I want to make hovering button in my game. Because when my cursor touch the button it will go to another screen immediately. I don't like this so much. I use xna 4.0 with visual studio 2010 to make this project. (use kinect without wpf)
How to use timer in this case ? Please help me
if (Hand.contian(Button) && holdtime == targetHoldtime)
{
}
You have to manage time by yourself based in elapsed time per frame:
ft = GameTime.Elapsed.TotalSeconds; // Xna
ft= 1/30f; // 30fps
And can be done in similar way to this:
class Button {
public float Duration = 1; // One second
public Rectangle Bounds; // Button boundaries
public float Progress { get{ return Elapsed/Duration; } }
float Elapsed = 0;
public void Update(float ft) {
if (Bounds.Contains( HandPosition ))
{
if (Elapsed<Duration) {
Elapsed += ft;
if (Elapsed>Duration) {
Elapsed = Duration;
OnClick();
}
}
} else {
Elapsed = 0;
}
}
}
I would first suggest that you look through the SDK documentation and the built in KinectInteraction controls. They may provide you with what you are looking for. Most notably SDK 1.7 removed that "HoverDwell" button in favor of a "press" action, which is a more natural interaction in a gesture system. You may want to look at using that motion instead.
If you truly desire a "click on hover" type action, you can look at the code in SDK 1.6 for an example. Several examples are available online at the Kinect for Windows CodePlex repository. The specific control example you are looking for is in the "BasicInteraction-WPF" project, and is called HoverDwellButton.
The "button" is actually a ContentControl which means you can place any content in there to make it a button. It can be a simple image, or a complex Grid. It has all the hooks to fire events when the timer on your hover goes off.
There is a decent amount of complexity in this control, which is what makes it work for a wide range of applications. At the core of the interaction is a simple DispatcherTimer.
private void OnPreviewHandEnter(object sender, HandInputEventArgs args)
{
if (this.trackedHandHovers.FirstOrDefault(t => t.Hand.Equals(args.Hand)) == null)
{
// additional logic removed for answer sanity
var timer = new HandHoverTimer(DispatcherPriority.Normal, this.Dispatcher);
timer.Hand = args.Hand;
timer.Interval = TimeSpan.FromMilliseconds(Settings.Default.SelectionTime);
timer.Tick += (o, s) => { this.InvokeHoverClick(args.Hand); };
this.trackedHandHovers.Add(timer);
timer.Start();
}
args.Handled = true;
}
Notice that the Tick event is calling InvokeHoverClick, which (in part) reads as follows:
public void InvokeHoverClick(HandPosition hand)
{
// additional logic removed for answer sanity
var t = new DispatcherTimer();
t.Interval = TimeSpan.FromSeconds(0.6);
t.Tick += (o, s) =>
{
t.Stop();
var clickArgs = new HandInputEventArgs(HoverClickEvent, this, hand);
this.RaiseEvent(clickArgs);
this.IsSelected = false;
};
t.Start();
}
This now fires an event after a set amount of time. This event can be capture and acted upon to your liking.
Again, I first recommend looking at the newer interactions in SDK 1.7. If you still want a timed hover click action, check out the links above. I used the HoverDwellButton to great effect in several different areas.
Related
I am using slimdx to interpret xbox controller button presses. I poll every 200ms to read the xbox button states and all works for me. I use
JoystickState state = Joystick.GetCurrentState();
// get buttons states
bool[] buttonsPressed = state.GetButtons();
Is there anyway to generate events on the button press instead of polling? To explain imagine if my poll time was 5 seconds. And the user presses a button in the 2nd second and releases it. In the next poll time my application will never know that the button was pressed
No - in DirectX you must poll. To do this efficiently you want to create a polling thread, and have a class which raises cross thread events to your consuming thread.
I know this is 4 years old but the answer is incorrect. The most efficient way may be to poll, but you can raise an event when you poll.
