I have a CheckButton on TileContainer.
I showed a PopUp Menu on Checked Event of CheckButton.
Now, I need to Uncheck that CheckButton at the end of the event.
this.tileContainer1.Buttons.AddRange(new DevExpress.XtraEditors.ButtonPanel.IBaseButton[] {
new DevExpress.XtraBars.Docking2010.WindowsUIButton("ShowList", global::DMS.Properties.Resources.speech_bubble, -1, DevExpress.XtraBars.Docking2010.ButtonStyle.CheckButton, 0)});
If I understand your scenario correctly, you can use the following approch:
WindowsUIButton checkButton = new WindowsUIButton()
{
Caption = "Check Button",
Style = ButtonStyle.CheckButton
};
checkButton.CheckedChanged += checkButton_CheckedChanged;
tileContainer1.Buttons.Add(checkButton);
//...
int reentranceCount = 0;
void checkButton_CheckedChanged(object sender, EventArgs e) {
if(reentranceCount > 0) return;
/*do some stuff */
Uncheck((WindowsUIButton)sender);
}
void Uncheck(WindowsUIButton button) {
reentranceCount++;
try {
button.Checked = false;
}
finally { reentranceCount--; }
}
Update:
If you are using the TileContiner.ButtonChecked event you should update the code above as follows:
//...
tileContainer1.ButtonChecked += tileContainer_ButtonChecked;
//...
void tileContainer_ButtonChecked(object sender, ButtonEventArgs e) {
if(reentranceCount > 0) return;
/*do some stuff */
Uncheck((WindowsUIButton)e.Button);
}
Related
Custom sorting and column resize does not work.
Implemented custom sorting on MouseUp event handler however
if ( hitInfo.InColumnPanel && hitInfo.HitTest == GridHitTest.ColumnEdge)
{
(e as DXMouseEventArgs).Handled = true;
return;
}
does not work for the event.
Would like to be able to click on the column header to sort and resize by dragging column edge.
private void OnMouseDown(object sender, MouseEventArgs e)
{
GridHitInfo hitInfo = gridView1.CalcHitInfo(e.Location);
if (hitInfo.HitTest == GridHitTest.ColumnEdge)
{
isEdgeClicked = true;
}
}
private void OnMouseUp(object sender, System.Windows.Forms.MouseEventArgs e)
{
if (isEdgeClicked)
{ isEdgeClicked = false;
return;
}
else
{
(e as DXMouseEventArgs).Handled = true;
}
}
Microsoft Blend allows changing numeric values of properties like Left, Top etc. through continuous drag. User clicks in the property value box, keeps the button down and drags left or right to decrease/increase the value. Simple.
The special thing about it is that if cursor reaches the left or right end of the screen and user still wants to drag more, they can continue dragging and the cursor will start over from the other end of the screen.
I'm trying to do this in one of my WPF applications using Thumb control. Using DragDetla event, if I find that the Thumb has reach the edge of the screen, I set its position to the far end. But this makes the value of e.HorizontalChange as big as the width of entire screen. How can I change Thumb's position during drag without affecting horizontal change value?
