Move the object back to its original postion in ActionScript - apache-flex

Here is a script for a Drag n Drop game which I am working on. I've made each object draggable, and now I want the objects to return to its original positions once they're not dropped in its current location.
ie;I want to drag an object to a particular place.In case I release that dragged object before I reach that particular area ,the object should come to its initial place where I object was dragged from
public function mouseDownEvent(mouseEvent:MouseEvent):void
{
draging = true;
}
public function mouseUpEvent(mouseEvent:MouseEvent):void
{
draging = false;
selectedObject.stopDrag();
}
public function mouseMoveEvent(mouseEvent:MouseEvent):void
{
if(draging==true)
{
selectedObject.startDrag(true);
}
else
{
selectedObject.stopDrag();
}
}

You can use
selectedObject.setPosition(info.point.x,info.point.y,info.point.z);

Related

Detect When A Node is Visible in a Scene

I am trying to find a way to detect (or receive notification) that a Node has been added to a Scene and is visible.
I am creating Node objects off the main JavaFx thread and add them to the Stage and Scene using Platform.runLater(). However I would like the Node object to receive notification that is has been added to the Scene and is visible, for example I wish to trigger an animation to start.
I can't seem to find any property or method to add a listener to capture such an event. Any suggestions?
The third-party JavaFX library ReactFX has a mechanism for this, and this exact use case is cited in the blog. In short, you can do
Val<Boolean> showing = Val.flatMap(node.sceneProperty(), Scene::windowProperty)
.flatMap(Window::showingProperty);
and then of course
showing.addListener((obs, wasShowing, isNowShowing) -> {
if (isNowShowing) {
// node is showing
} else {
// node is not showing
}
});
The standard library has a version of this, but it is very badly written. (It is not typesafe, has no compile-time checking that the properties exist, and also pipes a lot of unnecessary warnings to standard error if any of the properties in the "chain" are null, even though the API docs indicate this is a supported use case.) If you want to do this with the standard JavaFX library, you can do
BooleanBinding showing = Bindings.selectBoolean(node.sceneProperty(), "window", "showing");
and then use the binding the same way as above.
Finally, you could do all this by hand, but it gets a bit ugly to manage the listeners properly:
BooleanProperty showing = new SimpleBooleanProperty();
ChangeListener<Window> windowListener = (obs, oldWindow, newWindow) -> {
showing.unbind();
if (newWindow != null) {
showing.bind(newWindow.showingProperty());
} else {
showing.set(false);
}
};
ChangeListener sceneListener = (obs, oldScene, newScene) -> {
showing.unbind();
if (oldScene != null) {
oldScene.windowProperty().removeListener(windowListener);
}
if (newScene == null) {
showing.set(false);
} else {
newScene.windowProperty().addListener(windowListener);
if (newScene.getWindow() == null) {
showing.set(false);
} else {
showing.bind(newScene.getWindow().showingProperty());
}
}
};
node.sceneProperty().addListener(sceneListener);
if (node.getScene() == null) {
showing.set(false);
} else {
node.getScene().windowProperty().add(windowListener);
if (node.getScene().getWindow() == null) {
showing.set(false);
} else {
showing.bind(node.getScene().getWindow().showingProperty());
}
}
You can add a listener to the children property of container node into which you are adding the new node.
grid.getChildren().addListener((ListChangeListener<? super Node>) change -> {
System.out.println(change.getList().get(0).getTypeSelector());
});
change.getList().get(0) returns the first node that is added to grid object.
After James's comment, I have looked up and yes, it is possible to do it from node's perspective as well. You can listen to parentProeprty's changes on the node. Following snippet shows the way to do it.
Button b = new Button("Test");
b.parentProperty().addListener((observable, oldValue, newValue) -> {
System.out.println("added to a container " + newValue);
});
answerPane.getChildren().add(b);

How to skip displaying a content item in Orchard CMS?

