I want to change colour of the button momentarily to show that button has been pressed. How can I achieve this in C#? I can change the background color easily enough like this:
private void button1_Click(object sender, EventArgs e)
{
button1.BackColor = Color.Green;
}
of the button, but how do I revert those changes after a delay?
private void button1_Click(object sender, EventArgs e)
{
button1.BackColor = Color.Azure;
var aTimer = new System.Timers.Timer(2000);
aTimer.Elapsed += OnTimedEvent;
aTimer.Enabled = true;
}
private void OnTimedEvent(Object source, ElapsedEventArgs e)
{
button1.BackColor = SystemColors.Control;
}
Color btnBackColor;
Timer timer = new Timer();
private void button1_Click(object sender, EventArgs e)
{
btnBackColor = button1.backColor;
button1.BackColor = Color.Green;
timer.Enabled = true;
}
private void timer_Tick(object sender, EventArgs e)
{
button1.BackColor = btnBackColor;
timer.Enabled=false;
}
And add the following lines to the constructor:
timer.Tick += timer_Tick;
timer.Elapsed = 2000;
Related
I have seen a similar answer but it's not in c# so I decided to ask this question.
https://gyazo.com/3ff6efd90fa390cd1f071b693027fcd3 After it reaches that point I want a window to pop up which says "Successfully loaded...". The timer interval I have set is 50 if that helps.
This is the code:
private void button1_Click(object sender, EventArgs e)
{
this.timer1.Start();
}
private void progressBar1_Click(object sender, EventArgs e)
{
}
private void timer1_Tick(object sender, EventArgs e)
{
this.progressBar1.Increment(1);
}
Consider changing:
private void timer1_Tick(object sender, EventArgs e)
{
this.progressBar1.Increment(1);
}
to:
private void timer1_Tick(object sender, EventArgs e)
{
var before = this.progressBar1.Value;
this.progressBar1.Increment(1);
var after = this.progressBar1.Value;
if (after > before && after == this.progressBar1.Maximum)
{
MessageBox.Show("Successfully loaded...");
}
}
By checking whether the value changed and that the current value is Maximum, you know that the progress bar has finished.
Simply check in your code if Value has reached Maximum after a step is performed:
progressBar.PerformStep();
if (progressBar.Value == progressBar.Maximum)
MessageBox.Show("Successfully loaded...");
Using a BackgroundWorker instance:
BackgroundWorker bgw = new BackgroudWorker();
bgw.DoWork += bgw_DoWork;
bgw.ProgressChanged += bgw_ProgressChanged;
bgw.RunWorkerCompleted += bgw_RunWorkerCompleted;
bgw.WorkerReportsProgress = true;
bgw.RunWorkerAsync();
private void bgw_DoWork(Object sender, DoWorkEventArgs e)
{
Int32 total = 147;
for (Int32 i = 0; i < total; ++i)
{
Int32 progress = (i * 100) / total;
bgw.ReportProgress(progress, i);
}
}
private void bgw_ProgressChanged(Object sender, ProgressChangedEventArgs e)
{
progressBar.Value = e.ProgressPercentage;
}
private void bgw_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
{
MessageBox.Show("Successfully loaded...");
}
EDIT
Since the question changed providing a code snipped, here is an updated answer (that, by the way, reflects my first proposal):
private void timer1_Tick(object sender, EventArgs e)
{
this.progressBar1.Increment(1);
if (this.progressBar1.Value == this.progressBar1.Maximum)
{
//...
MessageBox.Show("Successfully loaded...");
}
}
I want to sync my progress bar in my project with the timer countdown.
This is what I has now:
namespace Timer1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private int counter=80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
int counter = 80;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
progressBar1.Increment(1);
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Enabled = false;
}
private void button2_Click(object sender, EventArgs e)
{
timer1.Stop();
textBox1.Clear();
progressBar1.Value = 0;
}
}
}
I want the progress bar to finish when the timer to ends.
You need to specify the progressBar1 to have its .Step and Maximum properties match the Interval and counter variable. For example:
private int counter = 80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
// The max is the total number of iterations on the
// timer tick by the number interval.
progressBar1.Max = counter * 1000;
progressBar1.Step = 1000;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
// Perform one step...
progressBar1.PerformStep();
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
I would like to make my timer count down based on user input.
This is what my form looks like:
and this is my code:
private int counter=80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
progressBar1.Maximum = counter * 1000;
progressBar1.Step = 1000;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
progressBar1.PerformStep();
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Enabled = false;
}
private void button2_Click(object sender, EventArgs e)
{
timer1.Stop();
textBox1.Clear();
progressBar1.Value = 0;
}
How can I update the timer if the user enters a new value in the textbox?
Attach an OnTextChanged eventhandler to your textbox1. Stop the timer when textinput changes
protect void textinput1_OnTextChange(object sender, EventArg e) {
button2_Click(sender, e);
}
Or you can disable user input when timer starts and re-enable it once timer stopped.
