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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Multiple enemy array in LibGDX

    - by johnny-b
    I am trying to make a multiple enemy array, where every 30 secods a new bullet comes from a random point. And if the bullet is clicked it should disapear and a pop like an explosion should appear. And if the bullet hits the ball then the ball pops. so the bullet should change to a different sprite or texture. same with the ball pop. But all that happens is the bullet if touched pops and nothing else happens. And if modified then the bullet keeps flashing as the update is way too much. I have added COMMENTS in the code to explain more on the issues. below is the code. if more code is needed i will provide. Thank you public class GameRenderer { private GameWorld myWorld; private OrthographicCamera cam; private ShapeRenderer shapeRenderer; private SpriteBatch batcher; // Game Objects private Ball ball; private ScrollHandler scroller; private Background background; private Bullet bullet1; private BulletPop bPop; private Array<Bullet> bullets; // This is for the delay of the bullet coming one by one every 30 seconds. /** The time of the last shot fired, we set it to the current time in nano when the object is first created */ double lastShot = TimeUtils.nanoTime(); /** Convert 30 seconds into nano seconds, so 30,000 milli = 30 seconds */ double shotFreq = TimeUtils.millisToNanos(30000); // Game Assets private TextureRegion bg, bPop; private Animation bulletAnimation, ballAnimation; private Animation ballPopAnimation; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // This is suppose to produce 10 bullets at random places on the background. bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 00.0f; float bulletY = 00.0f; for (int i = 0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); bullets.add(bullet); } // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet1 = myWorld.getBullet1(); bPop = myWorld.getBulletPop(); scroller = myWorld.getScroller(); } private void initAssets() { bg = AssetLoader.bg; ballAnimation = AssetLoader.ballAnimation; bullet1Animation = AssetLoader.bullet1Animation; ballPopAnimation = AssetLoader.ballPopAnimation; } // This is to take the bullet away when clicked or touched. public void onClick() { for (int i = 0; i < bullets.size; i++) { if (bullets.get(i).getBounds().contains(0, 0)) bullets.removeIndex(i); } } private void drawBackground() { batcher.draw(bg1, background.getX(), background.getY(), background.getWidth(), backgroundMove.getHeight()); } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); drawBackground(); batcher.enableBlending(); // when the bullet hits the ball, it should be disposed or taken away and a ball pop sprite/texture should be put in its place if (bullet1.collides(ball)) { // draws the bPop texture but the bullet does not go just keeps going around, and the bPop texture goes. batcher.draw(AssetLoader.bPop, 195, 273); } batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); // this is where i am trying to make the bullets come one by one, and if removed via the onClick() then bPop animation // should play but does not??? if(TimeUtils.nanoTime() - lastShot > shotFreq){ // Create your stuff for (int i = 0; i < bullets.size; i++) { bullets.get(i); batcher.draw(AssetLoader.bullet1Animation.getKeyFrame(runTime), bullet1.getX(), bullet1.getY(), bullet1.getOriginX(), bullet1.getOriginY(), bullet1.getWidth(), bullet1.getHeight(), 1.0f, 1.0f, bullet1.getRotation()); if (bullets.removeValue(bullet1, false)) { batcher.draw(AssetLoader.ballPopAnimation.getKeyFrame(runTime), bPop1.getX(), bPop1.getY(), bPop1.getWidth(), bPop1.getHeight()); } } /* Very important to set the last shot to now, or it will mess up and go full auto */ lastShot = TimeUtils.nanoTime(); } // End SpriteBatch batcher.end(); } } Thank you

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control.   namespace InetaPlayer { public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }   //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   } }   I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control. namespace InetaPlayer{ public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }  //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   }}  I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • BeginAnimations and CommitAnimations with NavigationController.PushViewController

