Slider do not work after changing track NAudio - c#

I have slider as trackbar for soundtrack timeline.Soundtrack play from web using NAudion. All code using from NAudio WPF example.I changed only accessibility modifiers.First time when I start play first track all works good.But if I change to next track, slider still in start.And changing only if I click Pause then Play.
For fully understand:
First track - slider works and moves.
Change to the next track - slider at the beginning and doesn't move. But it begins to move after pressing Pause, then Play. It immediately moves to the place where the playback is at the moment and continues normal operation. And so with each following track.
Code of VM for PlayerUserControl:
public class AudioControlVM : ViewModelBase, IDisposable
{
private AudioModel _currentSong;
public AudioModel CurrentSong { get { return _currentSong; } set { _currentSong = value; RaisePropertyChanged("CurrentSong"); } }
private string inputPath, songName;
private string defaultDecompressionFormat;
public IWavePlayer wavePlayer { get; set; }
private WaveStream reader;
public RelayCommand PlayCommand { get; set; }
public RelayCommand PauseCommand { get; set; }
public RelayCommand StopCommand { get; set; }
public DispatcherTimer timer = new DispatcherTimer();
private double sliderPosition;
private readonly ObservableCollection<string> inputPathHistory;
private string lastPlayed;
public AudioControlVM()
{
inputPathHistory = new ObservableCollection<string>();
PlayCommand = new RelayCommand(() => Play());
PauseCommand = new RelayCommand(() => Pause());
StopCommand = new RelayCommand(Stop, () => !IsStopped);
timer.Interval = TimeSpan.FromMilliseconds(500);
timer.Tick += TimerOnTick;
}
public bool IsPlaying => wavePlayer != null && wavePlayer.PlaybackState == PlaybackState.Playing;
public bool IsStopped => wavePlayer == null || wavePlayer.PlaybackState == PlaybackState.Stopped;
public IEnumerable<string> InputPathHistory => inputPathHistory;
const double SliderMax = 10.0;
private void TimerOnTick(object sender, EventArgs eventArgs)
{
if (reader != null)
{
sliderPosition = reader.Position * SliderMax / reader.Length;
RaisePropertyChanged("SliderPosition");
}
}
public double SliderPosition
{
get => sliderPosition;
set
{
if (sliderPosition != value)
{
sliderPosition = value;
if (reader != null)
{
var pos = (long)(reader.Length * sliderPosition / SliderMax);
reader.Position = pos; // media foundation will worry about block align for us
}
RaisePropertyChanged("SliderPosition");
}
}
}
private bool TryOpenInputFile(string file)
{
bool isValid = false;
try
{
using (var tempReader = new MediaFoundationReader(file))
{
DefaultDecompressionFormat = tempReader.WaveFormat.ToString();
InputPath = file;
isValid = true;
}
}
catch (Exception e)
{
}
return isValid;
}
public string DefaultDecompressionFormat
{
get => defaultDecompressionFormat;
set
{
defaultDecompressionFormat = value;
RaisePropertyChanged("DefaultDecompressionFormat");
}
}
public string SongName { get => songName; set
{
songName = value;
RaisePropertyChanged("SongName");
} }
public string InputPath
{
get => inputPath;
set
{
if (inputPath != value)
{
inputPath = value;
AddToHistory(value);
RaisePropertyChanged("InputPath");
}
}
}
private void AddToHistory(string value)
{
if (!inputPathHistory.Contains(value))
{
inputPathHistory.Add(value);
}
}
public void Stop()
{
if (wavePlayer != null)
{
wavePlayer.Stop();
}
}
public void Pause()
{
if (wavePlayer != null)
{
wavePlayer.Pause();
RaisePropertyChanged("IsPlaying");
RaisePropertyChanged("IsStopped");
}
}
public void Play()
{
if (String.IsNullOrEmpty(InputPath))
{
return;
}
if (wavePlayer == null)
{
CreatePlayer();
}
if (lastPlayed != inputPath && reader != null)
{
reader.Dispose();
reader = null;
}
if (reader == null)
{
reader = new MediaFoundationReader(inputPath);
lastPlayed = inputPath;
wavePlayer.Init(reader);
}
