Debug Event being "used" in Unity 3D - c#

I'm having an issue with the user interface on project I'm working on. It involves "nodes" and connecting them together. I have the connecting of two nodes together tied to pressing a button on an initial node and then clicking the other node to connect to it. The latter half is implemented by checking for when Event.current.type == EventType.MouseDown then joining the initial node with the node you last hovered over.
This works fine most of the time however I noticed that sometimes when you clicked on another node it would not join them together instantaneously, but until you click off of the node. After doing Debug.Log(Event.current.type) it showed that sometimes the event was coming up as "used" when I clicked, instead of "mouseDown" and as such would not perform the join code until I clicked somewhere else. It seems to only happen for some nodes.
Here are two gifs of the behaviour with the console output:
Problem code:
private bool detectEscape()
{
Debug.Log(Event.current.type);
return (Event.current.type == EventType.MouseDown);
}
This function is returning False sometimes on mouse clicks due to the event being "used" sometimes. It is called in the GUI.
Know of any reason what causes the current event to be used? I do comparisons like above in a number of places in my code. Could that be what is causing the current event to be used? How do I avoid it?
Am I using the Event system correctly?
Know of a better way to capture mouse clicks? Using Input.GetMouseButtonDown(0) unfortunately isn't an option as it only works when the game is running and this program is meant to be an extension to the editor.
Otherwise, know of a way to put a break point in Unity 3D's source code so that I can put one in the the function Event.Use() and determine what is consuming the mouse event?

Presumably you are calling detectEscape from OnGUI somewhere, right? The current event is only valid during OnGUI. Additionally, OnGUI can be called multiple times per frame, with different current events. Sometimes the event type might be Repaint, sometimes it might be MouseDown, sometimes it might be something else. So if the event type is not MouseDown, you don't want to assume that the mouse is not down; the mouse might still be down but a different event might be occurring.

Related

Struggling with WPF internal methods

UPDATE: So, I have a solution to my immediate problem. I haven't succeeded in making "my own" TreeView class. But, the reason I wanted to do that was because controls based on ButtonBase don't function in a Popup from a TreeView, and with the help of #MarkFeldman, I have found a solution that comes at it from a different angle.
The problem is that the MouseDown and MouseUp events bubble, and that bubbling crosses the logical tree boundary between the Popup and its owner. So, when you click on something hosted inside the Popup, the TreeViewItem and TreeView that ultimately own the Popup get to hear about it. This then triggers code inside the TreeView that checks, "Do I have focus?", and if not, helpfully sets focus back to itself -- but being a separate logical tree, the Popup has its own focus context, and so this effectively steals focus from the Button control while it is in the middle of processing a click. The Button responds to this by ignoring the click.
This erroneous handling in the TreeView only happens when MouseDown and MouseUp events reach it. What if there were a way to prevent it from seeing those events in the first place? Well, if you intercept the PreviewMouseDown and PreviewMouseUp events and mark them Handled, then the framework doesn't generate MouseDown and MouseUp events to begin with.
Looking at the Reference Source, it looks like ButtonBase's click handling is tied up in a couple of protected methods:
https://referencesource.microsoft.com/#PresentationFramework/src/Framework/System/Windows/Controls/Primitives/ButtonBase.cs,414
https://referencesource.microsoft.com/#PresentationFramework/src/Framework/System/Windows/Controls/Primitives/ButtonBase.cs,478
This means you can call them from your own subclasses! So, instead of making "my own" TreeView where all controls behave properly, instead I can make "my own" CheckBox that works properly in a Popup from a TreeView. Since all of the actual click handling is directly accessible, and the events it normally responds to use the same EventArgs type as the Preview events, and on top of it the default handling takes care of marking the events as Handled, the entire implementation boils down to this:
public class CheckBoxThatWorks : CheckBox
{
protected override void OnPreviewMouseLeftButtonDown(MouseButtonEventArgs e) => base.OnMouseLeftButtonDown(e);
protected override void OnPreviewMouseLeftButtonUp(MouseButtonEventArgs e) => base.OnMouseLeftButtonUp(e);
}
Nice!
ORIGINAL QUESTION:
I need to make a clone of the TreeView WPF class -- a copy of the control that runs out of my own code. (There is a bug in the control and Microsoft doesn't seem to deem it high-enough priority to fix, and it makes it completely impossible to host buttons (including check boxes and radio buttons) within pop-ups shown from TreeViewItems. link)
I am running into serious difficulties with the amount of internal shenanigans Microsoft has undertaken in the implementation of base WPF controls. A couple of issues I've bumped into:
Controls have a property HandlesScrolling that allows them to take over basic scrolling handling from ScrollViewer. But, it's marked internal, making it seemingly impossible for me to have a control of my own that does its own handling of scrolling from keyboard input. I was going to try having my TreeView handle keyboard scrolling in OnPreviewKeyDown instead of OnKeyDown, so that it can prevent KeyDown events from being raised for the keys it intercepts. I haven't gotten far enough to know what caveats there might be about this.
The Visual States system allows you to declare what styles should be applied when different states are entered, but actually entering states seems to be tied up in the virtual method ChangeVisualState on the Control type. All controls that want to switch between visual states can override this method and inspect their state to determine which Visual State should be shown. Oh wait. They can't because the method is internal! Apparently only Microsoft gets to create controls that set their own visual states??
Are there any strategies I can use to work around these limitations, or am I just completely out of luck?