    - by Chris S
    I'm trying to get a basic flip animation transition working when I push a controller inside a navigation. The code below flips the view, however the view appears first (each element fades in), and then the flip occurs. Is it possible to do a flip animation with a UINavigationController? Any pointers would be great, the examples I've found for Monotouch are performing animations on Views inside another view. void ToolbarButtonClick() { InformationController controller = new InformationController(); NavigationController.PushViewController(controller,true); } public class InformationController : UIViewController { public override void ViewDidLoad () { UIView.BeginAnimations("Flip"); UIView.SetAnimationDuration(1.0); UIView.SetAnimationTransition(UIViewAnimationTransition.FlipFromRight,View,true); base.ViewDidLoad (); Title = "Information"; } public override void ViewWillAppear (bool animated) { base.ViewWillAppear (animated); } public override void ViewDidAppear (bool animated) { base.ViewDidAppear (animated); UIView.CommitAnimations(); } }

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  • pyglet and animated gif

    - by wtzolt
    Hello, I have a message box pop up when a certain operation is being executed sort of "wait..." window and I want to have a "loading" *.gif animation there to lighten up the mood :) Anyways I can't seem to figure out how to make this work. It's a complete mess. I tried calling through class but i get loads of errors to do with pyglet itself. class messageBox: def __init__(self, lbl_msg = 'Message here', dlg_title = ''): self.wTree = gtk.glade.XML('msgbox.glade') self.wTree.get_widget('label1').set_text(lbl_msg) self.wTree.get_widget('dialog1').set_title(dlg_title) ????sprite = pyglet.sprite.Sprite(pyglet.resource.animation("wait.gif")) ????self.wTree.get_widget('waitt').set_from_file(sprite) [email protected] ????def on_draw(): ???? win.clear() ???? sprite.draw() handlers = { 'on_okbutton1_clicked':self.gg } self.wTree.signal_autoconnect( handlers ) self.wTree.get_widget("dialog1").set_keep_above(True) def done(self): self.wTree.get_widget('dialog1').destroy() def gg(self,w): self.wTree.get_widget('dialog1').destroy() --------- @yieldsleep def popup(self, widget, data=None): self.msg = messageBox('Wait...','') ?what to call here? yield 500 print '1' yield 500 print '2' yield 500 print '3' self.msg.done() self.msg = messageBox('Done! ','') yield 700 self.msg.done()

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  • jQuery scrollTop not working in chrome but working in Firefox

    - by Maju
    I have used a scrollTop function in jquery for navigating to top. But strangely 'The smooth animated scroll' stopped working in safari and chrome(scrolling without smooth animation) after I made some changes. But it is working smoothly in Firefox. What could be wrong? Here is the jquery function i used, jQuery $('a#gotop').click(function() { $("html").animate({ scrollTop: 0 }, "slow"); //alert('Animation complete.'); //return false; }); HTML <a id="gotop" href="#">Go Top </a> CSS #gotop { Cursor: pointer; position: relative; float:right; right:20px; /*top:0px;*/ }

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  • Python Image Library: How to combine 4 images into a 2 x 2 grid?

    - by Casey
    I have 4 directories with images for an animation. I would like to take the set of images and generate a single image with the 4 images arranged into a 2x2 grid for each frame of the animation. My code so far is: import Image fluid64 = "Fluid64_half_size/00" fluid128 = "Fluid128_half_size/00" fluid512 = "Fluid512_half_size/00" fluid1024 = "Fluid1024_half_size/00" out_image = "Fluid_all/00" for pic in range(1, 26): blank_image = Image.open("blank.jpg") if pic < 10: image_num = "0"+str(pic) else: image_num = str(pic) image64 = Image.open(fluid64+image_num+".jpg") image128 = Image.open(fluid128+image_num+".jpg") image512 = Image.open(fluid512+image_num+".jpg") image1024 = Image.open(fluid1024+image_num+".jpg") out = out_image + image_num + ".jpg" blank_image.paste(image64, (0,0)).paste(fluid128, (400,0)).paste(fluid512, (0,300)).paste(fluid1024, (400,300)).save(out) Not sure why it's not working. I'm getting the error: Traceback (most recent call last): File "C:\Users\Casey\Desktop\Image_composite.py", line 24, in <module> blank_image.paste(image64, (0,0)).paste(fluid128, (400,0)).paste(fluid512, ( ste(fluid1024, (400,300)).save(out) AttributeError: 'NoneType' object has no attribute 'paste' shell returned 1 Any help would be awesome. Thanks!

