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  • How to have a user control as a ListBoxItem

    - by Harry
    I want to bind a user control (View) to a ListBoxItem. The ListBox is bound to a collection of ViewModels. I have set the ListBox's ItemTemplate as so: <ListBox.ItemTemplate> <DataTemplate> <View:ContactView/> </DataTemplate> </ListBox.ItemTemplate> But all I get are blank ListBoxItems. I can click on them, but nothing is showing visually. My ContactView code is very simply: <Border> <DockPanel> <StackPanel DockPanel.Dock="Right" Orientation="Vertical"> <TextBlock Text="{Binding Path=ContactFirstName, FallbackValue=FirstName}" FontWeight="Bold" Margin="5, 0, 5, 0"></TextBlock> <TextBlock Text="{Binding Path=ContactLastName, FallbackValue=LastName}" FontWeight="Bold" Margin="5, 0, 5, 0"></TextBlock> <TextBlock Text="{Binding Path=ContactNumber, FallbackValue=Number}" Margin="5, 0, 5, 0"></TextBlock> </StackPanel> </DockPanel> </Border> What could be wrong with this? Thanks.

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  • What's the best way to handle layout issues with multi-language support in WPF/XAML?

    - by Tim
    I'm creating a standalone WPF app with multi-language support. I've found some great resources (mostly on SO) on how to store and access the strings as needed. This part is pretty straightforward and doable, but I'm fuzzy on how to take care of screen layout issues. I'm using some custom images to skin up my app for buttons, etc. For instance, here's a button with some text within: <Button Canvas.Left="33" Canvas.Top="484" Style="{StaticResource SmallButtonBase}"> <TextBlock FontSize="20" FontWeight="Bold" TextAlignment="Center" FontFamily="Helvetica"> Enter </TextBlock> </Button> Now here is the same button with text from another language: <Button Canvas.Left="33" Canvas.Top="484" Style="{StaticResource SmallButtonBase}"> <TextBlock FontSize="20" FontWeight="Bold" TextAlignment="Center" FontFamily="Helvetica"> Enterenschtein </TextBlock> </Button> So my question is: What is a good method to prevent this "overflow" situation. I'd like to have XAML take care of any font resizing or indenting that is needed automatically so that I don't have to tweak the UI for each language I'm supporting. Any insight is appreciated!

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  • Updating the foreground of a label on window active property-WPF

    - by Deb
    I have a label which shows the name of the window. I want to update the colour of the label on the IsActive property of the window using styles and triggers so that all the labels inheriting this style should exhibit the same property. Please can anyone suggest me how? I tried like this: <Style TargetType="{x:Type Label}" x:Key="HeaderLabel"> <Style.Triggers> <DataTrigger Binding="{Binding (Window.IsActive)}" Value="True"> <Setter Property="FontSize" Value="15"/> <Setter Property="FontWeight" Value="Bold"/> <Setter Property="FontFamily" Value="Arial"/> <Setter Property="Foreground" Value="Black"/> <Setter Property="HorizontalAlignment" Value="Left"/> </DataTrigger> <DataTrigger Binding="{Binding (Window.IsActive)}" Value="False"> <Setter Property="FontSize" Value="15"/> <Setter Property="FontWeight" Value="Bold"/> <Setter Property="FontFamily" Value="Arial"/> <Setter Property="Foreground" Value="White"/> <Setter Property="HorizontalAlignment" Value="Left"/> </DataTrigger> </Style.Triggers> </Style>

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  • on click submit button move itsplace

    - by Mayur
    Hi All, I m Using submit button for my form its work fine in all browser except ie7 when an user click on it it moved please suggest me what to do .confirm-button-submit { width : 79px; font : bold 12px sans-serif;; color : #000; background : url("../images/confirm-btn.png") 0 -33px no-repeat; text-decoration : none; margin-top :0px; text-align:center; border:0px; cursor : pointer; height:32px; padding : 8px 0px 12px 0px; } .confirm-button-submit:hover { width : 79px; font : bold 12px sans-serif;; color : #fff; background : url("../images/confirm-btn.png") 0 0 no-repeat; text-decoration : none; margin-top :0px; text-align:center; border:0px; cursor : pointer; height:32px; padding : 8px 0px 12px 0px; } i used this css please tell me what to do code: <input type="button" value="Show" name="commit" onclick="range_validation(this)" class="confirm-button-submit"/>`

