So I know CCSpawn and I have been using it to run multiple actions at the same time, but now I am encounter a problem. I made a game character that's only last for a short period of time and then disappears, and I want to use CCBlinks to notify user about it. So I want to know how I can combine CCBlinks with whatever action the character is doing? For example, character's current action state is attacking, how can I combine attacking action with CCBlinks action?
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I have just started doing a C++ project in which I try to create a very simple bank account system.
The question I have is how can I implement an option which would be displayed the whole time in order for the user to go back to some previous step (not only to the last one) for them to make any changes? I am not talking about input validation but rather about something the user can request if needs be.
Therefore, I would like to be able to allow the user to go back at any time to the first menu displayed in the program.
So im building a basic win32 GUI app and I have a vector of data that gets constantly updated through an external source via a port. Im interested in displaying that list of data to the user but im not sure the best approach to go about it without causing update flickering.
I originally had an edit box in which I build a string with the information and update the window. But it has proved troublesome as the amount of data grows since I cant scroll down to look at additional data. Any ideas?
My idea is no point of updating the visual control as the same speed you receive the data. Because even-though you update at the same speed the users cannot see that change at the speed of data receiving. Human eye does not see a change happening in speed as 1/8th of a second. So better to update the visual control in a controlled manner. Maybe using a timer.
Appending to the text of an edit control for each subsequent data point will lead to flickering as the whole control re-renders as the text has changed.
I'd advise one of the following options:
1) use a ListBox or ListView control; when you add another row item, it only re-draws the new/changed/scrolled item. https://learn.microsoft.com/en-us/windows/desktop/controls/create-a-simple-list-box and https://learn.microsoft.com/en-us/windows/desktop/controls/list-view-controls-overview
2) If you only want an always-scrolling list of data, consider just having a command-line application that writes to the standard output and saves you a lot of trouble - cout or printf your data.
You can also use EM_SETSEL and EM_SCROLLCARET to automatically scroll, but also check the position of the scroll bar before doing that. If not at the bottom, it means that the user wanted to pause, so you can scroll.
Also, you can have the scroll lock key checked in order whether to scroll or not, after all that is what it's name is supposed to do.
I am new to cocos2dx and I want to make my own custom action like MoveTo or MoveBy.
Please help me
Thanks in advance
Cocos2d-x having number of Actions like MoveTo/By, RotateTo/By, ScaleTo/By, FadeIn/Out, TintTo/TintBy....
Furthermore you can create complex Actions by sequencing two or more actions by Sequnce Action.
If you need own implementation create child of ActionInterval and implement your own requirement.
An interval action is an action that takes place within a certain period of time. It has an start time, and a finish time. The finish time is the parameter duration plus the start time.
I'm implementing an undo/redo feature in our graphical Qt5-based app, using QUndoCommands which have a nice mergeWith() feature: for example, if the user repeatedly clicks the font size increase button on my app, rather than creating a ton of commands in the undo list, it just updates one command on the QUndoStack. So a single undo will go back to the original font size.
That's great, but there are times I don't want to automatically merge commands. For example, if I drag an item to a new location and drop it there, then drag the same item to another location: my app should create 2 move commands, not merge them both into one command.
So, here's a list of events that I think create a logical break, where the user will expect a command NOT to be merged with the next command, even if the next command changes the same property of the same object:
mouse release
widget lose focus
timer (after ??? seconds)
text typing, after ??? characters (or this can be handled with the timer?)
text typing, after certain keys are pressed, such as backspace?
As indicated by the question marks in my list, I'm not really sure in what situations to suppress merging commands. So my question is, are there any best practices in this regard? Where can I find them?
FWIW, I did not find any best practices, but for my software I suppressed merges on focus change (which in my app also occurs on mouse release on the graphics part). Additionally, for typing, I suppress merges if the input position changes in a way other that as expected for deleting or typing 1 character, and if the user switches between deleting characters and typing characters.
I did not bother with the timer, or with maximum characters when typing.
I am using Qt 4.5 and C++ on Windows XP.
Basically I will be having an UI where the user will enter some data. He can go and modify the values available in the UI. The UI will have basic Qt UI elements like QLineEdit,QTableWidget etc.,
So now, if the user presses Undo button (or Ctrl+Z) the previous value should be retained in the corresponding UI element.
Say, if there is QLineEdit with the text 25. Now the user modifies to 30. Now by clicking Undo, the older value 25 should be retained.
Like the Undo feature that usually available in many applications. Is there any way to do it?
You could use Qt's undo framework.
The typical way of implementing Undo is to represent each action done by the user, and store them. You also want the ability to compute the inverse of a given action.
So, for an insert into a text buffer, the action would store the text inserted, and the location at which the insert happened. The inverse then becomes a delete, at the same location and with the size of the inserted text.
When the user asks the application to undo, simply look at the most recent stored action, and execute its inverse. If you now instead of deleting the "spent" action remember it, too, you can implement Redo by moving the other way in the history of actions.
Note that this is an abstract and generic explanation; as other answers point out, Qt has a framwork in place for implementing Undo already, so you should of course investigate that, first.
You could use the Command Pattern to realize undo/redo
QLineEdit has a built-in undo/redo support, exported as public slots, check : http://doc.trolltech.com/4.7/qlineedit.html#undo