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  • iPhone SDK: How to centre content in a UIScrollView during setZoomScale?

    - by Russell Quinn
    I'm using a UIScrollView to show photos. If they are zoomed out so they are smaller than the scroll view in one dimension then the content is centred using contentInset and contentOffset. This all works fine for scrolling and manual zooming. However, if I use setZoomScale (with animated YES) then when zooming out the scroll view sets the top left edge to 0,0 during the animation and then snaps it back afterwards. It seems like the zoom animation ignores the contentInset and contentOffset settings. Does anyone have any idea how to overcome this problem? Thanks, Russell.

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  • iphone: UIwebview curl effect

    - by eshalev
    Hello, I would like to make a standard view container which will give me the curl animation effect on multiple views. Something like uiscrollview and paging, only with a different animation(curl). I will be using UIwebviews as my separate pages. The problem: I do not know how to trap swipes in UIwebviews, But I see that UIscrollview implments this (swiping a uiwebview in a uiscrollview will bring me to the next view). I am therefore assuming that the implmentation of UIscrollview is trapping UIwebview swipes. How can i achieve the same functionality? I also need the UIWebview to keep functioning (as when embedding it in a uiscrollview)

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  • How to get image to pulse with opacity with JQuery

    - by Alex
    I am trying to get an image to change opacity smoothly over a duration of time. Here's the code I have for it. <script type="text/javascript"> pulsem(elementid){ var element = document.getElementById(elementid) jquery(element).pulse({opacity: [0,1]}, { duration: 100, // duration of EACH individual animation times: 3, // Will go three times through the pulse array [0,1] easing: 'linear', // easing function for each individual animation complete: function() { alert("I'm done pulsing!"); } }) </script> <a href="city.htm"><img src="waterloo.png" onmouseover="javascript:pulsem("waterloo")" border="0" class="env" id="waterloo"/></a> Also, is there a way for this to happen automatically without the need of a mouseover? Thanks.

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  • iPhone - Dismiss modal view by a UITabBarController

    - by ncohen
    Hi everyone, I've got into a very strange problem. I created my own UITabBarController to customize it and it works pretty well... except for the modal views. When I dismiss the modal view (present/dismiss from the UITabBarController) with an animation, it waits until the animation did finished and goes to the first controller of the tab bar! Why does the controller change? and how can I fix it? Thanks PS: My UITabBarController view is on the main window and has a UITabBar on it. The controllers (which are managed by the tab bar) are on the main window over the tab bar controller view with a shorter height. When I present the modal view, I bring the tab bar controller view to front.

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  • Animating custom-drawn UITableViewCell when entering edit mode

    - by Adam Alexander
    Background First of all, much gratitude to atebits for their very informative blog post Fast Scrolling in Tweetie with UITableView. The post explains in detail how the developers were able to squeeze as much scrolling performance as possible out of the UITableViews in Tweetie. Goals Beginning with the source code linked from the blog post (original) (my github repo): Allow a UITableView using these custom cells to switch to edit mode, exposing the UI for deleting an item from the table. (github commit) Move the cell's text aside as the deletion control slides in from the left. This is complete, although the text jumps back and forth without animation. (github commit) Apply animation to the text movement in goal 2 above for a smooth user experience. This is the step where I became stuck. The Question What is the best way to introduce this animation to complete goal 3? It would be nice if this could be done in a manner that keeps the logic from my last commit because I would love the option to move the conflicting part of the view only, while any non-conflicting portions (such as right-justified text) stay in the same place or move a different number of pixels. If the above is not possible then undoing my last commit and replacing it with an option that slides the entire view to the right would be a workable solution also. I appreciate any help anyone can provide, from quick pointers and ideas all the way to code snippets or github commits. Of course you are welcome to fork my repo if you would like. I will be staying involved with this question to make sure any successful resolution is committed to github and fully documented here. Thanks very much for your time! Updated thoughts I have been thinking about this a lot since my first post and realized that moving some text items relative to others in the view could undo some of the original performance goals solved in the original blog post. So at this point I am thinking a solution where the entire single subview is animated to its new postion may be the best one. Second, if it is done in this way there may be an instance where the subview has a custom color or gradient background. Hopefully this can be done in a way that in its normal position the background extends unseen off to the left enough so that when the view is slid to the right the custom background is still visible across the entire cell.