I have realized this in a WPF control by using a textbox and subscribing to events such as:
PreviewMouseDown
MouseUp and
MouseMove
MouseEnter
The drag until you reach screen limits requires a mouse capture or call to CaptureMouse method available on any UIElement. On the other side, you need to release the mouse at some point which requires a call of the ReleaseMouseCapture method. The solution could go like this:
Declare an enumeration to model the drag direction
internal enum MouseDirections
{
None,
LeftRight,
UpDown
}
Declare a class to keep trak of mouse origin (first location) and current location:
internal class MouseIncrementor
{
private MouseDirections _enumMouseDirection = MouseDirections.None;
private Point _objPoint;
private readonly Point _initialPoint;
public MouseIncrementor(Point objPoint, MouseDirections enumMouseDirection)
{
_objPoint = objPoint;
_initialPoint = _objPoint;
_enumMouseDirection = enumMouseDirection;
}
public MouseDirections MouseDirection
{
get
{
return _enumMouseDirection;
}
protected set
{
_enumMouseDirection = value;
}
}
public Point InitialPoint
{
get
{
return _initialPoint;
}
}
public Point Point
{
get
{
return _objPoint;
}
set
{
_objPoint = value;
}
}
internal MouseDirections SetMouseDirection(Point pos)
{
double deltaX = this.Point.X - pos.X;
double deltaY = this.Point.Y - pos.Y;
if (Math.Abs(deltaX) > Math.Abs(deltaY))
MouseDirection = MouseDirections.LeftRight;
else
{
if (Math.Abs(deltaX) < Math.Abs(deltaY))
MouseDirection = MouseDirections.UpDown;
}
return MouseDirection;
}
}
I have a custom control that contains a TextBox named _PART_TextBox:
TextBox _PART_TextBox;
...and field for the MouseIncrementor:
MouseIncrementor _objMouseIncr;
...these are wired up like this:
_PART_TextBox.MouseEnter += _PART_TextBox_MouseEnter;
_PART_TextBox.GotKeyboardFocus += _PART_TextBox_GotKeyboardFocus;
_PART_TextBox.LostKeyboardFocus += _PART_TextBox_LostKeyboardFocus;
_PART_TextBox.MouseMove += _PART_TextBox_MouseMove;
_PART_TextBox.MouseUp += _PART_TextBox_MouseUp;
_PART_TextBox.PreviewMouseDown += _PART_TextBox_PreviewMouseDown;
_PART_TextBox.LostMouseCapture += _PART_TextBox_LostMouseCapture;
and a number of event handlers are required to get this to work:
private void _PART_TextBox_LostMouseCapture(object sender, MouseEventArgs e)
{
_objMouseIncr = null;
}
private void _PART_TextBox_MouseUp(object sender, MouseButtonEventArgs e)
{
if (_objMouseIncr != null)
{
var mouseUpPosition = GetPositionFromThis(e);
if (_objMouseIncr.InitialPoint.Equals(mouseUpPosition))
{
_PART_TextBox.Focus();
}
}
_PART_TextBox.ReleaseMouseCapture();
_objMouseIncr = null;
}
private void _PART_TextBox_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
if (IsKeyboardFocusWithin == false)
{
_objMouseIncr = new MouseIncrementor(this.GetPositionFromThis(e), MouseDirections.None);
e.Handled = true;
}
}
private void _PART_TextBox_MouseMove(object sender, MouseEventArgs e)
{
// nothing to do here
if (_objMouseIncr == null)
return;
if (e.LeftButton != MouseButtonState.Pressed)
return;
if (CanIncreaseCommand() == false && CanDecreaseCommand() == false)
{
// since we can't parse the value, we are out of here, i.e. user put text in our number box
_objMouseIncr = null;
return;
}
var pos = GetPositionFromThis(e);
double deltaX = _objMouseIncr.Point.X - pos.X;
double deltaY = _objMouseIncr.Point.Y - pos.Y;
if (_objMouseIncr.MouseDirection == MouseDirections.None)
{
// this is our first time here, so we need to record if we are tracking x or y movements
if (_objMouseIncr.SetMouseDirection(pos) != MouseDirections.None)
_PART_TextBox.CaptureMouse();
}
if (_objMouseIncr.MouseDirection == MouseDirections.LeftRight)
{
if (deltaX > 0)
OnDecrement(LargeStepSize);
else
{
if (deltaX < 0)
OnIncrement(LargeStepSize);
}
}
else
{
if (_objMouseIncr.MouseDirection == MouseDirections.UpDown)
{
if (deltaY > 0)
{
if (CanIncreaseCommand() == true)
OnIncrease();
}
else
{
if (deltaY < 0)
{
if (CanDecreaseCommand() == true)
OnDecrease();
}
}
}
}
_objMouseIncr.Point = GetPositionFromThis(e);
}
private Point GetPositionFromThis(MouseEventArgs e)
{
return this.PointToScreen(e.GetPosition(this));
}
private void _PART_TextBox_LostKeyboardFocus(object sender, KeyboardFocusChangedEventArgs e)
{
_objMouseIncr = null;
(sender as TextBox).Cursor = Cursors.ScrollAll;
}
private void _PART_TextBox_MouseEnter(object sender, MouseEventArgs e)
{
if (IsMouseDragEnabled == false)
return;
if (IsKeyboardFocusWithin)
(sender as TextBox).Cursor = Cursors.IBeam;
else
(sender as TextBox).Cursor = Cursors.ScrollAll;
}
private void _PART_TextBox_GotKeyboardFocus(object sender, KeyboardFocusChangedEventArgs e)
{
_objMouseIncr = null;
(sender as TextBox).Cursor = Cursors.IBeam;
}
The full project is located here: https://github.com/Dirkster99/NumericUpDownLib
Please let me know if I am missing something or if there are additional questions.
