I try to move a grid in my window with an animation, but the animation doesn't happen, so I put a timer so that you can see the animation little by little but it still dont work :/
Here is my code:
class Animation
{
private int x_dropGridToBottom;
private Grid grid_dropGridToBottom;
private System.Timers.Timer t;
public Animation()
{
t = new System.Timers.Timer();
t.Interval = 500;
}
private void TimerElapsed_DropGridToBottom(object sender, ElapsedEventArgs e)
{
while (x_dropGridToBottom > 0)
{
x_dropGridToBottom--;
Application.Current.Dispatcher.Invoke(() =>
{
grid_dropGridToBottom.Margin = new Thickness(0, x_dropGridToBottom, 0, x_dropGridToBottom);
});
}
if (x_dropGridToBottom == 0)
t.Stop();
}
internal void DropGridToBottom(Grid grid, Window window)
{
grid.Margin = new Thickness(0, window.Height, 0, window.Height);
// 0 x 0 x (x = window.height)
// x = -y (y=412)
// x (=) 0
grid_dropGridToBottom = grid;
x_dropGridToBottom = Convert.ToInt32(window.Height);
t.Elapsed += new ElapsedEventHandler(TimerElapsed_DropGridToBottom);
t.Start();
}
}
And here is the code when I press the button that is supposed to start the animation :
private void Button_Click(object sender, RoutedEventArgs e)
{
Animation anim = new Animation();
anim.DropGridToBottom(grid_2, this);
}
Somebody has an idea of why and how I can make my grid move little by little but not directly in one go (as it does nowadays).
Thank you
Related
I am creating a game in visual studio using c sharp and want to add a pop up message saying 'game Over' once the timer reaches 0. Currently the countdown timer goes to negative seconds and the game keeps going. Currently attempt is below and any help is apricated.
public MainPage()
{
InitializeComponent();
_random = new Random(); // r is my random number generator
_countDown = 30;
SetUpMyTimers();// method for my timer
endGame();
}
private void endGame()
{
throw new NotImplementedException();
}
private void SetUpMyTimers() // calling my method
{
// start a timer to run a method every 1000ms
// that method is "TimerFunctions" that runs on the UI thread
Device.StartTimer(TimeSpan.FromMilliseconds(1000), () =>
{
Device.BeginInvokeOnMainThread(() =>
{ TimerFunctions(); });
return true;
});
}
private void TimerFunctions()
{
// change the countdown.
_countDown--;
LblCountdown.Text = _countDown.ToString();
}
The countdown is over to call the function.Use winform timer control to implement countdown function
public partial class Form1 : Form
{
TimeSpan Span = new TimeSpan(0, 0, 10);
public Form1()
{
InitializeComponent();
}
private void timer1_Tick(object sender, EventArgs e)
{
Span = Span.Subtract(new TimeSpan(0, 0, 1));
label1.Text = Span.Hours.ToString() + ":" + Span.Minutes.ToString() + ":" + Span.Seconds.ToString();//时间格式0:0:10
if (Span.TotalSeconds < 0.0)//when the countdown is over
{
timer1.Enabled = false;
MessageBox.Show("game over");
}
}
private void button1_Click(object sender, EventArgs e)
{
timer1.Interval = 1000;//Set every interval to 1 second
timer1.Enabled = true;
MessageBox.Show("End the game after 10s");
}
}
Test timer:
Hope it helps you.
You could try the following code.
<Grid>
<TextBlock Name="tbTime" />
</Grid>
Codebehind:
DispatcherTimer _timer;
TimeSpan _time;
public MainWindow()
{
InitializeComponent();
_time = TimeSpan.FromSeconds(10);
_timer = new DispatcherTimer(new TimeSpan(0, 0, 1), DispatcherPriority.Normal, delegate
{
tbTime.Text = _time.ToString("c");
if (_time == TimeSpan.Zero)
{
_timer.Stop();
MessageBox.Show("GameOver");
}
_time = _time.Add(TimeSpan.FromSeconds(-1));
}, Application.Current.Dispatcher);
_timer.Start();
}
The result:
I am using Windows Forms (.NET Framework) and am trying to make a picture box move a cross a screen.
