JavaFX fire close tab event - javafx

tab.setOnCloseRequest(e -> {
e.consume();
if (currentEditor.isModified()){
switch (DialogBox.newSaveConfirmationBox(tab.getText())){
case "Yes": tabPane.fireEvent(???);
}
}
}
I would like to make a confirmation for a tabbed text editor, where there are opetions "yes" "no" cancel". Is there a way to fire a close tab event when "yes" is selected? thanks
tab.setOnCloseRequest(e -> {
if (currentEditor.isModified()){
switch (DialogBox.newSaveConfirmationBox(tab.getText())){
case "Yes":
saveFile();
case "Cancel":
e.consume();
}
}
}
);
Sadly, when currentEditor.isModified() is false, the tab can't be closed, any suggestions? thanks

Consuming the event vetoes the close. So you should only consume the event if the user decides they do not want to close the tab. Otherwise, let the event propagate, and the tab will close:
tab.setOnCloseRequest(e -> {
// remove the next line: you only want to consume the event for "No"
// e.consume();
if (currentEditor.isModified()){
if ("No".equals(DialogBox.newSaveConfirmationBox(tab.getText()))) {
e.consume();
}
}
});

Related

SwiftUI: how to handle BOTH tap & long press of button?

I have a button in SwiftUI and I would like to be able to have a different action for "tap button" (normal click/tap) and "long press".
Is that possible in SwiftUI?
Here is the simple code for the button I have now (handles only the "normal" tap/touch case).
Button(action: {self.BLEinfo.startScan() }) {
Text("Scan")
} .disabled(self.BLEinfo.isScanning)
I already tried to add a "longPress gesture" but it still only "executes" the "normal/short" click. This was the code I tried:
Button(action: {self.BLEinfo.startScan() }) {
Text("Scan")
.fontWeight(.regular)
.font(.body)
.gesture(
LongPressGesture(minimumDuration: 2)
.onEnded { _ in
print("Pressed!")
}
)
}
Thanks!
Gerard
I tried many things but finally I did something like this:
Button(action: {
}) {
VStack {
Image(self.imageName)
.resizable()
.onTapGesture {
self.action(false)
}
.onLongPressGesture(minimumDuration: 0.1) {
self.action(true)
}
}
}
It is still a button with effects but short and long press are different.
Combining a high priority gesture and a simultaneous gesture should do the trick.
Button(action: {})
{
Text("A Button")
}
.simultaneousGesture(
LongPressGesture()
.onEnded { _ in
print("Loooong")
}
)
.highPriorityGesture(TapGesture()
.onEnded { _ in
print("Tap")
})
Found this a handy pattern when interacting with other views as well.
I just discovered that the effect depends on the order of the implementation. Implementing the detection of gestures in the following order it seems to be possible to detect and identify all three gestures:
handle a double tap gesture
handle a longPressGesture
handle a single tap gesture
Tested on Xcode Version 11.3.1 (11C504)
fileprivate func myView(_ height: CGFloat, _ width: CGFloat) -> some View {
return self.textLabel(height: height, width: width)
.frame(width: width, height: height)
.onTapGesture(count: 2) {
self.action(2)
}
.onLongPressGesture {
self.action(3)
}
.onTapGesture(count: 1) {
self.action(1)
}
}
Here is my implementation using a modifier:
struct TapAndLongPressModifier: ViewModifier {
#State private var isLongPressing = false
let tapAction: (()->())
let longPressAction: (()->())
func body(content: Content) -> some View {
content
.scaleEffect(isLongPressing ? 0.95 : 1.0)
.onLongPressGesture(minimumDuration: 1.0, pressing: { (isPressing) in
withAnimation {
isLongPressing = isPressing
print(isPressing)
}
}, perform: {
longPressAction()
})
.simultaneousGesture(
TapGesture()
.onEnded { _ in
tapAction()
}
)
}
}
Use it like this on any view:
.modifier(TapAndLongPressModifier(tapAction: { <tap action> },
longPressAction: { <long press action> }))
It just mimics the look a button by scaling the view down a bit. You can put any other effect you want after scaleEffect to make it look how you want when pressed.
I had to do this for an app I am building, so just wanted to share. Refer code at the bottom, it is relatively self explanatory and sticks within the main elements of SwiftUI.
The main differences between this answer and the ones above is that this allows for updating the button's background color depending on state and also covers the use case of wanting the action of the long press to occur once the finger is lifted and not when the time threshold is passed.
As noted by others, I was unable to directly apply gestures to the Button and had to apply them to the Text View inside it. This has the unfortunate side-effect of reducing the 'hitbox' of the button, if I pressed near the edges of the button, the gesture would not fire. Accordingly I removed the Button and focused on manipulating my Text View object directly (this can be replaced with Image View, or other views (but not Button!)).
The below code sets up three gestures:
A LongPressGesture that fires immediately and reflects the 'tap' gesture in your question (I haven't tested but this may be able to replaced with the TapGesture)
Another LongPressGesture that has a minimum duration of 0.25 and reflect the 'long press' gesture in your question
