Dragging and dropping something onto an xna window? - drag-and-drop

I have an XNA4 wndow set up and was wondering if I could get it to accept drag+drop actions, what I envision is someone grabs a jpeg and drags it into the window, upon release of the mouse an event is fired off with a string pointing to the jpeg.
Is this doable and if so how?

First, here is a link to a tutorial on doing this with a windows form:
http://support.microsoft.com/kb/307966
and here is a link to a post about doing just this (answer is past a few posts saying that it's impossible):
http://forums.create.msdn.com/forums/p/4020/20419.aspx
finally here is some code for ease of access (you need a reference to the System.Windows.Forms namespace):
protected override void Initialize()
{
Form gameForm = (Form)Form.FromHandle(Window.Handle);
gameForm.AllowDrop = true;
gameForm.DragEnter += new DragEventHandler(gameForm_DragEnter);
gameForm.DragDrop += new DragEventHandler(gameForm_DragDrop);
}
Also, it seems it's possible to run a game inside a Form control as of XNA 2

While I recognise that this is many years too late here is a direct link to a working demo.
The SLN might not want to autoload but you can just drop it into VS2013 and it will update it. I was getting a "licencing" popup when I tried to just run the SLN.
Hope this helps anyone who might still be working on this.
http://geekswithblogs.net/mikebmcl/archive/2011/03/27/drag-and-drop-in-a-windows-xna-game.aspx

Related

How do you automatically focus on an inputfield when opening/activating the UI in Unity3d?

I am making a game where you must open or activate the UI with the space bar. Now, this works perfectly fine, but it is pretty annoying that every time you open the UI you must click on the inputfield to write in it. Is there any way around this? So is there a way to open or activate the UI without having to click on the field to be able to write in it?
I looked for YouTube videos and tried to find similar problems in other forums, but wasn't able to find a script, nor was I able to find some Unity settings to do so.
You could use e.g.
private class SelectOnEnable : MonoBehaviour
{
private void OnEnable()
{
EventSystem.current.SetSelectedGameObject(null);
EventSystem.current.SetSelectedGameObject(gameObject);
}
}
and attach it to whatever object that should become the selected one everytime it is enabled. See EventSystem.SetSelectedGameObject
Can't test it right now but it might still require the User to hit Enter in order to also actually set the Input field into edit mode. The upper line only sets it as selected UI element (similar to using TAB in a browser).
Otherwise I think you would go through
yourInputField.DeactivateInputField()
yourInputField.ActivateInputField();
to directly set it active. See InputField.ActivateInputField. Might have to do both in combination - again can't test right now ;)
Thank you very much, derHugo! Everything works like a charm now! You saved me a lot of time. Referring to your last comment, I used both of them, and it seems to work very well for me. Here is the code I used:
`private void OnEnable()
{
EventSystem.current.SetSelectedGameObject(gameObject);
GameManager.GetComponent().inputFieldInMainUi.ActivateInputField();
EventSystem.current.SetSelectedGameObject(null);
GameManager.GetComponent<InputFieldComparision>().inputFieldInMainUi.DeactivateInputField();
}`

No function dropdown in AnimationEvent in Unity

I try to handle some events during animations, but everywhere I look, every tutorial have access to AnimatorEvent Inspector like this:
A nice simple field, where you can select a function, I want this!
But instead of this, I always getting this sick 5 fields view, and don't have any idea how to handle animation event in this case!
I tried to create function test() with debug log, but it didn't work anyway. Why I can't get access to this simple window where I can choose an function?
You will need to add this animation into a State in Animator Controller (via Animator Window).
In the object which contains Animator component, attach your script component to it.
Open the Animation window, select the object above, you will see a dropdown of animations (top left) which Animator Controller of this object contains. Choose and add event to the animation you want to.
Select the event in Animation Window, in the Inspector, you should see the dropdown of public functions of your script component attached above.
Answer by Aluminium18
Sometimes it doesn't work even if you do all things according to tutorials or advices in internet. I often leave Unity editor launched for a long time without any interactions with it. After several gibernations and several days it can get buggy - various errors appear, you can't see some functions from scripts and so on. So, just reloading the Unity editor solves many of such issues for me. And it continues to happen so for several years no matter what Unity version you have. I tried versions from 2019.x.x to 2022.x.x - all this time Unity behaves itself the same.

Unity 3D First Person Controller Script Reference

The FPS Controller Script can be found in Unity Standard Assets folder under Characters/FirstPersonCharacters. I added it to an object called Player. And when I want to pause the game (I've done a pause menu UI), I don't like that it still follows the mouse on the screen, so I want to freeze that rotation. Since I use the free rigidbody version, the RigidbodyConstrains does not work. I need to get a reference to that script to write .enabled = false; But it does not work, the Unity does not recognize it. I wrote:
GameObject.FindGameObjectWithTag("Player").GetComponent<FirstPersonController>().enabled = false;
But it does not work, even if I import UnityStandardAssets(I mean in the script: using UnityStandardAssets;)
I've tried a lot of other solutions, but I can't find the right one! Could you please help me? Thanks in advance!
vs2019error_image
inspector view
i have tested in my visualstudio 2017 i have to add that line:
using UnityStandardAssets.Characters.FirstPerson;
so i have taken the script directly from folder standard Asset
if you see into the script you have this line:
namespace UnityStandardAssets.Characters.FirstPerson
you have to precise the path where to find the class
this line is proposed by VisualStudio 2017, dunno why not by visual studio 2019
For anyone else in the future coming across this, the current firstpersoncontroller script only requires that you add
using StarterAssets;
and then you can use GetComponent()