How do I perform sequential BringIntoView calls in WPF?

We have a TreeView in our application with the following requirements:
When an item is added:
The newly-added item is scrolled into view
The parent of the newly added item is also scrolled into view.
If they are too far away to both be seen at the same time, the item takes precedence.
This seems easy, simply scroll the parent into view first, then scroll the child.
The problem is when you call it like this:
parent.BringIntoView();
child.BringIntoView();
...only the second one seems to have any effect. The first one is basically ignored.
I then tried wrapping the second call in a BeginInvoke() call like this:
parent.BringIntoView();
Dispatcher.BeginInvoke((Action)(() => {
child.BringIntoView();
}));
Which does work, but now you can visibly see the TreeView scroll twice; once for the parent, then a moment later, for the child, which just looks bad.
So how can I call BringIntoView back-to-back but without the double-refresh issue of using the dispatcher?
Try using the Loaded event instead of the dispatcher. According to this article, it's a perfect fit for situations like this:
... we initially implemented the Loaded event so that
it would fire just after the window was rendered, but before any input
was processed. We figured that if it was ready enough for input, it
was ready enough for load-time initialization. But then we started to
trigger animations off of the Loaded event, and saw the problem; for a
split second you’d see the content render without the animation, then
you’d see the animation start. You might not always notice it, but it
was especially noticeable when you run the app remotely.
So we moved
Loaded so that it now fires after layout and data binding have had a
chance to run, but just before the first render. (And note that if
you do anything in your Loaded event handler that invalidates layout,
it might be necessary to re-run it before rendering.)
In other words, on Loaded you have the most up to date information about the physical layout of the element, but it hasn't actually rendered yet, so you should be safe from any "screen flicker" issues.
EDIT: To answer your question in the comments, you can wire up events "local" to the current method using a closure, like this:
EventHandler handler = null;
handler = (sender, e) => {
this.LayoutUpdated -= handler; // only run once
child.BringIntoView();
};
this.LayoutUpdated += handler;
By defining the handler inside the method, you are able to access the method's local variables (child) from within. Very similar to the Dispatcher call.
I'm not sure if relying on LayoutUpdated is a good idea, actually. It happens quite often so it may end up firing sooner than you need. It happens twice for individual Width and Height settings, for example. Another one to look into is ScrollViewer.ScrollChanged. Or you could avoid BringIntoView altogether and try manually examining the element sizes to calculate where to scroll to.

Why do Enter and Space keys behave differently for buttons?