A drag gesture with minimum distance of 0 to allow us to do events at the end of our fingers lifting from the button and not automatically at 0.25 seconds (you can remove this if this is not your use case). You can read more about this here: How do you detect a SwiftUI touchDown event with no movement or duration?
We sequence the gestures as follows: Use 'Exclusively' to combine the "Long Press" (i.e. 2 & 3 above combined) and Tap (first gesture above), and if the 0.25 second threshold for "Long Press" is not reached, the tap gesture is executed. The "Long Press" itself is a sequence of our long press gesture and our drag gesture so that the action is only performed once our finger is lifted up.
I also added code in the below for updating the button's colours depending on the state. One small thing to note is that I had to add code on the button's colour into the onEnded parts of the long press and drag gesture because the minuscule processing time would unfortunately result in the button switching back to darkButton colour between the longPressGesture and the DragGesture (which should not happen theoretically, unless I have a bug somewhere!).
You can read more here about Gestures: https://developer.apple.com/documentation/swiftui/gestures/composing_swiftui_gestures
If you modify the below and pay attention to Apple's notes on Gestures (also this answer was useful reading: How to fire event handler when the user STOPS a Long Press Gesture in SwiftUI?) you should be able to set up complex customised button interactions. Use the gestures as building blocks and combine them to remove any deficiency within individual gestures (e.g. longPressGesture does not have an option to do the events at its end and not when the condition is reached).
P.S. I have a global environment object 'dataRouter' (which is unrelated to the question, and just how I choose to share parameters across my swift views), which you can safely edit out.
struct AdvanceButton: View {
#EnvironmentObject var dataRouter: DataRouter
#State var width: CGFloat
#State var height: CGFloat
#State var bgColor: Color
#GestureState var longPress = false
#GestureState var longDrag = false
var body: some View {
let longPressGestureDelay = DragGesture(minimumDistance: 0)
.updating($longDrag) { currentstate, gestureState, transaction in
gestureState = true
}
.onEnded { value in
print(value.translation) // We can use value.translation to see how far away our finger moved and accordingly cancel the action (code not shown here)
print("long press action goes here")
self.bgColor = self.dataRouter.darkButton
}
let shortPressGesture = LongPressGesture(minimumDuration: 0)
.onEnded { _ in
print("short press goes here")
}
let longTapGesture = LongPressGesture(minimumDuration: 0.25)
.updating($longPress) { currentstate, gestureState, transaction in
gestureState = true
}
.onEnded { _ in
self.bgColor = self.dataRouter.lightButton
}
let tapBeforeLongGestures = longTapGesture.sequenced(before:longPressGestureDelay).exclusively(before: shortPressGesture)
return
Text("9")
.font(self.dataRouter.fontStyle)
.foregroundColor(self.dataRouter.darkButtonText)
.frame(width: width, height: height)
.background(self.longPress ? self.dataRouter.lightButton : (self.longDrag ? self.dataRouter.brightButton : self.bgColor))
.cornerRadius(15)
.gesture(tapBeforeLongGestures)
}
}
This isn't tested, but you can try to add a LongPressGesture to your button.
It'll presumably look something like this.
struct ContentView: View {
#GestureState var isLongPressed = false
var body: some View {
let longPress = LongPressGesture()
.updating($isLongPressed) { value, state, transaction in
state = value
}
return Button(/*...*/)
.gesture(longPress)
}
}
Kevin's answer was the closest to what I needed. Since ordering the longPressGesture before the tapGesture broke ScrollViews for me, but the inverse made the minimumDuration parameter do nothing, I implemented the long press functionality myself:
struct TapAndLongPressModifier: ViewModifier {
#State private var canTap = false
#State private var pressId = 0
let tapAction: (()->())
let longPressAction: (()->())
var minimumDuration = 1.0
func body(content: Content) -> some View {
content
.onTapGesture {
if canTap {
tapAction()
}
}
.onLongPressGesture(
minimumDuration: 1.0,
pressing: { (isPressing) in
pressId += 1
canTap = isPressing
if isPressing {
let thisId = pressId
DispatchQueue.main.asyncAfter(deadline: .now() + minimumDuration) {
if thisId == pressId {
canTap = false
longPressAction()
}
}
}
},
// We won't actually use this
perform: {}
)
}
}
just do this:
the first modifier should be onLongPressGesture(minumumDuration: (the duration you want))
and the following mondifier should be onLongPressGesture(minimumDuration: 0.01) <- or some other super small numbers
this works for me perfectly
As a follow up, I had the same issue and I tried all of these answers but didn't like how they all worked.
I ended up using a .contextMenu it was way easier and produces pretty much the same effect.
Check link here
and here is an example
UPDATE:
As of iOS 16, .contextMenu has been depreciated. So I ended up using .simultaneousGesture on the Button, not the content in the button's label block.