This is a work in progress but it should get someone started. Save this as a new class, it derives from a Timer, so once you add this to your project, build it, and drag it onto the Form you want to use it, you can then subscribe to the buttonPressed event.
public class GamePadController : Timer
{
public delegate void ButtonPressedDelegate(object sender, int ButtonNumber);
public event ButtonPressedDelegate ButtonPressed;
List<DeviceInstance> directInputList = new List<DeviceInstance>();
DirectInput directInput = new DirectInput();
List<SlimDX.DirectInput.Joystick> gamepads = new List<Joystick>();
SlimDX.DirectInput.JoystickState state;
public GamePadController()
{
this.Interval = 10;
this.Enabled = true;
this.Tick += GamePadController_Tick;
RefreshGamePads();
}
private void RefreshGamePads()
{
directInputList.Clear();
directInputList.AddRange(directInput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly));
gamepads.Clear();
foreach (var device in directInputList)
{
gamepads.Add(new SlimDX.DirectInput.Joystick(directInput, directInputList[0].InstanceGuid));
}
}
private void GamePadController_Tick(object sender, EventArgs e)
{
foreach (var gamepad in gamepads)
{
if (gamepad.Acquire().IsFailure)
continue;
if (gamepad.Poll().IsFailure)
continue;
if (SlimDX.Result.Last.IsFailure)
continue;
state = gamepad.GetCurrentState();
bool[] buttons = state.GetButtons();
for (int i = 0; i < buttons.Length; i++)
{
if (buttons[i])
{
if (ButtonPressed != null)
{
ButtonPressed(gamepad, i);
}
}
}
gamepad.Unacquire();
}
}
}
}
I'd like to subscribe to an event which tells me that scrolling has started in a ListView and get the direction of scrolling.
Is there any way to do this in Windows 10 UWP API?
Thanks
You should first obtain the ScrollViewer inside the ListView and then subscribe to its DirectManipulationStarted event.
However, to get the direction of the scrolling can be tricky. I'd suggest you to have a look at the new Windows Composition API where there's a way to use ExpressionAnimation to link the ScrollViewer's translation to a value of your choice.
A good start is to have a look at this demo from James Clarke.
private void MainPage_Loaded(object sender, RoutedEventArgs e)
{
CompositionPropertySet scrollerViewerManipulation = ElementCompositionPreview.GetScrollViewerManipulationPropertySet(myScroller);
Compositor compositor = scrollerViewerManipulation.Compositor;
ExpressionAnimation expression = compositor.CreateExpressionAnimation("ScrollManipululation.Translation.Y * ParallaxMultiplier");
expression.SetScalarParameter("ParallaxMultiplier", 0.3f);
expression.SetReferenceParameter("ScrollManipululation", scrollerViewerManipulation);
Visual textVisual = ElementCompositionPreview.GetElementVisual(background);
textVisual.StartAnimation("Offset.Y", expression);
}
Update
Actually just thought of an easier way to detect the scrolling direction. Just subscribe whenever the VerticalOffset is changed and compare it to its previous values.
private double _previousOffset;
sv.RegisterPropertyChangedCallback(ScrollViewer.VerticalOffsetProperty, (s, dp) =>
{
if (Math.Abs(sv.VerticalOffset - _previousOffset ) < 3)
{
// ignore when offset difference is too small
}
else if (sv.VerticalOffset > _previousOffset)
{
Debug.WriteLine($"up {sv.VerticalOffset - _previousOffset}");
}
else {
Debug.WriteLine($"down {sv.VerticalOffset - _previousOffset}");
}
_previousOffset = sv.VerticalOffset;
});
I have a Canvas control with various elements on, in this particular function I am allowing a user to drag the end point of a line around the canvas. In the MouseMove function I call e.GetPosition().
The function is, according to the VS performance analyzer, close to 30% of total CPU for the app when constantly moving around. Its pretty slow. What can I do to increase this performance?
CurrentPoint = e.GetPosition(PointsCanvas);
I've faced the same problem while using MouseMove on windows phone 8. It seems that while dragging , events (containing the coordinates you need ) are raised at regular time interval ( depending on what you do in the implementation in your listeners, every 20 ms for example). So what I did was to populate a Queue with my coordinates and create a Thread that consume that Queue by enqueue the first element and do the logic I want. Like that the logic is not done serially because it's another thread who does the job.
I don't know if I'm enough clear so please take a look to the code below :
//Class used to store e.getPosition(UIElement).X/Y
public class mouseInformation
{
public int x { get; set; }
public int y { get; set; }
public mouseInformation(int x, int y, String functionName)
{
this.x = x;
this.y = y;
}
}
private readonly Queue<mouseInformation> queueOfEvent = new Queue<mouseInformation>();
//MouseMove listener
private void wpCanvas_MouseDragged(object sender, System.Windows.Input.MouseEventArgs e)
{
//Instead of "wpCanvas" put the name of your UIElement (here your canvas name)
mouseInformation mouseDragged = new mouseInformation((int)e.GetPosition(wpCanvas).X, (int)e.GetPosition(wpCanvas).Y);
EnqueueMouseEvent(mouseDragged);
}
//Allow you to add a MouseInformation object in your Queue
public void EnqueueMouseEvent(mouseInformation mi)
{
lock (queueOfEvent)
{
queueOfEvent.Enqueue(mi);
Monitor.PulseAll(queueOfEvent);
}
}
//Logic that your consumer thread will do
void Consume()
{
while (true)
{
mouseInformation MI;
lock (queueOfEvent)
{
while (queueOfEvent.Count == 0) Monitor.Wait(queueOfEvent);
MI = queueOfEvent.Dequeue();
}
// DO YOUR LOGIC HERE
// i.e DoSomething(MI.x, MI.y)
}
}
And don't forget to create the thread in your Main() or in MainPage_Loaded(object sender, RoutedEventArgs e) method if you are Windows phone user.