I have tried using timers and this while loop but the image (it's supposed to be a plane) does not appear in the case of the while loop and the use of timers makes it difficult to remove past picture Boxes so they appear to generate a sequence of planes. How can I accomplish this?Does it have something to do with Sleep()?
private void Button1_Click(object sender, EventArgs e)
{
//airplane land
//drawPlane(ref locx, ref locy);
//timer1.Enabled = true;
while (locx > 300)
{
var picture = new PictureBox
{
Name = "pictureBox",
Size = new Size(30, 30),
Location = new System.Drawing.Point(locx, locy),
Image = Properties.Resources.plane2, //does not appear for some reason
};
this.Controls.Add(picture);
Thread.Sleep(500);
this.Controls.Remove(picture);
picture.Dispose();
locx = locx - 50;
}
You can use a "Timer" to change the position of the PictureBox regularly.
Here is a simple demo that using Timer Class you can refer to.
public partial class Form1 : Form
{
private System.Timers.Timer myTimer;
public Form1()
{
InitializeComponent();
myTimer = new System.Timers.Timer(100);
myTimer.Elapsed += new System.Timers.ElapsedEventHandler(myTimer_Elapsed);
myTimer.AutoReset = true;
myTimer.SynchronizingObject = this;
}
private void myTimer_Elapsed(object sender, ElapsedEventArgs e)
{
pictureBox1.Location = new Point(pictureBox1.Location.X + 1, pictureBox1.Location.Y);
}
private void btStart_Click(object sender, EventArgs e)
{
myTimer.Enabled = true;
}
}
The result,
I have DataGrid with columns inside it.
I want the DataGrid to be refreshed every 3 seconds, with data from the service.
I need that the Scroll will not jump to the top of the DataGrid, every time it refreshes, and stay on the same place of the Scroll. Is it possible?
Here is my code :
<sdk:DataGrid Grid.Row="1" FlowDirection="RightToLeft" ColumnHeaderHeight="32"
AutoGenerateColumns="False" Name="RealTimeReportDataGrid"
RowEditEnded="LinesDataGrid_RowEditEnded" RowHeight="40">
<sdk:DataGrid.Columns>...</sdk:DataGrid.Columns>
</sdk:DataGrid>
This is the code behind:
public RealTimeReport()
{
InitializeComponent();
Loaded += OnViewLoaded;
RealTimeReportService.RealTimeReportServiceClient RTws = new RealTimeReportService.RealTimeReportServiceClient();
RTws.GetRealTimeReportAsync();
RTws.GetRealTimeReportCompleted += new EventHandler<RealTimeReportService.GetRealTimeReportCompletedEventArgs>(RTws_GetRealTimeReportCompleted);
}
void RTws_GetRealTimeReportCompleted(object sender, RealTimeReportService.GetRealTimeReportCompletedEventArgs e)
{
var t = e.Result.ToList();
RealTimeReportDataGrid.ItemsSource = new System.Collections.ObjectModel.ObservableCollection<ShahalDialerRT.RealTimeReportService.RealTimeReport>(e.Result.ToList());
}
private void OnViewLoaded(object sender, RoutedEventArgs e)
{
Start();
}
private void OnUpdaterTimerTick(object sender, EventArgs e)
{
RealTimeReportService.RealTimeReportServiceClient RTws = new RealTimeReportService.RealTimeReportServiceClient();
RTws.GetRealTimeReportAsync();
RTws.GetRealTimeReportCompleted += new EventHandler<RealTimeReportService.GetRealTimeReportCompletedEventArgs>(RTws_GetRealTimeReportCompleted);
}
public void Start()
{
InitializeRefreshDataTimer();
}
public void InitializeRefreshDataTimer()
{
_updaterTimer.Interval = new TimeSpan(0, 0, 0, 0, 3000);
_updaterTimer.Tick += OnUpdaterTimerTick;
_updaterTimer.Start();
}
Thanks ahead.
