Click event cannot be fired in HorizBar - winforms

I am using TeeChart for WinForm version: 4.1.2016.5122. But when the mouse is move to the series and click on them, the related event is not fired.
Has anyone ever met this problem?
for (int i = 0; i < 4; i++)
{
HorizBar bar = new HorizBar(m_barChart.Chart);
bar.MultiBar = MultiBars.Stacked;
bar.Cursor = Cursors.Hand;
bar.BarHeightPercent = 100;
bar.CustomBarWidth = 20;
//Event registered below will not be fired up
bar.Click += Bar_Click1;
bar.Depth = 50;
bar.DepthPercent = 50;
bar.Marks.Visible = false;
bar.Color = Color.Blue;
bar.Add(i, 0);
bar.Title = string.Format(" {0} {1}", i, i);
}
//Event registered below is not fired up
m_barChart.ClickSeries += M_barChart_ClickSeries;

Using the code below using TeeChart.Net v4.1.2016.5122, the ClickSeries fires without problems.
public Form1()
{
InitializeComponent();
InitializeChart();
}
private void InitializeChart()
{
for (int i = 0; i < 4; i++)
{
HorizBar bar = new HorizBar(tChart1.Chart);
bar.MultiBar = MultiBars.Stacked;
bar.Cursor = Cursors.Hand;
bar.BarHeightPercent = 100;
bar.CustomBarWidth = 20;
bar.Depth = 50;
bar.DepthPercent = 50;
bar.Marks.Visible = false;
bar.Color = Color.Blue;
bar.Add(i, 0);
bar.Title = string.Format(" {0} {1}", i, i);
}
tChart1.ClickSeries += TChart1_ClickSeries;
}
private void TChart1_ClickSeries(object sender, Series s, int valueIndex, MouseEventArgs e)
{
this.Text = s.Title;
}
Could you check again the code and confirm us if it works in your end?

Related

unity array having 50 gameobjects but displays only 10 object

i have build a level menu with levels, i also created and empty array (GameObject[ ] lvlBut; )to store the level icons instantiated, but only 10 level icons are displayed on the screen where as i have 50 levels. for some reason its only taking 10 levels and i don’t t know where i have gone wrong. any suggestions?
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI;
using TMPro;
public class LevelSelector : MonoBehaviour{
public GameObject levelHolder;
public GameObject levelIcon;
public GameObject thisCanvas;
public int numberOfLevels = 50;
public Vector2 iconSpacing;
private Rect panelDimensions;
private Rect iconDimensions;
private int amountPerPage;
private int currentLevelCount;
int levelsUnlocked;
GameObject[] lvlBut;
void Start()
{
panelDimensions = levelHolder.GetComponent<RectTransform>().rect;
iconDimensions = levelIcon.GetComponent<RectTransform>().rect;
int maxInARow = Mathf.FloorToInt((panelDimensions.width + iconSpacing.x) / (iconDimensions.width + iconSpacing.x));
int maxInACol = Mathf.FloorToInt((panelDimensions.height + iconSpacing.y) / (iconDimensions.height + iconSpacing.y));
amountPerPage = maxInARow * maxInACol;
int totalPages = Mathf.CeilToInt((float)numberOfLevels / amountPerPage);
LoadPanels(totalPages);
}
void LoadPanels(int numberOfPanels)
{
GameObject panelClone = Instantiate(levelHolder) as GameObject;
PageSwiper swiper = levelHolder.AddComponent<PageSwiper>();
swiper.totalPages = numberOfPanels;
for (int i = 1; i <= numberOfPanels; i++)
{
GameObject panel = Instantiate(panelClone) as GameObject;
panel.transform.SetParent(thisCanvas.transform, false);
panel.transform.SetParent(levelHolder.transform);
panel.name = "Page-" + i;
panel.GetComponent<RectTransform>().localPosition = new Vector2(panelDimensions.width * (i - 1), 0);
SetUpGrid(panel);
int numberOfIcons = i == numberOfPanels ? numberOfLevels - currentLevelCount : amountPerPage;
LoadIcons(numberOfIcons, panel);
}
Destroy(panelClone);
}
void SetUpGrid(GameObject panel)
{
GridLayoutGroup grid = panel.AddComponent<GridLayoutGroup>();
grid.cellSize = new Vector2(iconDimensions.width, iconDimensions.height);
grid.childAlignment = TextAnchor.MiddleCenter;
grid.spacing = iconSpacing;
}
void LoadIcons(int numberOfIcons, GameObject parentObject)
{
for (int i = 1; i <= numberOfIcons; i++)
{
currentLevelCount++;
GameObject icon = Instantiate(levelIcon) as GameObject;
icon.transform.SetParent(thisCanvas.transform, false);
icon.transform.SetParent(parentObject.transform);
icon.name = "Level " + i;
icon.GetComponentInChildren<TextMeshProUGUI>().SetText(currentLevelCount.ToString());
}
lvlBut = GameObject.FindGameObjectsWithTag("LevelButton");
levelsUnlocked = PlayerPrefs.GetInt("levelsUnlocked", 1);
for (int i = 0; i < lvlBut.Length; i++)
{
lvlBut[i].GetComponentInChildren<Button>().interactable = false;
}
for (int i = 0; i < levelsUnlocked; i++)
{
lvlBut[i].GetComponentInChildren<Button>().interactable = true;
}
}
}

