I am doing a sample on Map and in this i want to show marker along with text.
for that i used below code.
MapContainer mapContainer = new MapContainer("xxxxxxxxxxxxxxxxxxxxxx");
Coord coord = new Coord(latitude,longitude);
mapContainer.setCameraPosition(coord);
mapContainer.addMarker(EncodedImage.createFromImage(image,false), mapContainer.getCameraPosition(), "Text", "Text", null);
but this code helps me to displaying the marker but not along with the text. so if anyone have idea to display marker with text please suggest/help me to achieve this.
Thanks in Advance.
here is the code using MapContainer and MapLayout(Below Answer)..
if(BrowserComponent.isNativeBrowserSupported()) {
MapContainer mc = new MapContainer("AIzaSyDLIu4RfdXVQPvRqOYLP6N8ocCQpPNqtIk");
mapDemo.add(mc);
Container markers = new Container();
markers.setLayout(new MapLayout(mc, markers));
mapDemo.add(markers);
Coord moscone = new Coord(37.7831, -122.401558);
Button mosconeButton = new Button("");
FontImage.setMaterialIcon(mosconeButton, FontImage.MATERIAL_PLACE);
markers.add(moscone, mosconeButton);
Coord moscone1 = new Coord(36.6139, -120.2090);
Button mosconeButton1 = new Button("");
FontImage.setMaterialIcon(mosconeButton1, FontImage.MATERIAL_PLACE);
markers.add(moscone1, mosconeButton1);
mc.zoom(moscone1, 5);
} else {
// iOS Screenshot process...
mapDemo.add(new Label("Loading, please wait...."));
}
This is a revised answer see the original answer for reference below:
With the new update this should work better, you will need to update the cn1lib for Google Maps too if you have an older version. We've also revised the MapLayout class again and added some features such as alignment:
public class MapLayout extends Layout implements MapListener {
private static final String COORD_KEY = "$coord";
private static final String POINT_KEY = "$point";
private static final String HORIZONTAL_ALIGNMENT = "$align";
private static final String VERTICAL_ALIGNMENT = "$valign";
private final MapContainer map;
private final Container actual;
private boolean inUpdate;
private Runnable nextUpdate;
private int updateCounter;
public static enum HALIGN {
LEFT {
#Override
int convert(int x, int width) {
return x;
}
},
CENTER {
#Override
int convert(int x, int width) {
return x - width / 2;
}
},
RIGHT {
#Override
int convert(int x, int width) {
return x - width;
}
};
abstract int convert(int x, int width);
}
public static enum VALIGN {
TOP {
#Override
int convert(int y, int height) {
return y;
}
},
MIDDLE {
#Override
int convert(int y, int height) {
return y + height / 2;
}
},
BOTTOM {
#Override
int convert(int y, int height) {
return y + height;
}
};
abstract int convert(int y, int height);
}
public MapLayout(MapContainer map, Container actual) {
this.map = map;
this.actual = actual;
map.addMapListener(this);
}
#Override
public void addLayoutComponent(Object value, Component comp, Container c) {
comp.putClientProperty(COORD_KEY, (Coord) value);
}
#Override
public boolean isConstraintTracking() {
return true;
}
#Override
public Object getComponentConstraint(Component comp) {
return comp.getClientProperty(COORD_KEY);
}
#Override
public boolean isOverlapSupported() {
return true;
}
public static void setHorizontalAlignment(Component cmp, HALIGN a) {
cmp.putClientProperty(HORIZONTAL_ALIGNMENT, a);
}
public static void setVerticalAlignment(Component cmp, VALIGN a) {
cmp.putClientProperty(VERTICAL_ALIGNMENT, a);
}
#Override
public void layoutContainer(Container parent) {
int parentX = 0;
int parentY = 0;
for (Component current : parent) {
Coord crd = (Coord) current.getClientProperty(COORD_KEY);
Point p = (Point) current.getClientProperty(POINT_KEY);
if (p == null) {
p = map.getScreenCoordinate(crd);
current.putClientProperty(POINT_KEY, p);
}
HALIGN h = (HALIGN)current.getClientProperty(HORIZONTAL_ALIGNMENT);
if(h == null) {
h = HALIGN.LEFT;
}
VALIGN v = (VALIGN)current.getClientProperty(VERTICAL_ALIGNMENT);
if(v == null) {
v = VALIGN.TOP;
}
current.setSize(current.getPreferredSize());
current.setX(h.convert(p.getX() - parentX, current.getWidth()));
current.setY(v.convert(p.getY() - parentY, current.getHeight()));
}
}
#Override
public Dimension getPreferredSize(Container parent) {
return new Dimension(100, 100);
}
#Override
public void mapPositionUpdated(Component source, int zoom, Coord center) {
Runnable r = new Runnable() {
public void run() {
inUpdate = true;
try {
List<Coord> coords = new ArrayList<>();
List<Component> cmps = new ArrayList<>();
int len = actual.getComponentCount();
for (Component current : actual) {
Coord crd = (Coord) current.getClientProperty(COORD_KEY);
coords.add(crd);
cmps.add(current);
}
int startingUpdateCounter = ++updateCounter;
List<Point> points = map.getScreenCoordinates(coords);
if (startingUpdateCounter != updateCounter || len != points.size()) {
// Another update must have run while we were waiting for the bounding box.
