I am trying to show a animated gif which has transparent background. but the result is that the background is not transparent, below is my code, what is wrong with it?
package amarsoft.rcp.base.widgets;
import org.eclipse.swt.SWT;
import org.eclipse.swt.graphics.Color;
import org.eclipse.swt.graphics.GC;
import org.eclipse.swt.graphics.Image;
import org.eclipse.swt.graphics.ImageData;
import org.eclipse.swt.graphics.Point;
import org.eclipse.swt.graphics.Rectangle;
import org.eclipse.swt.widgets.Canvas;
import org.eclipse.swt.widgets.Composite;
import org.eclipse.swt.widgets.Display;
import org.eclipse.swt.widgets.Event;
import org.eclipse.swt.widgets.Listener;
/**
* 负责显示各种格式的图片
*
* #author ggfan#amarsoft
*/
public class ImageViewer extends Canvas {
protected Point origin = new Point(0, 0);
protected Image image;
protected ImageData[] imageDatas;
protected Image[] images;
protected int current;
private int repeatCount;
private Runnable animationTimer;
private Color bg;
private Display display;
public ImageViewer(Composite parent) {
super(parent,SWT.NO_REDRAW_RESIZE | SWT.NO_BACKGROUND);
bg = getBackground();
display = getDisplay();
addListeners();
}
public void setImage(ImageData imageData) {
checkWidget();
stopAnimationTimer();
if(imageData != null){
this.image = new Image(display, imageData);
}
this.imageDatas = null;
this.images = null;
redraw();
}
/**
* #param repeatCount
* 0 forever
*/
public void setImages(ImageData[] imageDatas, int repeatCount) {
checkWidget();
this.image = null;
this.imageDatas = imageDatas;
this.repeatCount = repeatCount;
convertImageDatasToImages();
startAnimationTimer();
redraw();
}
#Override
public Point computeSize(int wHint, int hHint, boolean changed) {
checkWidget();
Image image = getCurrentImage();
if (image != null) {
Rectangle rect = image.getBounds();
Rectangle trim = computeTrim(0, 0, rect.width, rect.height);
return new Point(trim.width, trim.height);
}
return new Point(wHint, hHint);
}
#Override
public void dispose() {
if (image != null)
image.dispose();
if (images != null)
for (int i = 0; i < images.length; i++)
images[i].dispose();
super.dispose();
}
protected void paint(Event e) {
Image image = getCurrentImage();
if (image == null)
return;
GC gc = e.gc;
gc.drawImage(image, origin.x, origin.y);
gc.setAntialias(SWT.ON);
//gc.setBackground(bg);
Rectangle rect = image.getBounds();
Rectangle client = getClientArea();
int marginWidth = client.width - rect.width;
if (marginWidth > 0) {
//gc.fillRectangle(rect.width, 0, marginWidth, client.height);
}
int marginHeight = client.height - rect.height;
if (marginHeight > 0) {
//gc.fillRectangle(0, rect.height, client.width, marginHeight);
}
}
void addListeners() {
addListener(SWT.Paint, new Listener() {
public void handleEvent(Event e) {
paint(e);
}
});
}
void convertImageDatasToImages() {
images = new Image[imageDatas.length];
// Step 1: Determine the size of the resulting images.
int width = imageDatas[0].width;
int height = imageDatas[0].height;
// Step 2: Construct each image.
int transition = SWT.DM_FILL_BACKGROUND;
for (int i = 0; i < imageDatas.length; i++) {
ImageData id = imageDatas[i];
images[i] = new Image(display, width, height);
GC gc = new GC(images[i]);
gc.setAntialias(SWT.ON);
// Do the transition from the previous image.
switch (transition) {
case SWT.DM_FILL_NONE:
case SWT.DM_UNSPECIFIED:
// Start from last image.
gc.drawImage(images[i - 1], 0, 0);
break;
case SWT.DM_FILL_PREVIOUS:
// Start from second last image.
gc.drawImage(images[i - 2], 0, 0);
break;
default:
// DM_FILL_BACKGROUND or anything else,
// just fill with default background.
//gc.setBackground(bg);
//gc.fillRectangle(0, 0, width, height);
break;
}
// Draw the current image and clean up.
Image img = new Image(display, id);
gc.drawImage(img, 0, 0, id.width, id.height, id.x, id.y, id.width,
id.height);
img.dispose();
gc.dispose();
// Compute the next transition.