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  • highlighting data values in a sql result set

    - by potatoe
    I can think of a number of ways to do this in PHP or even JavaScript, but I'm wondering if there's a SQL-based technique I'm overlooking. I have a database table, let's say 20 fields X 10 rows. I want to display the entire table on an web page, so I'd do something like SELCT * FROM data_table;, and then format the result set using HTML table tags. However, I'd also like to highlight values in the table based on whether they are the maximum or minimum value in their column. For example, I'd add bold tags around the max in each column. A resulting table might look something like this, with bold tags shown: id | field1 | field2 | field3 | ... 0 | 5 | 2 | <b>7</b> | ... 1 | 3 | <b>8</b> | 6 | ... 2 | <b>9</b> | 5 | 1 | ... ... I could do a separate SELECT with an ORDER BY for each field and then interpret the results, but that seems like a lot of extra DB access. My alternative right now is to just fetch the whole table, and then sort/search for the highlight values using PHP. Is there a better way?

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  • How to add an onclick event to a joint.js element?

    - by ahalbert
    I have a joint.js element in a DAG, and would like to be able to trigger an event by clicking on it. I could use $(selector).click(...) to do it, but I was wondering if there was a joint.js specific way of handling it, since that would probobly be better. One event I decided was a candidate for onclick was 'batch:stop' My code: var variable = new joint.shapes.basic.Rect({ name : label, id: label, onclick : function () {alert("hello");}, size: { width: width, height: height }, attrs: { text: { text: label, 'font-size': letterSize, 'font-family': 'monospace' }, rect: { fill : fillColor, width: width, height: height, rx: 5, ry: 5, stroke: '#555' } } }); variable.on('batch:stop', function (element) {alert(""); toggleEvidence(element.name);}); return variable; How should I add an onclick event?

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  • How to set text in Y-axis, instead of numbers, in a RadChart component from Telerik with Bar-type

    - by radbyx
    Hi, I have made an bar RadChart with "SeriesOrientation="Horizontal"". I have the text showing at the end for each bars, but instead I would like that text to be listet in the y-axis, instead of the 1,2,3.. numbers. It seems like i'm not allow to set any text in the y-axis, is there a property I can set? Here is my code snippes: === .ascx === <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <telerik:RadChart ID="RadChart1" runat="server" Skin="WebBlue" AutoLayout="true" Height="350px" Width="680px" SeriesOrientation="Horizontal"> <Series> <telerik:ChartSeries DataYColumn="UnitPrice" Name="Product Unit Price"> </telerik:ChartSeries> </Series> <PlotArea> <YAxis> <Appearance> <TextAppearance TextProperties-Font="Verdana, 8.25pt, style=Bold" /> </Appearance> </YAxis> <XAxis DataLabelsColumn="TenMostExpensiveProducts"> </XAxis> </PlotArea> <ChartTitle> <TextBlock Text="Ten Most Expensive Products" /> </ChartTitle> </telerik:RadChart> </ContentTemplate> </asp:UpdatePanel> ========================= === .ascx === protected void Page_Load(object sender, EventArgs e) { RadChart1.AutoLayout = false; RadChart1.Legend.Visible = false; // Create a ChartSeries and assign its name and chart type ChartSeries chartSeries = new ChartSeries(); chartSeries.Name = "Name"; chartSeries.Type = ChartSeriesType.Bar; // add new items to the series, // passing a value and a label string chartSeries.AddItem(98, "Product1"); chartSeries.AddItem(95, "Product2"); chartSeries.AddItem(100, "Product3"); chartSeries.AddItem(75, "Product4"); chartSeries.AddItem(1, "Product5"); // add the series to the RadChart Series collection RadChart1.Series.Add(chartSeries); // add the RadChart to the page. // this.Page.Controls.Add(RadChart1); // RadChart1.Series[0].Appearance.LegendDisplayMode = ChartSeriesLegendDisplayMode.Nothing; // RadChart1.Series[0].DataYColumn = "Uptime"; RadChart1.PlotArea.XAxis.DataLabelsColumn = "Name"; RadChart1.PlotArea.XAxis.Appearance.TextAppearance.TextProperties.Font = new System.Drawing.Font("Verdana", 8); RadChart1.BackColor = System.Drawing.Color.White; RadChart1.Height = 350; RadChart1.Width = 570; RadChart1.DataBind(); } I want to have the text: "Product1", "Product2", ect in the y-axis, can anyone help? Thx.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • How to change an UILabel/UIFont's letter spacing?

