I'm trying to make it so that there is a total at the bottom depending on what buttons are pressed (when I hit the 'calculate' button). If button 1 is pressed, it shows 30 points, if button 2, it shows 60 points, if button 3 is pressed, it shows 90 points. But any or all of them can be pressed, so if 1 and 3 are pressed, it shows 120.
I know that there is some way to carry forward the value of a variable, but I can't think of it or find it (I'm very new at this). I'm also not sure if 'if' statements are the best way to handle this (especially if I end up having 25 or so buttons), so if there is a better way, please let me know.
(I have it so that the button turns lime green if pressed.)
int score1 = 0;
if (button1.BackColor == Color.Lime)
{
label10.Text = (30 + score1).ToString();
}
else label10.Text = score1.ToString();
if (button2.BackColor == Color.Lime)
{
label10.Text = (60 + score1).ToString();
}
else label10.Text = score1.ToString();
if (button3.BackColor == Color.Lime)
{
label10.Text = (90 + score1).ToString();
}
else label10.Text = score1.ToString();
Thank you.
I think you just need to add a form variable in your class to hold the running total:
private int totalScore = 0;
You can have a method to set the background color and add to the score:
private void SetBackgroundAndAddToTotal(Button button, int score)
{
if (button.BackColor != Color.Lime)
{
button.BackColor = Color.Lime;
this.totalScore = this.totalScore + score;
}
}
Inside the Click handler for each button that needs to affect the total, you can call SetBackgroundAndAddToTotal().
private void button1_Click(object sender, EventArgs e)
{
SetBackgroundAndAddToTotal(button1, 30);
}
private void button2_Click(object sender, EventArgs e)
{
SetBackgroundAndAddToTotal(button2, 60);
}
// etc.
Then, in your click handler for your "Calculate" button, you can just grab the already-calculated total from the form variable and display it:
private void btnCalculate_Click(object sender, EventArgs e)
{
label10.Text = this.totalScore.ToString();
}
Would that work?
Related
I'd like to store a mouse trail (or other visual data), without it being drawn to the screen.
How can I do the following, but save the display data to an Arrary so it's not drawn to the stage?
line(mouseX, mouseY, pmouseX, pmouseY);
I have a suspicion I need to toggle between different display data each draw() by:
clearing the screen
loading target display data
drawing to the screen
store back out to target data
I'm not sure how to go about it yet or if there's a better approach.
#Majlik example is really cool (voted up). Just to add that you don't need a PGraphic if you only want to store the data. And you can use PVector to store the data in mouseMoved().
here is my attempt ;)
ArrayList <PVector> points = new ArrayList <PVector>();
boolean print = false;
void setup(){
size(400,400);
background(255);
}
void draw(){
if(print && points.size()>1){
for(int i = 0; i < points.size()-1; i++){
float stX = points.get(i).x;
float stY = points.get(i).y;
float ndX = points.get(i+1).x;
float ndY = points.get(i+1).y;
line(stX, stY, ndX, ndY);
}
print = false;
}
}
void mouseMoved(){
points.add(new PVector (mouseX, mouseY));
}
void keyPressed(){
if(key == ' ' ){
background(255);
print = true;
}
}
Using PGraphics to draw lines to different display (you can switch it on/off by pressing any key) and Arraylist to store position of mouse you can achieve something like this:
PGraphics pg;
ArrayList<Integer> points = new ArrayList();
boolean visible = true;
void setup() {
size(400, 400);
pg = createGraphics(width, height);
}
void draw() {
background(100);
if(points.size() >= 100){
points.remove(0);
points.remove(1);
}
points.add(mouseX);
points.add(mouseY);
pg.beginDraw();
pg.background(100);
for(int i = 2; i < points.size()-4; i += 2){
pg.stroke(255/100*(i+1));
pg.line(points.get(i), points.get(i+1), points.get(i+2), points.get(i+3));
}
pg.endDraw();
if(visible)
image(pg, 0, 0);
}
void keyPressed() {
visible = !visible;
}
We have WPF application, In which we use DataGrid on one form.
At runtime, when we Enter value in DataTemplate column, I need to Show SUM of that specific column in DATAGRID Footer.
So when each time I change value in any Cell of That AMOUNT column, The correct SUM of that column need to be display.