messagebox and timer in visual studio

Need help.
so i was making a game with my friend for college using visual studio 2017 and there's something weird about the program.
we're set it so that when the life is zero, a message box would show up and chose whether to retry the game or not, but when we tried the game, the message box show's up at least at 20 - 30 second after playing the game and the timer for the game is still going even though we add "timergame.enable = false;".
where's seems to be the problem?
private void timerGame_Tick(object sender, EventArgs e)
{
for (int i = 0; i < listOfSardine.Count; i++)
{
listOfSardine[i].Top += (int)listOfSardine[i].Tag;
if (listOfSardine[i].Bounds.IntersectsWith(pictureBoxGrass.Bounds))
{
userLives--;
labelLives.Text = "Lives: " + userLives;
listOfSardine[i].Dispose();
listOfSardine.RemoveAt(i);
if (userLives == 0)
{
highScore = userScore;
timerBonusSpeed.Enabled = false;
timerGame.Enabled = false;
timerHealth.Enabled = false;
timerMatatabi.Enabled = false;
timerSardine.Enabled = false;
DialogResult dialogResultLose = MessageBox.Show
("Sorry.... you have lost, continue?", "Continue??", MessageBoxButtons.YesNo);
if (dialogResultLose == DialogResult.Yes)
{
for (int j = 0; j < listOfHealth.Count; j++)
{
listOfHealth[j].Dispose();
}
listOfHealth.Clear();
for (int q = 0; q < listOfSardine.Count; q++)
{
listOfSardine[q].Dispose();
}
listOfSardine.Clear();
for (int k = 0; k < listOfMatatabi.Count; k++)
{
listOfMatatabi[k].Dispose();
}
listOfMatatabi.Clear();
userLives = USER_LIVES;
userScore = USER_SCORE;
timerBonusSpeed.Enabled = true;
timerGame.Enabled = true;
timerHealth.Enabled = true;
timerMatatabi.Enabled = true;
timerSardine.Enabled = true;
}
else
{
this.Visible = false;
FormMainMenu formMainMenu = new FormMainMenu();
formMainMenu.Owner = this;
formMainMenu.ShowDialog();
}
}
}
else if (listOfSardine[i].Bounds.IntersectsWith(pictureBoxMainCharacter.Bounds))
{
listOfSardine[i].Dispose();
listOfSardine.RemoveAt(i);
userScore += 1;
labelScore.Text = "Score: " + userScore;
if (userScore % 100 == 0)
{
listOfSardine[i].Top += (int)listOfSardine[i].Tag * 4;
}
if(userScore == 1000)
{
timerBonusSpeed.Enabled = false;
timerGame.Enabled = false;
timerHealth.Enabled = false;
timerMatatabi.Enabled = false;
timerSardine.Enabled = false;
highScore = userScore;
}
}
else
{
listOfSardine[i].Refresh();
}
}
for (int i = 0; i < listOfHealth.Count; i++)
{
listOfHealth[i].Top += (int)listOfHealth[i].Tag;
if (listOfHealth[i].Bounds.IntersectsWith(pictureBoxGrass.Bounds))
{
listOfHealth[i].Dispose();
listOfHealth.RemoveAt(i);
}
else if (listOfHealth[i].Bounds.IntersectsWith(pictureBoxMainCharacter.Bounds))
{
listOfHealth[i].Dispose();
listOfHealth.RemoveAt(i);
userLives++;
labelLives.Text = "Lives: " + userLives;
}
else
{
listOfHealth[i].Refresh();
}
Not enough clear what you did. However, I think you have a counter for life, and which are decreasing as per your game's event. On timer event just check life counter is equal or less than Zero or not. If so, just stop timer, give user confirmation for retry. If user want to retry, then reset life counter and start timer.
Ahh already found the answer
our problem is about the ownership of the form, we just incorrectly insert the ownership for each form
thanks for the people who have answered my question earlier