i.e.
Button {
// handle Button Tap
} label: {
// button label content here
}
.simultaneousGesture(LongPressGesture()
.onEnded { _ in
// handle long press here
}
)
This still preserves the button animations as well.
Note tested before iOS 16 however.
Thought I'd post back on this, in case anyone else is struggling. Strange that Apple's default behaviour works on most controls but not buttons. In my case I wanted to keep button effects while supporting long press.
An approach that works without too much complexity is to ignore the default button action and create a simultaneous gesture that handles both normal and long clicks.
In your view you can apply a custom long press modifier like this:
var body: some View {
// Apply the modifier
Button(action: self.onReloadDefaultAction) {
Text("Reload")
}
.modifier(LongPressModifier(
isDisabled: self.sessionButtonsDisabled,
completionHandler: self.onReloadPressed))
}
// Ignore the default click
private func onReloadDefaultAction() {
}
// Handle the simultaneous gesture
private func onReloadPressed(isLongPress: Bool) {
// Do the work here
}
My long press modifier implementation looked like this and uses the drag gesture that I found from another post. Not very intuitive but it works reliably, though of course I would prefer not to have to code this plumbing myself.
struct LongPressModifier: ViewModifier {
// Mutable state
#State private var startTime: Date?
// Properties
private let isDisabled: Bool
private let longPressSeconds: Double
private let completionHandler: (Bool) -> Void
// Initialise long press behaviour to 2 seconds
init(isDisabled: Bool, completionHandler: #escaping (Bool) -> Void) {
self.isDisabled = isDisabled
self.longPressSeconds = 2.0
self.completionHandler = completionHandler
}
// Capture the start and end times
func body(content: Content) -> some View {
content.simultaneousGesture(DragGesture(minimumDistance: 0)
.onChanged { _ in
if self.isDisabled {
return
}
// Record the start time at the time we are clicked
if self.startTime == nil {
self.startTime = Date()
}
}
.onEnded { _ in
if self.isDisabled {
return
}
// Measure the time elapsed and reset
let endTime = Date()
let interval = self.startTime!.distance(to: endTime)
self.startTime = nil
// Return a boolean indicating whether a normal or long press
let isLongPress = !interval.isLess(than: self.longPressSeconds)
self.completionHandler(isLongPress)
})
}
}
Try this :)
Handles isInactive, isPressing, isLongPress and Tap(Click)
based on this
I tried to make this as a viewmodifier without success. I would like to see an example with #GestureState variable wrapper used in same manner as #State/#Published are bound to #Binding in view components.
Tested: Xcode 12.0 beta, macOS Big Sur 11.0 beta
import SwiftUI
enum PressState {
case inactive
case pressing
case longPress
var isPressing: Bool {
switch self {
case .inactive:
return false
case .pressing, .longPress:
return true
}
}
var isLongPress: Bool {
switch self {
case .inactive, .pressing:
return false
case .longPress:
return true
}
}
var isInactive : Bool {
switch self {
case .inactive:
return true
case .pressing, .longPress:
return false
}
}
}
struct ContentView: View {
#GestureState private var pressState: PressState = PressState.inactive
#State var showClick: Bool = false
var press: some Gesture {
LongPressGesture(minimumDuration: 0.8, maximumDistance: 50.0)
.sequenced(before: LongPressGesture(minimumDuration: .infinity, maximumDistance: 50.0))
.updating($pressState) { value, state, transaction in
switch value {
case .first(true): // first gesture starts
state = PressState.pressing
case .second(true, nil): // first ends, second starts
state = PressState.longPress
default: break
}
}
}
var body: some View {
ZStack{
Group {
Text("Click")
.offset(x: 0, y: pressState.isPressing ? (pressState.isLongPress ? -120 : -100) : -40)
.animation(Animation.linear(duration: 0.5))
.opacity(showClick ? 1 : 0 )
.animation(Animation.linear(duration: 0.3))
Text("Pressing")
.opacity(pressState.isPressing ? 1 : 0 )
.offset(x: 0, y: pressState.isPressing ? (pressState.isLongPress ? -100 : -80) : -20)
.animation(Animation.linear(duration: 0.5))
Text("Long press")
.opacity(pressState.isLongPress ? 1 : 0 )
.offset(x: 0, y: pressState.isLongPress ? -80 : 0)
.animation(Animation.linear(duration: 0.5))
}
Group{
Image(systemName: pressState.isLongPress ? "face.smiling.fill" : (pressState.isPressing ? "circle.fill" : "circle"))
.offset(x: 0, y: -100)
.font(.system(size: 60))
.opacity(pressState.isLongPress ? 1 : (pressState.isPressing ? 0.6 : 0.2))
.foregroundColor(pressState.isLongPress ? .orange : (pressState.isPressing ? .yellow : .white))
.rotationEffect(.degrees(pressState.isLongPress ? 360 : 0), anchor: .center)
.animation(Animation.linear(duration: 1))
Button(action: {
showClick = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5, execute: {
self.showClick = false
})
}, label: {
ZStack {
Circle()
.fill(self.pressState.isPressing ? Color.blue : Color.orange)
.frame(width: 100, height: 100, alignment: .center)
Text("touch me")
}}).simultaneousGesture(press)
}.offset(x: 0, y: 110)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}