Update:
#StepUp, this is the only change I made, according to what you said, but still no change :(
void RTws_GetRealTimeReportCompleted(object sender, RealTimeReportService.GetRealTimeReportCompletedEventArgs e)
{
var t = e.Result.ToList();
RealTimeReportDataGrid.ItemsSource = new System.Collections.ObjectModel.ObservableCollection<ShahalDialerRT.RealTimeReportService.RealTimeReport>(e.Result.ToList());
this.RealTimeReportDataGrid.Dispatcher.BeginInvoke(() =>
{
RealTimeReportDataGrid.ScrollIntoView(
RealTimeReportDataGrid.SelectedItem,
RealTimeReportDataGrid.CurrentColumn);
});
//RealTimeReportDataGrid.ItemsSource = new System.Collections.ObjectModel.ObservableCollection<ShahalDialerRT.RealTimeReportService.RealTimeReport>(e.Result.ToList());
//RealTimeReportDataGrid.UpdateLayout();
//RealTimeReportDataGrid.ScrollIntoView(RealTimeReportDataGrid.SelectedItem, RealTimeReportDataGrid.Columns[0]);
}
To refresh every 3 seconds just use Timer class:
System.Timers.Timer aTimer = new System.Timers.Timer();
aTimer.Elapsed+=new ElapsedEventHandler(OnTimedEvent);
aTimer.Interval=3000;
aTimer.Enabled=true;
// Specify what you want to happen when the Elapsed event is raised.
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
//add new data
}
The Elapsed event will be raised every X amount of seconds, specified in milliseconds by the Interval property on the Timer object. It will call the Event Handler method you specify, in the example above it is OnTimedEvent.
To stay Scroll on the same position in DataGrid:
yourDataGrid.ItemsSource = data;
yourDataGrid.UpdateLayout();
yourDataGrid.ScrollIntoView(theDataGrid.SelectedItem, theDataGrid.Columns[0]);
Update:
yourDataGrid.Dispatcher.BeginInvoke(() =>
{
yourDataGrid.Focus();
yourDataGrid.SelectedItem=whateverYouWant;
yourDataGrid.CurrentColumn=yourDataGrid.Columns[0];
yourDataGrid.ScrollIntoView(yourDataGrid.SelectedItem, yourDataGrid.CurrentColumn);
});
OR:
yourDataGrid.SelectedIndex = 5; // the index you want to select
yourDataGrid.UpdateLayout();
yourDataGrid.ScrollIntoView(Grid.SelectedItem, 0);
I want to use the ProgressBar and run it from 100% to 0% within 2 seconds. I have written the following function but it does not seem to run properly. Please help! Thank you!
private async void progessbar()
{
for (iValue = 100; iValue >= 0; iValue--)
{
pbTime.Value = iValue;
await Task.Delay(20);
}
}
If you want to animate your progress bar smoothly, you should use a storyboard:
private void AnimateProgressBar()
{
var storyboard = new Storyboard();
var animation = new DoubleAnimation { Duration = TimeSpan.FromSeconds(2), From = 100, To = 0, EnableDependentAnimation = true };
Storyboard.SetTarget(animation, this.ProgressBar);
Storyboard.SetTargetProperty(animation, "Value");
storyboard.Children.Add(animation);
storyboard.Begin();
}
You are changing toolbar multiple times in the same Windows event. Windows updates GUI later when it is idle. Thus you probably see your toolbar jump from 0 to 100% after 2 second wait.
Just add timer to your control, set it when ready to start and do incremental updates.
// In your designer:
this.timer.Enabled = false;
this.timer.Interval = 200;
this.timer.Tick += new System.EventHandler(this.timer_Tick);
// when starting the progress:
pbTime.Value = 0
this.timer.Enabled = true;
private void timer_Tick(object sender, EventArgs e)
{
if (pbTime.Value < 100)
pbTime.Value += 10;
}
I hope this helps
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, System.EventArgs e)
{
// Start the BackgroundWorker.
backgroundWorker1.RunWorkerAsync();
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
/*Your main code*/
for (int i = 1; i <= 100; i++)
{
// Wait 20 milliseconds.