System.Threading.ThreadStart WatchQueue = new System.Threading.ThreadStart(Consume);
System.Threading.Thread RunWatchQueue = new System.Threading.Thread(WatchQueue);
RunWatchQueue.Name = "Events thread";
RunWatchQueue.Start();
To be simple less you do in your MouseMove listener, more speed it will be.
You can aswell do the logic asynchronously or even use Bresenham algorithm to simulate more events.
Hope it helps.
Are you using any effects such as dropshaddow etc?
I recently had the situation where e.GetPosition() was also using 30% of the app's cpu resources, which doesn't make any sense right?
I turns out that up the visual tree there was a control applying a dropshaddow effect and that was what was slowing everything down so much...
I am trying to learn .NET programming. As a part of my learning, I tried to make some effects on buttons. It is working... but not as smooth as I imagined! Is there any better way to do this? Thank you in advance!
My need:
There are 3 buttons.
When you hover the mouse over one of them, it expands and when you mouse out from that button, it returns to its initial size.
private void button1_MouseHover(object sender, EventArgs e)
{
button1.BackColor = Color.White;
button1.Width = 130;
button1.BringToFront();
}
private void button1_MouseLeave(object sender, EventArgs e)
{
button1.BackColor = Color.Red;
button1.Width = 75;
}
private void button2_MouseHover(object sender, EventArgs e)
{
button2.BackColor = Color.Gray;
button2.Width = 130;
button2.BringToFront();
}
private void Form1_MouseLeave(object sender, EventArgs e)
{
button2.BackColor = Color.Red;
button2.Width = 75;
}
private void button3_MouseHover(object sender, EventArgs e)
{
button3.BackColor = Color.DimGray;
button3.Width = 130;
button3.BringToFront();
}
private void button3_MouseLeave(object sender, EventArgs e)
{
button3.BackColor = Color.Red;
button3.Width = 75;
}
So first off, you don't want to do the exact same thing 3 times. Create a single method to add the appropriate handlers for a button, and then just write the code once to handle any given button.
Note that you can go into the expand/contract tick handlers and use the percentComplete value to set the height as well, to move the color along a spectrum (this would involve some mathematics of colors to do though) or to alter any other aspect of the button. If you're really motivated to generalize it you could add a parameter to the method of Action<double> that does something to the object based on the given percent progress.
public void AddAnimation(Button button)
{
var expandTimer = new System.Windows.Forms.Timer();
var contractTimer = new System.Windows.Forms.Timer();
expandTimer.Interval = 10;//can adjust to determine the refresh rate
contractTimer.Interval = 10;
DateTime animationStarted = DateTime.Now;
//TODO update as appropriate or make it a parameter
TimeSpan animationDuration = TimeSpan.FromMilliseconds(250);
int initialWidth = 75;
int endWidth = 130;
button.MouseHover += (_, args) =>
{
contractTimer.Stop();
expandTimer.Start();
animationStarted = DateTime.Now;
button.BackColor = Color.DimGray;
};
button.MouseLeave += (_, args) =>
{
expandTimer.Stop();
contractTimer.Start();
animationStarted = DateTime.Now;
button.BackColor = Color.Red;
};
expandTimer.Tick += (_, args) =>
{
double percentComplete = (DateTime.Now - animationStarted).Ticks
/ (double)animationDuration.Ticks;
if (percentComplete >= 1)
{
expandTimer.Stop();
}
else
{
button.Width = (int)(initialWidth +
(endWidth - initialWidth) * percentComplete);
}
};
contractTimer.Tick += (_, args) =>
{
double percentComplete = (DateTime.Now - animationStarted).Ticks
/ (double)animationDuration.Ticks;
if (percentComplete >= 1)
{
contractTimer.Stop();
}
else
{
button.Width = (int)(endWidth -
(endWidth - initialWidth) * percentComplete);
}
};
}
If you are using WinForms, animations are going to be rather painful and you will have to handle them yourself via Timer objects.