wavePlayer.Play();
RaisePropertyChanged("IsPlaying");
RaisePropertyChanged("IsStopped");
timer.Start();
}
private void CreatePlayer()
{
wavePlayer = new WaveOutEvent();
wavePlayer.PlaybackStopped += WavePlayerOnPlaybackStopped;
RaisePropertyChanged("wavePlayer");
}
private void WavePlayerOnPlaybackStopped(object sender, StoppedEventArgs stoppedEventArgs)
{
if (reader != null)
{
SliderPosition = 0;
//reader.Position = 0;
timer.Stop();
}
if (stoppedEventArgs.Exception != null)
{
}
RaisePropertyChanged("IsPlaying");
RaisePropertyChanged("IsStopped");
}
public void PlayFromUrl(string url, string songname)
{
Stop();
inputPath = url;
SongName = songname;
Play();
}
public void Dispose()
{
wavePlayer?.Dispose();
reader?.Dispose();
}
}
XAML of player:
<Grid>
<StackPanel Orientation="Horizontal">
<Button Content="Play" Command="{Binding PlayCommand}" VerticalAlignment="Center" Width="75" />
<Button Content="Pause" Command="{Binding PauseCommand}" VerticalAlignment="Center" Width="75" />
<Button Content="Stop" Command="{Binding PlayCommand}" VerticalAlignment="Center" Width="75" />
<Slider VerticalAlignment="Center" Value="{Binding SliderPosition, Mode=TwoWay}" Maximum="10" Width="400" />
<TextBlock Text="{Binding SongName, FallbackValue=Test}" Foreground="White"/>
</StackPanel>
</Grid>
</UserControl>
VM code that sends data for a new track:
public class AudioModel
{
public string Artist { get; set; }
public string SongName { get; set; }
public int Duration { get; set; }
public string URL { get; set; }
public RelayCommand PlayThisAudioCommand
{
get;
private set;
}
public AudioModel()
{
PlayThisAudioCommand = new RelayCommand(() => PlayThis());
}
private void PlayThis()
{
if (URL != null)
{
TestVM.AudioConrol.PlayFromUrl(URL, SongName);
}
else;
}
}

It looks like you may have a multi-threading issue with your timer. The sequence of events appears to be:
First Track
PlayFromUrl() calls Play() which starts the file playing, and starts the timer.
Slider updates as expected
Second Track
When you call PlayFromUrl() it:
Calls Stop() (which stops the wavePlayer, and stops the timer)
Calls Play() (which starts the wavePlayer, and starts the timer)
Then the wavePlayer.PlaybackStopped event is raised (due to your earlier call to wavePlayer.Stop()), which calls WavePlayerOnPlaybackStopped(), which stops the timer.
The important point here is the order that Play() and WavePlayerOnPlaybackStopped() are called. It's very likely that the events are happening in the order above - as the wavePlayer raises the PlaybackStopped event on another thread.
In short - that WavePlayerOnPlaybackStopped() is stopping your timer after Play() started it, which is why your slider isn't updating. Pressing Pause then Play will restart the timer, which is why the slider begins updating after pausing.
You could test this by temporarily commenting out the code in WavePlayerOnPlaybackStopped(), which should fix the issue - although your slider will not reset to zero when the track reaches the end or stops.
NOTE: The cause of the delay between calling wavePlayer.Stop() and the wavePlayer.PlaybackStopped event being raised is due to nAudio using a dedicated thread to handle playback. When you call Stop(), it must finish processing the current audio buffer before actually stopping - which in most cases will result in a delay of a few milliseconds.
You can see this in action in the WaveOutEvent's DoPlayback method: https://github.com/naudio/NAudio/blob/master/NAudio/Wave/WaveOutputs/WaveOutEvent.cs#L147

Related

Databinding A Progress bar to a view model

I have a simple progress bar and status message textblock bound to a view model that should iterate in a foreach statement. it works fine in testing when a put a MessageBox in the foreach but if I take out the MessageBox the only status that's being captured is the last iteration and I can't determine what I need to do to correct that.
