I am working with c#.
My goal is to be able to add an integer to a free response textbox. Allow me to explain.
I have a textbox called (Red,Green,Blue). Each color will be replaced using the Replace(); method.
Like this:
private void RedTextBox_TextChanged(object sender, EventArgs e) //ActualFogColor is Result
{
string ActualColorFog = "game.Lighting.FogColor = Color3.new(Red,Green,Blue)";
string Red = RedTextBox.Text;
string FogColorRed = ActualColorFog.Replace("Red", Red);
ActualColorFogScript.Text = FogColorRed;
}
This repeats for all other colors and it works fine. The problem I have is that I have a brightness button that when you click it, it adds 1 to the inputted number, but of course I had to convert it into an integer. It is basically initial + 1 = the new color. Replace Initial with new color and print that on the textbox.
Unfortunately i can't do
public partial class main : Form
{
int red = Convert.ToInt32(RedTextbox.Text); }
This is at the very top of the code which is why when doing this, it doesn't recognize RedTextBox.
The reason I am trying to assign the integer to the textbox is so that when the " RedTextBox.Text = '5' " It will take that 5 and add 1(by a button) which then prints the sum which I set equal to Red in string ActualColorFog = "game.Lighting.FogColor = Color3.new(Red,Green,Blue)";
I hope this make sense to you all, if you are confused on my plan, please leave your question.
I'd suggest you take one step back and think about the usability of your inputs. What I mean if you allow the user to freely enter the text, you have to tackle the input values like negative numbers, literals, numbers outside of the range (0-255 I presume), non-integer input, etc. Furthermore it would be nice if the user can use mouse scroll to increase/decrease the value. Perhaps a numeric up-down would be solution for your problem? It's not a standard control but there are enough implementations of it freely available.
Should you insist on using the text input, do the following:
define 3 integer member variables in your code for the components.
provide the Changed event handler for each textbox where you int.TyParse the input, check the ranges and if all goes well and update the respective member variable if it differs from the new value
probably add mouse scroll event handler
your button's Click event handler will update the member variables and the text values in the textboxes
A nicer solution would be to use the dependency properties instead of member variables, the content of the textboxes is bound to the dependency variables one way and the textboxes' Checked event handler does the parsing.
I am not getting into that if your method is good or not but just how to solve this problem.
As i can see, ideal for you would be that you can assign int red = Convert.ToInt32(RedTextbox.Text); and you cannot because it is at top of your code?
It is not recognizing because that part of code is accessed before RedTextBox is even initialized. Solution for this is to put int red = -1; and then
public main() //Your form constructor
{
InitializeComponents();
// I guess you somehow add some value to RedTextbox on form
showing so it need to be before assigning red variable
red = Convert.ToInt32(RedTextbox.Text); //It is important to be after Initializecomponents()
}
Related
What I Have
I have a form with 3 UserControls that contain source fields to be used to calculate another field in a target UserControl.
UserControl1 (uc1)
StartDate DatePicker (dpStart)
EndDate DatePicker (dpEnd)
UserControl2 (uc2)
Rate TextBox (txtRate)
UserControl3 (uc3)
Amount TextBox (txtAmount)
UserControl 4 (uc4)
CalculatedValue TextBox (txtCalc)
Formula to calculate txtCalc is below
txtCalc.Text = (dpEnd.Value - dpStart.Value).TotalDays * txtRate.Text * txtAmount.Text
What I Want To Achieve
Whenever I change a value in any of the first 3 UserControls, the Text in txtCalc should update with calculated value.
What I Have Tried
I have tried DataBindings but it appears to be only for a single field.
e.g.
uc4.txtAmount.DataBindings.Add("Text", uc2.txtRate, "Text", true, DataSourceUpdateMode.Never);
Would really appreciate your inputs.
There are a few things you may want to consider to bind the date pickers and the text boxes as you want. In addition there are a couple of ways you can do this.
