How to remove current Class that is running - list

Good day! I don't know if my title is right. please change if not :D
Anyway, I do have 3 Rectangles added to List<Rectangle> and load it up
given them a class that has event [ Paint / MouseDown / MouseUp / Mousemove ] each of them.
Now, the 3 Rectangle that has class are now currently running.
Now, when I removed 1 Rectangle in List<Rectangle>
and load it up again, the removed Rectangle still running.
How can I dispose class or classes that are currently running?
thank you!

found a solution.
public EventHandlerList DetachEvents(Component obj)
{
object objNew = obj.GetType().GetConstructor(new Type[] { }).Invoke(new object[] { });
PropertyInfo propEvents = obj.GetType().GetProperty("Events", BindingFlags.NonPublic | BindingFlags.Instance);
EventHandlerList eventHandlerList_obj = (EventHandlerList)propEvents.GetValue(obj, null);
EventHandlerList eventHandlerList_objNew = (EventHandlerList)propEvents.GetValue(objNew, null);
eventHandlerList_objNew.AddHandlers(eventHandlerList_obj);
eventHandlerList_obj.Dispose();
return eventHandlerList_objNew;
}

Related

C# : avoids display flickering

I'm working on a C# project in which I draw on a tabPage of a tabControl several geometric form to display a music score (see picture). I update regularly the drawing. I had a flicker in the display.
To correct this, I added this function and It works :
protected override CreateParams CreateParams
{
get
{
CreateParams cp = base.CreateParams;
cp.ExStyle |= 0x02000000; // Turn on WS_EX_COMPOSITED
return cp;
}
}
But if the user has redimentioned the form, the flickering comes back. What can I do to correct this.
Thanks in advance.
[drawing][1]
[1]: https://i.stack.imgur.com/ilyMv.png
Finally, I've fix my own problem with theses lines :
tabPageLearn.GetType().GetMethod("SetStyle", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).Invoke(tabPageLearn, new object[]
{
System.Windows.Forms.ControlStyles.UserPaint |
System.Windows.Forms.ControlStyles.AllPaintingInWmPaint |
ystem.Windows.Forms.ControlStyles.DoubleBuffer, true
});
With "tabPageLearn", the name of the tabPage

How to change the image of a MenuSpriteItem Cocos2d-x C++

I've got a button that I need to be a toggle button for the sound of a game. I'm using the MenuSpriteItem class.
auto menuSoundOn = Sprite::createWithSpriteFrameName("soundOn.png");
auto menuSoundOff = Sprite::createWithSpriteFrameName("soundOff.png");
auto menuSoundBtn = MenuItemSprite::create(menuSoundOn, menuSoundOff, CC_CALLBACK_1(LevelsLayer::shutSound, this));
menuSoundBtn->setTag(0);
_mainMenu = Menu::create(menuSoundBtn, nullptr);
this->addChild(_mainMenu);
//Then in my shutSound method
auto menuSoundBtn = _mainMenu->getChildByTag(0);
if (_ifSound){
_ifSound = false;
//Do some stuff to shut the sound
menuSoundBtn->setSelectedImage("noSound.png");
}
else{
_ifSound = true;
//Do some stuff to bring the sound back
menuSoundBtn->setSelectedImage("sound.png");
}
The problem is that getting the Btn from his parent with getChildByTag(0) method I receive a Node according with the documentation, but setSelectedImage is not part of the Node class and there is an error telling me so, so what is the right way to access MenuSpriteItems from their Parents and then manipulate them as in this case by changing the Normal Image?
Greetings.
I've got the answer and It's really powerful and simple.
auto menuSoundBtn = dynamic_cast<MenuItemSprite*>(_mainMenu->getChildByTag(0));
This is the explanation from the guy:
This code will get the child with tag 0 and turn it into a MenuItemSprite* object if it is a MenuItemSprite* object, or it returns null if the object was not a MenuItemSprite*.
Hope it helps someone. Greetings.