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  • WPF -- Event Threading, GUI updating question

    - by LSTayon
    I'm trying to send two events to the main window so that I can show some kind of animation that will let the user know that I'm updating the data. This is an ObservableCollection object so the OnPropertyChanged is immediately picked up by the bindings on the main window. The sleep is only in there so that the user can see the animation. However, the first OnPropetyChanged is never seen. I'm assuming this is because we're in a single thread here and the timer_Tick has to finish before the GUI updates. Any suggetions? In VB6 land we would use a DoEvents or a Form.Refresh. Thanks! private void timer_Tick(object sender, EventArgs e) { Loading = "Before: " + DateTime.Now.ToString(); OnPropertyChanged("Loading"); LoadData(); Thread.Sleep(1000); //Loading = Visibility.Hidden; Loading = "After: " + DateTime.Now.ToString(); OnPropertyChanged("Loading"); }

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  • PresentModalViewController problem.

    - by james.ingham
    I have a new view controller on the iPhone which I call using the following line of code: [self presentModalViewController:controller animated:NO]; This works great if animation is on, but I am looking to have an instant switch. The problem is when I set animation to NO, the whole view shifts 20px to the right (it is always in landscape mode) as if there is a status bar but in portrait mode!? In this example the yellow space is the new view controller. I've tried this in a new project and the same thing happens. It may be a bug but does anyone have a fix? Thanks

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  • z-index issues with jQuery Tabs, Superfish Menu

    - by NightMICU
    Hi all, For the life of me I cannot get my Superfish menu to stop hiding behind my jQuery UI tabs in IE 7. I have read the documentation out there, have tried changing z-index values and tried the bgIframe plugin, although I am not sure if I am implementing it correctly (left out in my example below, using Supersubs). Here is the Javascript I am using for Superfish - using the Supersubs plugin: $(document).ready(function() { $("ul.sf-menu").supersubs({ minWidth: 12, // minimum width of sub-menus in em units maxWidth: 27, // maximum width of sub-menus in em units extraWidth: 1 // extra width can ensure lines don't sometimes turn over // due to slight rounding differences and font-family }).superfish({ delay: 1000, // one second delay on mouseout animation: {opacity:'show',height:'show'}, // fade-in and slide-down animation speed: 'medium' // faster animation speed }); }); And here is the structure of my page: <div id="page-container"> <div id="header"></div> <div id="nav-admin"> <!-- This is where Superfish goes --> </div> <div id="header-shadow"></div> <div id="content"> <div id="admin-main"> <div id="tabs"> <ul> <li><a href="#tabs-1">Tab 1</a></li> <li><a href="#tabs-2">Tab 2</a></li> </ul> <div id="tabs-1"> <!-- Content for Tab 1 --> </div> <div id="tabs-2"> <!-- Content for Tab 2 --> </div> </div> </div> </div> <div id="footer-shadow"></div> <div id="footer"> <div id="alt-nav"> <?php include $_SERVER['DOCUMENT_ROOT'] . '/includes/altnav.inc.php'; //CHANGE WHEN UPLOADED TO MATCH DOCUMENT ROOT ?> </div> </div> </div>

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  • jQuery / Spry Validation / Problem

    - by samuel baldus
    Hi Chaps, I have a PHP form with one input and a button. A jQuery script ('loading' animated gif) is triggered on the click of the submit button. I also have a Spry Validation field linked to the input. At the moment, if the validation is triggered, the animated gif continues and won't stop. The furthest I've managed to get with it, is to click the validation message to stop the animation, but what I'm really after is to stop the animation when the validation is visible/triggered, but I can't find a suitable Event. $(function() { $("#button_download") .click(function() { }) .throbber(); $("#sprytextfield1") .click(function(sprytextfield1) { $.throbberHide(); }) }); If someone can point me in the right direction, that would be sweet.