ViewModel -
public class ExampleViewModel : INotifyPropertyChanged
{
public RelayCommand<IList> Submit { get; }
private KeyValuePair<Model, string[]> _selectedItem;
public KeyValuePair<Model, string[]> SelectedItem
{
get => _selectedItem;
set
{
_selectedItem = value;
RaisePropertyChanged(nameof(SelectedItem));
}
}
public ExampleViewModel()
{
Submit = new RelayCommand<IList>(ExecuteSubmit);
}
private void ExecuteSubmit(IList selectedItems)
{
string[] examples = new string[] {"a", "b", "c"};
double percentAge = 100/examples.Count;
if (examples.Count > 0)
{
foreach (var ex in examples)
{
CurrentProgress = CurrentProgress + percentAge;
MessageBox.Show("Step " + ex); // Status and Progress Bar update when this isn't commented out
// Thread.Sleep(1000);
StatusMessages = "Option " + ex;
}
}
return;
}
#region Status Fields
private string _statusMessages;
public string StatusMessages
{
get => _statusMessages;
set
{
if (_statusMessages != value)
{
_statusMessages = value;
RaisePropertyChanged(nameof(StatusMessages));
}
}
}
private double _currentProgress;
public double CurrentProgress
{
get => _currentProgress;
set
{
if (_currentProgress != value)
{
_currentProgress = value;
RaisePropertyChanged(nameof(CurrentProgress));
}
}
}
#endregion
public event PropertyChangedEventHandler PropertyChanged;
public void RaisePropertyChanged(string propertyName)
{
if (PropertyChanged != null)
{
PropertyChanged(this, new
PropertyChangedEventArgs(propertyName));
}
}
}
XAML -
<ProgressBar Value="{Binding CurrentProgress, Mode=OneWay}"
Margin="5,5" Height="10" Width="240" HorizontalAlignment="Left"/>
<TextBlock Margin="5,5" Height="15" Width="240" TextWrapping="Wrap"
Foreground="Red"
Text="{Binding StatusMessages}"></TextBlock>
Calling Thread.Sleep(1000); on UI thread is wrong.. It freezes the UI and once the freeze ends it will start a new freeze so it could not even update any of the UI elements that are bound with the properties.. You can use DispatcherTimer instead
Replace
foreach (var ex in examples)
{
CurrentProgress = CurrentProgress + percentAge;
MessageBox.Show("Step " + ex); // Status and Progress Bar update when this isn't commented out
// Thread.Sleep(1000);
StatusMessages = "Option " + ex;
}
With
var timer = new DispatcherTimer
{
Interval = TimeSpan.FromSeconds(1)
};
int ticksCount = 0;
var ticksLimit = examples.Count;
timer.Tick += (_, _) =>
{
ticksCount++;
if (ticksCount > ticksLimit)
timer.Stop();
else
{
var ex = examples[ticksCount - 1];
CurrentProgress = CurrentProgress + percentAge;
StatusMessages = "Option " + ex;
}
};
timer.Start();

How to randomize images in a slotmachine C#

So I'm making a slot machine in C#. I'm really new to C# and I am really bad at it.
Up to this point my project has been going fine. But now I want to randomize the images shown, when the 'spin' Button is clicked.
I've tried a lot of different things. The solutions I have found are either with the use of a PictureBox or nothing close to what I'm working on.
If someone could take a look at my code and push me in the right direction, I would be really grateful.
Thanks in advance!