Parse Issue - expected unqualified id

Hey guys this is my code and i am relatively new to C++ and even coding really dont know why i am getting a parse error
though i as per my understanding i have placed the parenthesis properly anyone please suggest if i am missing anything here.
i am getting error at this line
class getProcessor()->RequestUIUpdate()// UI update must be done each time a new editor is constructed
Full Code:
StereoWidthCtrlAudioProcessorEditor::StereoWidthCtrlAudioProcessorEditor (StereoWidthCtrlAudioProcessor* ownerFilter)
: AudioProcessorEditor(ownerFilter)
{
addAndMakeVisible (WidthCtrlSld = new Slider ("Width Factor Slider"));
WidthCtrlSld->setRange (0, 5, 0.1);
WidthCtrlSld->setSliderStyle (Slider::LinearHorizontal);
WidthCtrlSld->setTextBoxStyle (Slider::TextBoxLeft, false, 80, 20);
WidthCtrlSld->addListener (this);
addAndMakeVisible (BypassBtn = new TextButton ("Bypass Button"));
BypassBtn->setButtonText (TRANS("Bypass"));
BypassBtn->addListener (this);
addAndMakeVisible (label = new Label ("new label",
TRANS("Stereo Width Factor:")));
label->setFont (Font (15.00f, Font::plain));
label->setJustificationType (Justification::centredLeft);
label->setEditable (false, false, false);
label->setColour (Label::textColourId, Colour (0xffa34747));
label->setColour (TextEditor::textColourId, Colours::black);
label->setColour (TextEditor::backgroundColourId, Colour (0x00000000));
//[UserPreSize]
//[/UserPreSize]
setSize (600, 400);
//[Constructor] You can add your own custom stuff here..
class getProcessor()->RequestUIUpdate()// UI update must be done each time a new editor is constructed
startTimer(200)//starts timer with interval of 200mS
BypassBtn->setClickingTogglesState(true);
//[/Constructor]
}
StereoWidthCtrlAudioProcessorEditor::~StereoWidthCtrlAudioProcessorEditor()
{
//[Destructor_pre]. You can add your own custom destruction code here..
//[/Destructor_pre]
WidthCtrlSld = nullptr;
BypassBtn = nullptr;
label = nullptr;
//[Destructor]. You can add your own custom destruction code here..
//[/Destructor]enter code here
}
class is a keyword mainly used in declarations. You probably meant:
getProcessor()->RequestUIUpdate();

How can I get other layer in the same scene in cocos2d-x?