If you are getting into .NET and want to make cool-looking applications with animatons and styling, I highly recommend you look at WPF instead. It can do animations very easily though C# or XAML.
While it is still possible in WinForms, it will take far more development time where as those features are built into WPF already (and optimized).
When you modify a controls properties, it takes effect instantaneously. What you desire is something that is usually known as some type of fade or tweening. There might be libraries out there to do this, but if you wanted to write this yourself for fun, you can use a Timer object, and on each tick update the color.
What you would do is set a color as the TargetColor somewhere(this is a variable or property you make up), and then start a timer that ticks maybe every 10 milliseconds. In each tick, you look at the start time, and how long has passed since then. If you want the animation to take place of a full second, then that is 1000 milliseconds. So during each tick, you look at the amount of time that has passed, maybe 200 milliseconds, then divide 200/1000 to get the fraction of time that you have gone into the animation. Then you look at a difference between the Start and Target Color, multiply that difference by the fraction, and add the result to the start color. In other words, 200 milliseconds into an animation that last 1000 milliseconds, means you are 20% into the animation. Thus you want to set the color to be whatever color is 20% from the start color towards the end color.
There's alot you could do to refine this. Perhaps having a subclass Button control that encapsulates the timer and exposes functions/properties to track start/end color, animation transition time, etc. Most animated UI features like this let you specify how long the animation should last, and then it interpolates the inbetween states as it transitions. This is the origin of the term tweening, as it comes from transitioning from one state to another by inbetweening
How to detect the ctrl key is pressed twice if the program is minimized or in system tray
I am trying to develop a c# program where the main form will be shown to the user when the control key is pressed twice. I found samples for hotkey combinations but this is not hotkey with combination, like control+ some other key. This is like google desktop app where the search box is displayed when control key is pressed twice.
Keyboard hooking as suggested. It's been nicely wrapped for you at CodePlex, where you get a .NET API simply raising Key and Mouse events, regardless of the state your app is in.
This seems like a case of keyboard hooking (WH_KEYBOARD).
What you could do is capture each time the key is pressed, and perhaps in a background worker compare the difference in time.
Set yourself a threshold and if it is less than that, you would consider it a double press and do what you need to.
Untested the components could look something like:
private readonly DateTime _originDateTime = new DateTime(0);
private DateTime _lastKeyPress;
Hook up worker:
_backgroundWorker = new BackgroundWorker { WorkerSupportsCancellation = false };
_backgroundWorker.DoWork += DoBackgroundWork;
_backgroundWorker.RunWorkerAsync();
Implement DoBackgroundWork method:
private void DoBackgroundWork(object sender, DoWorkEventArgs doWorkEventArgs)
{
do
{
if (_lastKeyPress != _originDateTime)
{
Thread.Sleep(DelayInMilliseconds);
DateTime now = DateTime.Now;
TimeSpan delta = now - _lastKeyPress;
if (delta < new TimeSpan(0, 0, 0, 0, DelayInMilliseconds))
{
continue;
}
}
//do stuff
} while (true);
}
And don't forget to capture the key:
private void SomeEvent_KeyDown(object sender, KeyEventArgs e)
{
_lastKeyPress = DateTime.Now;
}
This is based on XPath Visualizer
Use keyboard hooks like foxx1337 suggested, then do something like this:
int triggerThreshold = 500; //This would be equivalent to .5 seconds
int lastCtrlTick = 0;
private void OnCtrlPress()
{
int thisCtrlTick = Environment.TickCount;
int elapsed = thisCtrlTick - lastCtrlTick;
if (elapsed <= triggerThreshold)
{
LaunchYourAppOrWhatever();
}
lastCtrlTick = thisCtrlTick;
}
UPDATE:
The managed wrapper .NET library library mentioned in an accepted answer has moved here. Now there is also a nuget package MouseKeyHook available.
Recently support for detecting shortcuts, key combinations and sequences was added. Here is a usage example:
void DoSomething()
{
Console.WriteLine("You pressed UNDO");
}
Hook.GlobalEvents().OnCombination(new Dictionary<Combination, Action>
{
{Combination.FromString("Control+Z"), DoSomething},
{Combination.FromString("Shift+Alt+Enter"), () => { Console.WriteLine("You Pressed FULL SCREEN"); }}
});
For more information see: Detecting Key Combinations and Seuqnces