// Special case: Can't do DM_FILL_PREVIOUS on the
// second image since there is no "second last"
// image to use.
transition = id.disposalMethod;
if (i == 0 && transition == SWT.DM_FILL_PREVIOUS)
transition = SWT.DM_FILL_NONE;
}
}
Image getCurrentImage() {
if (image != null)
return image;
if (images == null)
return null;
return images[current];
}
void startAnimationTimer() {
if (images == null || images.length < 2)
return;
final int delay = imageDatas[current].delayTime * 10;
display.timerExec(delay, animationTimer = new Runnable() {
public void run() {
if (isDisposed())
return;
current = (current + 1) % images.length;
redraw();
if (current + 1 == images.length && repeatCount != 0
&& --repeatCount <= 0)
return;
display.timerExec(delay, this);
}
});
}
void stopAnimationTimer() {
if (animationTimer != null)
display.timerExec(-1, animationTimer);
}
}
Wow, so much work for gif animation..
Anyway, check Transparency part of article about SWT Images, it might help you.
Related
This script should detect the collision with the colliders of the Hurtbox layer (using OverlapBoxAll)but it does not work I have the matrix layer configured well and the variables assigned in the inspector so I do not know what my error is.
pd: The collision ocurs in HitboxUpdate method
My collision layer matrix 2d:
https://answers.unity.com/storage/temp/173342-sin-titulo.png
The scene and hierarchy:
https://answers.unity.com/storage/temp/173344-scene.png
The script:
public string owner = "-1";
public Vector3 boxSize;
public Vector3 position;
public Quaternion rotation;
public LayerMask mask;
public bool useSphere = false;
public float radius = 0.5f;
public Color inactiveColor;
public Color collisionOpenColor;
public Color collidingColor;
private ColliderState _state;
// ignoreList = ds_List_create()
public float hitStun = 60;
private IHitboxResponder _responder = null;
// Update is called once per frame
void Update()
{
HitboxUpdate();
}
public void StartCheckingCollision()
{
_state = ColliderState.Open;
}
public void StopCheckingCollision()
{
_state = ColliderState.Closed;
}
void OnDrawGizmos()
{
// Draw a yellow sphere at the transform's position
Debug.Log("draw hitbox gizmos");
CheckGizmoColor();
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.localScale);
if (useSphere)
{
Gizmos.DrawSphere(Vector3.zero, radius); }
else
{
Gizmos.DrawCube(position, new Vector3(boxSize.x * 2, boxSize.y * 2, boxSize.z * 2));
}
}
private void CheckGizmoColor()
{
switch (_state)
{
case ColliderState.Closed:
Gizmos.color = inactiveColor;
Debug.Log("Closed");
break;
case ColliderState.Open:
Gizmos.color = collisionOpenColor;
Debug.Log("Open");
break;
case ColliderState.Colliding:
Gizmos.color = collidingColor;
Debug.Log("colliding");
break;
}
}
public void HitboxUpdate()
{
StartCheckingCollision();
if (_state == ColliderState.Closed)
{
Debug.Log("Collider cloded");
return;
}
Debug.Log("Collider open hit");
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize, transform.eulerAngles.z ,mask);
if (colliders.Length > 0)
{
_state = ColliderState.Colliding;
Debug.Log("We hit something hitbox");
}
if (colliders.Length > 0)
{
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject.GetComponent<Hurtbox>() != null)
{
if (colliders[i].gameObject.GetComponent<Hurtbox>().owner == owner)
{
Debug.Log("collider skiped");
colliders = colliders.Skip(i).ToArray();
}
}
Debug.Log("Hit " + colliders[i].gameObject.name);
}
}
for (int i = 0; i < colliders.Length; i++)
{
Collider2D aCollider = colliders[i];
Debug.Log("Works");
_responder?.CollisionedWith(aCollider);
}
_state = colliders.Length > 0 ? ColliderState.Colliding : ColliderState.Open;
}
public void UseResponder(IHitboxResponder responder)
{
_responder = responder;
}
}
public enum ColliderState
{
Closed,
Open,
Colliding
}
Change
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize, transform.eulerAngles.z ,mask);
to
Collider2D[] colliders = Physics2D.OverlapBoxAll(position, boxSize ,mask);
public class cameraPreview extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder mHolder;
private Camera mCamera;
private Activity act;
private int currentCameraId;
private boolean cameraFront;
private boolean InPreview;
//private SurfaceView SV;