How to let Stage show the pictures after timer

After I click start button, my program will not show the second scene and thread , until the thread is finish. And the thread will not run correctly(grass didn't increase).
public class test111 extends Application {
private static int grass_i=130;
private static int grass_j=200;
private static int[][] map = new int[grass_i][grass_j];//草地資料grassdata
private static int totalgrass; //grass total number
private static int totalgrassrest; //grass rest number
private static int months=1; //月
private Timer timer;//時間
//GUI
Scene menusc ;
//START後的視窗
BorderPane bpAll = new BorderPane();
Pane playView = new Pane();
Scene mainsc = new Scene(bpAll);
//草
Image littlegrassImg = new Image(getClass().getResourceAsStream("map_littlegrass.png"));
Image midiumgrassImg = new Image(getClass().getResourceAsStream("map_midiumgrass.png"));
Image muchgrassImg = new Image(getClass().getResourceAsStream("map_muchgrass.png"));
Rectangle2D[][] viewportRect = new Rectangle2D[130][200];
private static ImageView[][] mapView = new ImageView[130][200];
//時間
#Override
public void start(Stage primaryStage) throws InterruptedException {
//MENU
Pane menu = new Pane();
menusc = new Scene(menu);
menu.setPrefSize(1000, 800);
Image MenuImg = new Image(getClass().getResourceAsStream("Menu_title.jpg"));
Image StartImg = new Image(getClass().getResourceAsStream("Start.jpg"));
menu.getChildren().add(new ImageView(MenuImg));
Button StartBt = new Button();
StartBt.setPrefSize(450, 150);
StartBt.setGraphic(new ImageView(StartImg));
StartBt.setMaxSize(450, 150);
StartBt.setLayoutX(300);
StartBt.setLayoutY(600);
menu.getChildren().addAll(new ImageView(MenuImg),StartBt);
primaryStage.setMinHeight(800);//固定視窗大小fix the size of Stage
primaryStage.setMinWidth(1000);//固定視窗大小fix the size of Stage
primaryStage.setMaxHeight(800);//固定視窗大小fix the size of Stage
primaryStage.setMaxWidth(1000);//固定視窗大小fix the size of Stage
primaryStage.setScene(menusc);
primaryStage.setTitle("Hypnos' yard");
//START
StartBt.setOnAction(e->{
BorderPane bp2 = bp2();
menusc = new Scene(bp2);
primaryStage.setScene(menusc);
});
primaryStage.show();
}
public BorderPane bp2(){
playView = playView();
bpAll = new BorderPane();
bpAll.setPrefSize(1000, 800);
playView.setPrefSize(1000, 650); //庭院
bpAll.setTop(playView);
Random ran = new Random();
totalgrass = (ran.nextInt(50)*1000)+48000;
totalgrassrest = totalgrass;
grasscreate();
//設定初始草地construct the initial grass
grassGraphicsLoading(); //loading grass pictures
return bpAll;
}
public Pane playView(){
playView = new Pane();
while(months<12){
timer = new Timer();
TimerTask task = new TimerTask(){
public void run(){
month();
}
};//after program executing 0.2s, a month past
timer.schedule(task, 200);
try {
Thread.sleep(200);
}
catch(InterruptedException e6) {
}
timer.cancel();
}
return playView;
}
//月month
protected void month(){
if(months<13){
grassgrow(totalgrass*2);//grass growth
Platform.runLater(new Runnable(){
#Override
public void run(){
grassGraphicsLoading();
}
});
months++;
}
}
//把草地資料帶入圖形loading grass pictures
private void grassGraphicsLoading(){
for (int i = 0; i < grass_i; i++) { // 設定imageView的圖形和位置
for (int j = 0; j < grass_j; j++) {
viewportRect[i][j] = new Rectangle2D(j * 5, i * 5, 5, 5);
if (170 <= j && j <= grass_j - 1) {
mapView[i][j] = new ImageView(muchgrassImg);
} else if (140 <= j && j < 170) {
mapView[i][j] = new ImageView(muchgrassImg);
} else {
if (map[i][j] == 0) {
mapView[i][j] = new ImageView(littlegrassImg);
} else if (map[i][j] == 1 || map[i][j] == 2) {
mapView[i][j] = new ImageView(midiumgrassImg);
} else {
mapView[i][j] = new ImageView(muchgrassImg);
}
}
playView.getChildren().add(mapView[i][j]);
mapView[i][j].setViewport(viewportRect[i][j]);
mapView[i][j].setX(j * 5);
mapView[i][j].setY(i * 5);
}
}
}
public static void main(String[] args) {
launch(args);
}
// 每經過30天(一個月)草地+1grassgrowth
protected void grassgrow(int sum) {
for (int i = 0; i < grass_i; i++) {
for (int j = grass_j - 1; j >= 0; j--) {
if (map[i][j] < 4 && totalgrass <sum) {
map[i][j] += 1;
totalgrass++;
}
if (totalgrass == 104000||totalgrass ==sum) {
break;
}
}
}
}
//建構草地construct grass
protected void grasscreate() {
for (int j = grass_j - 1; j >= 0; j--) {
for (int i = grass_i - 1; i >= 0; i--) {
if (170 <= j && j <= grass_j - 1) {
map[i][j] = 0;
} else if (140 <= j && j < 170) {
map[i][j] = 4;
totalgrassrest -= 4;
} else if (totalgrassrest <= 0) {
map[i][j] = 0;
} else if (4 * (j + 1) * grass_i <= totalgrassrest) {
map[i][j] = 4;
totalgrassrest -= 4;
} else if (totalgrassrest < 4) {
map[i][j] = totalgrassrest;
totalgrassrest = 0;
} else {
map[i][j] = rancreate();
totalgrassrest -= map[i][j];
}
}
}
totalgrass -= totalgrassrest;
totalgrassrest = 0;
}
// 一格(5X5)內草地數量隨機1-4平米z there is 1-4 grass inside a rectangle
private int rancreate() {
Random ran = new Random();
int grass = ran.nextInt(5);
return grass;
}
}`