using System;
using System.IO;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media.Imaging;
namespace Prb.Slot.Machine.Wpf
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
int CoinInsert = 0;
private static Random random;
public enum SlotMachineIcon
{
Banana,
BigWin,
Cherry,
Lemon,
Orange,
Plum,
Seven,
Strawberry,
Watermelon
}
public MainWindow()
{
InitializeComponent();
}
private static void Init()
{
if (random == null) random = new Random();
}
public static int Random(int min, int max)
{
Init();
return random.Next(min, max);
}
void UpdateImage(Image wpfImage, SlotMachineIcon newIcon)
{
DirectoryInfo directoryInfo = new DirectoryInfo(Environment.CurrentDirectory);
directoryInfo = new DirectoryInfo(directoryInfo.Parent.Parent.Parent.Parent.FullName);
Uri uri = new Uri($"{directoryInfo.FullName}/images/{newIcon}.png");
wpfImage.Source = new BitmapImage(uri);
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
lblCoinsInserted.Content = 0;
lblCoinBalance.Content = 0;
lblCoinsWon.Content = 0;
UpdateImage(imgLeft, SlotMachineIcon.Cherry);
UpdateImage(imgMiddle, SlotMachineIcon.Banana);
UpdateImage(imgRight, SlotMachineIcon.Seven);
}
private void btnInsertCoins_Click(object sender, RoutedEventArgs e)
{
int.TryParse(txtInsertCoins.Text, out int InsertCoins);
if (InsertCoins > 0)
{
CoinInsert += int.Parse(txtInsertCoins.Text.ToString());
lblCoinBalance.Content = (int)lblCoinBalance.Content + Convert.ToInt32(txtInsertCoins.Text);
lblCoinsInserted.Content = CoinInsert;
txtInsertCoins.Clear();
}
else
{
MessageBox.Show("Gelieve strikt positieve getallen in te vullen", "Ongeldig aantal munten", MessageBoxButton.OK, MessageBoxImage.Warning);
txtInsertCoins.Clear();
}
}
private void btnSpin_Click(object sender, RoutedEventArgs e)
{
int InsertedCoins = Convert.ToInt32(lblCoinsInserted.Content);
int CoinsBalance = Convert.ToInt32(lblCoinBalance.Content);
/*var v = Enum.GetValues(typeof(SlotMachineIcon));
int number = random.Next(10);*/
if (InsertedCoins == 0 | CoinsBalance == 0)
{
MessageBox.Show("Gelieve eerst munten in te werpen", "Geen munten ingeworpen", MessageBoxButton.OK, MessageBoxImage.Warning);
}
else
{
lblCoinBalance.Content = CoinsBalance - 1;
UpdateImage(imgLeft, SlotMachineIcon.Strawberry);
UpdateImage(imgMiddle, SlotMachineIcon.Watermelon);
UpdateImage(imgRight, SlotMachineIcon.Watermelon);
}
}
}
}
Edit: moved out random declaration as #EmondErno pointed it out.
This method returns a random icon every time you call it:
private Random random = new();
private SlotMachineIcon GetRandomIcon()
{
return (SlotMachineIcon)random.Next(10); //don't forget to update this number if you add or remove icons
}
Then call it in every UpdateImage method like:
UpdateImage(imgLeft, GetRandomIcon());
UpdateImage(imgMiddle, GetRandomIcon());
UpdateImage(imgRight, GetRandomIcon());
You're trying to do everything in the code behind, which is a terrible mistake for many reasons, among which your program will get hard to maintain read and update at some point and you are tight coupling the view and the logic of your program. You want to follow the MVVM pattern and put only in the code behind only the logic of the view (no data).
Also in your code, you're reinventing the updating system that already exists in WPF, you want to use the databinding and WPF updating system and get rid of all "update icon" logic in your program.
This is a ViewModel that you could use (.net 5.0):
public class SlotViewModel: ISlotViewModel, INotifyPropertyChanged
{
private Random _r = new();
private int _slotChoicesCount;
private SlotSet _currentSlotSet;
private ICommand _spinCommand;
public SlotViewModel()
{
_slotChoicesCount = Enum.GetNames(typeof(SlotMachineIcon)).Length;
}
private SlotSet GetNewSet() => new(Enumerable.Range(0,3).Select(o => (SlotMachineIcon)_r.Next(_slotChoicesCount)).ToList());
public SlotSet CurrentSlotSet
{
get => _currentSlotSet;
set
{
if (Equals(value, _currentSlotSet)) return;
_currentSlotSet = value;
OnPropertyChanged();
}
}
public ICommand SpinCommand => _spinCommand ??= new DelegateCommand(s => { CurrentSlotSet = GetNewSet(); }, s => true);
public event PropertyChangedEventHandler PropertyChanged;
[NotifyPropertyChangedInvocator]
protected virtual void OnPropertyChanged([CallerMemberName] string propertyName = null)
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
}
The most important part is that your ViewModel implements INotifyPropertyChanged. When you uses SpinCommand, it updates the property CurrentSlotSet, and that's all you need to worry about. All the rest is taken care of by the WPF databinding system.