One possible problem is that each of the UI “controls” (date pickers and text boxes) are spread out across four (4) different UserControls. This is not a big problem and about the only thing you need to make sure is that each of the “controls” (DTP and TextBoxes) in each of the UserControls is “exposed” to the Main Form.
In other words, if you simply place a TextBox in a UserControl and then place that UserControl onto the Main Form… then the Main Form will NOT be able to access that TextBox … UNLESS it is “exposed.” This can be remedied by simply setting the TextBoxes Modifier property to Public. Then the Main Form WILL have access to the text box in the UserControl.
Therefore, step one is make sure each UI “control” in each of the UserControls that we want to access in the Main Form has its Modifier property set to Public. The reason for this, is that you want to be able to access the data in those controls from the Main Form. In addition to the fact that we want to subscribe to those controls “Events” FROM the Main Form.
What we will do inside the Main Form after the UserControl is placed onto the form is subscribe to the UI Control’s (DTP or TextBox) TextChanged event. Then we can “capture” when one of the controls text changes… and we can capture this change INSIDE the Main Form.
Another possible issue is how the code is calculating the “total days” amount from the two DateTimePickers. The current code looks something like…
(dpEnd.Value - dpStart.Value).TotalDays
This will work, however, if you debug the code and look closely at the result of the calculation you may note that if date 1 is 1/25/2021 and date 2 is 1/26/2021… then you apply the code above… there is a good chance that you may get a result like 0.933 … which will obviously become a 0 when converted to an int and this is not what we would expect. The reason for this is because when you add or subtract two DateTime objects… the calculation is INCLUDING the Time portion of the DateTime object.
Therefore, to get the correct int value… you need to “qualify” that you only want the “Date” difference between the two dates. Fortunately the DateTime object has a Date property that we can use to ignore the Time portion. Therefore only a small change is needed to fix this and may look something like…
(dpEnd.Value.Date - dpStart.Value.Date).TotalDays
As suggested in the comments, using Events is probably the easiest to implement and it is not difficult to understand. Basically, we would subscribe (wire-up) each of the controls in each of the UserControls to the SAME event. Inside that event we would “update” the calculated value.
Typically, you would wire up each control to its own event, however, since you want to simply “update” a single text box when ANY of the control’s changes we can simplify this and create a single method to “update” the calculated text box when ANY of the other controls changes. I hope that makes sense.
To help, and I highly recommend you also (in the near future) do the same… is properly NAME your variables. Naming the controls uc1, uc2, uc3 and uc4 is well … not a good idea. You can do it, but it makes it difficult to tell “what” the control is. Looking at the names… without more research, I have no idea “which” control has the “Rate” text box. Name your variables to something meaningful to avoid any ambiguity. In the example below, for the UserControls I named them like… UC_StartEndDate, UC_Rate etc…
Another possible issue is that since you are wanting to perform a “calculation,” you will need to parse the string values in the TextBoxes to int values. In other words… the code…
txtRate.Text * txtAmount.Text
May well work without an error, however I am confident it will not give you the result you want since both sides of the “*” multiplier are “TEXT/string” values and we will need to parse those string values to int values to do any mathematical calculations.
NOTE the int.TryParse(UC_Rate.txtRate.Text, out int rate); line of code would typically be wrapped in an if statement since it will return true if the parse succeeded and false if it fails. If the parse fails, then the out variable rate will be set to zero (0) and that is ok with me… if it fails then use a zero (0) as the value. You may want to do something different.