As far as I know, these are the only keys that react when a button has focus.
Pressing Enter instantly 'clicks' the button, even if you keep it the key down. (So the 'click' happens on KeyDown).
Pressing Space acts more like a normal mouse click; holding it down doesn't activate the Click event, but it does once you release it. (So the 'click' happens on KeyUp or KeyPressed.)
Why the difference? I'd like a good article on the subject or simply a logical explanation as to why those two keys have different behavior. Surely there's an explanation out there!
I can't find any articles explaining this and it's a really good question. I personally think that it's for functionality purposes
Enter Key the classic AcceptButton acts like a FullClick (Click/ClickReleased) that's why if you hold it you will have the effect of clicking multiple times.
Space however is a SingleClick (No click release until you release the key) so it can accomplish task where only a Click is required without a ClickRelease and actions where only the selection of a control is required to activate it. Like the CheckBox or RadioButtons which can't be activate with the Enter but can be activated with the Space like if you click on it.
In conclusion, the Space would be the official MouseClick since it has the same effects of a MouseClick uppon pressing or releasing. Enter would be sort of a shortcut for a One click full click. All, of course, in the idea of giving more possibilities to the keyboard itself.
You're seeing two different behaviors, which aren't associated except that they both deal with keyboard events on a winform.
Enter is special because it's the keypress to activate the acceptButton of a form. In fact, you missed another key that can affect buttons: Esc is the cancelButton, and will throw events as well.
As PhaDaPhunk explained, Space is a MouseClick for any component that accepts a MouseClick, but I haven't found a detailed explanation for it. I'd assume it's the default behavior of all controls. The Microsoft guide to accessibility seems to imply that is so in their section on keyboard-based navigation
Incidentally, this Microsoft support knowledge base entry seems to show that the spacebar implementation went from Button.Click to Button.MouseClick. Perhaps that's the reason for it's different behavior.
This functionality seems to have been removed in Big Sur. I came here looking for how I could get it back. It can be very efficient to click enter to proceed or spacebar usually to cancel, to pick the two primary options on most dialog buttons.

C# Form Application: How to avoid deleting the unwanted events "manually" from InitializeComponent()?

This is a simple scenario:
I add an event to a control on the form by double clicking on its field (in Events part). But, then I decide that it was unnecessary and delete the automatically generated method. I'll run the program and it gives an error telling me that the event still exists in the InitializeComponent() and I must delete it from there.
So, is there anyway to avoid deleting the event "manually"? Is there anyway to fully delete it without leaving any trace (specially in InitializeComponent())?
Update: Also, another question arose:
When I delete the method from the code, the method name in the event field will disappear. So, if the InitializeComponent() is linked to these events, why isn't it updated with the empty event field?
You should use again the events grid and right click on the event you have inserted.
Select the Reset Menu option. This will remove the event handler assigned in the InitializeComponent and the code of the emtpy event in the code designer.
Note, that if you add code at the event, Visual Studio doesn't remove the new code.
The best way to do this is through the Properties grid in the Designer. You can click the Reset button or just delete the text and it will remove the event hook-up in the InitializeComponent() method. If your method is empty in your code behind, it will also delete it there:
It makes sense that you would have to manually delete the method body if it contains code in case it accidentally got Reset in the designer or if your method is referenced from some other part of your code. Visual Studio is gong to err on the side of caution.
If you delete the method body first, the reason it is not deleting the references to it probably in part has to do with cutting-and-pasting code. If you wanted to move the method to a different place in your code, the acting of cutting it would sever the references to it. After you pasted it, then you would wonder why your event was no longer be called. Again, error on the side of caution since it's not that difficult for the developer to track down extraneous code.
This pertains to C# 2017. So hopefully it would help others.
I'm new to C# (or at least back to code it) and ran with the same issue.
I commented out the event that I did by mistake. Then in the Error list, you will find an error there because that event is missing. Double click on it. It'll take you to the Designer code that "wires" the event. Once there, find the unwanted event and comment it out/delete it. Take care!
Look at the properties window when you select the Control. Click on the little flash and you'll see the Events listed, along with your event (Click or whatever), and your event will have the name of the assigned method behind it. Just delete that method.
That deletes the method, only if it's empty and otherwise unused though, which is quite reasonable. After all you might have put a lot of work into that event handler. (note: Just tried it again and apparently it doesn't always delete empty methods even though it did a few minutes ago. weird.)
In the designer you go to the events tab for the control in question, select the event that has the unwanted handler; and delete the name of the handler. Then save the form again.
This doesn't delete the method itself I think, (possibly unless it's empty or just been added).
Update
I dare say the reason for why it nearly always doesn't delete the method is because it could be used as a handler on another control's event. After all, in the UI you only asked to remove one event's handler; not every handler bound to that method. Then there's the question of whether the back-end code is dirty (i.e. unsaved) - checking whether the method is empty or not isn't reliable in that case. Yes, all of these could be worked around, but having to delete the method manually isn't exactly a hardship :) and at least this way VS doesn't end up deleting methods you actually want to keep.
Go back to the form and hit CTRL+Z.