I have a content part that provides a begin timestamp and end timestamp option. These 2 fields are used to define a period of time in which the content item should be displayed.
I now have difficulties to implement a skip approach whereas content items should not be displayed / skipped when the period of time does not span the current time.
Digging in the source code and trying to find an entry point for my approach resulted in the following content handler
public class SkipContentHandler : Orchard.ContentManagement.Handlers.ContentHandler
{
protected override void BuildDisplayShape(Orchard.ContentManagement.Handlers.BuildDisplayContext aContext)
{
if (...) // my condition to process only content shapes which need to be skipped
{
aContext.Shape = null; // return null shape to skip it
}
}
}
This works but there are several side effects
I had to alter the source code of BuildDisplayContext as the Shape is normally read only
List shape may displayed a wrong pager when it contains content items with my content part because the Count() call in ContainerPartDriver.Display() is executed before BuildDisplay()
calling the URL of a content item that is skipped results in an exception because View(null) is abigious
So, what would be the correct approach here or is there any module in existence that does the job? I couldn't find one.
This is a quite complex task. There are several steps needed to achieve a proper skipping of display items:
Create the part correctly
There are a few pitfalls here as when coming to the task of adding a part view one might utilize Orchards date time editor in connection with the DateTime properties. But this brings a heck of a lot of additional issues to the table but these don't really relate to the question.
If someone is interested in how to use Orchards date time editor then i can post this code too, but for now it would only blow up the code unnecessarly.
So here we go, the part class...
public class ValidityPart : Orchard.ContentManagement.ContentPart<ValidityPartRecord>
{
// public
public System.DateTime? ValidFromUtc
{
get { return Retrieve(r => r.ValidFromUtc); }
set { Store(r => r.ValidFromUtc, value); }
}
...
public System.DateTime? ValidTillUtc
{
get { return Retrieve(r => r.ValidTillUtc); }
set { Store(r => r.ValidTillUtc, value); }
}
...
public bool IsContentItemValid()
{
var lUtcNow = System.DateTime.UtcNow;
return (ValidFromUtc == null || ValidFromUtc.Value <= lUtcNow) && (ValidTillUtc == null || ValidTillUtc.Value >= lUtcNow);
}
...
}
...and the record class...
public class ValidityPartRecord : Orchard.ContentManagement.Records.ContentPartRecord
{
// valid from value as UTC to use Orchard convention (see CommonPart table) and to be compatible with projections
// (date/time tokens work with UTC values, see https://github.com/OrchardCMS/Orchard/issues/6963 for a related issue)
public virtual System.DateTime? ValidFromUtc { get; set; }
// valid from value as UTC to use Orchard convention (see CommonPart table) and to be compatible with projections
// (date/time tokens work with UTC values, see https://github.com/OrchardCMS/Orchard/issues/6963 for a related issue)
public virtual System.DateTime? ValidTillUtc { get; set; }
}
Create a customized content query class
public class MyContentQuery : Orchard.ContentManagement.DefaultContentQuery
{
// public
public ContentQuery(Orchard.ContentManagement.IContentManager aContentManager,
Orchard.Data.ITransactionManager aTransactionManager,
Orchard.Caching.ICacheManager aCacheManager,
Orchard.Caching.ISignals aSignals,
Orchard.Data.IRepository<Orchard.ContentManagement.Records.ContentTypeRecord> aContentTypeRepository,
Orchard.IWorkContextAccessor aWorkContextAccessor)
: base(aContentManager, aTransactionManager, aCacheManager, aSignals, aContentTypeRepository)
{
mWorkContextAccessor = aWorkContextAccessor;
}
protected override void BeforeExecuteQuery(NHibernate.ICriteria aContentItemVersionCriteria)
{
base.BeforeExecuteQuery(aContentItemVersionCriteria);
// note:
// this method will be called each time a query for multiple items is going to be executed (e.g. content items of a container, layers, menus),
// this gives us the chance to add a validity criteria
var lWorkContext = mWorkContextAccessor.GetContext();
// exclude admin as content items should still be displayed / accessible when invalid as validity needs to be editable
if (lWorkContext == null || !Orchard.UI.Admin.AdminFilter.IsApplied(lWorkContext.HttpContext.Request.RequestContext))
{
var lUtcNow = System.DateTime.UtcNow;
// left outer join of ValidityPartRecord table as part is optional (not present on all content types)
var ValidityPartRecordCriteria = aContentItemVersionCriteria.CreateCriteria(