private void UpdateUC_Total() {
int tdays = (int)(UC_StartEndDate.dpEnd.Value.Date - UC_StartEndDate.dpStart.Value.Date).TotalDays;
int.TryParse(UC_Rate.txtRate.Text, out int rate);
int.TryParse(UC_Amount.txtAmount.Text, out int amt);
int total = tdays * rate * amt;
UC_Calculated.txtCalc.Text = total.ToString();
}
Now all we have to do is subscribe (wire-up) to the individual UI controls TextChanged event. As already mentioned, since we want ALL the controls to do the same calculation, this simplifies things and we can have ALL the controls subtribe to the SAME event. This one event would simply call our method above and may look something like…
private void UC_ValueChanged(object sender, EventArgs e) {
UpdateUC_Total();
}
In the forms Load event, we could subscribe the controls in each of the UserControls to our event above and it may look something like…
private void Form1_Load(object sender, EventArgs e) {
UC_StartEndDate.dpStart.TextChanged += UC_ValueChanged;
UC_StartEndDate.dpEnd.TextChanged += UC_ValueChanged;
UC_Rate.txtRate.TextChanged += UC_ValueChanged;
UC_Amount.txtAmount.TextChanged += UC_ValueChanged;
}
That is pretty much it. If any of the date pickers or rate or amount text boxes change, then the calculated text box text will “update” automatically. You may need to “leave” the control to see the updated value.
Another approach is to use each control’s DataBindings property to “Bind” each control to something. Currently you have the code…
uc4.txtAmount.DataBindings.Add("Text", uc2.txtRate, "Text", true, DataSourceUpdateMode.Never);
The problem here is that the data bindings is looking for a DataSource of some type like a DataTable or a List<T> or in the example below a Class object. The code “appears” to be using uc2.txtRate as a DataSource and this probably will not work as txtRate is a TextBox and is not necessarily a DataSource.
This can get tricky, and to keep things simple, I will often simply “create” a DataSource to make it easier to set the controls DataBindings to work as I want. The code below shows how you could do this “DataBinding” using your current example. Bear in mind this will work, however, it may create a little more work for you.
So step 1 is to “create” a simple DataSource we can use for ALL the controls (DTP and TextBoxes). In this case I will implement a single Class with the properties we need. Then, we would instantiate only ONE of these objects and then use that object as a DataSource when setting each controls DataBindings property. This UC_Helper class may look something like…
public class UC_Helper {
public DateTime DP_Start { get; set; }
public DateTime DP_End { get; set; }
public string Rate { get; set; }
public string Amount { get; set; }
public int CalcAmount {
get {
int tdays = (int)(DP_End.Date - DP_Start.Date).TotalDays;
int.TryParse(Rate, out int rate);
int.TryParse(Amount, out int amt);
return tdays * rate * amt;
}
}
}
We will be able to instantiate a single UC_Helper object with the values from our user control “controls” and then simply set each control’s DataBinding property to “point” to the proper property in the instantiated UC_Helper object.
Therefore in the form load event, you would instantiate a new UC_Helper object and then “bind” each of the controls in each of the UserControls to one of the properties in our UC_Helper object. This code in the forms Load event may look something like…
UC_Helper ControlHelper;
public Form1() {
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e) {
ControlHelper = new UC_Helper {
DP_Start = UC_StartEndDate.dpStart.Value.Date,
DP_End = UC_StartEndDate.dpEnd.Value.Date,
Rate = UC_Rate.txtRate.Text,
Amount = UC_Amount.txtAmount.Text
};
UC_Amount.txtAmount.DataBindings.Add("Text", ControlHelper, "Amount");
UC_Rate.txtRate.DataBindings.Add("Text", ControlHelper, "Rate");
UC_Calculated.txtCalc.DataBindings.Add("Text", ControlHelper, "CalcAmount");
UC_StartEndDate.dpStart.DataBindings.Add("Text", ControlHelper, "DP_Start");
UC_StartEndDate.dpEnd.DataBindings.Add("Text", ControlHelper, "DP_End");
}
Sorry for the long post. I hope this helps and I suggest you pick you own poison as to which approach to use. I tend to favor the event approach, however if there is a good DataSource available I may go with the data binding. Good Luck.
I'm a freshman new to c# programming.