This NumericUpDown (NUD) floats over a map. When it gets visible I need to re-direct the next key-stroke inside the control overriding the current value.
With great pain I've found this solution:
private void LengthInput_IsVisibleChanged(object sender, DependencyPropertyChangedEventArgs e)
{
if ((bool)(e.NewValue))
{
...
LengthInputBox.ShowButtons = true;
try
{
LengthInputBox.Focus();
if (m_lengthTextBox == null)
{
LengthInputBox.ApplyTemplate();
m_lengthTextBox = LengthInputBox.Template.FindName("textbox", LengthInputBox) as TextBox;
}
if (m_lengthTextBox != null)
{
m_lengthTextBox.SelectAll();
m_lengthTextBox.Focus();
}
}
finally
{
LengthInputBox.ShowButtons = false;
}
...
NUD is the LengthInputBox control. Focus method sets the focus on the NUD buttons.
Template.FindName("textbox"... retrieve the internal TextBox of NUD. If found, or previously found, it selects all and set focus on the text.
Finally, I remove the Up/Down buttons (I don't need them. Although I've done lot of variations with or without them, their presence does not change the behavior...)
It works for the first time, but on the second attempt it fails again.
Any ideas?
Select and Focus are bit slow. Using a Dispatcher has solved the issue:
private void LengthInputBox_GotFocus(object sender, RoutedEventArgs e)
{
if (m_lengthTextBox == null)
{
LengthInputBox.ApplyTemplate();
m_lengthTextBox = LengthInputBox.Template.FindName("textbox", LengthInputBox) as TextBox;
}
if (m_lengthTextBox != null)
{
m_lengthTextBox.Focusable = true;
m_lengthTextBox.IsTabStop = true;
if (!m_lengthTextBox.IsFocused)
Dispatcher.BeginInvoke(new Action(() =>
{
var dot = m_lengthTextBox.Text.IndexOf('.');
m_lengthTextBox.Select(dot, m_lengthTextBox.Text.Length - dot);
m_lengthTextBox.Focus();
}));
}
LengthInputBox.CaptureMouse();
}
(Don't forget to release the mouse:
private void LengthInput_KeyDown(object sender, KeyEventArgs e)
{
switch (e.Key)
{
case Key.Escape:
case Key.Enter:
LengthInputBox.ReleaseMouseCapture();
ViewModel.IsLengthInputVisible = false;
e.Handled = true;
break;
}
}
)
I have a kinect project in wpf and it uses skeleton stream that tracks the left and right hand of its users and allows me to hover over buttons.
I tried making a new form and just copying and pasting everything so i can create a new page but it didnt work, i think i may have to reference the methods used in the main page, but i am unsure.