C# How To: Trying to call button twice in same class?

Did some searches here & on the 'net and haven't found a good answer yet. What I'm trying to do is call a button twice within the same class in C#.
Here's my scenario -
I have a form with a button that says "Go". When I click it the 1st time, it runs through some 'for' loops (non-stop) to display a color range. At the same time I set the button1.Text properties to "Stop". I would like to be able to click the button a 2nd time and when that happens I would like the program to stop. Basically a stop-and-go button. I know how to do it with 2 button events, but would like to utilize 1 button.
Right now the only way to end the program is the X button on the form.
I've tried different things and haven't had much luck so far so wanted to ask the gurus here how to do it.
BTW, this is a modification of a Head First Labs C# book exercise.
Thanks!
~Allen
You would need to use Multithreading (launch the process intensive code asynchronously in a separate thread), for instance, using the BackgroundWorker object in .NET 2+. This would be necessary because your UI will not respond to the user's click until the loop running in the Start method is completed. It is quite irrelevant if you use the same button or another one to toggle the process, because the processor is busy processing the loop.
The BackgroundWorker has a property called WorkerSupportsCancellation which needs to be true in this scenario. When the user clicks Stop you would invoke the CancelAsync method of the BackgroundWorker.
See MSDN for a good example. Also DreamInCode has a good tutorial which seems quite similar to your requirement.
Why not create two buttons, hide one when the other is visible? That should be a lot of easier to handle.
Or you can add a bool field to indicate which operation branch to execute.
One simple solution would be to add a boolean member to your form that is, e.g., true when the button says "Go" and false when the button says "Stop".
Then, in your button's event handler, check that boolean value. If the value is true, then start your operation and set the value to false when you change the button's text to say "stop". Vice-versa for the other case. :)
There are other techniques that I might prefer if this were production code, perhaps including considering the design of the form more carefully, but as this is clearly a learning exercise I believe that a simple boolean flag indicating the current state of the form is just what you're looking for.
Note that I would strongly discourage you from checking the value of the button text to determine what state the object is in. Whenever possible, as a general rule of good design, you want your visual state to be "decoupled" from your underlying object's state. That is to say, your visual widgets can depend on your underlying objects, but your underlying objects should not depend on your visual widgets. If you tested the text of the button, your underlying logic would depend on your visual state and that would violate this general rule.
If your problem is related to the fact that you can't cancel the operation while it's being performed, you'll want to look into using a BackgroundWorker to perform your long-running activity.
Another option would be to check the current text on your button to determine what to do:
void btnStartStop_Click(Object sender, EventArgs e)
{
if (btnStartStop.Text == "Go")
{
btnStartStop.Text = "Stop";
// Go code here
}
else
{
btnStartStop.Text = "Go";
// Stop code here
}
}
Are you getting your second button click event? Put a breakpoint in your click handler and run your code. When you click the second time, do you ever hit your breakpoint?
If your loop is running continuously, and it is in your button click handler, then your loop is running in the UI thread. You probably don't get to "see" the second button click until after the loop is completed. In addition to the branch code that you see above, try either inserting a DoEvents in your loop processing (this is a place where your loop will temporarly give up control so that messages can be processed). Or, (better) have a look at the backgroundworker class -- do most of your processing in a different thread, so that you UI can remain responsive to button clicks.
Cerebrus is right about using the Background Worker thread. However if you are doing a WPF app then it won't be able to update the UI directly. To get around this you can call Dispatcher.BeginInvoke on the main control/window.
Given code like:
Private Delegate Sub UpdateUIDelegate(<arguments>)
Private Sub CallUpdateUI(<arguments>)
control.Dispatcher.BeginInvoke(Windows.Threading.DispatcherPriority.Background, New UpdateUIDelegate(AddressOf UpdateUI), <arguments>)
End Sub
Private Sub UpdateUI(<arguments>)
'update the UI
End Sub
You can call CallUpdateUI from the Background Worker thread and it will get the main thread to perform UpdateUI.
You could set the Tag property on the button to a boolean indicating whether the next action should be "Stop" or "Go", and reset it each time you click the button. It's an Object property, though, so you'll have to cast it to bool when you read it.

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