I'm trying to increment integer in textbox and show it on different label with every button click
This should be a simple task,but I've been stucking on this question for weeks,so I'm here to seek help
Any advice and suggestion will be great help.
Thank you for your help in advance.
This is what the final output should be look like:
keyin the number you want
first button click
second button click
third button click...etc
Assumptions:
It looks like the top label holds the current and the bottom label holds the previous
We can transfer the current to previous and calculate a new current
The user will always type good input so we don't need to get too heavy into error checking
The following code implements the assumptions:
void incrementButton_Click(object sender, EventArgs args){
int current = int.Parse(topLabel.Text);
int increment = int.Parse(incrementTextbox.Text);
bottomLabel.Text = topLabel.Text;
topLabel.Text = (current + increment).ToString();
}
Because you didn't post any code, the code above should be treated as pseudocode that demonstrates a concept; you will probably have to heavily modify it to meet your needs
I am making the game Mastermind where you need to guess a secret code with colours.
I am trying to have it when I click a button that has a colour on it, to change other buttons colour. So if you click the Red button it will change the first button on the form to Red, then if you clicked the Blue button it will change the second button on the form to Blue.
I have tried coding this before but I used only if statements, which is long and not clean at all. Especially when it comes to hundreds of statements.
Button btn = (Button)sender;
if (btn.Text == "Red")
{
// I want it to automatically go to Colour2 next,
// instead of me having to write it a bunch of times
Colour1.BackColor = Color.Red;
}
I want to be able to smoothly go through all the different buttons on the form and change all of there colours.
Thank you for the help.
Using your existing code as an example, you could parse the text from the button into the correct enum value (assuming the Text value is a known color enum string) using the static Enum.TryParse method, which tries to parse a string to an enum. If the parsing is successful, it returns true and sets the out parameter to the parsed value:
Color selectedColor;
if (Enum.TryParse((sender as Button).Text, out selectedColor))
{
Colour1.BackColor = selectedColor;
}
If you're certain that the Text property will always be a valid color (which you should be since you control it), then you could reduce that to just one line, using the static Enum.Parse method, which takes in the type of enum to return and a string value to parse:
Colour1.BackColor = Enum.Parse(typeof(Color), (sender as Button).Text);
Alternatively, instead of using the Text property, you could use the button's backcolor itself to assign the value (assuming you set it to the same color as the text):
Color1.BackColor = (sender as Button).BackColor;
I am writing a UI interface with user input and buttons. I need to ask the user to input some number and then press the button labelled "solve", which needs to determine whether the number is correct. I try to use only one button to solve it in the beginning. Here is my code:
if (correct)
{
solveButton = new MenuButton(contentManager.Load<Texture2D>("solve"),
buttonCenter, GameState.AnswerNo);
}
else
{
solveButton = new MenuButton(contentManager.Load<Texture2D>("solve"),
buttonCenter, GameState.AnswerYes);
}
When loading it, under the draw method, I use the following code:
solveButton.Draw(spriteBatch);
Here, GameState.AnswerNo and GameState.AnswerYes lead to different pages standing for the correct and incorrect answers, respectively. However, it doesn't work as I thought it would - it always goes to GameState.AnswerNo page no matter the "correct" value is.
Therefore, I am thinking about using two buttons (button figures are the same but move position a little):
solveButton = new MenuButton(contentManager.Load<Texture2D>("solve"),
buttonCenter, GameState.AnswerNo);
buttonCenter.Y -= 40;
solveButton2 = new MenuButton(contentManager.Load<Texture2D>("solve"),
buttonCenter, GameState.AnswerYes);
And when loading them:
if (correct)
{
solveButton.Draw(spriteBatch);
}
if (!correct)
{
solveButton2.Draw(spriteBatch);
}
Which works fine, but the awkward thing is that when the user inputs the correct number, button1 will disappear and button2 will appear just under it. Any better ideas to complete this function?
I think you are looking at the problem wrong.