Knockout asyncCommand - hit from a method

I want to alter how an asyncCommand is being hit (currently from a button), so I would need to access the asyncCommand from code. I don't want to have to alter what this asyncCommand is doing, it is dealing with payment details.
I have tried Googling but I cant find anything, I am also new to KO.
This is what I'm trying to achieve:
Click on a button (a separate button with its own asyncCommand method
which checks a flag) The 'execute' will do the following:
If (flag) - show modal
modal has two options - Continue / Cancel
If continue - hit asyncCommand command for original button (card payment one).
If cancel - go back to form
If (!flag)
Hit asyncCommand command for original button (card payment one).
Can this be done?
Thanks in advance for any help.
Clare
This is what I have tried:
FIRST BUTTON
model.checkAddress = ko.asyncCommand({
execute: function (complete)
{
makePayment.execute();
if (data.shippingOutOfArea === true || (data.shippingOutOfArea === null && data.billingOutOfArea === true)) {
model.OutOfArea.show(true);
}
complete();
},
canExecute: function (isExecuting) {
return !isExecuting;
}
});
ORIGINAL BUTTON
model.makePayment = ko.asyncCommand({
execute: function (complete) {
}})
MODAL
model.OutOfArea = {
header: ko.observable("Out of area"),
template: "modalOutOfArea",
closeLabel: "Close",
primaryLabel: "Continue",
cancelLabel: "Change Address",
show: ko.observable(false), /* Set to true to show initially */
sending: ko.observable(false),
onClose: function ()
{
model.EditEmailModel.show(false);
},
onAction: function () {
makePayment.execute();
},
onCancel: function ()
{
model.EditEmailModel.show(false);
}
};
You will have two async commands actually for this scenario. One to open up the modal and another one for the modal.
Eg:
showPaymentPromptCmd = ko.asyncCommand({
execute: function(complete) {
if (modalRequired) {
showModal();
} else {
makePayement();
}
complete();
},
canExecute: function(isExecuting) {
return !isExecuting;
}
});
//Called by Continue button on your modal.
makePaymentCmd = ko.asyncCommand({
execute: function(complete) {
makePayement();
complete();
},
canExecute: function(isExecuting) {
return !isExecuting;
}
});
var
function makePayement() {
//some logic
}