I want to be able to use the skeleton stream alongside the hovering method in a new window
Any help would be appreciated - i apologize if this does not make sense i am a beginner
Code
public partial class MainWindow : Window
{
private KinectSensor _Kinect;
private WriteableBitmap _ColorImageBitmap;
private Int32Rect _ColorImageBitmapRect;
private int _ColorImageStride;
private Skeleton[] FrameSkeletons;
List<Button> buttons;
static Button selected;
float handX;
float handY;
public MainWindow()
{
InitializeComponent();
InitializeButtons();
kinectButton.Click += new RoutedEventHandler(kinectButton_Click);
this.Loaded += (s, e) => { DiscoverKinectSensor(); };
this.Unloaded += (s, e) => { this.Kinect = null; };
}
//initialize buttons to be checked
private void InitializeButtons()
{
buttons = new List<Button> { button1, button2, quitButton};
}
//raise event for Kinect sensor status changed
private void DiscoverKinectSensor()
{
KinectSensor.KinectSensors.StatusChanged += KinectSensors_StatusChanged;
this.Kinect = KinectSensor.KinectSensors.FirstOrDefault(x => x.Status == KinectStatus.Connected);
}
private void KinectSensors_StatusChanged(object sender, StatusChangedEventArgs e)
{
switch (e.Status)
{
case KinectStatus.Connected:
if (this.Kinect == null)
{
this.Kinect = e.Sensor;
}
break;
case KinectStatus.Disconnected:
if (this.Kinect == e.Sensor)
{
this.Kinect = null;
this.Kinect = KinectSensor.KinectSensors.FirstOrDefault(x => x.Status == KinectStatus.Connected);
if (this.Kinect == null)
{
MessageBox.Show("Sensor Disconnected. Please reconnect to continue.");
}
}
break;
}
}
public KinectSensor Kinect
{
get { return this._Kinect; }
set
{
if (this._Kinect != value)
{
if (this._Kinect != null)
{
UninitializeKinectSensor(this._Kinect);
this._Kinect = null;
}
if (value != null && value.Status == KinectStatus.Connected)
{
this._Kinect = value;
InitializeKinectSensor(this._Kinect);
}
}
}
}
private void UninitializeKinectSensor(KinectSensor kinectSensor)
{
if (kinectSensor != null)
{
kinectSensor.Stop();
kinectSensor.ColorFrameReady -= Kinect_ColorFrameReady;
kinectSensor.SkeletonFrameReady -= Kinect_SkeletonFrameReady;
}
}
private void InitializeKinectSensor(KinectSensor kinectSensor)
{
if (kinectSensor != null)
{
ColorImageStream colorStream = kinectSensor.ColorStream;
colorStream.Enable();
this._ColorImageBitmap = new WriteableBitmap(colorStream.FrameWidth, colorStream.FrameHeight,
96, 96, PixelFormats.Bgr32, null);
this._ColorImageBitmapRect = new Int32Rect(0, 0, colorStream.FrameWidth, colorStream.FrameHeight);
this._ColorImageStride = colorStream.FrameWidth * colorStream.FrameBytesPerPixel;
videoStream.Source = this._ColorImageBitmap;
kinectSensor.SkeletonStream.Enable(new TransformSmoothParameters()
{
Correction = 0.5f,
JitterRadius = 0.05f,
MaxDeviationRadius = 0.04f,
Smoothing = 0.5f
});
kinectSensor.SkeletonFrameReady += Kinect_SkeletonFrameReady;
kinectSensor.ColorFrameReady += Kinect_ColorFrameReady;
kinectSensor.Start();
this.FrameSkeletons = new Skeleton[this.Kinect.SkeletonStream.FrameSkeletonArrayLength];
}
}
private void Kinect_ColorFrameReady(object sender, ColorImageFrameReadyEventArgs e)
{
using (ColorImageFrame frame = e.OpenColorImageFrame())
{
if (frame != null)
{
byte[] pixelData = new byte[frame.PixelDataLength];
frame.CopyPixelDataTo(pixelData);
this._ColorImageBitmap.WritePixels(this._ColorImageBitmapRect, pixelData,
this._ColorImageStride, 0);
}
}
}
private void Kinect_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame frame = e.OpenSkeletonFrame())