public cameraPreview(Context context, Activity A, SurfaceView SFV) {
super(context);
mCamera = null;
mHolder = null;
InPreview = false;
act = A;
mHolder = SFV.getHolder();
mHolder.addCallback(this);
initialzeCamera();
}
private void initialzeCamera()
{
initializeCameraBool();
OpenCamera();
}
public void OpenCamera()
{
if(mCamera==null)
{
Log.e("open", "sesami");
if(cameraFront)
mCamera.open(cameraPreview.findFrontFacingCamera());
else
mCamera.open(cameraPreview.findBackFacingCamera());
}
//StartPreview();
}
private void StartPreview()
{
if (mHolder.getSurface() == null || mCamera == null){
Log.e("Stop", "in the name of the law");
return;
}
Log.e("Started", "from the bottom");
if(InPreview)
{
mCamera.stopPreview();
InPreview = false;
}
setCameraDisplayOrientation();
if(!InPreview)
{
try {
mCamera.setPreviewDisplay(mHolder);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
mCamera.startPreview();
InPreview = true;
}
}
public void releaseCamera()
{
if (mCamera != null) {
if(InPreview)
mCamera.stopPreview();
mCamera.release();
mCamera = null;
}
}
public void surfaceCreated(SurfaceHolder holder) {
StartPreview();
}
public void surfaceDestroyed(SurfaceHolder holder) {
releaseCamera();
}
public void setCameraDisplayOrientation() {
android.hardware.Camera.CameraInfo info =
new android.hardware.Camera.CameraInfo();
android.hardware.Camera.getCameraInfo(currentCameraId, info);
int rotation = act.getWindowManager().getDefaultDisplay()
.getRotation();
int degrees = 0;
switch (rotation) {
case Surface.ROTATION_0: degrees = 0; break;
case Surface.ROTATION_90: degrees = 90; break;
case Surface.ROTATION_180: degrees = 180; break;
case Surface.ROTATION_270: degrees = 270; break;
}
int result;
if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) {
result = (info.orientation + degrees) % 360;
result = (360 - result) % 360; // compensate the mirror
} else { // back-facing
result = (info.orientation - degrees + 360) % 360;
}
if(mCamera!=null)
mCamera.setDisplayOrientation(result);
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
{
StartPreview();
}
public static int findBackFacingCamera() {
int cameraId = -1;
int numberOfCameras = Camera.getNumberOfCameras();
for (int i = 0; i < numberOfCameras; i++) {
CameraInfo info = new CameraInfo();
Camera.getCameraInfo(i, info);
if (info.facing == CameraInfo.CAMERA_FACING_BACK) {
cameraId = i;
break;
}
}
return cameraId;
}
public static int findFrontFacingCamera() {
int cameraId = -1;
int numberOfCameras = Camera.getNumberOfCameras();
for (int i = 0; i < numberOfCameras; i++) {
CameraInfo info = new CameraInfo();
Camera.getCameraInfo(i, info);
if (info.facing == CameraInfo.CAMERA_FACING_FRONT) {
cameraId = i;
break;
}
}
return cameraId;
}
private void initializeCameraBool()
{
if(cameraPreview.findBackFacingCamera()>=0)
cameraFront = false;
else
cameraFront = true;
}
}
So the surfaceview that I pass in comes from the main activity and it's getting it from the layout. The layout is just a surfaceview. When I launch it though it only shows a black screen. I don't understand why this is happening. It should be launching the preview display but for some reason it doesn't show it.
I have a shop GUI, its content in a srollview created with Scroll Rect and Mask combination and can be scrolled down and up.
Right now, the scroll view scrolls by clicking and dragging with the mouse anywhere in scroll view area, or by interacting with a vertical scrollbar.
How do I use custom up and down buttons (circled in red on attached image below) to make the scroll happen?
Copy the following script to your project and apply ScrollRectSnap script to your scroll view . Know if you have done this to make your scroll view snap on button click simply do the following link UpArrowPressed and DownArrowPressed with your up and down buttons and do not forget to check Snap In V parameter in inspector of ScrollRectSnap if you have vertical scrollview and also do not get confused by snapper.DraggedOnRight() call in your DownArrowPressed function as if you have checked Snap In V parameter it will then act like snap down and similler thing with snapper.DraggedOnLeft() other parameters you can set according to your requirment you will have to play with values in order to get it according to your requirments.