// in which case, that update would be more recent than this one.
return;
}
for (int i=0; i<len; i++) {
Component current = cmps.get(i);
Point p = points.get(i);
current.putClientProperty(POINT_KEY, p);
}
actual.setShouldCalcPreferredSize(true);
actual.revalidate();
if (nextUpdate != null) {
Runnable nex = nextUpdate;
nextUpdate = null;
callSerially(nex);
}
} finally {
inUpdate = false;
}
}
};
if (inUpdate) {
nextUpdate = r;
} else {
nextUpdate = null;
callSerially(r);
}
}
}
Original Answer:
The marker will show the text when you tap on it. If you want things to appear differently you can just use any component and place it on top of the map. The upcoming Uber tutorial will cover this in depth but I explained the basic system in this blog post: https://www.codenameone.com/blog/tip-map-layout-manager.html
Related
This question already has answers here:
Serialize and Deserialize Json and Json Array in Unity
(9 answers)
Closed 3 years ago.
I'm trying to get all my lines render positions and add it to a list of vector3 then covert it to Json, so I can save it in the firebase. I'm using JsonUtility, but the problem is my jsondata is always empty even the list of vecor3 is not.
This is my code then I'm using :
public class Path : MonoBehaviour
{
[SerializeField] private List<Transform> checkpoints = new List<Transform>();
private LineRenderer linerenderer;
public Material TheLineMateriel;
public static bool _ispressed = false;
private string DATA_URL = "https://kataraproject-a233a.firebaseio.com/";
private DatabaseReference reference;
public string hello = "khraaa" ;
// Start is called before the first frame update
void Start()
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl(DATA_URL);
reference = FirebaseDatabase.DefaultInstance.RootReference;
GameObject lineObject = new GameObject();
this.linerenderer = lineObject.AddComponent<LineRenderer>();
this.linerenderer.startWidth = 0.05f;
this.linerenderer.endWidth = 0.05f;
this.linerenderer.positionCount = checkpoints.Count;
this.linerenderer.material = TheLineMateriel;
}
// Update is called once per frame
void Update()
{
this.DrawLine();
}
private void DrawLine()
{
Vector3[] checkpointsArray = new Vector3[this.checkpoints.Count];
for (int i = 0; i < this.checkpoints.Count; i++) {
Vector3 checkpointPos = this.checkpoints[i].position;
checkpointsArray[i] = new Vector3(checkpointPos.x, checkpointPos.y, 0f);
}
Vector3[] newPos = new Vector3[linerenderer.positionCount];
this.linerenderer.SetPositions(checkpointsArray);
linerenderer.GetPositions(newPos);
//for (int i = 0; i < linerenderer.positionCount ; i++)
//{
// newPos[i] = i;
//}
if ( _ispressed == true)
{
string jsonData = JsonUtility.ToJson(checkpointsArray);
//reference.Child("Position" + Random.Range(0,1000000)).SetRawJsonValueAsync(jsonData);
Debug.Log(jsonData);
_ispressed = false;
}
}
public void Save ()
{
_ispressed = true;
}
}
can someone help me please?
You could create a simple class to handle serialization of Unity types like such :
[Serializable]
public class SerializedVector3
{
public float x;
public float y;
public float z;
public SerializedVector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public SerializedVector3(Vector3 vector3)
{
x = vector3.x;
y = vector3.y;
z = vector3.z;
}
}
public static class Vector3Extensions
{
public static Vector3 ToVector3(this SerializedVector3 serializedVector3)
{
return new Vector3(serializedVector3.x, serializedVector3.y, serializedVector3.z);
}
public static SerializedVector3 FromVector3(this Vector3 vector3)
{
return new SerializedVector3(vector3);
}
}
This is strictly in Unity3D, I have an array of 100 Transform,
I want to write those to a file on the PC desktop, and later read them.
Consider ...
// write to desktop...
string s = "";
for ( int i=0; i< sendMe.Length; ++i )
{
Transform tt = sendMe[i].transform;
s = s +tt.position.x +"," +tt.position.x +"," ...etc... "\n";
}
string d = System.Environment.GetFolderPath(
System.Environment.SpecialFolder.DesktopDirectory);
string path = System.IO.Path.Combine(d, "happyData.txt" );
System.IO.File.Delete(path);
System.IO.File.WriteAllText(path,s);
return;
.. and then read it similarly, just manually parsing the text format. Something like...
public ReadTrackFromDesktopFile()
{
GetSplineGetReady("development");
string tt = File.ReadAllText( .. path as above);
List<string> ts = new List<string>(
tt.Split(new string[] { "\r","\n" },
StringSplitOptions.RemoveEmptyEntries) );
foreach (string t in ts)
{
string[] parts = t.Split(',');
Vector3 pos = new Vector3(parts[0],parts[1],parts[2]);
Quaternion rot = new Quaternion(parts[3],parts[4],parts[5],parts[6]);
GetSplineOneNode(pos, rot);
}
GetSplineFinalise();
}
But this seems naive. What's the "simple Unity way" to do this?