"ContentItemRecord.ValidityPartRecord", // string adopted from foreach loops in Orchard.ContentManagement.DefaultContentQuery.WithQueryHints()
NHibernate.SqlCommand.JoinType.LeftOuterJoin
);
// add validity criterion
ValidityPartRecordCriteria.Add(
NHibernate.Criterion.Restrictions.And(
NHibernate.Criterion.Restrictions.Or(
NHibernate.Criterion.Restrictions.IsNull("ValidFromUtc"),
NHibernate.Criterion.Restrictions.Le("ValidFromUtc", lUtcNow)
),
NHibernate.Criterion.Restrictions.Or(
NHibernate.Criterion.Restrictions.IsNull("ValidTillUtc"),
NHibernate.Criterion.Restrictions.Ge("ValidTillUtc", lUtcNow)
)
)
);
}
}
// private
Orchard.IWorkContextAccessor mWorkContextAccessor;
}
This essentially adds a left join of the validity part fields to the SQL query (content query) and extends the WHERE statement with the validity condition.
Please note that this step is only possible with the solution described the following issue: https://github.com/OrchardCMS/Orchard/issues/6978
Register the content query class
public class ContentModule : Autofac.Module
{
protected override void Load(Autofac.ContainerBuilder aBuilder)
{
aBuilder.RegisterType<MyContentQuery>().As<Orchard.ContentManagement.IContentQuery>().InstancePerDependency();
}
}
Create a customized content manager
public class ContentManager : Orchard.ContentManagement.DefaultContentManager
{
// public
public ContentManager(
Autofac.IComponentContext aContext,
Orchard.Data.IRepository<Orchard.ContentManagement.Records.ContentTypeRecord> aContentTypeRepository,
Orchard.Data.IRepository<Orchard.ContentManagement.Records.ContentItemRecord> aContentItemRepository,
Orchard.Data.IRepository<Orchard.ContentManagement.Records.ContentItemVersionRecord> aContentItemVersionRepository,
Orchard.ContentManagement.MetaData.IContentDefinitionManager aContentDefinitionManager,
Orchard.Caching.ICacheManager aCacheManager,
System.Func<Orchard.ContentManagement.IContentManagerSession> aContentManagerSession,
System.Lazy<Orchard.ContentManagement.IContentDisplay> aContentDisplay,
System.Lazy<Orchard.Data.ITransactionManager> aTransactionManager,
System.Lazy<System.Collections.Generic.IEnumerable<Orchard.ContentManagement.Handlers.IContentHandler>> aHandlers,
System.Lazy<System.Collections.Generic.IEnumerable<Orchard.ContentManagement.IIdentityResolverSelector>> aIdentityResolverSelectors,
System.Lazy<System.Collections.Generic.IEnumerable<Orchard.Data.Providers.ISqlStatementProvider>> aSqlStatementProviders,
Orchard.Environment.Configuration.ShellSettings aShellSettings,
Orchard.Caching.ISignals aSignals,
Orchard.IWorkContextAccessor aWorkContextAccessor)
: base(aContext, aContentTypeRepository, aContentItemRepository, aContentItemVersionRepository, aContentDefinitionManager, aCacheManager, aContentManagerSession,
aContentDisplay, aTransactionManager, aHandlers, aIdentityResolverSelectors, aSqlStatementProviders, aShellSettings, aSignals)
{
mWorkContextAccessor = aWorkContextAccessor;
}
public override ContentItem Get(int aId, Orchard.ContentManagement.VersionOptions aOptions, Orchard.ContentManagement.QueryHints aHints)
{
var lResult = base.Get(aId, aOptions, aHints);
if (lResult != null)
{
// note:
// the validity check is done here (after the query has been executed!) as changing base.GetManyImplementation() to
// apply the validity critera directly to the query (like in ContentQuery) will not work due to a second attempt to retrieve the
// content item from IRepository<> (see base.GetManyImplementation(), comment "check in memory") when the query
// returns no data (and the query should not return data when the validity critera is false)
//
// http://stackoverflow.com/q/37841249/3936440
var lWorkContext = mWorkContextAccessor.GetContext();
// exclude admin as content items should still be displayed / accessible when invalid as validity needs to be editable
if (lWorkContext == null || !Orchard.UI.Admin.AdminFilter.IsApplied(lWorkContext.HttpContext.Request.RequestContext))
{
var lValidityPart = lResult.As<ValidityPart>();
if (lValidityPart != null)
{
if (lValidityPart.IsContentItemValid())
{
// content item is valid
}
else
{
// content item is not valid, return null (adopted from base.Get())
lResult = null;
}
}
}
}
return lResult;
}
// private
Orchard.IWorkContextAccessor mWorkContextAccessor;
}
Steps 2-4 are needed when having content items whereas the content type has a Container and Containable part or even content items which are processed / displayed separately. Here you normally cannot customize the content query that is executed behind the scenes.
Steps 2-4 are not needed if you use the Projection module. But again, this brings a few other issues to the table as reported in this issue: https://github.com/OrchardCMS/Orchard/issues/6979