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  • Android ActivityGroup

    - by Vahag Vardanyan
    I know that ActivityGroup is in the "past", but I want to learn how to use it. So I write a simple TabHost, and want to show different activities using ActivityGroup. Here are the parts of code Player.java package player.org; import android.app.Activity; import android.app.TabActivity; import android.content.Context; import android.content.Intent; import android.content.res.Resources; import android.media.MediaPlayer; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnClickListener; import android.view.animation.AlphaAnimation; import android.view.animation.Animation; import android.view.animation.AnimationUtils; import android.widget.Button; import android.widget.ProgressBar; import android.widget.SeekBar; import android.widget.SeekBar.OnSeekBarChangeListener; import android.widget.TabHost; import android.widget.TabWidget; import android.widget.TextView; public class Player extends TabActivity { /** Called when the activity is first created. */ private MediaPlayer media=null; private SeekBar progress; private View play; private Progress p; TabHost tabhost; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.tabs); Resources res=getResources(); //TabHost tabhost=(TabHost) findViewById(R.id.tabhost); // tabhost.setup(); tabhost=getTabHost(); TabHost.TabSpec spec; Intent intent; intent=new Intent(this,Progress.class); spec=tabhost.newTabSpec("now playing").setIndicator("Now playing", res.getDrawable(R.drawable.icon)) .setContent(intent); tabhost.addTab(spec); intent=new Intent(this,Group.class); spec=tabhost.newTabSpec("all_songs").setIndicator("All songs", res.getDrawable(R.drawable.songs)) .setContent(intent); tabhost.addTab(spec); //intent=new Intent(this,Progress.class); spec=tabhost.newTabSpec("artists").setIndicator("Artists", res.getDrawable(R.drawable.icon)) .setContent(intent); tabhost.addTab(spec); spec=tabhost.newTabSpec("alboom").setIndicator("Alboom", res.getDrawable(R.drawable.icon)) .setContent(intent); tabhost.addTab(spec); tabhost.setCurrentTab(0); } } Group.java import android.os.Bundle; import android.view.View; public class Group extends ActivityGroup { @Override public void onCreate(Bundle savedInstanceStated) { super.onCreate(savedInstanceStated); View view = getLocalActivityManager().startActivity("AllSongs", new Intent(this, AllSongs.class).addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP)).getDecorView(); setContentView(view); } AllSongs.java package player.org; import java.util.ArrayList; import android.R.id; import android.app.ActivityGroup; import android.app.ListActivity; import android.content.Intent; import android.os.Bundle; import android.view.View; import android.view.Window; import android.widget.AdapterView; import android.widget.AdapterView.OnItemClickListener; import android.widget.ArrayAdapter; import android.widget.ListView; import android.widget.TabHost; public class AllSongs extends ListActivity{ ArrayList<String> listItem=new ArrayList<String>(); ArrayAdapter<String> adapter; ListView listView; //Player p; TabHost tab; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //p=new Player(); adapter=new ArrayAdapter<String>(this,R.layout.list_item,listItem); setListAdapter(adapter); listView=getListView(); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(listener); addItem("vahag"); addItem("vahagvahag"); } private OnItemClickListener listener=new OnItemClickListener() { @Override public void onItemClick(AdapterView<?> arg0, View arg1, int arg2, long arg3) { // TODO Auto-generated method stub Intent intent = new Intent(AllSongs.this,Progress.class); intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP); Group group= (Group) getParent(); View view=group.getLocalActivityManager().startActivity("Progress",intent).getDecorView(); setContentView(view); } }; public void addItem(String s) { listItem.add(s); adapter.notifyDataSetChanged(); } } and the Progress.java package player.org; import android.app.Activity; import android.app.ActivityGroup; import android.app.Dialog; import android.app.TabActivity; import android.content.Context; public class Progress extends Activity { // Called when the activity is first created. public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } } So, AllSongs.java try to change current activity with Progress activity, but when I press on list item, the Programm forsed closed, and logChat says "08-17 12:49:26.471: ERROR/AndroidRuntime(1500): java.lang.RuntimeException: Your content must have a ListView whose id attribute is 'android.R.id.list'" I can't figure how to fix this problem, Can anyone helps?

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  • iPhone landscape navigation back action shows vertical view transition?