Which event I should try.
I have tried this code , But it need to press tab each time, it does not display Correct SUM.
private void dgInfo_RowEditEnding(object sender, Microsoft.Windows.Controls.DataGridRowEditEndingEventArgs e)
{
Microsoft.Windows.Controls.DataGridRow row = this.dgInfo.ItemContainerGenerator.ContainerFromIndex(e.Row.GetIndex()) as Microsoft.Windows.Controls.DataGridRow;
ContentPresenter CP = dgInfo.Columns[3].GetCellContent(row) as ContentPresenter;
TextBlock t = FindVisualChild<TextBlock>(CP);
if (t != null && t.Text.Length > 0)
{
decimal d = Convert.ToDecimal(t.Text);
sum = sum + d;
txtTotal.Text = sum.ToString();
}
}
void dgInfo_CellEditEnding(object sender, Microsoft.Windows.Controls.DataGridCellEditEndingEventArgs e)
{
decimal tot = 0;
GetFaltyExpenseGridResult newRecord;
for (int i = 0; i < (dgInfo.Items.Count - 1); i++)
{
newRecord = (GetFaltyExpenseGridResult)((ContentPresenter)dgInfo.Columns[0].GetCellContent(dgInfo.Items[i])).Content;
if (newRecord != null)
{
decimal d = Convert.ToDecimal(newRecord.Amount);
tot = tot + d;
txtTotal.Text = tot.ToString();
}
}
}
In my WPF project I've done with clicking some UI element such stuff:
void vb1_click(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
DispatcherTimer dt = new DispatcherTimer();
dt.Interval = new TimeSpan(0, 0, 0, 0, 1000);
dt.Tick += new System.EventHandler(dt_Tick);
dt.Start();
}
void dt_Tick(object sender, System.EventArgs e)
{
for(int i = 0; i < 20; i++)
{
this.vb2_blur_eff.Radius = (double)i;
}
}
The main problem is: "I can't see the each step of blur-effect per second. The program is idling and when the process is complete it gives me the final step of bluring the UI element.
I don't want it, cause both program idling is looking ugly and I want actually see the rendered result at the each period.
The main problem that I see is that you are using a For loop to set your Blur Radius, so it sits there cranks it up to max then returns control to the dispatcher which then updates it. I would prefer to do it with a StoryBoard but you can do it using a Timer and have the Timer set the Radius on each tick, when it reaches maximum then stop. You can use the Timer's interval to control the speed of the diffusion. I am using a Class level variable called count.
void vb1_click(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
DispatcherTimer dt = new DispatcherTimer();
dt.Interval = new TimeSpan(0, 0, 0, 0, 20);
dt.Tick += new System.EventHandler(dt_Tick);
count = 0;
dt.Start();
}
void dt_Tick(object sender, System.EventArgs e)
{
DispatcherTimer tmr = (DispatcherTimer)sender;
this.vb2_blur_eff.Radius = (double)count;
if (count == 20)
{
tmr.Stop();
tmr.Tick -= new System.EventHandler(dt_Tick);
}
count += 1;
}
Windows 7 (64 bit), .NET 4 (32 bit app)
I have a subclassed System.Windows.Forms.ListView comprising 2 columns displayed
in "Details" view. Only text fields are involved. The list comprises about 100
rows. On initial display all fields are drawn clearly but when scrolling or
"paging" with the scroll bar the text of some fields in the first column becomes
unreadable. It appears to be overwriten with random lines and blotches.
Is there anything that I can do to ensure that the text is clearly drawn in column 0?
The effect is diminished (clarity improved) when using remote desktop across a
LAN.
The effect disappears (all text is drawn clearly) when using remote desktop
across a WAN.
The ListView has always drawn perfectly on Windows XP.
For the purposes of a stripped down test, column header and DrawItem calls are ingored. The problem area is OnDrawSubItem which comprises the code
protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e)
{
using (StringFormat sf = new StringFormat(StringFormatFlags.NoWrap))
{
Rectangle rect = new Rectangle(e.Bounds.Left
,e.Bounds.Top, e.Bounds.Width, e.Bounds.Height);
e.Graphics.DrawString(e.SubItem.Text, this.Font, Brushes.Black
,rect, sf);
}
base.OnDrawSubItem(e);
}
The following is the complete code that reproduces the problem:
using System;
using System.Windows.Forms;
using System.Drawing;
///
/// Build by saving to a file called LVTrial.cs and then executing "csc LVTrial.cs"
/// Scroll list up and down on a windows 7 box and the first column of text is corrupted.
