Below is what I came up with. Wonder if there's easier way to do it.
Suppose I want only menu layer to be touchable while it's up.
I put invisible layer that will swallow touches.
bool tNoTouchLayer::init()
{
if(!CCLayer::init()) {
return false;
}
setIsTouchEnabled(true);
return true;
}
void tNoTouchLayer::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
}
bool tNoTouchLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
return true;
}
Now I can add the noTouchLayer before adding menu layer, and all touches would be stolen by noTouchLayer.
Lastly, i did find more info on this:
http://code.google.com/p/cocos2d-iphone/issues/detail?id=1033
the reason that menu items are stealing touches is because menu items have their touch priority set to the highest (lowest char value) possible...
you can change kCCMenutouchPriority to be 0 instead.
That's how you do it as far as I can tell. Note however that your code will not disable any menues added to the scene. To do that you have to remove the menu from the touch dispatcher when adding the popup and add it back again when removing the popup.
To remove a menu from the touch dispatcher you can do the following:
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(menu);
and to add it back you can do this:
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(menu, kCCMenuHandlerPriority, true);
where menu is your CCMenu node.
As a tip, I created a class like the one above but I also added the popup menu to it, creating one touch blocking menu in one node. :)
this isn't exactly the answer you are looking for, but here's something up for thought:
if you're trying to do this for a pop-up, would it be possible to try to pop up a subclass of UIAlertView (one that looks the way you want it to)?
http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-uialertview-custom-graphics/
Here's another approach:
keep state of the app and which layer is "on top".
in each of your menu listeners, have them all do a check to see if the state of your current layer should allow for that menu button to be pressed.
also, you can override "addchild" to see if it's a MenuItem, and if it is a MenuItem, then have it check to see if it should be enabled. if not, return immediately instead of executing the rest of the code
If I understand your question correctly, I guess you try to do something like "pause screen" to pop up and disable all other layers.
Well, you said in your comment that you won't like to enable touch event in other areas but not your pop-up's area. Basically, I would think we should think in term of layer for easier understanding, and easier to implement.
Let's see if we have "main layer" which holds other game objects to show as its childs (assume that they also are running animation). Now you touch a button and want to pop up "pause layer". You have to do the following in order to disable all touch event from others layer + objects.
Pause layers' schedule and actions [via pauseSchedulerAndActions()]
Pause all of its game objects inside the layer (ie. enemies) [via pauseSchedulerAndActions()]
Disable CCMenu object (if any), this will ignore touch event on CCMenu related object ie.CCMenuItemImage [via setEnabled(false)]
Disable touch event for layer itself [via setTouchEnabled(false)]
The first 2 points are about stop running any schedule method, and animation.
The latter 2 points are about stop accepting touch event. You can see that CCMenu* related class maintains its own touch event separately from CCLayer, thus we need to do additional effort by set to both CCMenu* object and the layer itself.
I tried this and it works well for me. Also it's better as we don't have to involve setting dispatcher directly in my opinion.
Related
I am writing a simple GUI, in which I have a ComboBoxText. I write a log message when ever the user clicks on the ComboBoxText.
I have tried almost all the button release and popup signals but no results. The only thing which works is signal_changed() but I don't not need that. Please help me, below is my sample code :
myCombo->signal_button_release_event().connect(sigc::mem_fun(this,&ComboBoxText::ComboInput),false);
and here is the call back function:
bool ComboBoxText::ComboInput(GdkEventButton *pEvt) {
// Here do the desired stuffs !!
return false; }
Use GTK+ property popup-shown. Not sure about Gtkmm syntax, probably property_popup_shown().get_value().
If you need a signal to listen to, connect to popdown or notify::popup-shown (the latter is invoked when property value changes; again, I'm not sure about Gtkmm syntax).
The idea here was to fire an event when the ComboBoxText is clicked. After some readings I figured it out that the ComboBoxText does not fire any on_click event as such.