You can use Json and the Playerprefs to save the Transform. This is a TransformSaver extension class that can do that:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public static class TransformSaver
{
[System.Serializable]
public class TransformInfo
{
public Vector3 pos;
public Quaternion rot;
public Vector3 scale;
}
//Save Transform
public static void SaveTransform(this Transform trans, Transform[] tranformToSave)
{
TransformInfo[] trnfrm = new TransformInfo[tranformToSave.Length];
for (int i = 0; i < trnfrm.Length; i++)
{
trnfrm[i] = new TransformInfo();
trnfrm[i].pos = tranformToSave[i].position;
trnfrm[i].rot = tranformToSave[i].rotation;
trnfrm[i].scale = tranformToSave[i].localScale;
}
string jsonTransform = JsonHelper.ToJson(trnfrm, true);
PlayerPrefs.SetString("transform", jsonTransform);
}
//Load Transform
public static Transform[] LoadTransform(this Transform trans)
{
string jsonTransform = PlayerPrefs.GetString("transform");
if (jsonTransform == null)
{
return null;
}
//Debug.Log("Loaded: " + jsonTransform);
TransformInfo[] savedTransforms = JsonHelper.FromJson<TransformInfo>(jsonTransform);
GameObject[] gameObjects = new GameObject[savedTransforms.Length];
Transform[] loadedTransforms = new Transform[savedTransforms.Length];
for (int i = 0; i < gameObjects.Length; i++)
{
gameObjects[i] = new GameObject("_");
gameObjects[i].hideFlags = HideFlags.HideAndDontSave;
loadedTransforms[i] = gameObjects[i].transform;
loadedTransforms[i].position = savedTransforms[i].pos;
loadedTransforms[i].rotation = savedTransforms[i].rot;
loadedTransforms[i].localScale = savedTransforms[i].scale;
}
return loadedTransforms;
}
public static void CopyTransform(this Transform trans, Transform source, Transform target, bool createNewInstance = false)
{
if (source == null)
{
return;
}
if (target == null || createNewInstance)
{
GameObject obj = new GameObject("_");
obj.hideFlags = HideFlags.HideAndDontSave;
target = obj.transform;
}
target.position = source.position;
target.rotation = source.rotation;
target.localScale = source.localScale;
}
public static void CopyTransform(this Transform trans, Transform[] source, Transform[] target, bool createNewInstance = false)
{
if (source == null || source.Length <= 0)
{
return;
}
for (int i = 0; i < target.Length; i++)
{
CopyTransform(null, source[i], target[i], createNewInstance);
if (i >= target.Length - 1)
{
break;
}
}
}
}
JsonHelper script for converting arrays to json and vice versa:
using UnityEngine;
using System.Collections;
using System;
public class JsonHelper
{
public static T[] FromJson<T>(string json)
{
Wrapper<T> wrapper = UnityEngine.JsonUtility.FromJson<Wrapper<T>>(json);
return wrapper.Items;
}
public static string ToJson<T>(T[] array, bool prettyPrint)
{
Wrapper<T> wrapper = new Wrapper<T>();
wrapper.Items = array;
return UnityEngine.JsonUtility.ToJson(wrapper, prettyPrint);
}
[Serializable]
private class Wrapper<T>
{
public T[] Items;
}
}
Usage:
using UnityEngine;
using System.Collections;
public class TransformTest : MonoBehaviour
{
public Transform[] objectToSave;
// Use this for initialization
void Start()
{
//Save Transform
transform.SaveTransform(objectToSave);
//Load Transform
Transform[] loadedTransform = transform.LoadTransform();
transform.CopyTransform(loadedTransform, objectToSave);
}
}
It's not perfect and can be improved. Improvement includes making the LoadTransform function take transform array as parameter instead of returning an array.
You can use Binary Serialization.
Create following structs:
[Serializable]
public struct SerializebleVector
{
public float x, y, z, w;
public SerializebleVector(float x, float y, float z, float w = 0f)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public static explicit operator SerializebleVector(Quaternion a)
{
return new SerializebleVector(a.x, a.y, a.z, a.w);
}
public static implicit operator SerializebleVector(Vector3 a)
{
return new SerializebleVector(a.x, a.y, a.z);
}
}
[Serializable]
public struct SerializebleTransform
{
SerializebleVector position;
SerializebleVector rotation;
SerializebleVector scale;
public SerializebleTransform(Transform tr)
{
position = tr.position;
rotation = (SerializebleVector) tr.rotation;
scale = tr.lossyScale;
}
public static implicit operator SerializebleTransform(Transform tr)
{
return new SerializebleTransform(tr);
}
}
Save method:
public static void Save(Transform[] ts )
{
var data = new List<SerializebleTransform>();
foreach (var t in ts)
{
data.Add(t);
}
BinaryFormatter bf = new BinaryFormatter();
using (FileStream file = File.Create (Application.persistentDataPath + "/savedTransforms.dat"))
{
bf.Serialize(file, data);
}
}
Load Method:
public static void Load(out List<SerializebleTransform> ts)
{
if(File.Exists(Application.persistentDataPath + "/savedTransforms.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
using (FileStream file = File.Open(Application.persistentDataPath + "/savedTransforms.dat", FileMode.Open))
{
var data = (List<SerializebleTransform>)bf.Deserialize(file);
return data;
}
}
else
ts = null;
}
PS: As far as I know you can't create Transform without GameObject, so read data from SerializebleTransform into Transform kind of manually.
So hi to #ll this is my fist post/question on stackoverflow :D
I need help # following :
So i integrated the Facebook SDk sucessfully in my game but i´dont get the profile picture working ...
So i tryied it oldshool on Facebooks "Tutotial" Way and followed all steps to implement login functions and so on ...
I´ve downloaded the "friendsmash_start" Sample and implemented that Stuff ...
My Main Problem is i don´t get ahead with this problem and can´t figure out what i´m doing wrong so i´m hoping for help.