GWT MVP without tracking History / ignoring back button

First off, before the flames start, I do know that trying to hinder the back button in the browser is a dumb idea. I would not try to do this, but my business partners are very insistent on it. We are porting an existing .exe to the web and their definition of this is 'run it in a browser' and not "make it a web site". So, fact that it's a bad idea (I agree), here's the question:
Is there a way to ignore or trick the GWT PlaceController / History manager mechanisms so that when the back button is pressed, it just stays on the same page?
I have used Window.addWindowClosingHandler to add a handler which will prompt the user if they want to leave the page and overriden the newItem() method of the defaultHistorian so that no history is tracked at all, but this isn't quite what the business people want.
What they'd like is to just ignore the back button so that nothing happens when it is clicked.
If anyone knows how to do this with GWT, I'd be very grateful.
And I"ve done a lot of google searching and haven't found anything exactly like this question. At least, not close enough to help.
I was able to get GWT to not accumulate any history so that when the user presses the BACK button, they cause an onWindowClosing event to happen and the Browser will prompt them if they want to stay or leave. This will accomplish the goal of not allowing the BACK button to take them back, but it's a bit Draconian. This code does that:
class TvHistorian extends PlaceHistoryHandler.DefaultHistorian
{
#Override
public void newItem(String token, boolean issueEvent) {
// don't do anything - this will prevent history from accumulating
}
}
final PlaceHistoryHandler historyHandler = new PlaceHistoryHandler(historyMapper, new TvHistorian());
I've tried a bunch of stuff including extending the PlaceController.goTo() to save the "lastNormalFlowPlace". Then, I tried to override the History.onValueChange to use this saved Place if it was different than what the event specified. But I think I missed some subtlety because that didn't work as expected.
With the above exception, my code looks almost exactly like what is documented here: http://www.gwtproject.org/doc/latest/DevGuideMvpActivitiesAndPlaces.html#Putting_it_all_together
I have already posted an answer in the same context.
Please have a look at below links:
promt user on backspace and browser backbutton in gwt
how can i get a prompt on url change
Disable back button in GWT
Try with any option:
History.addValueChangeHandler
WindowClosingHandler
Event.addNativePreviewHandler
$wnd.onbeforeunload
--EDIT--
Sample code: (It's working perfectly fine in Firefox, Chrome as well as IE9)
Note: add below code in the beginning of the onModuleLoad() method.
final String initToken = "Place";
History.addValueChangeHandler(new ValueChangeHandler<String>() {
#Override
public void onValueChange(ValueChangeEvent<String> event) {
String token = event.getValue();
if (!initToken.equalsIgnoreCase(token)) {
History.newItem(initToken);
}
}
});
// fire the initial history state.
History.fireCurrentHistoryState();
Note: add checks for other allowed history tokens.

Record the timestamps of slide changes during a live Powerpoint presentation?

I am planning to implement a lecture capture solution. One of the requirements is to record both the presenter and the slideshow. The presenter is recorded with a videocamera obviously, and the slideshow will probably be captured using a tool like Camtasia.
Now during playback three components are visible: the presenter, the slides and a table of contents. Clicking a chapter title in the TOC causes the video to navigate to the corresponding section. This means that a mapping must be made between chapter titles and their timestamps in the video.
Usually a change of topic is accompanied with a slide change in the Powerpoint presentation. So the timestamps could be deduced from the slidechanges. However, this requires me to detect slide changes during the live presentation. And I don't know how to do that.
Anyone here knows how to do detect slide changes? Is there a Powerpoint API where I can connect event handlers or something like that? I'd greatly appreciate your help!
Edit
This issue is no longer relevant for my current work so this question will not be updated by me. However, you are still free to help others by posting your answers/insights here.
Here's some code that will get you most of the way there.
First, in PowerPoint VBE, create a class, call it clsPPTEvents. Put the following inside:
Public WithEvents PPTEvent As Application
Private Sub PPTEvent_SlideShowNextSlide(ByVal Wn As SlideShowWindow)
MsgBox "Position: " & Wn.View.CurrentShowPosition & ", Time: " & Time
End Sub
Then create a module, call it anything, and put the following inside:
Public newPPTEvents As New clsPPTEvents
Sub StartEvents()
Set newPPTEvents.PPTEvent = Application
End Sub
Sub EndEvents()
Set newPPTEvents.PPTEvent = Nothing
End Sub
By then running the StartEvents sub, you can go into presentation mode and on every slide change, the slide number (position) and current time of the change will be displayed in a message box. You can use these (or other) variables to write to a file. Upon exiting the running slide show, you can then run EndEvents to stop the API hook.
It would be elegant to detect the slide changes, but wouldn't it be more practical to have the presenter to type a hotkey whenever there is a topic change? Or anything similar, but cooperating with the presenter, since he knows best when the topic changes.
Sorry not to provide an elegant answer.