public void UpArrowPressed()
{
ScrollRectSnap snapper = GetComponentInChildren<ScrollRectSnap>();
snapper.DraggedOnLeft();
}
public void DownArrowPressed()
{
ScrollRectSnap snapper = GetComponentInChildren<ScrollRectSnap>();
snapper.DraggedOnRight();
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
public class ScrollRectSnap : MonoBehaviour
{
float[] points;
[Tooltip("how many screens or pages are there within the content (steps)")]
public int screens = 1;
[Tooltip("How quickly the GUI snaps to each panel")]
public float snapSpeed;
public float inertiaCutoffMagnitude;
float stepSize;
ScrollRect scroll;
bool LerpH;
float targetH;
[Tooltip("Snap horizontally")]
public bool snapInH = true;
bool LerpV;
float targetV;
[Tooltip("Snap vertically")]
public bool snapInV = true;
public string controllTag;
bool dragInit = true;
int dragStartNearest;
float horizontalNormalizedPosition;
float verticalNormalizedPosition;
public static event Action<int,int> OnEndReached;
public static event Action<int,int,string> OnEndReachedWithTag;
// Use this for initialization
void Start()
{
Init();
// SnapToSelectedIndex(0);
}
void Init()
{
scroll = gameObject.GetComponent<ScrollRect>();
scroll.inertia = true;
if (screens > 0)
{
points = new float[screens];
stepSize = (float)Math.Round(1 / (float)(screens - 1),2);
for (int i = 0; i < screens; i++)
{
points[i] = i * stepSize;
}
}
else
{
points[0] = 0;
}
}
void OnEnable()
{
}
void Update()
{
horizontalNormalizedPosition = scroll.horizontalNormalizedPosition;
verticalNormalizedPosition = scroll.verticalNormalizedPosition;
if (LerpH)
{
scroll.horizontalNormalizedPosition = Mathf.Lerp(scroll.horizontalNormalizedPosition, targetH, snapSpeed * Time.deltaTime);
if (Mathf.Approximately((float)Math.Round(scroll.horizontalNormalizedPosition,2), targetH))
{
LerpH = false;
int target = FindNearest(scroll.horizontalNormalizedPosition, points);
// Debug.LogError("Target : " + target);
if (target == points.Length-1)
{
if (OnEndReached != null)
{
OnEndReached(1,target);
}
if(OnEndReachedWithTag != null)
{
OnEndReachedWithTag(1,target,controllTag);
}
}
else if (target == 0)
{
if (OnEndReached != null)
{
OnEndReached(-1,target);
}
if(OnEndReachedWithTag != null)
{
OnEndReachedWithTag(-1,target,controllTag);
}
}
else
{
if (OnEndReached != null)
{
OnEndReached(0,target);
}
if(OnEndReachedWithTag != null)
{
OnEndReachedWithTag(0,target,controllTag);
}
}
}
}
if (LerpV)
{
scroll.verticalNormalizedPosition = Mathf.Lerp(scroll.verticalNormalizedPosition, targetV, snapSpeed * Time.deltaTime);
if (Mathf.Approximately(scroll.verticalNormalizedPosition, targetV))
{
LerpV = false;
}
}
}
public void DragEnd()
{
int target = FindNearest(scroll.horizontalNormalizedPosition, points);
if (target == dragStartNearest && scroll.velocity.sqrMagnitude > inertiaCutoffMagnitude * inertiaCutoffMagnitude)
{
if (scroll.velocity.x < 0)
{
target = dragStartNearest + 1;
}
else if (scroll.velocity.x > 1)
{
target = dragStartNearest - 1;
}
target = Mathf.Clamp(target, 0, points.Length - 1);
}
if (scroll.horizontal && snapInH )
{
targetH = points[target];
LerpH = true;
}
if (scroll.vertical && snapInV && scroll.verticalNormalizedPosition > 0f && scroll.verticalNormalizedPosition < 1f)
{
targetH = points[target];
LerpH = true;
}
dragInit = true;
}
public void OnDrag()
{
if (dragInit)
{
if (scroll == null)
{
scroll = gameObject.GetComponent<ScrollRect>();
}
dragStartNearest = FindNearest(scroll.horizontalNormalizedPosition, points);
dragInit = false;
}
LerpH = false;
LerpV = false;
}
int FindNearest(float f, float[] array)
{
float distance = Mathf.Infinity;
int output = 0;
for (int index = 0; index < array.Length; index++)
{
if (Mathf.Abs(array[index] - f) < distance)
{
distance = Mathf.Abs(array[index] - f);
output = index;
}
}
return output;
}
public void DraggedOnLeft()
{
OnDrag();