One could mask a key press event (which by the way gets fired) and call the signal handler. This might not be handy for people who specifically looking for a on_click event but for those who are working with a keyboard or touch screen device. Here is a small chunk of code :`
mCombo.add_events(Gdk::KEY_PRESS_MASK);
mCombo.signal_event().connect(sigc::mem_fun(this,&ClassName::Handler),false);
cheers :)
Problem
Windows has a system setting that will cause the mouse pointer to jump (move) to a new focus element automatically, e.g. the default button of a dialog that pops up. While the advantage is an increase in speed and a reduction of mouse movements, it has a disadvantage:
If this happens just when before the user clicks on another element, the user is unable to abort his/her action in time and will immediately accept the dialogs default button because the focus is moved by the system. Usually this may entail cumbersome work to retrace the steps up to this point (think a file chooser dialog that forgot the very long path you input previously) but it could also mean triggering an irreversible process (e.g. file deletion).
Aim
Essentially I would like to disable the dialog's inputs for a small amount of time, just enough to prevent an inadvertant mouse click or keyboard button press.
Question
It comes down to a C++ question, namely how to access the base classes' objects (GUI widgets) from the inheriting class, i.e.
disable the button widgets of a QMessageBox
start a single shot QTimer and connect it to a slot that
enables the previously disabled widgets
(As alternative, I probably could reimplement input event handlers that suppress all input for a specific amount of time, but although I intend to keep that time very short (e.g. 100 ms), the user is not informed of the disabled input using that method.)
A simple class derived from QDialogBox can be found at http://www.qtforum.org/article/24342/messagebox-auto-close-mouse-event-close.html.
Do you need to use one of the "native"-ish message boxes provided by the QMessageBox static functions?
Otherwise, that's pretty simple to achieve, by building a QMessageBox and adding standard buttons to it:
QMessageBox *messageBox = new QMessageBox;
QPushButton *okButton = messageBox->addButton(QMessageBox::Ok);
okButton->setEnabled(false);
// use a QTimer to add logic to reenable the button
// use QCursor to move the mouse cursor on the button
// add a nice countdown in the button's label, like Firefox does
// add other nice UX touches as wanted
Last points are left as an exercise to the reader :)
To en/disable the buttons in QMessagebox one would need access to them.
qmessagebox.cpp uses buttonBox = new QDialogButtonBox; and the addButton() method
d->buttonBox->addButton(button, (QDialogButtonBox::ButtonRole)role);
d->customButtonList.append(button);
But I don't understand Qt internals and am unable to find these in qmessagebox.h and thus fail to find out if there is a chance to access the buttons..
I'm rather new to C++, I have a bit of experience with MCV programming in Java. im using GTKmm on C++
What I'm trying to do is writing an application for teaching assistants to submit and edit applications to various positions, and administrators to come in view, and accept these applications.
What I'm trying to do at the begging is create 3 'frames' (I'm working on the submitting application for students only at the moment)
This first will have 2 buttons 1 for selecting if you're a student/admin
Upon clicking you're a student I want to hide this frame and show my second frame
The second frame will have another 2 buttons one for creating an application, and the other for editing applications
My core problem is that I don't understand how to switch between the frames, I've written all the code for my Model, and understand everything I want it to do however I cant seem to find how to do this...
My only idea would be to create windows for each of these, make them look all nice w/e, then when a button is pressed have that window close and a string written to file I can access to see which button has been pressed, then open a new window accordingly. Should I do it like this or is there a better way?
I think I can suggest a better/more idiomatic option for any version >= GTK+ 3.10 - which, to be fair, arrived about half a year after the accepted answer.
If you want to switch between widgets one-at-a-time without any accessories like tabs, then a Gtk::Stack seems like a better option. Because it's specifically geared for one-at-a-time presentation, without any redundancy and (theoretical) overhead from a Notebook's manual tabbing features, which you'd just be disabling straight away! It's a container with multiple children, with one visible at any given moment, and of course methods to change the active child.
You can hook up your own widgets and/or events to manage which of the Stack's children is shown. Alternatively - albeit possibly just restoring the redundancy in this case - there's a StackSwitcher companion widget, which is pretty much a vertical tab-bar as seen in the GTK+ demo and GNOME Tweak Tool.
Easiest way is to use a Notebook widget. You can hide the tabs since you will be controlling which page is showing, using method set_show_tabs(false). Put the top level widget for each of your frames in a pane using method append_page(), and switch between them using set_current_page(). You might want to hide the notebook's bevel if it's distracting, using method set_show_bevel(false).
Use signals to make a widget (e.g. "I'm a student" button) on one page do something (e.g. go to the second page). If you don't know what this means or how to do it, go through the gtkmm tutorial, it will explain this and more.