how to update Visual Studio UI when using DynamicItemStart inside a vsix package

I'm implementing a DynamicItemStart button inside a Menu Controller. I'm loading the dynamic items for this button when Visual Studio starts. Everything is loaded correctly so the initialize method is called an I see all the new items in this Dynamic button. After the package is completely loaded I want to add more items to this Dynamic button, but since the package is already loaded the initialize method is not called again and I cannot see the new items in this Dynamic button. I only see the ones that were loaded when VS started.
Is there any way that I can force the update of this Dynamic button so it shows the new items?. I want to be able to update the VS UI after I added more items but outside the Initialize method.
The implementation I did is very similar to the one showed on this msdn example:
http://msdn.microsoft.com/en-us/library/bb166492.aspx
Does anyone know if an Update of the UI can be done by demand?
Any hints are greatly appreciated.
I finally got this working. The main thing is the implementation of a derived class of OleMenuCommand that implements a new constructor with a Predicate. This predicate is used to check if a new command is a match within the DynamicItemStart button.
public class DynamicItemMenuCommand : OleMenuCommand
{
private Predicate<int> matches;
public DynamicItemMenuCommand(CommandID rootId, Predicate<int> matches, EventHandler invokeHandler, EventHandler beforeQueryStatusHandler)
: base(invokeHandler, null, beforeQueryStatusHandler, rootId)
{
if (matches == null)
{
throw new ArgumentNullException("Matches predicate cannot be null.");
}
this.matches = matches;
}
public override bool DynamicItemMatch(int cmdId)
{
if (this.matches(cmdId))
{
this.MatchedCommandId = cmdId;
return true;
}
this.MatchedCommandId = 0;
return false;
}
}
The above class should be used when adding the commands on execution time. Here's the code that creates the commands
public class ListMenu
{
private int _baselistID = (int)PkgCmdIDList.cmdidMRUList;
private List<IVsDataExplorerConnection> _connectionsList;
public ListMenu(ref OleMenuCommandService mcs)
{
InitMRUMenu(ref mcs);
}
internal void InitMRUMenu(ref OleMenuCommandService mcs)
{
if (mcs != null)
{
//_baselistID has the guid value of the DynamicStartItem
CommandID dynamicItemRootId = new CommandID(GuidList.guidIDEToolbarCmdSet, _baselistID);
DynamicItemMenuCommand dynamicMenuCommand = new DynamicItemMenuCommand(dynamicItemRootId, isValidDynamicItem, OnInvokedDynamicItem, OnBeforeQueryStatusDynamicItem);
mcs.AddCommand(dynamicMenuCommand);
}
}
private bool IsValidDynamicItem(int commandId)
{
return ((commandId - _baselistID) < connectionsCount); // here is the place to put the criteria to add a new command to the dynamic button
}
private void OnInvokedDynamicItem(object sender, EventArgs args)
{
DynamicItemMenuCommand invokedCommand = (DynamicItemMenuCommand)sender;
if (null != invokedCommand)
{
.....
}
}
private void OnBeforeQueryStatusDynamicItem(object sender, EventArgs args)
{
DynamicItemMenuCommand matchedCommand = (DynamicItemMenuCommand)sender;
bool isRootItem = (matchedCommand.MatchedCommandId == 0);
matchedCommand.Enabled = true;
matchedCommand.Visible = true;
int indexForDisplay = (isRootItem ? 0 : (matchedCommand.MatchedCommandId - _baselistID));
matchedCommand.Text = "Text for the command";
matchedCommand.MatchedCommandId = 0;
}
}
I had to review a lot of documentation since it was not very clear how the commands can be added on execution time. So I hope this save some time whoever has to implement anything similar.
The missing piece for me was figuring out how to control the addition of new items.
It took me some time to figure out that the matches predicate (the IsValidDynamicItem method in the sample) controls how many items get added - as long as it returns true, the OnBeforeQueryStatusDynamicItem gets invoked and can set the details (Enabled/Visible/Checked/Text etc.) of the match to be added to the menu.