if (scroll.horizontal && snapInH && scroll.horizontalNormalizedPosition > -0.001f && scroll.horizontalNormalizedPosition < 1.001f)
{
// Debug.Log("Before Press, LerpH : " + LerpH);
if (dragStartNearest < points.Length-1)
{
targetH = points[dragStartNearest+1];
LerpH = true;
}
else
{
targetH = points[dragStartNearest];
LerpH = true;
}
// Debug.Log("After Press, LerpH : " + LerpH);
}
if (scroll.vertical && snapInV && scroll.verticalNormalizedPosition > 0f && scroll.verticalNormalizedPosition < 1f)
{
if (dragStartNearest < points.Length-1)
{
targetV = points[dragStartNearest+1];
LerpV = true;
}
else
{
targetV = points[dragStartNearest];
LerpV = true;
}
}
dragInit = true;
}
public void DraggedOnRight()
{
OnDrag();
if (scroll.horizontal && snapInH && scroll.horizontalNormalizedPosition > -0.001f && scroll.horizontalNormalizedPosition < 1.001f)
{
if (dragStartNearest>0)
{
targetH = points[dragStartNearest-1];
LerpH = true;
}
else
{
targetH = points[dragStartNearest];
LerpH = true;
}
}
if (scroll.vertical && snapInV && scroll.verticalNormalizedPosition > 0f && scroll.verticalNormalizedPosition < 1f)
{
if (dragStartNearest > 0)
{
targetV = points[dragStartNearest-1];
LerpV = true;
}
else
{
targetV = points[dragStartNearest];
LerpV = true;
}
}
dragInit = true;
}
public void SnapToSelectedIndex(int index)
{
if (points == null)
{
Init();
}
dragInit = false;
LerpH = false;
LerpV = false;
targetH = points[index];
LerpH = true;
dragInit = true;
}
}
I want to switch my skybox from a day material to a night material for this I use :
Material night;
int skyboxflag = 0;
int flag = 0;
float t;
public float smooth = 1;
void Start () {
night = Resources.LoadAll("Night_mat",typeof(Material))[0] as Material;
}
void Update () {
if (skyboxflag == 1) {
if(flag == 0){
t = Time.time;
flag = 1;
}
RenderSettings.skybox.Lerp(RenderSettings.skybox, night,(Time.time - t)/smooth);
if(Time.time - t > smooth){
skyboxflag = 0;
}
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "Avatar") {
skyboxflag = 1;
}
}
but nothing happens I keep having the day skybox.
what is the correct way to change the skybox smoothly from a material to another
Thank you
I'm working on a project that has a list view should update automatically with database changes, I'm working on it for a long time and find a solution that using ViewHolder pattern, and I tried this way and it's work really! but now I try manyyyy solution to do it again, it's not working!! pls help me or tell me if there is a tip in using this pattern.
Thanks really!
public class DownloadItem_ViewHolder {
private boolean hasInited = false;
public DownloadItem_ViewHolder() {
}
public DownloadItem_ViewHolder(View convertView) {
if (convertView != null) {
App_icon = (ImageView) convertView
.findViewById(R.id.Download_app_icon);
App_name = (TextView) convertView
.findViewById(R.id.Downlaod_app_name);
Downloaded_percent = (TextView) convertView
.findViewById(R.id.Downloaded_app_percent);
Downloaded_progress = (ProgressBar) convertView
.findViewById(R.id.Downloaded_app_progress);
Pause_btn = (ImageView) convertView
.findViewById(R.id.Download_pause_btn);
Resume_btn = (ImageView) convertView
.findViewById(R.id.Download_Resume_btn);
hasInited = true;
}
}
public void setPorgress(int progress) {
Downloaded_progress.setProgress(progress);
// Downloaded_percent.setText(String.valueOf(progress) + "%");
}
public void setData(DownloadManagerItem_Cls dlItem) {
if (hasInited) {
// this.App_icon.setBackground(newDownloadManager.getDownloadItemApp(
// dlItem.getItemID()).getAppIcon());
// App_name.setText(newDownloadManager.getDownloadItemApp(
// dlItem.getItemID()).getAppName()
// + "-->" + dlItem.getItemID());
this.Downloaded_progress
.setProgress(dlItem.getDownloadPercentage());
// this.Downloaded_percent.setText(String.valueOf(dlItem
// .getDownloadPercentage()) + "%");