    - by Code Shogun
    I have a regular UINavigationController and I push a series of UIViewController into the stack. The view transition for push controller is horizontal animation transition: [self.navigationController pushViewController:controller animated:YES]; However, when I press the Back button on the navigation bar, the view transition animation is vertical (vertically dropping down the previous controller/view). I don't seem to find any way to make this horizontal. This happens only in Landscape mode. Portrait mode the transition all happens as horizontal flip transition. Can anyone shed any light on this? Thanks

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  • How to load a UIView from a tap?

    - by balexandre
    Hi, I'm new to iPhone Development and I did some examples and seen code and code and more code but I still can't get the when the user taps here show this view using this animation, and go back after (user taps a back button) I did some Tab Bar examples, Utility examples, etc but when I start a project from scratch the code never does what I want :-/ every time I create a View (xib) I also create the controller (h and m files), as all examples are like this, and I have no idea if I can only create 4 Views and just have one controller :-( when a user taps a UITableCell how can I load a new view using an animation? and how can I go back to the UITableCell the user was? kind'a (in C#) myNewForm f = new myNewForm(); f.show(); ... this.Close(); If someone can share some knowledge or a tutorial or a screencast, I will greatly appreciate Thank you!

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  • Get a tableview insertRowsAtIndexPaths to accept indexOfObject?

    - by Emil
    Hey. I have a code snippet that looks like this: [tableView beginUpdates]; [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationLeft]; [tableView insertRowsAtIndexPaths:[NSArray arrayWithObject:[array indexOfObject:[array objectAtIndex:indexPath.row]]] withRowAnimation:UITableViewRowAnimationLeft]; [tableView endUpdates]; [tableView reloadData]; It gets executed when a user clicks on an accessory. The first part is only there to provide a smooth animation, and does not really matter, as the tableView is reloaded milliseconds later, but as I said, it's there to provide an animation. It is supposed to move a selected object from its current indexPath to the value from an array at the same indexPath. Obviously, this code does not work, so I just want to know what can be done to fix it? PS: I get a warning when compiling, too. The usual "passing argument 1 of 'arrayWithObject:' makes pointer from integer without a cast..." (line 3)

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  • jQuery preventDefault stops rest of code working

    - by Tim
    I have this code where I am using jQuery to navigate to the next page, because I want some effects to take place before that happens. The problem is, that everything after the prevent.Default(); doesn't seem to work! $("a").click(function(event){ event.preventDefault(); $(".content-center").animate({height: "0px"}, 500); navigate($(this).attr('href')); }); I need things to happen in that order, so that the animation happens and once it's complete - load the next page... Does anyone have any ideas? Many thanks in advance? Tim Updated code (moves to new page but no animation occurs) --- $("a").click(function(event){ event.preventDefault(); var driver = $(this).attr('href'); $(".content-center").animate({ height: "0px" }, 500, function(){ navigate(driver); }); }); see: http://bit.ly/aOeYgE Many thanks for your help!!

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  • setTimeout(fun) with a single argument

    - by Elazar Leibovich
    The HTML5 specifications states that setTimeout can be run without the additional "timeout" argument which is supposed to say after how many milliseconds will the function "handler" be scheduled. handle = window . setTimeout( handler [, timeout [, arguments ] ] ) Schedules a timeout to run handler after timeout milliseconds. Any arguments are passed straight through to the handler. However, I failed to find anywhere which explains what happens when no "timeout" time period is set. An example usage is, the animation implementation int the Raphael library. animationElements[length] && win.setTimeout(animation);

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  • Margin animate problem with Monitor display settings

    - by Jake
    I have an issue with an animation on a webpage. I have this div with text inside of it that I set the margin using css and when the page is loaded I use jquery to animate the div to a certain part of the page. The problem is it works with my concrete pixel settings, but if I change the properties of the monitor display settings in screen resolution(pixels), the div does not animate to the appropriate spot and it doesn't even start off at the appropriate spot from the css. Sample code: #div{ position:absolute; top:20px; left:50px } $("#div").animate({marginLeft: "250px"},2000); Is there a way to have the settings of the animation margin end at the approriate position no matter what the screen resolution is?

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