SlotSet is a convenient way to present an immutable result:
public class SlotSet
{
public SlotMachineIcon Left { get; }
public SlotMachineIcon Middle { get; }
public SlotMachineIcon Right { get; }
public SlotSet(IList<SlotMachineIcon> triad)
{
Left = triad[0];
Middle = triad[1];
Right = triad[2];
}
public bool IsWinner => Left == Middle && Middle == Right; // just an example
}
ISlotViewModel is the interface (contract) that your ViewModel satisfies.
public interface ISlotViewModel
{
ICommand SpinCommand { get; }
SlotSet CurrentSlotSet { get; set; }
}
The helper class DelegateCommand:
public class DelegateCommand : ICommand
{
private readonly Predicate<object> _canExecute;
private readonly Action<object> _execute;
public event EventHandler CanExecuteChanged;
public DelegateCommand(Action<object> execute, Predicate<object> canExecute = null)
{
_execute = execute;
_canExecute = canExecute;
}
public bool CanExecute(object parameter) => _canExecute == null || _canExecute(parameter);
public void Execute(object parameter) => _execute(parameter);
public void RaiseCanExecuteChanged() => CanExecuteChanged?.Invoke(this, EventArgs.Empty);
}
In your View, XAML part, your only need something as simple as this:
<Button Command="{Binding SpinCommand}">spin</Button>
<StackPanel Orientation="Horizontal">
<Image Source="{Binding CurrentSlotSet.Left}"/>
<Image Source="{Binding CurrentSlotSet.Middle}"/>
<Image Source="{Binding CurrentSlotSet.Right}"/>
</StackPanel>
And in the Windows markup has this:
xmlns:local="clr-namespace:SlotMachine"
d:DataContext="{d:DesignInstance Type=local:SlotViewModel, IsDesignTimeCreatable=True}"
The code behind is as simple as this:
public ISlotViewModel ViewModel
{
get { return (ISlotViewModel)DataContext; }
set { DataContext = value; }
}
public SlotView() // or MainWindow
{
InitializeComponent();
ViewModel = new SlotViewModel();
}
The only thing missing here is to add a converter in each of your <Image, which will convert a SlotMachineIcon value into the image path.
PS: if you don't have resharper, you may need this class too:
[AttributeUsage(AttributeTargets.Method)]
public sealed class NotifyPropertyChangedInvocatorAttribute : Attribute
{
public NotifyPropertyChangedInvocatorAttribute() { }
public NotifyPropertyChangedInvocatorAttribute([NotNull] string parameterName)
{
ParameterName = parameterName;
}
[CanBeNull] public string ParameterName { get; }
}

Update string from different object's OnTouchAction

I have an object class that derives from BoxView. The object has TouchEffect attached and when the OnTouchAction starts, I change the object's properties.
I would also like to change the property of a label based on the text attached to the string that label is bound to.
What I did is I created an instance of the page that contains bindable string and label, then, I tried to change the value of string by referencing it in code inside the OnTouchAction method.
I don't get errors and the Breakpoint tells me that code arrives to the line, but the label is not being updated.
I am trying to update the string from the class that is not the same where the string is.
Is there anyone who could help me out here?
class Element : BoxView
{
List<long> ids = new List<long>();
MainPage mainPage = new MainPage();
public event EventHandler StatusChanged;
public Element()
{
TouchEffect effect = new TouchEffect();
effect.TouchAction += OnTouchEffectAction;
Effects.Add(effect);
}
public Color DefaultColor { set; get; }
public Color HighlightColor { set; get; }
public bool IsPressed { private set; get; }
void OnTouchEffectAction(object sender, TouchActionEventArgs args)
{
switch (args.Type)
{
case TouchActionType.Pressed:
AddToList(args.Id);
mainPage.LeftLabelText = "entered";
break;
case TouchActionType.Entered:
if (args.IsInContact)
{
AddToList(args.Id);
mainPage.LeftLabelText = "entered";
}
break;
case TouchActionType.Moved:
break;
case TouchActionType.Released:
case TouchActionType.Exited:
RemoveFromList(args.Id);
break;
}
}
void AddToList(long id)
{
if (!ids.Contains(id))
{
ids.Add(id);
}
CheckList();
}
void RemoveFromList(long id)
{
if (ids.Contains(id))
{
ids.Remove(id);
}
CheckList();
}
void CheckList()
{
if (IsPressed != ids.Count > 0)
{
IsPressed = ids.Count > 0;
Color = IsPressed ? HighlightColor : DefaultColor;
mainPage.LeftLabelText = "entered";
StatusChanged?.Invoke(this, EventArgs.Empty);
}
}
}
and the MainPage relevant code:
Element element = new Element();
element.HighlightColor = Color.Accent;
element.DefaultColor = Color.Transparent;
element.Color = bar.DefaultColor;
element.HeightRequest = sGrid.Height;
element.VerticalOptions = LayoutOptions.End;
(...) // adding element view to the grid.