Here´s the complete Code from the MainMenu Script from the sample which is the only i´ve changed ... like in the tutorial ...
Unity shows me this Error -> "The name 'LoadPicture' does not exist in the current context ... so the errors are on these two parts of code :
"LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);" in the "OnLoggedIn" function
"LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);" in the "MyPictureCallback" function
I don´t understand it cause i searched myself in the script for this function "LoadPicture" and find nothing that was ... according to the "Tutorial" of facebook here :
https://developers.facebook.com/docs/games/unity/unity-tutorial?locale=de_DE
the function should be there cause they wrote there :
"Take a look at the LoadPicture method also in MainMenu.cs to see how we use the Unity WWW class to load the image returned by the graph API."
But i can´t find it :(
HOPE SOMEONE CAN HELP ME I DON´T GET IT ...
Have that problem unfortunately very long time ... thats enoying. :(
HERE`S THE FULL CODE OF MAINMENU.CS :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Facebook.MiniJSON;
using System;
public class MainMenu : MonoBehaviour
{
// Inspector tunable members //
public Texture ButtonTexture;
public Texture PlayTexture; // Texture for main menu button icons
public Texture BragTexture;
public Texture ChallengeTexture;
public Texture StoreTexture;
public Texture FullScreenTexture;
public Texture FullScreenActiveTexture;
public Texture ResourcesTexture;
public Vector2 CanvasSize; // size of window on canvas
public Rect LoginButtonRect; // Position of login button
public Vector2 ResourcePos; // position of resource indicators (not used yet)
public Vector2 ButtonStartPos; // position of first button in main menu
public float ButtonScale; // size of main menu buttons
public float ButtonYGap; // gap between buttons in main menu
public float ChallengeDisplayTime; // Number of seconds the request sent message is displayed for
public Vector2 ButtonLogoOffset; // Offset determining positioning of logo on buttons
public float TournamentStep; // Spacing between tournament entries
public float MouseScrollStep = 40; // Amount score table moves with each step of the mouse wheel
public PaymentDialog paymentDialog;
public GUISkin MenuSkin;
public int CoinBalance;
public int NumLives;
public int NumBombs;
public Texture[] CelebTextures;
public string [] CelebNames;
// Private members //
private static MainMenu instance;
private static List<object> friends = null;
private static Dictionary<string, string> profile = null;
private static List<object> scores = null;
private static Dictionary<string, Texture> friendImages = new Dictionary<string, Texture>();
private Vector2 scrollPosition = Vector2.zero;
private bool haveUserPicture = false;
private float tournamentLength = 0;
private int tournamentWidth = 512;
private int mainMenuLevel = 0; // Level index of main menu
private string popupMessage;
private float popupTime;
private float popupDuration;
void Awake()
{
Util.Log("Awake");
paymentDialog = ((PaymentDialog)(GetComponent("PaymentDialog")));
// allow only one instance of the Main Menu
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
#if UNITY_WEBPLAYER
// Execute javascript in iframe to keep the player centred
string javaScript = #"
window.onresize = function() {
var unity = UnityObject2.instances[0].getUnity();
var unityDiv = document.getElementById(""unityPlayerEmbed"");
var width = window.innerWidth;
var height = window.innerHeight;
var appWidth = " + CanvasSize.x + #";
var appHeight = " + CanvasSize.y + #";
unity.style.width = appWidth + ""px"";
unity.style.height = appHeight + ""px"";
unityDiv.style.marginLeft = (width - appWidth)/2 + ""px"";
unityDiv.style.marginTop = (height - appHeight)/2 + ""px"";
unityDiv.style.marginRight = (width - appWidth)/2 + ""px"";
unityDiv.style.marginBottom = (height - appHeight)/2 + ""px"";
}
window.onresize(); // force it to resize now";
Application.ExternalCall(javaScript);
#endif
DontDestroyOnLoad(gameObject);
instance = this;
// Initialize FB SDK
FB.Init(SetInit, OnHideUnity);
}
private void SetInit()
{
Util.Log("SetInit");
enabled = true; // "enabled" is a property inherited from MonoBehaviour
if (FB.IsLoggedIn)
{
Util.Log("Already logged in");
OnLoggedIn();
}
}
private void OnHideUnity(bool isGameShown)
{
Util.Log("OnHideUnity");
if (!isGameShown)
{
// pause the game - we will need to hide
Time.timeScale = 0;
}
else
{
// start the game back up - we're getting focus again
Time.timeScale = 1;
}
}
private void QueryScores()
{
FB.API("/app/scores?fields=score,user.limit(20)", Facebook.HttpMethod.GET, ScoresCallback);
}
private int getScoreFromEntry(object obj)
{
Dictionary<string,object> entry = (Dictionary<string,object>) obj;
return Convert.ToInt32(entry["score"]);
}
void ScoresCallback(FBResult result)
{
Util.Log("ScoresCallback");
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
scores = new List<object>();