{
if (frame != null)
{
frame.CopySkeletonDataTo(this.FrameSkeletons);
Skeleton skeleton = GetPrimarySkeleton(this.FrameSkeletons);
if (skeleton == null)
{
kinectButton.Visibility = Visibility.Collapsed;
}
else
{
Joint primaryHand = GetPrimaryHand(skeleton);
TrackHand(primaryHand);
}
}
}
}
//track and display hand
private void TrackHand(Joint hand)
{
if (hand.TrackingState == JointTrackingState.NotTracked)
{
kinectButton.Visibility = System.Windows.Visibility.Collapsed;
}
else
{
kinectButton.Visibility = System.Windows.Visibility.Visible;
DepthImagePoint point = this.Kinect.MapSkeletonPointToDepth(hand.Position, DepthImageFormat.Resolution640x480Fps30);
handX = (int)((point.X * LayoutRoot.ActualWidth / this.Kinect.DepthStream.FrameWidth) -
(kinectButton.ActualWidth / 2.0));
handY = (int)((point.Y * LayoutRoot.ActualHeight / this.Kinect.DepthStream.FrameHeight) -
(kinectButton.ActualHeight / 2.0));
Canvas.SetLeft(kinectButton, handX);
Canvas.SetTop(kinectButton, handY);
if (isHandOver(kinectButton, buttons)) kinectButton.Hovering();
else kinectButton.Release();
if (hand.JointType == JointType.HandRight)
{
kinectButton.ImageSource = "/Images/RightHand.png";
kinectButton.ActiveImageSource = "/Images/RightHand.png";
}
else
{
kinectButton.ImageSource = "/Images/LeftHand.png";
kinectButton.ActiveImageSource = "/Images/LeftHand.png";
}
}
}
//detect if hand is overlapping over any button
private bool isHandOver(FrameworkElement hand, List<Button> buttonslist)
{
var handTopLeft = new Point(Canvas.GetLeft(hand), Canvas.GetTop(hand));
var handX = handTopLeft.X + hand.ActualWidth / 2;
var handY = handTopLeft.Y + hand.ActualHeight / 2;
foreach (Button target in buttonslist)
{
Point targetTopLeft = new Point(Canvas.GetLeft(target), Canvas.GetTop(target));
if (handX > targetTopLeft.X &&
handX < targetTopLeft.X + target.Width &&
handY > targetTopLeft.Y &&
handY < targetTopLeft.Y + target.Height)
{
selected = target;
return true;
}
}
return false;
}
//get the hand closest to the Kinect sensor
private static Joint GetPrimaryHand(Skeleton skeleton)
{
Joint primaryHand = new Joint();
if (skeleton != null)
{
primaryHand = skeleton.Joints[JointType.HandLeft];
Joint rightHand = skeleton.Joints[JointType.HandRight];
if (rightHand.TrackingState != JointTrackingState.NotTracked)
{
if (primaryHand.TrackingState == JointTrackingState.NotTracked)
{
primaryHand = rightHand;
}
else
{
if (primaryHand.Position.Z > rightHand.Position.Z)
{
primaryHand = rightHand;
}
}
}
}
return primaryHand;
}
//get the skeleton closest to the Kinect sensor
private static Skeleton GetPrimarySkeleton(Skeleton[] skeletons)
{
Skeleton skeleton = null;
if (skeletons != null)
{
for (int i = 0; i < skeletons.Length; i++)
{
if (skeletons[i].TrackingState == SkeletonTrackingState.Tracked)
{
if (skeleton == null)
{
skeleton = skeletons[i];
}
else
{
if (skeleton.Position.Z > skeletons[i].Position.Z)
{
skeleton = skeletons[i];
}
}
}
}
}
return skeleton;
}
void kinectButton_Click(object sender, RoutedEventArgs e)
{
selected.RaiseEvent(new RoutedEventArgs(Button.ClickEvent, selected));
}
private void button1_Click(object sender, RoutedEventArgs e)
{
message.Content = "Button 1 clicked!";
}
private void button2_Click(object sender, RoutedEventArgs e)
{
message.Content = "Button 2 clicked!";
}
private void quitButton_Click(object sender, RoutedEventArgs e)
{
Application.Current.Shutdown();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
}
}
You can do this in a couple of different ways, and more ways then what is below.
