertySource for the given Object, as it is shown in various tutorials.