List<object> scoresList = Util.DeserializeScores(result.Text);
foreach(object score in scoresList)
{
var entry = (Dictionary<string,object>) score;
var user = (Dictionary<string,object>) entry["user"];
string userId = (string)user["id"];
if (string.Equals(userId,FB.UserId))
{
// This entry is the current player
int playerHighScore = getScoreFromEntry(entry);
Util.Log("Local players score on server is " + playerHighScore);
if (playerHighScore < GameStateManager.Score)
{
Util.Log("Locally overriding with just acquired score: " + GameStateManager.Score);
playerHighScore = GameStateManager.Score;
}
entry["score"] = playerHighScore.ToString();
GameStateManager.HighScore = playerHighScore;
}
scores.Add(entry);
if (!friendImages.ContainsKey(userId))
{
// We don't have this players image yet, request it now
LoadPictureAPI(Util.GetPictureURL(userId, 128, 128),pictureTexture =>
{
if (pictureTexture != null)
{
friendImages.Add(userId, pictureTexture);
}
});
}
}
// Now sort the entries based on score
scores.Sort(delegate(object firstObj,
object secondObj)
{
return -getScoreFromEntry(firstObj).CompareTo(getScoreFromEntry(secondObj));
}
);
}
void OnApplicationFocus( bool hasFocus )
{
Util.Log ("hasFocus " + (hasFocus ? "Y" : "N"));
}
// Convenience function to check if mouse/touch is the tournament area
private bool IsInTournamentArea (Vector2 p)
{
return p.x > Screen.width-tournamentWidth;
}
// Scroll the tournament view by some delta
private void ScrollTournament(float delta)
{
scrollPosition.y += delta;
if (scrollPosition.y > tournamentLength - Screen.height)
scrollPosition.y = tournamentLength - Screen.height;
if (scrollPosition.y < 0)
scrollPosition.y = 0;
}
// variables for keeping track of scrolling
private Vector2 mouseLastPos;
private bool mouseDragging = false;
void Update()
{
if(Input.touches.Length > 0)
{
Touch touch = Input.touches[0];
if (IsInTournamentArea (touch.position) && touch.phase == TouchPhase.Moved)
{
// dragging
ScrollTournament (touch.deltaPosition.y*3);
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
ScrollTournament (MouseScrollStep);
}
else if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
ScrollTournament (-MouseScrollStep);
}
if (Input.GetMouseButton(0) && IsInTournamentArea(Input.mousePosition))
{
if (mouseDragging)
{
ScrollTournament (Input.mousePosition.y - mouseLastPos.y);
}
mouseLastPos = Input.mousePosition;
mouseDragging = true;
}
else
mouseDragging = false;
}
// Button drawing logic //
private Vector2 buttonPos; // Keeps track of where we've got to on the screen as we draw buttons
private void BeginButtons()
{
// start drawing buttons at the chosen start position
buttonPos = ButtonStartPos;
}
private bool DrawButton(string text, Texture texture)
{
// draw a single button and update our position
bool result = GUI.Button(new Rect (buttonPos.x,buttonPos.y, ButtonTexture.width * ButtonScale, ButtonTexture.height * ButtonScale),text,MenuSkin.GetStyle("menu_button"));
Util.DrawActualSizeTexture(ButtonLogoOffset*ButtonScale+buttonPos,texture,ButtonScale);
buttonPos.y += ButtonTexture.height*ButtonScale + ButtonYGap;
if (paymentDialog.DialogEnabled)
result = false;
return result;
}
void OnGUI()
{
GUI.skin = MenuSkin;
if (Application.loadedLevel != mainMenuLevel) return; // don't display anything except when in main menu
GUILayout.Box("", MenuSkin.GetStyle("panel_welcome"));
if (!FB.IsLoggedIn)
{
GUI.Label((new Rect(179, 11, 287, 160)), "Login to Facebook", MenuSkin.GetStyle("text_only"));
if (GUI.Button(LoginButtonRect, "", MenuSkin.GetStyle("button_login")))
{
FB.Login("email,publish_actions", LoginCallback);
}
}
if (FB.IsLoggedIn)
{
string panelText = "Welcome ";
panelText += (!string.IsNullOrEmpty(GameStateManager.Username)) ? string.Format("{0}!", GameStateManager.Username) : "Smasher!";
if (GameStateManager.UserTexture != null)
GUI.DrawTexture( (new Rect(8,10, 150, 150)), GameStateManager.UserTexture);
GUI.Label( (new Rect(179 , 11, 287, 160)), panelText, MenuSkin.GetStyle("text_only"));
}
string subTitle = "Let's smash some friends!";
if (GameStateManager.Score > 0)
{
subTitle = "Score: " + GameStateManager.Score.ToString();
}
if (!string.IsNullOrEmpty(subTitle))
{
GUI.Label( (new Rect(132, 28, 400, 160)), subTitle, MenuSkin.GetStyle("sub_title"));
}
BeginButtons();
if (DrawButton("Play",PlayTexture))
{
onPlayClicked();
}
if (FB.IsLoggedIn)
{
// Draw resources bar
Util.DrawActualSizeTexture(ResourcePos,ResourcesTexture);
Util.DrawSimpleText(ResourcePos + new Vector2(47,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",CoinBalance));
Util.DrawSimpleText(ResourcePos + new Vector2(137,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",NumBombs));
Util.DrawSimpleText(ResourcePos + new Vector2(227,5) ,MenuSkin.GetStyle("resources_text"),string.Format("{0}",NumLives));
}
#if UNITY_WEBPLAYER
if (Screen.fullScreen)
{
if (DrawButton("Full Screen",FullScreenActiveTexture))
SetFullscreenMode(false);
}
else
{
if (DrawButton("Full Screen",FullScreenTexture))
SetFullscreenMode(true);
}
#endif
DrawPopupMessage();
}