as3 how to remove/ move position of graphics from reset array

I am trying to reset a scene an move every thing to its original position the reset function resets the array adds the nape bodies back to the stage and attaches the graphics but the original graphics still are on the stage in whatever position they were in when reset was called
private var brickGraphic:MovieClip = new Brick();
private var brick:Body;
private var brickArray:Array;
private function setUp():void
{
brickArray = new Array ;
for (var i:int = 0; i < 10; i++)
{
var brick:Body = new Body(BodyType.DYNAMIC);
var brickShape:Polygon = new Polygon(Polygon.box(10,25));
var brickGraphic = new Brick();
brickGraphic.width = 10;
brickGraphic.height = 25;
addChild(brickGraphic);
brickGraphic.cacheAsBitmap = true;
brick.shapes.add(brickShape);
brick.position.setxy(450, ((ag ) - 30 * (i + 0.5)));
brick.angularVel = 0;
brick.shapes.at(0).material.elasticity = .5;
brick.shapes.at(0).material.density = 150;
brick.cbTypes.add(brickType);
brick.space = space;
brickGraphic.stop();
brick.userData.sprite = brickGraphic;
brick.userData.sprite.x = brick.position.x;
this.brickArray.push(brick);
}
private function reset():void
{
if (contains(brickGraphic)) removeChild(brickGraphic);
space.clear();
setUp();
}
}
this is the final issue i am having on this app and your help would be greatly appreciated
That's because you are not removing them with removeChild.
You need to call removeChild for each brickGraphic object you add to the stage.
Something like :
private function setUp():void
{
brickArray = [];
for (var i:int = 0; i < 10; i++)
{
var brick:Body = new Body(BodyType.DYNAMIC);
var brickShape:Polygon = new Polygon(Polygon.box(10,25));
var brickGraphic = new Brick();
brickGraphic.width = 10;
brickGraphic.height = 25;
addChild(brickGraphic);
brickGraphic.cacheAsBitmap = true;
brick.shapes.add(brickShape);
brick.position.setxy(450, ((ag ) - 30 * (i + 0.5)));
brick.angularVel = 0;
brick.shapes.at(0).material.elasticity = .5;
brick.shapes.at(0).material.density = 150;
brick.cbTypes.add(brickType);
brick.space = space;
brickGraphic.stop();
brick.userData.sprite = brickGraphic;
brick.userData.sprite.x = brick.position.x;
this.brickArray.push(brick);
}
}
private function removeAllBricks():void
{
for(var i:int=0; i<brickArray.length; i++)
{
var dp:DisplayObject = brickArray[i].userData.sprite as DisplayObject;
if(dp && dp.parent)
dp.parent.removeChild(dp);
}
}
private function reset():void
{
removeAllBricks();
space.clear();
setUp();
}