Thread.Sleep(20);
// Report progress.
backgroundWorker1.ReportProgress(i);
}
}
private void backgroundWorker1_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// Change the value of the ProgressBar to the BackgroundWorker progress.
progressBar1.Value = e.ProgressPercentage;
// Set the text.
this.Text = e.ProgressPercentage.ToString();
}
}
}
I have been trying to code this for a while and after a couple of weeks of searching the web for an answer I decided to ask
All I want to do is gradually resize pictureBox1 to a set limit from a variable starter value when the mouse hovers over it, the furthest I got was using a forloop which made it instantly change size. I would like it to also change height and width at the same time (pictureBox1 will be a square and i just want it to be a bigger square with a bit of smooth movement)
Also I need it to gradually change back to the original size once the mouse moves off of pictureBox1.
I have been toying about with a couple of solutions found on websites but none seem to work properly, also you might need to know that I have two forms involved in this code; Form1 and frmMenu and because of a mass amount of errors I commented out the bottom two methods.
I do not get any errors but it just doesn't work.
public partial class frmMenu : Form
{
//private int size = 100;
public Timer timer1;
public frmMenu()
{
InitializeComponent();
pictureBox1.MouseEnter += new EventHandler(pictureBox1_MouseEnter);
//pictureBox1.MouseLeave += new EventHandler(pictureBox1_MouseLeave);
}
private string frmMenu_Load
{
set
{
timer1.Interval = 1;
}
}
private void pictureBox1_MouseEnter(object sender, EventArgs e)
{
//for (int i = 140; i > size; size++)
//{
//}
{
timer1.Interval = 1;
}
timer1.Enabled = true;
if (pictureBox1.Height <= 140)
{
pictureBox1.Size = new Size(pictureBox1.Size.Width, pictureBox1.Size.Height + 1);
}
else
{
timer1.Enabled = false;
}
}
// private void pictureBox1_MouseLeave(object sender, EventArgs e)
// {
// if (size > 100)
// for (int i = size; i > 100; i--)
// {
// size = i;
// }
// pictureBox1.Height = pictureBox1.Width = size;
// }
// private void pictureBox1_Click(object sender, EventArgs e)
// {
// var Form1 = new Form1();
// Form1.Show();
// var Menu = new frmMenu();
// Menu.Close();
// }
}
This is my first time asking so sorry if I haven't given enough information ^.^
Try this code:
using System;
using System.Drawing;
using System.Windows.Forms;
namespace Test
{
public partial class Form1 : Form
{
bool mouseHover;
int width;
int height;
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Interval = 25;
timer1.Tick += timer1_Tick;
width = pictureBox1.Width;
height = pictureBox1.Height;
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
if (mouseHover)
{
pictureBox1.Width += (pictureBox1.Width < 100) ? 5 : 0;
pictureBox1.Height += (pictureBox1.Height < 100) ? 5 : 0;
}
else
{
pictureBox1.Width += (pictureBox1.Width > width) ? -5 : 0;
pictureBox1.Height += (pictureBox1.Height > height) ? -5 : 0;
}
}
private void pictureBox1_MouseEnter(object sender, EventArgs e)
{
mouseHover = true;
}
private void pictureBox1_MouseLeave(object sender, EventArgs e)
{
mouseHover = false;
}
}
}
You can adjust the interval to how you like it, but increasing at 5 pixels horizontally/vertically every 25 milliseconds is pretty smooth. You need to set the initial height and width so you can go back to that size after the mouse leaves the picture box. I use the null coalescing operator so you don't have to stop the timer. As long as the condition on the left side of the ? is true, it will evaluate to the value on the left side of the :. When the condition is false, it evaluates to the right side of the :.