A bit too late ! But here is my try :
Gtk::Notebook is great but it is not ideal in switching between app frames on menu item clicks. Gtk::Stack, since gtkmm 3.10, exists to mitigate this. Assuming you're using glade and Gtk::Builder :
class
class AppName : public Gtk::ApplicationWindow
{
public:
//...Your app methods and callbacks
void on_mb_itemname_selected(); // The call back for our menu item click/select
private:
//Builder which will help build the app from a .glade file
Glib::RefPtr<Gtk::Builder> _builder;
//...
//Your menu item to activate a particular frame
Gtk::MenuItem * _mb_itemname;
//Your handle to Gtk::Stack which is usually the stack for the whole app
Gtk::Stack * _app_stack;
//...
}
constructor
AppName::AppName(BaseObjectType *cobj,
Glib::RefPtr<Gtk::Builder>& ref_builder)
:Gtk::ApplicationWindow(cobj),_builder(ref_builder)
{
//.. Other setup
_builder->get_widget("your_glade_id_to_stack",_app_stack);
_builder->get_widget("your_glade_id_to_menu_item",_mb_itemname);
// Connect signal_select of our menu item to appropriate signal handler.
mb_itemname->signal_select().connect(
sigc::mem_fun(*this,&AppName::on_mb_itemname_selected));
}
our callback
void AppName::on_mb_itemname_selected()
{
// Change the visible child of the stack concerned.
Gtk::StackTransitionType ttype = STACK_TRANSITION_TYPE_NONE;
_app_stack->set_visible_child("your_widget_name",ttype);
// Note that widget name is not widget glade id.
// You can set your widget under name Packing -> Name
return;
}
In my game, I have a panelA that has checkboxes to toggle panels in panelA's parent. It also has a Leave button which needs to make a call to the scene manager that only PanelA's parent is aware of.
I've thought of:
Making a listener just for this
Have the parent make the PanelA and make its children so it has
access to them and can receive action events from them
Neither of these feel that clean. Would there be a better way?
My game uses a gui system that I made. Sending events up to the parent wouldn't work because the parent does not know which gui components it's looking to handle.
Thanks
It's a bit hard to know without knowing the design of your system, but basically you don't want to change checkboxes in the panel, but you want to change the state and have those checkboxes reflect the state.
Say you want to check a box for Vertical Blanking in your main-panel. Do do not want to do this
parent->waitForVerticalBlankCheck.Checked=true
instead you want this
renderingConfiguration->isVerticalBlankEnabled=true;
and in your "main panel"
if(renderingConfiguration->isVerticalBlankEnabled)
waitForVerticalBlankCheck.Checked=true;
Uhm.. very pseudocody, but hopefully you get the idea :)
Okay, using Qt, I'd like to know how to detect the current state of the mouse at any point in time - without a MouseEvent.
Using QCursor::pos(), you can get its position, but is there a way to determine the current state of the buttons?
Basically, I'm looking to verify the state of the mouse when a timer goes off, so it won't be related to any particular MouseEvent, and so there's no MouseEvent to query. I need to know how to query for the mouse's state - in particular the state of the buttons - without having a MouseEvent.
Oh, and I'm using Qt 3, so if such a function has been added in Qt 4 but isn't in Qt 3, it doesn't help me much (though it would still be nice to know about).
Qt::MouseButtons QApplication::mouseButtons () [static]:
Returns the current state of the buttons on the mouse. The current
state is updated syncronously as the event queue is emptied of events
that will spontaneously change the mouse state (QEvent::MousePress and
QEvent::MouseRelease events).
It should be noted this may not reflect the actual buttons held on
theinput device at the time of calling but rather the mouse buttons as
last reported in one of the above events. If no mouse buttons are
being held Qt::NoButton is returned.
Edit: hmm, I just noticed you asked about Qt3.3. This answer applies to Qt4 I'm afraid.
Is it a hard requirement that you don't use MouseEvent? Or can you use MouseEvents indirectly?
If you create a boolean variable for every button and update it with mouse pressed / released events then you could just look at the values of the relevant booleans when the timer goes off.
Update for Qt5 (5.3.2):
if (QGuiApplication::mouseButtons() == Qt::LeftButton) { ... }
I am using a QApplication, but there is no mouseButtons() function there. You will need to include <QGuiApplication>