Simply set textbox enabled value to false at start button clicked. And enable it again at stop of timer or checked on cancel button. Here is a code:
textBox1.Enabled = false;And
textBox1.Enabled = true;
I am making a program where the timer1 should activate another timer2 and then stop, in timer2 i activate timer1 again and stop timer2 and so it goes on and then I have a text log where it write the progress down. And here is the problem, first its starts with 2 of Timer1 tick written out then 2 of timer 2 then it gets multiplied by 2 so its 4 next time then 8 then 16 so forth and I just want it to be 1 timer1 than 1 timer2 then its starts over again, I can't see what's wrong.
private void buttonStart_Click(object sender, EventArgs e)
{
buttonStart.Enabled = false;
buttonStop.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer1.Start();
}
private void buttonStop_Click(object sender, EventArgs e)
{
buttonStart.Enabled = true;
buttonStop.Enabled = false;
timer1.Stop();
timer2.Stop();
}
private void LogWrite(string txt)
{
textBoxCombatLog.AppendText(txt + Environment.NewLine);
textBoxCombatLog.SelectionStart = textBoxCombatLog.Text.Length;
}
private void timer1_Tick(object sender, EventArgs e)
{
LogWrite(TimeDate + "player hit");
timer1.Stop();
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = true;
timer2.Start();
}
private void timer2_Tick(object sender, EventArgs e)
{
LogWrite(TimeDate + "mob hit");
timer2.Stop();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer1.Start();
}
on timer1_tick you add event to timer2.tick event, so every time when timer1_tick function raises, you add one more event listener to timer2, but never remove old event handlers, the same situation with timer2_tick.
My advice to you is add these lines to your constructor and remove these lines from other functions:
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = true;
If you will do that, your timers will call always only once function per tick.
I'm sure this is what #Epsil0neR means...
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = false;
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = false;
}
private void buttonStart_Click(object sender, EventArgs e)
{
buttonStart.Enabled = false;
buttonStop.Enabled = true;
timer1.Start();
}
private void buttonStop_Click(object sender, EventArgs e)
{
timer1.Stop();
timer2.Stop();
buttonStart.Enabled = true;
buttonStop.Enabled = false;
}
private void LogWrite(string txt)
{
textBoxCombatLog.AppendText(txt + Environment.NewLine);
textBoxCombatLog.SelectionStart = textBoxCombatLog.Text.Length;
}
private void timer1_Tick(object sender, EventArgs e)
{
timer1.Stop();
LogWrite(TimeDate + "player hit");
timer2.Start();
}
private void timer2_Tick(object sender, EventArgs e)
{
timer2.Stop();
LogWrite(TimeDate + "mob hit");
timer1.Start();
}
private string TimeDate
{
get { return DateTime.Now.ToString("HH:mm:ss") + ": "; }
}
}
Hi i am trying to use the timer object in c# to update my database and set the card to confiscated if it is there for more than 5 seconds. Im having a little trouble. Will post my code below
private void timer1_Tick(object sender, EventArgs e)
{
if (seconds > 5)
{
timer1.Enabled = false;
MessageBox.Show("Card NOT removed in time: CONFISCATED");
login.cardConfiscated(cardNumber);
login.Visible = true;
this.Close();
}
}
private void Form1_load(object sender, EventArgs e)
{
timer1.Enabled = true;
}
public void cardConfiscated(string number)
{
atmCardsTableAdapter1.confiscated(number);
atmCardsTableAdapter1.FillByNotConfiscated(boG_10033009DataSet.ATMCards);
}
First thing's first, you're never setting the interval on your timer.
private void Form1_load(object sender, EventArgs e)
{
timer1 = new Timer(5000); // sets interval to 5 seconds
timer1.Elapsed += new new ElapsedEventHandler(timer1_Tick);
timer1.Start();
}
I'm doing a five second interval above, so that we don't have to call the timer more than once, when 5 seconds passes, we can just skip to the juicy stuff:
private void timer1_Tick(object sender, EventArgs e)
{
timer1.Stop();
MessageBox.Show("Card NOT removed in time: CONFISCATED");
login.cardConfiscated(cardNumber);
login.Visible = true;
this.Close();
}
Finally, you should note that if you're timer had a shorter interval, then you need to increment your seconds, for example:
private void Form1_load(object sender, EventArgs e)
{
timer1 = new Timer(1000); // sets interval to 1 second
timer1.Elapsed += new new ElapsedEventHandler(timer1_Tick);
timer1.AutoReset = true; // sets the timer to restart after each run
timer1.Start();
}
Then we'd need to increment seconds each interval, like you did.
private void timer1_Tick(object sender, EventArgs e)
{
seconds++;
if (seconds > 5)
{
timer1.Stop();
MessageBox.Show("Card NOT removed in time: CONFISCATED");
login.cardConfiscated(cardNumber);
login.Visible = true;
this.Close();
}
}