public void AddPopupMessage(string message, float duration)
{
popupMessage = message;
popupTime = Time.realtimeSinceStartup;
popupDuration = duration;
}
public void DrawPopupMessage()
{
if (popupTime != 0 && popupTime + popupDuration > Time.realtimeSinceStartup)
{
// Show message that we sent a request
Rect PopupRect = new Rect();
PopupRect.width = 800;
PopupRect.height = 100;
PopupRect.x = Screen.width / 2 - PopupRect.width / 2;
PopupRect.y = Screen.height / 2 - PopupRect.height / 2;
GUI.Box(PopupRect,"",MenuSkin.GetStyle("box"));
GUI.Label(PopupRect, popupMessage, MenuSkin.GetStyle("centred_text"));
}
}
void TournamentGui()
{
GUILayout.BeginArea(new Rect((Screen.width - 450),0,450,Screen.height));
// Title box
GUI.Box (new Rect(0, - scrollPosition.y, 100,200), "", MenuSkin.GetStyle("tournament_bar"));
GUI.Label (new Rect(121 , - scrollPosition.y, 100,200), "Tournament", MenuSkin.GetStyle("heading"));
Rect boxRect = new Rect();
if(scores != null)
{
var x = 0;
foreach(object scoreEntry in scores)
{
Dictionary<string,object> entry = (Dictionary<string,object>) scoreEntry;
Dictionary<string,object> user = (Dictionary<string,object>) entry["user"];
string name = ((string) user["name"]).Split(new char[]{' '})[0] + "\n";
string score = "Smashed: " + entry["score"];
boxRect = new Rect(0, 121+(TournamentStep*x)-scrollPosition.y , 100,128);
// Background box
GUI.Box(boxRect,"",MenuSkin.GetStyle("tournament_entry"));
// Text
GUI.Label (new Rect(24, 136 + (TournamentStep * x) - scrollPosition.y, 100,128), (x+1)+".", MenuSkin.GetStyle("tournament_position")); // Rank e.g. "1.""
GUI.Label (new Rect(250,145 + (TournamentStep * x) - scrollPosition.y, 300,100), name, MenuSkin.GetStyle("tournament_name")); // name
GUI.Label (new Rect(250,193 + (TournamentStep * x) - scrollPosition.y, 300,50), score, MenuSkin.GetStyle("tournament_score")); // score
Texture picture;
if (friendImages.TryGetValue((string) user["id"], out picture))
{
GUI.DrawTexture(new Rect(118,128+(TournamentStep*x)-scrollPosition.y,115,115), picture); // Profile picture
}
x++;
}
}
else GUI.Label (new Rect(180,270,512,200), "Loading...", MenuSkin.GetStyle("text_only"));
// Record length so we know how far we can scroll to
tournamentLength = boxRect.y + boxRect.height + scrollPosition.y;
GUILayout.EndArea();
}
// React to menu buttons //
private void onPlayClicked()
{
Util.Log("onPlayClicked");
if (friends != null && friends.Count > 0)
{
// Select a random friend and get their picture
Dictionary<string, string> friend = Util.RandomFriend(friends);
GameStateManager.FriendName = friend["first_name"];
GameStateManager.FriendID = friend["id"];
GameStateManager.CelebFriend = -1;
LoadPictureURL(friend["image_url"],FriendPictureCallback);
}
else
{
//We can't access friends
GameStateManager.CelebFriend = UnityEngine.Random.Range(0,CelebTextures.Length - 1);
GameStateManager.FriendName = CelebNames[GameStateManager.CelebFriend];
}
// Start the main game
Application.LoadLevel("GameStage");
GameStateManager.Instance.StartGame();
}
public void SetFullscreenMode (bool on)
{
if (on)
{
Screen.SetResolution (Screen.currentResolution.width, Screen.currentResolution.height, true);
}
else
{
Screen.SetResolution ((int)CanvasSize.x, (int)CanvasSize.y, false);
}
}
public static void FriendPictureCallback(Texture texture)
{
GameStateManager.FriendTexture = texture;
}
delegate void LoadPictureCallback (Texture texture);
IEnumerator LoadPictureEnumerator(string url, LoadPictureCallback callback)
{
WWW www = new WWW(url);
yield return www;
callback(www.texture);
}
void LoadPictureAPI (string url, LoadPictureCallback callback)
{
FB.API(url,Facebook.HttpMethod.GET,result =>
{
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
var imageUrl = Util.DeserializePictureURLString(result.Text);
StartCoroutine(LoadPictureEnumerator(imageUrl,callback));
});
}
void LoadPictureURL (string url, LoadPictureCallback callback)
{
StartCoroutine(LoadPictureEnumerator(url,callback));
}
void LoginCallback(FBResult result)
{
Util.Log("LoginCallback");
if (FB.IsLoggedIn)
{
OnLoggedIn();
}
}
void OnLoggedIn()
{
Util.Log("Logged in. ID: " + FB.UserId);
// Reqest player info and profile picture
FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback);
LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);
}
void APICallback(FBResult result)
{
Util.Log("APICallback");
if (result.Error != null)
{
Util.LogError(result.Error);
// Let's just try again
FB.API("/me?fields=id,first_name,friends.limit(100).fields(first_name,id)", Facebook.HttpMethod.GET, APICallback);
return;
}
profile = Util.DeserializeJSONProfile(result.Text);
GameStateManager.Username = profile["first_name"];
friends = Util.DeserializeJSONFriends(result.Text);
}
void MyPictureCallback(Texture texture)
{
Util.Log("MyPictureCallback");
if (texture == null)
{
// Let's just try again
LoadPicture(Util.GetPictureURL("me", 128, 128), MyPictureCallback);
return;`
}
GameStateManager.UserTexture = texture;
}
}
change the word "LoadPicture" for "LoadPictureAPI".