Cascade QML TabPane - maintaining TabPane through multiple pages

I've been trying to research this all weekend, but can't find a similar example.
I'm trying to keep a TabPane consistent through out multiple pages. As of right now, once you go past 1 page, the TabPane will no longer be there.
For example:
TabbedPane {
id: root
showTabsOnActionBar: true
Tab {
title: qsTr("Search") + Retranslate.onLocaleOrLanguageChanged
Search {
}
}
}
// Search.qml
NavigationPane {
id: navigationPane
Page {
Button {
onClicked: {
navigationPush.push(pageSearchResults.createObject())
}
}
}
attachObjects: [
ComponentDefinition {
id: pageSearchResults
SearchResults {
}
}
]
}
So basically at this point when we're on the Search page, we have the TabPane.
As soon as I push that Button and navigate to the SearchResults page. The TabPane is gone...
// SearchResults.qml
// We're now 2 pages -IN- from the TabPane
Page {
Button {
onClicked: {
navigationPush.push(nextPage.createObject())
}
}
attachObjects: [
ComponentDefinition {
id: nextPage
NextPage {
}
}
]
}
Also once we're on SearchResults - it won't let me push the next page. When I click the Button on SearchResults, you can see the navigationPush(nextPage.createObject()). It gives the following error:
pushPage : mNavigationStack : ("211") NavigationPane:
NavigationPaneOnFwdTransitionDone: emitting push transition ended for
page: 211 client top: 211
What you need to do is add a navigationPane to the tab and push pages onto that.
A sheet should be opened for something seperate to the tab - e.g. a settings page. Sheets also require buttons or code to close them.
It's not clear from your code whether you are using a navigationPane or not, so here is an example of how it should be working:
TabbedPane {
id: root
showTabsOnActionBar: true
Tab {
title: qsTr("Search") + Retranslate.onLocaleOrLanguageChanged
NavigationPane {
id: navSearch
Page {
}
}
}
}
Now when you want to navigate to the next page in search you will add it to the navSearch navigationPane. This will give you the back button as well.
It would be beneficial to read through the documentation on navigation here: http://developer.blackberry.com/native/documentation/cascades/ui/navigation/index.html
It will explain many details of how the navigation works and how different elements such as tabbed panes and sheets interact.

jqueryui dialog event: how to attach an even only once

JqueryUI:
The code below fires an alert every time the box is closed, but how can I make it so it only does this for once and not every time.
$("#box").dialog({
close: function () {
alert(999);
}
});
This was how I did it before using jQueryUi:
$("#box").one("click", function () {
alert(999);
return false
});
According to the docs, the .close() method also has a corresponding event: dialogclose. So you should be able to do this:
$("#box").one("dialogclose",function() {
alert(999);
});

re-firing a click event on a link with jQuery

i've got a page (asp.net) where I trap the click event of a link.
i then do some dirty checking and present a dialog to the user,
$(function() {
var clickedLink;
$('.checkdirty').click(function(event) {
if(isDirty == false){
return true;
}
clickedLink = $(this);
$('#dirtysave-dialog').dialog('open');
return false;
});
});
do you want to loose your changes Yes/No etc.
$('#dirtysave-dialog').dialog({ bgiframe: true, autoOpen: false,
height: 125, width: 425, modal: true,
title: "You have unsaved changes, do you want to continue and loose changes?!!",
buttons: {
"Yes": function() {
isDirty = false;
$(this).dialog("close");
$(clickedLink).click();
},
"No": function() {
$(this).dialog("close");
}
},
open: function(type, data) {
$(this).parent().appendTo("form");
}
});
if they click yes i then clear the isDirty flag and call click on the link. this goes back in to the click event handler, does the check
if(isDirty == false){
return true;
}
returns true but the event never happens....
i need to click the link again manually for it to fire.
any ideas??
.click() only fires the event handlers for onclick, it doesn't actually make the default action of following the link happen. Probably the quickest method is just to do that manually:
window.location= clickedLink.href;
PS. “lose”
you can use the trigger function, Change:
$(clickedLink).click();
to
$(clickedLink).trigger("click");
A better way would be to separate your click functionality out into a separate function and call this, however the above will work.

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