    - by Andre
    Hi, I've searched loads already and couldn't find an answer. I have a normal UILabel, defined this way: UILabel *totalColors = [[[UILabel alloc] initWithFrame:CGRectMake(5, 7, 120, 69)] autorelease]; totalColors.text = [NSString stringWithFormat:@"%d", total]; totalColors.font = [UIFont fontWithName:@"Arial-BoldMT" size:60]; totalColors.textColor = [UIColor colorWithRed:221/255.0 green:221/255.0 blue:221/255.0 alpha:1.0]; totalColors.backgroundColor = [UIColor clearColor]; [self addSubview:totalColors]; And I wanted the horizontal spacing between letters, to be tighter, whilst mantaining the font size. Is there a way to do this? It should be a pretty basic thing to do. Cheers guys, Andre

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  • jQuery override default validation error message display (Css) Popup/Tooltip like

    - by Phill Pafford
    I'm trying to over ride the default error message label with a div instead of a label. I have looked at this post as well and get how to do it but my limitations with CSS are haunting me. How can I display this like some of these examples: Example #1 (Dojo) - Must type invalid input to see error display Example #2 Here is some example code that overrides the error label to a div element $(document).ready(function(){ $("#myForm").validate({ rules: { "elem.1": { required: true, digits: true }, "elem.2": { required: true } }, errorElement: "div" }); }); Now I'm at a loss on the css part but here it is: div.error { position:absolute; margin-top:-21px; margin-left:150px; border:2px solid #C0C097; background-color:#fff; color:white; padding:3px; text-align:left; z-index:1; color:#333333; font:100% arial,helvetica,clean,sans-serif; font-size:15px; font-weight:bold; } UPDATE: Okay I'm using this code now but the image and the placement on the popup is larger than the border, can this be adjusted to be dynamic is height? if (element.attr('type') == 'radio' || element.attr('type') == 'checkbox') { element = element.parent(); offset = element.offset(); error.insertBefore(element) error.addClass('message'); // add a class to the wrapper error.css('position', 'absolute'); error.css('left', offset.left + element.outerWidth()); error.css('top', offset.top - (element.height() / 2)); // Not working for Radio, displays towards the bottom of the element. also need to test with checkbox } else { // Error placement for single elements offset = element.offset(); error.insertBefore(element) error.addClass('message'); // add a class to the wrapper error.css('position', 'absolute'); error.css('left', offset.left + element.outerWidth()); error.css('top', offset.top - (element.height() / 2)); } the css is the same as below (your css code) Html <span> <input type="radio" class="checkbox" value="P" id="radio_P" name="radio_group_name"/> <label for="radio_P">P</label> <input type="radio" class="checkbox" value="S" id="radio_S" name="radio_group_name"/> <label for="radio_S">S</label> </span>

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  • VBA ActiveX controls grow in size over Remote Desktop Connection

    - by Alistair Knock
    We have an Excel workbook with a number of ActiveX controls, running in Excel 2003 on Windows XP. When connecting using Remote Desktop, the ActiveX controls change font, sometimes font size, and sometimes orientation (in the case of a spinner control). This happens on first connection and also as the workbook is used - some of the controls then enlarge in size, often overlapping other controls and part of the workbook. I read somewhere this may be caused by improper connection management (not closing them) leading to increasing memory usage; are there other reasons why the display is so different over Remote Desktop and are there workarounds? (the properties of each control usually remain the same, so force-resizing them doesn't always have an effect)

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  • call the id in javascript

    - by user295189
    I have a span like this <span id="selectedTests" class="emrFG"> <span id="lblSelectedTests" class="emrHDR" style="top:3;left:6;font-size:8pt;">Selections</span> <span class="emrHDR" style="top:3;left:190;font-size:8pt;">Tests</span> <div id="recordSet" style="top:19;height:112;width:444;"></div> </span> The span shows some rows of data and I want to call those rows individually by using document.all method. How would I do that?

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  • How to parse invalid HTML with Perl?