The string:
public string _leftLabelText = "testing";
public string LeftLabelText
{
get => _leftLabelText;
set
{
_leftLabelText = value;
NotifyPropertyChanged("LeftLabelText");
}
}
#region INotifyPropertyChanged
public event PropertyChangedEventHandler PropertyChanged2;
protected void NotifyPropertyChanged([CallerMemberName] string propertyName = "")
{
PropertyChanged2?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
#endregion
<Label x:Name="leftLabel" x:FieldModifier="public" Text="{Binding LeftLabelText, Mode=TwoWay}" TextColor="Black" FontSize="10" HorizontalOptions="CenterAndExpand" VerticalOptions="CenterAndExpand"/>

WPF percentage status shown in label MVVM

I got some problem in showing download percentage in GridView of WCF. I used MVVM pattern.
Here is my background worker in application start:
public partial class MainWindow : Window
{
public MainWindow()
{
Overall.EverythingOk = "Nothing";
InitializeComponent();
//IRepo repo = new Repo();
ViewModel.MainWindowsViewModel viewModel = new ViewModel.MainWindowsViewModel();
this.DataContext = viewModel;
BackGroundThread bgT = new BackGroundThread();
bgT.bgWrk.RunWorkerAsync();
}}
Here is the DoWork function in BackGroundTHread class
public void bw_DoWork(object sender, DoWorkEventArgs e)
{
if (!Overall.stopStatus)
{
for (int i=0; i < 10000; i++)
{
Overall.PercentageDwnd = i;
Overall.caseRefId = "999999";
if (i == 9998)
{
i = 1;
}
}
}
}
Overall.PercentageDwnd and Overall.caseRefId are static variable (you can call from everywhere in the application) and always update until the background worker completed. I got another ViewModel called TestViewModel and here it is.
public class TestViewModel:BindableBase
{
private String _UpdatePer=Overall.PercentageDwnd.ToString();
public String UpdatePercentage
{
get { return _UpdatePer; }
set { SetProperty(ref _UpdatePer, value); }
}
private ObservableCollection _ViewAKA = new ObservableCollection();
private tblTransaction model;
public TestViewModel(tblTransaction model)
{
// TODO: Complete member initialization
}
public ObservableCollection ViewAKA
{
get { return _ViewAKA; }
set { SetProperty(ref _ViewAKA, value); }
}
}
I bind with TestView.xaml file
<Window x:Class="EmployeeManager.View.TestView"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="TestView" Height="359.774" Width="542.481">
<Grid Margin="0,0,2,0">
<Label Content="{Binding UpdatePercentage,UpdateSourceTrigger=PropertyChanged}" HorizontalAlignment="Left" Background="Red" Foreground="White" Margin="130,86,0,0" VerticalAlignment="Top" Width="132" Height="39">
</Label>
</Grid>
</Window>
There is no real time update at Label even though I bind UpdatePercentage to it. How can I update real time to label?
The problem is that you are updating the static properties, which are not bound to anything. You need to update and raise the property changed notification for the properties which are bound to the label controls, i.e. UpdatePercentage
Can you pass the TestViewModel instance into the RunWorkerAsync call?
bgT.bgWrk.RunWorkerAsync(testViewModel);
And then access in the DoWork event handler:
public void bw_DoWork(object sender, DoWorkEventArgs e)
{
if (!Overall.stopStatus)
{
var viewModel = e.Argument as TestViewModel;
for (int i=0; i < 10000; i++)
{
Overall.PercentageDwnd = i;
viewModel.UpdatePercentage = i;
Overall.caseRefId = "999999";
if (i == 9998)
{
i = 1;
}
}
}
}
Here is answer link:
https://social.msdn.microsoft.com/Forums/vstudio/en-US/02a7b9d1-1c26-4aee-a137-5455fee175b9/wpf-percentage-status-shown-in-label-mvvm?forum=wpf
i need to trigger when the Overall.PercentageDwnd property changes.