I have several layers in the scene, like TLayer,HLayer,TouchLayer. How can I get HLayer in HLayer? The solution I take is that I pass Layer to other Layer. However I met some problems recently. I push the Scene and pop Scene while TouchLayer still exists. So my problem is that is it right to pass HLayer to TouchLayer. Or is there a better way to do it in Cocos2d-x?
In the init() function in Scene:
this->setbackgroundLayer(BackgroundLayer::create());
CC_BREAK_IF(!backgroundLayer);
this->addChild(backgroundLayer);
this->setTLayer(TcharacterLayer::create(backgroundLayer->tianzige));
CC_BREAK_IF(!TLayer);
this->addChild(TLayer);
this->setHLayer(HcharacterLayer::create(testCharacter,backgroundLayer->tianzige_draw));
CC_BREAK_IF(!HLayer);
this->addChild(HLayer);
this->settouchLayer(TouchLayer::create(TLayer,HLayer));
CC_BREAK_IF(!touchLayer);
this->addChild(touchLayer);
I made my own create function:
TouchLayer* TouchLayer::create(TcharacterLayer* t,HcharacterLayer* h){
TouchLayer* pRet = new TouchLayer();
if (pRet && pRet->init(t,h))
{
pRet->autorelease();
return pRet;
}else
{
delete pRet;
pRet = NULL;
return NULL;
}
}
Here's how we've done this in the past. Define a set of tags for our layers.
typedef enum {
kBgLayerTag,
kHLayerTag,
kTLayerTag,
kTouchLayerTag
} MyLayerTags
Then while creating the layers set layer specific tags:
this->setTLayer(TcharacterLayer::create(backgroundLayer->tianzige));
CC_BREAK_IF(!TLayer);
TLayer->setTag(kTLayerTag);
this->addChild(TLayer);
And in TouchLayer access the TLayer and others like:
TcharacterLayer* myTLayer = this->getParent()->getChildByTag(kTLayerTag);
Sure, there is nothing wrong in adding a layer as a child. I would do that this way :
BackgroundLayer has all the necessary layers as children (remember to add TouchLayer as the last one and then pass Touch to others) and then you only add BackgroundLayer to your scene. There is even more simple way (probably better): to make BackgroundLayer inherit all the previous ones - but that depends on how much scenes you are going to make.
Edit:
1)
BackgroundLayer * bglayer = BackgroundLayer::create();
TcharacterLayer * tcharlayer = TcharacterLayer::create();
HcharacterLayer * hcharlayer = HcharacterLayer::create();
TouchLayer * tlayer = TouchLayer::create();
bglayer->addChild(tcharlayer);
bglayer->addChild(hcharlayer);
bglayer->addChild(tlayer);
this->addChild(bglayer);
(assuming this as a CCScene)
2)
class BackgroundLayer : public TcharacterLayer, HcharacterLayer, TouchLayer
{
...
}
In the first case you can give each layer a specific tag and then get the layer by getChildByTag(int tag) or just create fields in the BackgroundLayer class for each layer.

LWUIT List works terribly slow

I've faced with the well-known problem in LWUIT. My list component with the checkbox renderer scrolls very slow. If to test my application on emulator it runs quite smoothly (nevertheless I see CPU utilization splashes up to 60% during scroll action), but if to run it on mobile phone it takes a couple of seconds between focus movements.
There's a code of renderer:
public class CheckBoxMultiselectRenderer extends CheckBox implements ListCellRenderer {
public CheckBoxMultiselectRenderer() {
super("");
}
//override
public void repaint() {
}
public Component getListCellRendererComponent(List list, Object value,
int index,boolean isSelected) {
Location loc = (Location)value;
setText(loc.getLocationName());
setFocus(isSelected);
setSelected(loc.isSelected());
return this;
}
public Component getListFocusComponent(List list) {
setText("");
setFocus(true);
getStyle().setBgTransparency(Consts.BG_TRANSPARENCY);
return this;
}
}
that's the code of my form containing the list:
protected void createMarkup() {
Form form = getForm();
form.setLayout(new BorderLayout());
form.setScrollable(false);
Label title = new Label("Choose location zone:");
title.getStyle().setMargin(5, 5, 0, 0);
title.getStyle().setBgTransparency(Consts.BG_TRANSPARENCY);
title.setAlignment(Component.CENTER);
form.addComponent(BorderLayout.NORTH, title);
list = new List(StateKeeper.getLocationsAsList());
list.setFixedSelection(List.FIXED_NONE_CYCLIC);
// list.setSmoothScrolling(true);
list.getStyle().setBgTransparency(0);
list.setListCellRenderer(new CheckBoxMultiselectRenderer());
list.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent ae){
// List l = (List)ae.getSource();
// l.requestFocus();
// l.setHandlesInput(true);
Location selItem = (Location)list.getSelectedItem();
selItem.setSelected(!selItem.isSelected());
}
});
form.addComponent(BorderLayout.CENTER, list);
}
I would be very thankful for any help!
We must be so carefull building lwuit List. If we have made something wrong they can work worse than expected. I recommend you to take a look on this
LWUIT Blog ListRender
You can also rewrite your paint method. You list's speed will be increased.