Instead of using two different buttons, why are you not just using one button, and then set the state via a function?
User inputs value, and presses button.
Button calls function, checks if value is correct.
Based on result, set the active state.
I was just wondering if anyone has come across how to apply an input mask for a Tool Strip Combo Box in C#?
My drop down box gets populated over time with IP addresses, and I would like to restrict what the users are able to write in (Ex: can only input 3 '.'s, only numbers, etc).
So if anyone is able to help out I would really appreciate it!
Thanks in advance.
Edit
My design has changed so I now need to have a ToolStripComboBox
You could try catching the KeyUp event, then check that the input is valid. If not revert it to the last valid input. You would probably want to do something similar with the Validating event (make sure CausesValidation is true).
Another option would be to create a MaskedTextBox and place it so it covers the text box portion of the drop down menu. You would then need to wire up the events so the two form controls remained synced.
You could also look into the ErrorProvider class.
There are a couple of other ways (like a timer which runs ever .3 seconds), but those are usually performance hogs or difficult to maintain.
Update for regular expression comment:
If I was to do this I might use a regular expression or I might manually parse the string.
Either way the KeyUp and Validating events is where I would check the validation of the control. The KeyUp event gives me the option to check as they type while the Validating event allows me to validate when the control loses focus. Which you use will depend on what you want the user experience to be.
If you do not use the KeyUp event to validate, you could add a timer which runs 5 seconds after the last key press. This way the control would not have to lose focus for the error to show.
Update for edited question and comment:
You could not use Format event as your question was on how to format user input, not how things are added to the list. As such that solution does not work with ToolStripComboBox or with ComboBox.
After reading the documentation for ToolStripControlHost, you might be able to cast ToolStripComboBox to ComboBox. If not then you could use the ToolStripControlHost to place the ComboBox onto your form. - This is incorrect or unnecessary, please see update below the quote.
ToolStripControlHost is the abstract base class for ToolStripComboBox, ToolStripTextBox, and ToolStripProgressBar. ToolStripControlHost can host other controls, including custom controls, in two ways:
Construct a ToolStripControlHost with a class that derives from Control. To fully access the hosted control and properties, you must cast the Control property back to the actual class it represents.
Extend ToolStripControlHost, and in the inherited class's default constructor, call the base class constructor passing a class that derives from Control. This option lets you wrap common control methods and properties for easy access in a ToolStrip.
Use the ToolStripControlHost class to host your customized controls or any other Windows Forms control.
To customize a ToolStripItem, derive from ToolStripControlHost and create a custom implementation. You can override methods such as OnSubscribeControlEvents to handle events raised by the hosted controls, and you can put custom functionality into properties to enhance the hosted control.
Update:
According to the ToolStripComboBox documentation you can access the underlying ComboBox through ToolStripComboBox's ComboBox property.
This is why I usually read the documentation on a control before I use it. I might not understand it, but at least I will have an idea what to look for. :)
You should create Format event like this:
private void comboBox1_Format(object sender, ListControlConvertEventArgs e)
{
e.Value = GetFullIpFormat((string)e.Value);
}
And here is code for formating values:
string GetFullIpFormat(string value)
{
string[] ip = new string[4];
for (int i = 0; i < ip.Length; i++)
{
ip[i] = GetIpPart(i, value);
}
return string.Format("{0:###}.{1:###}.{2:###}.{3:###}", ip[0], ip[1], ip[2], ip[3]);
}
string GetIpPart(int partNumber, string ip)
{
string result = "000";
int iLen = 3;
ip = ip.Replace(".", "");
int iStart = partNumber * iLen;
if (ip.Length > iStart)
{
result = ip.Substring(iStart);
if (result.Length > iLen)
{
result = result.Substring(0, iLen);
}
}
return result;
}
This will do formating for you.
Alternativly you can check input on same event for numbers.
This will do the job for you, happy coding! :)