For reference see:
https://github.com/fbsamples/friendsmash-unity/blob/master/friendsmash_payments_start/Assets/Scripts/MainMenu.cs
I used setString but the string is not updated, so I have to write a CCLabel to show the string, which I feel very weird because showing the user input should be part of the textfield.. Do I missed anything?
I read the test_input example, it uses a CCLabel to show the user input, which I think is a really bad design.
You don't need a Label to show user input.
I have edited the default HelloWorld file with added CCTextFieldttf working example.
This is how your HelloWorld.h file should look
class HelloWorld : public cocos2d::CCLayer, public cocos2d::CCTextFieldDelegate
{
public:
virtual bool init();
static cocos2d::CCScene* scene();
void createTF();
cocos2d::CCTextFieldTTF* tf;
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void registerWithTouchDispatcher();
//CCtextFieldttf delegate begin
virtual bool onTextFieldAttachWithIME(CCTextFieldTTF * pSender);
virtual bool onTextFieldDetachWithIME(CCTextFieldTTF * pSender);
virtual bool onTextFieldInsertText(CCTextFieldTTF * pSender, const char * text, int nLen);
virtual bool onTextFieldDeleteBackward(CCTextFieldTTF * pSender, const char * delText, int nLen);
virtual bool onDraw(CCTextFieldTTF * pSender);
//CCtextFieldttf delegate end
CREATE_FUNC(HelloWorld);
};
This is how your HelloWorld.cpp should be for minimum usage of CCTextFieldttf
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
this->setTouchEnabled(true);
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
createTF();
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen
pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - pLabel->getContentSize().height));
this->addChild(pLabel, 1);
return true;
}
void HelloWorld::createTF()
{
tf = CCTextFieldTTF::textFieldWithPlaceHolder("123", CCSizeMake(100, 100), kCCTextAlignmentCenter, "helvetica", 20);
tf->setColorSpaceHolder(ccWHITE);
tf->setPosition(ccp(200,200));
tf->setHorizontalAlignment(kCCTextAlignmentCenter);
tf->setVerticalAlignment(kCCVerticalTextAlignmentCenter);
tf->setDelegate(this);
addChild(tf);
}
void HelloWorld::registerWithTouchDispatcher()
{
CCDirector* pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, false);
}
bool HelloWorld::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
CCLog("inside touchbegan");
return true;
}
void HelloWorld::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
CCLog("inside touchend");
tf->attachWithIME();
}
bool HelloWorld::onTextFieldAttachWithIME(CCTextFieldTTF * pSender)
{
return false;
}
bool HelloWorld::onTextFieldDetachWithIME(CCTextFieldTTF * pSender)
{
return false;
}
bool HelloWorld::onTextFieldInsertText(CCTextFieldTTF * pSender, const char * text, int nLen)
{
return false;
}
bool HelloWorld::onTextFieldDeleteBackward(CCTextFieldTTF * pSender, const char * delText, int nLen)
{
return false;
}
bool HelloWorld::onDraw(CCTextFieldTTF * pSender)
{
return false;
}
The CCTextFieldDelegate methods are implemented to gain more control over what is entered into CCTextFieldTTF. The only thing that CCTextFieldttf lacks is you have to call CCTextFieldTTF's attachWithIME() method yourself like in the above code it is being called in "ccTouchEnded".
in header
class CustomMultiplayerScene : public PZGBaseMenuScene,public CCIMEDelegate
{
public:
void keyboardWillShow(cocos2d::CCIMEKeyboardNotificationInfo &info);
void keyboardWillHide(cocos2d::CCIMEKeyboardNotificationInfo &info);
void ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent);
};
in .cpp
CCTextFieldTTF *textfield = CCTextFieldTTF::textFieldWithPlaceHolder("Enter Name:", CCSize(480,30), kCCTextAlignmentCenter, "Arial", 12);
// textfield->setAnchorPoint(CCPointZero);
textfield->setPosition(ccp(screenSize.width/2,200));
textfield->setTag(100);
this->addChild(textfield,4);
CCLabelTTF *label = CCLabelTTF::create("ID : ", "", 12);
label->setPosition(ccp(screenSize.width/2,100));
label->setTag(200);
this->addChild(label,4);
implement methods in .cpp
void CustomMultiplayerScene::keyboardWillShow(CCIMEKeyboardNotificationInfo &info)
{
CCLOG("keyboardWillShow");
CCTextFieldTTF *textfield = (CCTextFieldTTF *)this->getChildByTag(100);
textfield->setString("");
}
void CustomMultiplayerScene::keyboardWillHide(CCIMEKeyboardNotificationInfo &info)
{
CCLog("keyboardWillHide");
CCTextFieldTTF *textfield = (CCTextFieldTTF *)this->getChildByTag(100);
CCLabelTTF *label = (CCLabelTTF *)this->getChildByTag(200);
label->setString(textfield->getString());
}
void CustomMultiplayerScene::ccTouchesBegan(cocos2d::CCSet *pTouches, cocos2d::CCEvent *pEvent)
{
CCTouch *pTouch = (CCTouch *)pTouches->anyObject();
CCPoint point = pTouch->getLocationInView();
point = CCDirector::sharedDirector()->convertToGL(point);
CCTextFieldTTF *textfield = (CCTextFieldTTF *)this->getChildByTag(100);
CCRect rect = textfield->boundingBox();
if(rect.containsPoint(point)) {
textfield->attachWithIME();
}
}
CCTextFieldTTF * pTextField = CCTextFieldTTF::textFieldWithPlaceHolder("click here for input",
"Thonburi",
20);
addChild(pTextField);
This question already has answers here:
BaseAdapter class wont setAdapter inside Asynctask - Android
(4 answers)
Closed 9 years ago.