how to deform an ellipse in running time

i first sorry about my english,i´ll try to explain want i want to do
i need to draw an ellipse with wpf that represents an aura and it´s "deformations" representing problematic zones in it,in short an ellipse that can be deformed in running time in specific points
I'm trying to draw several bezier curves forming an ellipse but it´t very difficult (and i don´t know how) to make points that can be dragged forming convex or hollow zones in that ellipse.
¿i made myselft clear in my spanglish? ¿is there an easy way to do that?
Thanks in advance
I don't know what exactly you are trying to do but I recommend making a high resolution version of the ellipse and keeping track of the deformations yourself. Here is a sample program to get you started.
For this demo the XAML is simple:
<Canvas Name="canvas" Focusable="True" KeyDown="canvas_KeyDown" MouseDown="canvas_MouseDown" MouseMove="canvas_MouseMove" MouseUp="canvas_MouseUp"/>
and a the code-behind:
public partial class EllipseDemo : Window
{
const int resolution = 1000;
const double major = 150;
const double minor = 100;
const double xOrigin = 200;
const double yOrigin = 200;
const double radius = 10;
const double scale = 0.1;
const double spread = 10;
const double magnitude = 10;
Path path;
Ellipse controlPoint;
LineSegment[] segments;
double[] deformation;
double[] perturbation;
int controlPointIndex;
public EllipseDemo()
{
InitializeComponent();
segments = new LineSegment[resolution];
deformation = new double[resolution];
perturbation = new double[resolution];
for (int i = 0; i < resolution; i++)
{
var x = i >= resolution / 2 ? i - resolution : i;
perturbation[i] = magnitude * Math.Exp(-Math.Pow(scale * x, 2) / spread);
}
path = new Path();
path.Stroke = new SolidColorBrush(Colors.Black);
path.StrokeThickness = 5;
CalculateEllipse();
canvas.Children.Add(path);
controlPoint = new Ellipse();
controlPoint.Stroke = new SolidColorBrush(Colors.Red);
controlPoint.Fill = new SolidColorBrush(Colors.Transparent);
controlPoint.Width = 2 * radius;
controlPoint.Height = 2 * radius;
MoveControlPoint(0);
canvas.Children.Add(controlPoint);
canvas.Focus();
}
void CalculateEllipse()
{
for (int i = 0; i < resolution; i++)
{
double angle = 2 * Math.PI * i / resolution;
double x = xOrigin + Math.Cos(angle) * (major + deformation[i]);
double y = yOrigin + Math.Sin(angle) * (minor + deformation[i]);
segments[i] = new LineSegment(new Point(x, y), true);
}
var figure = new PathFigure(segments[0].Point, segments, true);
var figures = new PathFigureCollection();
figures.Add(figure);
var geometry = new PathGeometry();
geometry.Figures = figures;
path.Data = geometry;
}
void MoveControlPoint(int index)
{
controlPointIndex = index;
Canvas.SetLeft(controlPoint, segments[index].Point.X - radius);
Canvas.SetTop(controlPoint, segments[index].Point.Y - radius);
}
bool mouseDown;
void canvas_MouseDown(object sender, MouseButtonEventArgs e)
{
if (Mouse.DirectlyOver != controlPoint)
return;
mouseDown = true;
controlPoint.CaptureMouse();
}
void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (!mouseDown)
return;
int index = FindNearestIndex(e.GetPosition(canvas));
MoveControlPoint(index);
}
void canvas_MouseUp(object sender, MouseButtonEventArgs e)
{
if (!mouseDown)
return;
controlPoint.ReleaseMouseCapture();
mouseDown = false;
}
private void canvas_KeyDown(object sender, KeyEventArgs e)
{
int delta = 0;
switch (e.Key)
{
case Key.Up:
delta = 1;
break;
case Key.Down:
delta = -1;
break;
}
if (delta == 0)
return;
int index = controlPointIndex;
for (int i = 0; i < resolution; i++)
deformation[(i + index) % resolution] += delta * perturbation[i];
CalculateEllipse();
MoveControlPoint(index);
}
int FindNearestIndex(Point point)
{
var min = double.PositiveInfinity;
var index = -1;
for (int i = 0; i < segments.Length; i++)
{
var vector = point - segments[i].Point;
var distance = vector.LengthSquared;
if (distance < min)
{
index = i;
min = distance;
}
}
return index;
}
}
This works mostly with a Path represented by line segments and an Ellipse as a control point. The mouse can move the control point around the ellipse and then the arrow keys add or remove a canned perturbation. Everything is hard coded but if you are OK with the math then it should help you get started.
Here's the program in action:

Resources