Adding drawing objects to a collection in Flex 4

I'm trying to make annotations on an image.
I want to store all these annotations into a collection so that I can later remove or edit particular note(annotation).
I'm creating a UIComponent instance for example markUp and doing
markUp.graphics.lineStyle(2, drawColor);
markUp.graphics.moveTo(x1, y1);
markUp.graphics.lineTo(x2, y2);
I want to create a UIComponent instance every time whenever user makes a new annotation on my image.
How to generate dynamic instance and how to save them to a collection. Any help is appreciated.
From what I understand after a chat with Kishor:
Users may mark specific areas by mouse drag and add a comment accordingly. Markup and comment are stored in the database.
There is only one image enlarged at a time, and this image should display all markups. Clicking on a markup will raise a popup showing the associated comment.
Apparently drawing the markup is rather expensive, so once drawn a particular markup should be reused when the user switchs between images. The question is now:
How to reuse markups displayed on an image?
Answer:
Use an Object or Dictionary where you create one entry per image and the entry points to an Array of markups. You may create a convenient class to encapsulate the functionality of this map:
package {
import flash.display.DisplayObject;
public class Markups {
private var _map : Object;
public function Markups() {
_map = new Object();
}
public function addMarkup(imageId : String, markup : DisplayObject) : void {
if (!_map[imageId]) _map[imageId] = new Array();
(_map[imageId] as Array).push(markup);
}
public function hasMarkups(imageId : String) : Boolean {
return _map[imageId] !== undefined;
}
public function getMarkups(imageId : String) : Array {
return _map[imageId];
}
public function removeMarkup(imageId : String, markup : DisplayObject) : void {
var markups : Array = _map[imageId];
var index : int = markups.indexOf(markup);
markups.splice(index, 1);
if (!markups.length) delete _map[imageId];
}
}
}
Store this map at a place that is accessible from your image container.
var markupsPerImage : Markups = new Markups();
Add or remove a markup like this:
markupsPerImage.addMarkup(myImage.id, markupView);
markupsPerImage.removeMarkup(myImage.id, markupView);
Whenever the user changes the current image you 1. cleanup all markups of the last and 2. add all markups stored in the map.
In the image container:
public function setImage(myImage : MyImage) : void {
// remove markups
while (markupContainer.numChildren) {
markupContainer.removeChildAt(0);
}
// add markups
var markups : Array = markupsPerImage.getMarkups(myImage.id);
var markup : MarkupView;
foreach (markups as markup) {
markupContainer.addChild(markup);
}
}
Notes:
The example code assumes you have a markup container that hosts all markups. This container should have a reference to the markup map.