I am trying to create my own arrayAdapter so I can place multiple textviews inside of a listview. I have searched everywhere and can not find a way to do it. I am new to this and not so sure how to handle it. So far I have an asynctask that gathers 3 strings in a JSON method. These strings are what I want placed in the textViews but I have no idea how to do so, here is my current code.
class loadComments extends AsyncTask<JSONObject, String, JSONObject> {
private ArrayAdapter<String> mAdapter = null;
#Override
protected void onPreExecute() {
super.onPreExecute();
}
#Override
protected void onProgressUpdate(String... values) {
super.onProgressUpdate(values);
}
protected JSONObject doInBackground(JSONObject... params) {
JSONObject json2 = CollectComments.collectComments(usernameforcomments, offsetNumber);
return json2;
}
#Override
protected void onPostExecute(JSONObject json2) {
try {
if (json2.getString(KEY_SUCCESS) != null) {
registerErrorMsg.setText("");
String res2 = json2.getString(KEY_SUCCESS);
if(Integer.parseInt(res2) == 1){
JSONArray commentArray = json2.getJSONArray(KEY_COMMENT);
final String comments[] = new String[commentArray.length()];
for ( int i=0; i<commentArray.length(); i++ ) {
comments[i] = commentArray.getString(i);
}
JSONArray numberArray = json2.getJSONArray(KEY_NUMBER);
String numbers[] = new String[numberArray.length()];
for ( int i=0; i<numberArray.length(); i++ ) {
numbers[i] = numberArray.getString(i);
}
JSONArray usernameArray = json2.getJSONArray(KEY_USERNAME);
String usernames[] = new String[usernameArray.length()];
for ( int i=0; i<usernameArray.length(); i++ ) {
usernames[i] = usernameArray.getString(i);
}
ArrayList<String> myList = new ArrayList<String>();
class MyClassAdapter extends ArrayAdapter<String> {
private Context context;
public MyClassAdapter(Context context, int textViewResourceId, ArrayList<String> items) {
super(context, textViewResourceId, items);
this.context = context;
}
public View getView(int position, View convertView) {
View view = convertView;
if (view == null) {
LayoutInflater inflater = (LayoutInflater) context.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
view = inflater.inflate(R.layout.list_item, null);
}
String item = getItem(position);
if (item!= null) {
// My layout has only one TextView
TextView commentView = (TextView) view.findViewById(R.id.listComment);
TextView usernameView = (TextView) view.findViewById(R.id.listPostedBy);
TextView NumberView = (TextView) view.findViewById(R.id.listNumber);
// do whatever you want with your string and long
commentView.setText(comments);
NumberView.setText(numbers);
usernameView.setText(usernames);
}
return view;
}
}
}//end if key is == 1
else{
// Error in registration
registerErrorMsg.setText(json2.getString(KEY_ERROR_MSG));
}//end else
}//end if
} //end try
catch (JSONException e) {
e.printStackTrace();
}//end catch
}
}
new loadComments().execute();
This code does not work but I think I am on the right track.
Let us say, you create a class that hold your information about the comments instead of creating three related Arrays :
class Commentary
{
public String username;
public String comment;
public int commentaryIndex;
}
The BaseAdapter can take a List as a parameter whereas the ArrayAdapter wouldn't.
class MyRealAdapter extends BaseAdapter
{
private List<Commentary> comments;
public MyRealAdapter(List<Commentary> comments )
{
this.comments = comments;
}
#Override
public int getCount() {
return comments.size();
}
#Override
public Object getItem(int index) {
return comments.get(index);
}
#Override
public long getItemId(int index) {
return 0;
}
#Override
public View getView(int position, View convertView, ViewGroup parent) {
Commentary c = (Commentary) getItem(position);
//c.username, c.comment, c.commentaryIndex
// create the view and stuff
return null;
}
}
As you can see, you again have the getView method but now you can retrieve your complete objet and not just a String.
There is a couple more method to override, but as you can see it's very simple.
You might need to pass other argument like a Context or a LayoutInflater to the constructor, but it's not mandatory.
EDIt :
JSONArray commentArray = json2.getJSONArray(KEY_COMMENT);
JSONArray numberArray = json2.getJSONArray(KEY_NUMBER);
JSONArray usernameArray = json2.getJSONArray(KEY_USERNAME);
ArrayList<Commentary> comments = new ArrayList<commentary>();
for ( int i=0; i<commentArray.length(); i++ ) {
Commentary c = new Commentary();
c.username = usernameArray.getString(i);
c.comment = commentArray.getString(i);
c.commentaryIndex = Integer.parseInt(numberArray.getString(i));
comments.add(c);
}
MyRealAdapter adapter = new MyRealAdapter(comments);