    - by bodacydo
    I maintain a database of articles with HTML formatting. Unfortunately the editors who wrote articles didn't know proper HTML, so they often have written stuff like: <div class="highlight"><html><head></head><body><p>Note that ...</p></html></div> I tried using HTML::TreeBuilder to parse this HTML but after parsing it and dumping the resulting tree, all the elements between <div class="highlight">...</div> are gone. I'm left with just <div class="highlight"></div>. The editors often have also done things like: <div class="article"><style>@font-face { font-family: "Cambria"; }</style>Article starts here</div> Parsing this with HTML::TreeBuilder results in empty <div class="article"></div> again. Any ideas how to approach this broken HTML and actually make sense out of it?

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  • Has MSDN Dropped Compact Framework already?

    - by Vaccano
    MSDN Documentation used to indicate if a method was supported on the compact framework. But now I can't find that info anymore. I know that Microsoft has dropped Compact Framework like a hot potato, but I did not know that they had ripped it out of the docs. As examples of what I am talking about here is a link to the Graphics Members. They used to show which methods were supported in the Compact Framework next to each method. Now they do not. Also, here are two methods: Graphics.MeasureString Method (String, Font, Int32) Graphics.MeasureString Method (String, Font) The first is not supported in the compact framework, but the second is. But the docs don't tell you that (at least not at the bottom where they used to). Am I missing something? Is there a way to still get this info?

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  • Problem with first Windows 7 gadget getting javascript to run

    - by norlando02
    For my first windows gadget I'm trying to make one that displays the current time and date. The code below is what I have, but I can't figure out why the javascript is not running. Any ideas? <html> <head> http-equiv="Content-Type" content="text/html; charset=Unicode" /> <title>Clock</title> <style type="text/css"> body { width: 130px; height: 60px; margin: 1 1 1 2; } body { font-family: Segoe UI, Arial; font-size: 11px; font-weight: bold; white-space: nowrap; } </style> <script type="text/javascript"> var background; var interval; var connection_id; var timeZone; var now; function load() { try { interval = 1000; connection_id = 0; timeZone = System.Time.currentTimeZone; update(); } catch(e){} } function update() { try { now = new Date(Date.parse(System.Time.getLocalTime(timeZone))); curDate.innerHTML = now.format('M jS, Y'); curTime.innerHTML = now.format('h:i:s A'); clearTimeout(connection_id); connection_id = setTimeout("update()", interval); } catch(e) {} </script> </head> <body onload="load()"> <div id="curDate"> </div> <div id="curTime"> </div> </body> </html>

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  • What's in your .emacs?

    - by A. Rex
    I've switched computers a few times recently, and somewhere along the way I lost my .emacs. I'm trying to build it up again, but while I'm at it, I thought I'd pick up other good configurations that other people use. So, if you use Emacs, what's in your .emacs? Mine is pretty barren right now, containing only: Global font-lock-mode! (global-font-lock-mode 1) My personal preferences with respect to indentation, tabs, and spaces. Use cperl-mode instead of perl-mode. A shortcut for compilation. What do you think is useful?

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  • WYSIWYG browser editor that generates *good* HTML?

    - by dauerbaustelle
    I'm searching for a "suck less" WYSIWYG browser HTML editor that generates good HTML code. (no <font>, <foo style="...">, <p></p><span></span><p><span>&nbsp;</span><span><span>blah</span></<span></p> and so on -- <b> and <i> etc is ok). Should be easy-to-use as it is going to be used by people that do not know what HTML is. Any suggestions? (I found a lot of editors but they all create that <font> and nested <span> crap that breaks site design and bloats a site with one table up to 100kB.)

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  • A better way of converting Codepage-1251 in RTF to Unicode

    - by blue painted
    I am trying to parse RTF (via MSEDIT) in various languages, all in Delphi 2010, in order to produce HTML in unicode. Taking Russian/Cyrillic as my starting point I find that the overall document codepage is 1252 (Western) but the Russian parts of the text are identified by the charset of the font (RUSSIAN_CHARSET 204). So far I am: 1) Use AnsiString (or RawByteString) when parsing the RTF 2) Determine the CodePage by a lookup from the font charset (see http://msdn.microsoft.com/en-us/library/cc194829.aspx) 3) Translating using a lookup table in my code: (This table generated from http://msdn.microsoft.com/en-gb/goglobal/cc305144.aspx) - I'm going to need one table per supported codepage! There MUST be a better way than this? Preferably something supplied by the OS and so less brittle than tables of constants.