Edited
In Overall Class:
public class Overall
{
private static int _percentage;
public static int PercentageDwnd
{
get { return _percentage; }
set
{
_percentage = value;
//raise event:
if (PercentageDwndChanged != null)
PercentageDwndChanged(null, EventArgs.Empty);
}
}
public static string caseRefId { get; set; }
public static bool stopStatus { get; set; }
public static event EventHandler PercentageDwndChanged;
}
In TestViewModel:
public class TestViewModel : BindableBase
{
private String _UpdatePer = Overall.PercentageDwnd.ToString();
public String UpdatePercentage
{
get { return _UpdatePer; }
set { SetProperty(ref _UpdatePer, value); }
}
public TestViewModel(tblTransaction model)
{
Overall.PercentageDwndChanged += Overall_PercentageDwndChanged;
// TODO: Complete member initialization
}
private void Overall_PercentageDwndChanged(object sender, EventArgs e)
{
this.UpdatePercentage = Overall.PercentageDwnd.ToString();
}
}
Since you have bound the TextBlock in the view to the UpdatePercentage source property, you need to set this one and raise the PropertyChanged event whenever you want to update the Label in the view. This means that you need to know when the Overall.PercentageDwnd property changes.
Credit to
Magnus (MM8)
(MCC, Partner, MVP)
Thanks All

Capture user click and typing in a custom WPF TextBox-like control?

Trying to make an equation editor like that in Microsoft Word in C# and WPF. XML cannot be used; it has to be purely programmatic.
Right now I have LineGUIObject : System.Windows.Controls.WrapPanel, which is like System.Windows.Controls.TextBox, except that instead of just showing strings it shows each element of a List<System.Windows.UIElement> in order.
Now I want for a user to be able to click on an instance of LineGUIObject and type into it. The holdup is that I don't know how to capture the user's click or read the input that they type. How can this be done?
Note: This question is not asking how to handle input once captured; just how to get the input in the first place. For example, is there some event that fires off after the user clicks it or something? I can't seem to find one for System.Windows.Controls.WrapPanel, which might imply that I need to use another type of object, or..?
Current code:
public class LineGUIObject
: System.Windows.Controls.WrapPanel
{
private List<System.Windows.UIElement> _uiElementList;
private CursorGUIObject _cursor;
private int? _cursorIndex;
public LineGUIObject(System.Windows.Threading.Dispatcher dispatcher)
: base()
{
this.UIElementList = new List<System.Windows.UIElement>();
this.Cursor = new CursorGUIObject(dispatcher, 25, 1.5, 250);
this.UIElementList.Add(this.Cursor);
this.AddText("[junk string just to see this otherwise invisible object while debugging]");
}
protected void InterpretUserKeyStroke(/* ??? */)
{
//How do we get this method to be called on user input,
//e.g. when the user types "1"?