You could pass a reference to the sensor itself to the new window when it is created:
public MainWindow()
{
// init code for window and Kinect
// show the second window
SecondWindow mySecondWindow = new SecondWindow(_Kinect);
mySecondWindow.Show();
// other stuff...
}
public class SecondWindow : Window
{
public SecondWindow(KinectSensor sensor)
{
// ... stuff
sensor.SkeletonFrameReady += SkeletonFrameReadyCallback;
// ... more stuff
}
}
Then subscribe to the SkeletonFrameReady callback in your second window. This might work for your situation if you are interacting with items in the seconds window.
Another way would be to create a public callback inside your second window and subscribe it to the SkeletonFrameReady event.
public MainWindow()
{
// init code for window and Kinect
// show the second window
SecondWindow mySecondWindow = new SecondWindow(_Kinect);
mySecondWindow.Show();
_Kinect.SkeletonFrameReady += mySecondWindow.SkeletonFrameReadyCallback;
}
I also notice in your code that you are firing events. If you are wanting to act on events from one window in a different window, you can subscribe to those custom events in the same mentioned above.
Hi
I'm trying to get rid of the annoying "About Silverlight" context menu that pops up whenever you right click in a Silverlight application. I've added the usual ways:
In App.xaml
rootVisual.MouseRightButtonDown += ((s, args) => args.Handled = true);
and the same for all ChildWindows.
The problem that persist is in all "pop up"-controls like comboboxes and datepicker calender popup. There I can't get rid of it. I would like to handle the right click in a style that I can make implicit for the entire application. Is this possible? Can I solve it some other smart way?
Best
Daniel
The answer was to inherit the combobox and make a custom control like this:
public class CellaComboBox : ComboBox
{
public CellaComboBox()
{
DropDownOpened += _dropDownOpened;
DropDownClosed += _dropDownClosed;
}
private static void _dropDownClosed(object sender, EventArgs e)
{
HandlePopupRightClick(sender, false);
}
private static void _dropDownOpened(object sender, EventArgs e)
{
HandlePopupRightClick(sender, true);
}
private static void HandlePopupRightClick(object sender, bool hook)
{
ComboBox box = (ComboBox)sender;
var popup = box.GetChildElement<Popup>();
if (popup != null)
{
HookPopupEvent(hook, popup);
}
}
static void HookPopupEvent(bool hook, Popup popup)
{
if (hook)
{
popup.MouseRightButtonDown += popup_MouseRightButtonDown;
popup.Child.MouseRightButtonDown += popup_MouseRightButtonDown;
}
else
{
popup.MouseRightButtonDown -= popup_MouseRightButtonDown;
popup.Child.MouseRightButtonDown -= popup_MouseRightButtonDown;
}
}
static void popup_MouseRightButtonDown(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
e.Handled = true;
}
with the extension method for framworkelement looking like this:
public static class FrameworkElementExtensions
{
public static TType GetChildElement<TType>(this DependencyObject parent) where TType : DependencyObject
{
TType result = default(TType);
if (parent != null)
{
result = parent as TType;
if (result == null)
{
for (int childIndex = 0; childIndex < VisualTreeHelper.GetChildrenCount(parent); ++childIndex)
{
var child = VisualTreeHelper.GetChild(parent, childIndex) as FrameworkElement;
result = GetChildElement<TType>(child) as TType;
if (result != null) return result;
}
}
}
return result;
}
}
You need to handle the DatePicker in the same way but instead of DropDownOpened and DropDownClosed you use CalenderOpened and CalenderClosed
C# Corner has an article for fixing the about popup on Silverlight 3:
Disable Context Menu in Silverlight 3 Application