// DownloadStatus downloadItemStatus = dlItem.getDownloadStatus();
// // PAUSE
// if (downloadItemStatus.equals(DownloadStatus.Pause)) {
// // Resume
// Resume_btn.setVisibility(View.VISIBLE);
// // Pause
// Pause_btn.setVisibility(View.GONE);
// } else if (downloadItemStatus.equals(DownloadStatus.Downloading))
// {// Resume
// Resume_btn.setVisibility(View.GONE);
// // Pause
// Pause_btn.setVisibility(View.VISIBLE);
// } else if (downloadItemStatus.equals(DownloadStatus.Complete)) {
// // Resume
// Resume_btn.setVisibility(View.GONE);
// // Pause
// Pause_btn.setVisibility(View.GONE);
// // Install or Run
// }
}
}
ImageView App_icon;
public TextView App_name;
ProgressBar Downloaded_progress;
TextView Downloaded_percent;
public ImageView Resume_btn;
public ImageView Pause_btn;
}
public class DownloadItemAdpater extends ArrayAdapter<DownloadManagerItem_Cls> {
int _rowResourceID;
public DownloadItemAdpater(Context context, int rowResourceID,
List<DownloadManagerItem_Cls> DownloadedItems) {
super(context, rowResourceID, DownloadedItems);
_rowResourceID = rowResourceID;
}
#Override
public View getView(final int position, View convertView, ViewGroup parent) {
// final int AppID = DownloadManager.DownloadedList.get(position).ApkID;
if (convertView == null) {
LayoutInflater vi = (LayoutInflater) getContext().getSystemService(
Context.LAYOUT_INFLATER_SERVICE);
convertView = vi.inflate(R.layout.download_history_item, null);
// store the holder with the view.
// convertView.setTag(1, viewHolder);
}
convertView.setTag(getItem(position).getItemID());
DownloadItem_ViewHolder viewHolder = new DownloadItem_ViewHolder(
convertView);
viewHolder.setData(getItem(position));
viewHolder.App_name.setText(String.valueOf(getItem(position)
.getItemID()));
// set data
// viewHolder.Pause_btn.setOnClickListener(new DownloadBtnListener(
// position, viewHolder));
// viewHolder.Resume_btn.setOnClickListener(new DownloadBtnListener(
// position, viewHolder));
return convertView;
}
public class DownloadManager_Act extends ListActivity {
DownloadItemAdpater dlAdapter;
ArrayList<DownloadManagerItem_Cls> listHistory;
// #Override
// protected void onDestroy() {
// unregisterReceiver(mReceiver);
// super.onDestroy();
// }
MyReceiver mReceiver;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.dl_manager);
listHistory = CP_Connector.GDM_QueueTable_Connector.getDownloadList();
dlAdapter = new DownloadItemAdpater(getApplicationContext(),
R.layout.download_history_item, listHistory);
setListAdapter(dlAdapter);
mReceiver = new MyReceiver();
IntentFilter filter = new IntentFilter();
filter.addAction("com.glx.appscenter.dlmanager");
registerReceiver(mReceiver, filter);
}
public class MyReceiver extends BroadcastReceiver {
#Override
public void onReceive(Context context, Intent intent) {
if (intent != null
&& intent.getAction()
.equals("com.glx.appscenter.dlmanager")) {
try {
int dlItemID = Integer.valueOf(intent
.getStringExtra("itemID"));
if (dlItemID >= 0) {
DownloadManagerItem_Cls dlTempItem = CP_Connector.GDM_QueueTable_Connector
.getDownloadItemByID(dlItemID);
View v = getListView().findViewWithTag(
dlTempItem.getItemID());
TextView tv = (TextView) v
.findViewById(R.id.Downlaod_app_name);
Utility.appUtility.ShowToast(String.valueOf(tv
.getText() + ":" + dlItemID));
DownloadItem_ViewHolder viewHolder = new DownloadItem_ViewHolder(
v);
viewHolder.setPorgress(dlTempItem
.getDownloadPercentage());
dlAdapter.notifyDataSetChanged();
}
} catch (Exception e) {
}
}
}
}
}
if you want to set adapter then follow this code.
adapter=new AuctionListAdapter(getActivity(), listAuctionBeans,progressBar,1);
setListAdapter(adapter);
if you wan to refresh list with new data change follow this
adapter.addData(getActivity(), listAuctionBeans);
adapter.notifyDataSetChanged();
and adapter is you your d1Adapter.