throw new NotImplementedException();
}
protected void AddText(string text)
{
this.UIElementList.Add(new System.Windows.Controls.TextBlock(new System.Windows.Documents.Run(text)));
this.UpdateDisplay();
}
protected List<System.Windows.UIElement> UIElementList { get { return this._uiElementList; } private set { this._uiElementList = value; } }
protected CursorGUIObject Cursor { get { return this._cursor; } private set { this._cursor = value; } }
protected int? CursorIndex
{
get { return this._cursorIndex; }
set
{
int? nullablePriorIndex = this.CursorIndex;
if (nullablePriorIndex != null)
{
int priorIndex = nullablePriorIndex.Value;
this.UIElementList.RemoveAt(priorIndex);
}
if (value == null)
{
this._cursorIndex = null;
}
else
{
int newIndex = value.Value;
if (newIndex < 0)
{
newIndex = 0;
}
else
{
int thisListCount = this.UIElementList.Count;
if (newIndex > thisListCount) { newIndex = thisListCount; }
}
this.UIElementList.Insert(newIndex, this.Cursor);
this._cursorIndex = newIndex;
}
this.UpdateDisplay();
}
}
protected void UpdateDisplay()
{
this.Children.Clear();
foreach (System.Windows.UIElement uiElement in this.UIElementList) { this.Children.Add(uiElement); }
}
}
public class CursorGUIObject
: System.Windows.Controls.WrapPanel
{
public const double MINIMUM_BLINK_TIME_IN_MS = 5;
public const double MINIMUM_HEIGHT = 0.5;
public const double MINIMUM_WIDTH = 0.5;
private object ToggleVisibilityLock = new object();
private delegate void TimerIntervalDelegate();
private System.Windows.Shapes.Rectangle _rectangle;
private System.Timers.Timer _timer;
private System.Windows.Threading.Dispatcher _dispatcher;
public CursorGUIObject(System.Windows.Threading.Dispatcher dispatcher, double height, double width, double blinkTimeInMS)
{
this.Dispatcher = dispatcher;
System.Windows.Shapes.Rectangle rectangle = new System.Windows.Shapes.Rectangle();
rectangle.Width = width > MINIMUM_WIDTH ? width : MINIMUM_WIDTH;
rectangle.Height = height > MINIMUM_HEIGHT ? height : MINIMUM_HEIGHT;
rectangle.Fill = System.Windows.Media.Brushes.Black;
this.Rectangle = rectangle;
this.Children.Add(rectangle);
System.Timers.Timer timer = new System.Timers.Timer(blinkTimeInMS > MINIMUM_BLINK_TIME_IN_MS ? blinkTimeInMS : MINIMUM_BLINK_TIME_IN_MS);
this.Timer = timer;
timer.Elapsed += timer_Elapsed;
timer.Start();
}
~CursorGUIObject()
{
System.Timers.Timer timer = this.Timer;
if (timer != null) { timer.Dispose(); }
}
private void timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
Delegate timerDelegate = new TimerIntervalDelegate(ToggleVisibility);
this.Dispatcher.BeginInvoke(timerDelegate);
}
protected void ToggleVisibility()
{
lock (ToggleVisibilityLock)
{
if (this.Rectangle.Visibility.Equals(System.Windows.Visibility.Hidden))
{
this.Rectangle.Visibility = System.Windows.Visibility.Visible;
}
else
{
this.Rectangle.Visibility = System.Windows.Visibility.Hidden;
}
}
}
protected System.Windows.Shapes.Rectangle Rectangle { get { return this._rectangle; } private set { this._rectangle = value; } }
protected System.Timers.Timer Timer { get { return this._timer; } private set { this._timer = value; } }
protected System.Windows.Threading.Dispatcher Dispatcher { get { return this._dispatcher; } private set { this._dispatcher = value; } }
}
Pretty much all WPF controls provide access to the UIElement.PreviewMouseDown Event, which you can use to monitor mouse clicks. So, this event lets you monitor when each object is clicked on. Next, I'd advise you to use a small Popup control to popup a TextBox that the user could enter a value with:
<Popup Name="Popup">
<Border BorderBrush="Black" BorderThickness="1" CornerRadius="5" Padding="5">
<TextBox Text="{Binding InputText}" />
</Border>
</Popup>
Depending on how you have set up your project, you could open the Popup from the event handler:
private void YourObject_PreviewMouseDown(object sender, MouseButtonEventArgs e)
{
Popup.IsOpen = true;
}
Turns out that LineGUIObject just needed to have this.Focusable = true; set in its constructor so that it could receive the keyboard's focus when clicked.
Now that it can be focused on, this.KeyUp += LineGUIObject_KeyUp; also in the constructor, and
protected override void OnKeyDown(System.Windows.Input.KeyEventArgs e)
{
this.AddText(e.Key.ToString());
}
Even this had a problem at first since my LineGUIObject was nested in a ScrollViewer which kept stealing focus immediately after the LineGUIObject would receive it. This was fixed by making the ScrollViewer to be unable to get focus, i.e. <ScrollViewer VerticalScrollBarVisibility="Auto" HorizontalScrollBarVisibility="Auto" Focusable="False"/>.

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