How to cancel 'seeking' state of Flex3 VideoDisplay class

I have a VideoDisplay instance playing some video. When I click on the video slider (also my component) the property videoDisplay.playheadTime is set and the videoDisplay.state goes from 'playing' into a 'seeking' state for a brief moment (the videoDisplay seeks for a new position and then plays the video again). Intended bevaiour.
But if I'm (or any random user) fast enough, I can set the playheadTime again while the player is still in 'seeking' state. When repeated several times every click is enqueued and the videoDisplay jump on every place of the video I have clicked(this is happening in an interval about 10-15 second after my last click). When I use live dragging the videoDisplay, overwhelmed by seekings, goes into 'error' state.
My question is - is there any way to cancel seeking state of the VideoDisplay class? For example player is in 'seeking' state, I set playheadTime, and the player forgets about last seeking and try to find the new place of the video.
I will downvote pointless answers like 'Use the Flex4 VideoPlayer class'!
One possible way is wrap the video display in a component and manage the seek a little better yourself. So if someone calls seek, make sure that the video is not currently seeking, if so, then wait till the current operation is complete before proceeding to the new one. If the user tries to seek again, discard all currently pending operations and make the latest one the next operation. Working on this exact problem right now.... Here's the code:
public function Seek(nSeconds:Number, bPlayAfter:Boolean):void
{
trace("Player Seek: "+ nSeconds);
var objSeekComand:VideoPlayerSeekCommand = new VideoPlayerSeekCommand(ucPlayer, nSeconds, bPlayAfter);
ProcessCommand(objSeekComand);
}
protected function ProcessCommand(objCommand:ICommand):void
{
if(_objCurrentCommand != null)
{
_objCurrentCommand.Abort();
}
_objCurrentCommand = objCommand
objCommand.SignalCommandComplete.add(OnCommandComplete);
objCommand.Execute();
}
Here's the Command
public class VideoPlayerSeekCommand extends CommandBase
{
private var _ucVideoDisplay:VideoDisplay;
private var _nSeekPoint:Number;
private var _bPlayAfterSeek:Boolean;
private var _bIsExecuting:Boolean;
public function VideoPlayerSeekCommand(ucVideoDisplay:VideoDisplay, nSeekPointInSeconds:Number, bPlayAfterSeek:Boolean, fAutoAttachSignalHandler:Function = null)
{
_ucVideoDisplay = ucVideoDisplay;
_nSeekPoint = nSeekPointInSeconds;
_bPlayAfterSeek = bPlayAfterSeek;
super(fAutoAttachSignalHandler);
}
override public function Execute():void
{
//First check if we are playing, and puase if needed
_bIsExecuting = true;
if(_ucVideoDisplay.playing == true)
{
_ucVideoDisplay.addEventListener(MediaPlayerStateChangeEvent.MEDIA_PLAYER_STATE_CHANGE, OnPlayerStateChangedFromPlay, false, 0, true);
_ucVideoDisplay.pause();
}
else
{
DoSeek();
}
}
protected function OnPlayerStateChangedFromPlay(event:MediaPlayerStateChangeEvent):void
{
_ucVideoDisplay.removeEventListener(MediaPlayerStateChangeEvent.MEDIA_PLAYER_STATE_CHANGE, OnPlayerStateChangedFromPlay);
if(_bIsExecuting == true)
{
if(_ucVideoDisplay.playing == false)
{
DoSeek();
}
else
{
throw new Error("VideoPlayerSeekAndPlayCommand - OnPlayerStateChangedFromPlay error");
}
}
}
private function DoSeek():void
{
if(_bIsExecuting == true)
{
_ucVideoDisplay.seek(_nSeekPoint);
CheckSeekComplete();
}
}
private function CheckSeekComplete():void
{
if(_bIsExecuting == true)
{
if (Math.abs( _ucVideoDisplay.currentTime - _nSeekPoint) < 2)
{
if(_bPlayAfterSeek == true)
{
_ucVideoDisplay.play();
}
DispatchAndDestroy();
}
else
{
CoreUtils.CallLater(CheckSeekComplete, .07);
}
}
}
override public function Abort():void
{
_bIsExecuting = false;
SignalCommandComplete.removeAll();
}
}
Im Using AS3 Signals here instead of events, and the CoreUtils.Call later you can use setInterval, or a Timer. But the idea is to not call seek until the video is paused, and to keep track of when the seek is complete.

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