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  • C#: Graphics DrawString to Exactly Place Text on a System.Label

    - by jp2code
    I have overridden the OnPaint method of my Label control in VS2008: void Label_OnPaint(object sender, PaintEventArgs e) { base.OnPaint(e); Label lbl = sender as Label; if (lbl != null) { string Text = lbl.Text; e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; if (myShowShadow) { // draw the shadow first! e.Graphics.DrawString(Text, lbl.Font, new SolidBrush(myShadowColor), myShadowOffset, StringFormat.GenericDefault); } e.Graphics.DrawString(Text, lbl.Font, new SolidBrush(lbl.ForeColor), 0, 0, StringFormat.GenericDefault); } } This works, but I really want to find out how to center the text both vertically and horizontally. I've heard of the MeasureString() method, but my "Text" complicates matters because it could include page breaks. Could someone guide me with how to do this?

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  • UL alignment to bottom

    - by air
    dear i have define on ul <ul id="album"> <li id="list1"> <a href="#"> <img src="google.jpg" height="50"/> </a> <a href="#" class="user-title">Profile Pictures</a> 1 Picture </li> <li id="list1"> <a href="#"> <img src="yahoo.jpg" height="150"/> </a> <a href="#" class="user-title">Profile Pictures</a> 2 Picture </li> </ul> css for is as bellow. #album{ height:195px; width:155px; overflow:hidden; padding:6px 10px 14px 10px; float:left; } #album li{ border:0; padding:0; list-style:none; margin: 0 0.15em; list-style:none; display: inline; } #album img{ vertical-align:bottom; } #album a{ color:#000000; text-decoration:none; } #album .user-title{ display:block; font-weight:bold; margin-bottom:4px; font-size:11px; color:#36538D; } #album .addas{ display:block; font-size:11px; color:#666666; } #album img{ margin-right:14px; padding:4px; } this is working fine. but i need to align images to bottom on display. here is image

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  • how to add a sidebar to a .net page based on a master page that doesnt have a sidebar.

    - by UXdesigner
    Hello, I have been told that I should add a sidebar to one page of this .net project, but the master page don't include a sidebar. How can I add a sidebar to one page only ? This is the code for the Master Template, can anyone suggest or help me out here? I'd buy a book and read more, but I have to do this for the next 12 hours. <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Public.master.cs" Inherits="Public" %> <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="cc2" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <%--<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> --%><html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> <%--<link href="favicon.ico" rel="Shortcut Icon" type="image/x-icon" />--%> <link href="<%= Server.MapPath("~/css/main2.css") %>" rel="stylesheet" type="text/css" media="all" /> <link href="<%= Server.MapPath("~/css/dropdown.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/default.advanced.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/vlightbox.css") %>" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/visuallightbox.css") %>" rel="stylesheet" type="text/css" media="screen" /> <link href="<%= Server.MapPath("~/boxes.css") %>"rel="stylesheet" type="text/css" media="screen" /> <script src="<%= Server.MapPath("~/engine/js/jquery.min.js") %>" ype="text/javascript"></script> <script src="<%= Server.MapPath("~/js/cufon-yui.js") %>" type="text/javascript"></script> <script src="<%= Server.MapPath("~/js/AFB_400.font.js") %>" type="text/javascript"></script> <style type="text/css"> #vlightbox a#vlb { display:none } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" ></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.5.3/jquery-ui.min.js" ></script> <script type="text/javascript"> Cufon.replace('h2'); </script> <script type="text/javascript"> Cufon.replace('h3'); </script> <script type="text/javascript"> Cufon.replace('h5'); </script> <!--[if IE 8]> <style type="text/css"> #footer {display:table;} </style> <![endif]--> <style> ul#nav { width:100%; height:36px; display:block; background-color:#000; background-repeat:repeat-x; } #wrapthatbanner {display:block; float:left; width:100%; height:529px; margin-left:-20px; margin-bottom:0px; } </style> <script type='text/javascript' src='http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js?ver=1.3.2'></script> <script type="text/javascript"> $(document).ready(function() { $("#footer").stickyFooter(); }); // sticky footer plugin (function($) { var footer; $.fn.extend({ stickyFooter: function(options) { footer = this; positionFooter(); $(window) .scroll(positionFooter) .resize(positionFooter); function positionFooter() { var docHeight = $(document.body).height() - $("#sticky-footer-push").height(); if (docHeight < $(window).height()) { var diff = $(window).height() - docHeight; if (!$("#sticky-footer-push").length > 0) { $(footer).before('<div id="sticky-footer-push"></div>'); } $("#sticky-footer-push").height(diff); } } } }); })(jQuery); </script> </head> <body id="@@(categoria)@@"> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePageMethods="true" AsyncPostBackTimeout="900"></asp:ScriptManager> <div id="container"> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <div id="header"> <div id="headerlink"> <table width="100%" border="0"> <tr> <td height="77px;" width="67%"> <asp:ImageButton PostBackUrl="~/index.aspx" ImageUrl="~/images/Titulos/5.png" runat="server" alt="" name="screen_logo" width="257" hspace="10" vspace="10" border="0" id="screen_logo" title="" /> </td> <td valign="top" align="right" width="33%"> <table> <tr> <td> <asp:Label ID="lblFullMessage" Visible="false" runat="server" Font-Size="X-Small" ForeColor="White" Text="Please enter the {0}, {1} and {2} characters from your password."></asp:Label> </td> </tr> <tr valign="middle"> <td> <img src="../images/login.jpg"</td> <td valign="top"> <asp:TextBox runat="server" Height="16px" Font-Size="Small" ID="txtLogin" Width="100px"></asp:TextBox> <asp:Button ID="btnLogin" Height="20px" Font-Size="X-Small" runat="server" Text="Go" OnClick="btnLogin_Click" /> </td> </tr> <tr> <td> <asp:Label ID="lblError" Visible="false" runat="server" Font-Size="X-Small" ForeColor="Red" Text="Error"></asp:Label> </td> </tr> </table> </td> </tr> </table> </div> </div> </ContentTemplate> </asp:UpdatePanel> <ul id="nav" class="dropdown dropdown-horizontal"> <li><asp:HyperLink NavigateUrl="~/index.aspx" CssClass="dir" runat="server" ID="lnk1">Home</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk3">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk4">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk7">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk5">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk2">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk6">link</asp:HyperLink></li> </ul> <div id="wmfg"> </div> <div id="content"><asp:ContentPlaceHolder ID="Content1" runat="server"> </asp:ContentPlaceHolder></div> <div id="footer">Footer</div> </div> </form> </body> </html>