///
class MyListView : ListView
{
Random randomiser = new Random();
private const int NUM_ROWS = 100;
private const int NUM_COLS = 2;
public MyListView()
{
this.Location = new System.Drawing.Point(23, 25);
this.OwnerDraw = true;
this.Size = new System.Drawing.Size(625, 387);
this.TabIndex = 0;
this.UseCompatibleStateImageBehavior = false;
this.View = System.Windows.Forms.View.Details;
for (int ii = 0; ii < NUM_COLS; ii++)
{
this.Columns.Add((
(System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader())));
}
for (int ii = 0; ii < NUM_ROWS; ii++)
{
this.Items.Add( new ListViewItem(
new string[NUM_COLS] { CreateRandomString(1, 6), CreateRandomString(1, 6) } ) );
}
}
protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e)
{
using (StringFormat sf = new StringFormat(StringFormatFlags.NoWrap))
{
Rectangle rect = new Rectangle(e.Bounds.Left
,e.Bounds.Top, e.Bounds.Width, e.Bounds.Height);
e.Graphics.DrawString(e.SubItem.Text, this.Font, Brushes.Black
,rect, sf);
}
base.OnDrawSubItem(e);
}
private string CreateRandomString(int minLength, int maxLength)
{
string str = string.Empty;
int length = randomiser.Next(minLength, maxLength + 1);
for (int ii = 0; ii < length; ii++)
{
int asciiChar = randomiser.Next(32, 126); // ascii range
str += Convert.ToChar(asciiChar);
}
return str;
}
}
class LVTrial : Form
{
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new LVTrial());
}
private LVTrial()
{
MyListView myListView = new MyListView();
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(674, 440);
this.Controls.Add(myListView);
this.Text = "LVTrial";
}
}
I have recorded this as a Windows 7 bug at https://connect.microsoft.com/VisualStudio/feedback/details/657909/subclassed-listview-column-0-displays-corrupted-text-on-windows-7
My own workaround for the problem was to insert an additional column at position 0. I now draw a rectangle with a transparent brush in column 0 for each item. All of which stops the text in the column to the right being drawn corrupt. I imagine drawing an image would achieve the same thing but I have not tried it. You can't hide this dummy column as the problem simply transfers to the second column (i.e. the first visible coolumn).
Another tip is that it seems to be performance related. The bug was more likely to occur with 100 items in the list view than 10,000.
i have a small demo app with a grid. this grid contains a image. i use the following code to scale and translate the image with touch.
private void manipulationDelta(object sender, ManipulationDeltaEventArgs e)
{
Matrix matrix = imagematrix.Matrix;
matrix.Translate(e.DeltaManipulation.Translation.X, e.DeltaManipulation.Translation.Y);
matrix.ScaleAt(e.DeltaManipulation.Scale.X, e.DeltaManipulation.Scale.Y,
e.ManipulationOrigin.X, e.ManipulationOrigin.Y);
imagematrix.Matrix = matrix;
e.Handled = true;
}
The matrix is placed at rendertransformation property on the image.
I would like to have the same functionality in a other demo app without touch but with mouse event handlers.
I tried something like this for the translation on mouse move but its not the same :(
protected override void OnMouseMove(MouseEventArgs e)
{
if (e.LeftButton == MouseButtonState.Pressed)
{
Vector delta = lastPoint - e.GetPosition(canvascontrol);
Matrix matrix = PART_MATRIX.Matrix;
if(delta.X > 0)
matrix.OffsetX += 1;
else
matrix.OffsetX -= 1;
if (delta.Y > 0)
matrix.OffsetY += 1;
else
matrix.OffsetY -= 1;
imagematrix.Matrix = matrix;
}
base.OnMouseMove(e);
}
lastPoint is the first point onmouseleftbuttondown.
Thanks.
I am not sure, if this is the answer you are looking for but, the Thumb control gives you a DragDelta, if you wrap a Thumb into a template and then assign the template to the image object, or assign the image as a template to the Thumb.