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  • Using Graphics2D to overlay text on a BufferedImage and return a BufferedImage

    - by Andrew Bolster
    I have checked similarly named questions, but they don't answer this use case. Basically, I was to overlay some text (text) at a given coordinate (x,y) I have the below function in a package; protected BufferedImage Process2(BufferedImage image){ Graphics2D gO = image.createGraphics(); gO.setColor(Color.red); gO.setFont(new Font( "SansSerif", Font.BOLD, 12 )); gO.drawString(this.text, this.x, this.y); System.err.println(this.text+this.x+this.y); return image; } I feel like im missing something patently obvious; every reference to Graphics2D I can find is dealing with either games or writing directly to a file but I just want a BufferedImage returned. with the overlay 'rendered' In the current code, the image appears out the end unchanged. Thanks!

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  • Creating a multi-page PDF doc

    - by codemercenary
    Hi, has anyone already created a PDF document in an iPad app. i see that there are new functions in the UIKit to do this, but I can't find any code example for this. BOOL UIGraphicsBeginPDFContextToFile ( NSString *path, CGRect bounds, NSDictionary *documentInfo ); void UIGraphicsBeginPDFPage ( void ); I found an example that is supposed to work on the iPhone, but this gives me errors: Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: CGFont/Freetype: The function `create_subset' is currently unimplemented. Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: invalid Type1 font: unable to stream font. Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: FT_Load_Glyph failed: error 6. Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: FT_Load_Glyph failed: error 6. Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: FT_Load_Glyph failed: error 6. Fri Apr 30 11:55:32 wks104.hs.local PDF[1963] <Error>: FT_Load_Glyph failed: error 6.

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  • Customizing the Superfish drop-down menu

    - by Pieter
    I've been tinkering around with the excellent Superfish drop-down menu to fit my needs. Here's the result. Still, there are two oddities I need to fix. Since I changed the font family and font size used for the items in the menu bar, the drop-down menus are aligned incorrectly a few pixels lower than where they should be. Secondly, when I hover over a menu item that has a submenu, an arrow to the right is displayed but it's not as visible as it should be due to the light background color. Can I change this quickly without making a new arrow image?

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