Using UniversalTweenEngine with LibGDX music - libgdx

Short question...
How do I correctly use UniversalTweenEngine with the Music class in LibGDX?
Long question...
I've encountered a problem with using UniversalTweenEngine and the Music class in LibGDX. I have a MusicAccessor that implements TweenAccessor like so:
public static final int VOLUME = 0;
#Override
public int getValues(Music target, int tweenType, float[] returnValues) {
switch(tweenType) {
case VOLUME:
returnValues[0] = target.getVolume();
return 1;
default:
assert false;
return -1;
}
}
#Override
public void setValues(Music target, int tweenType, float[] newValues) {
switch(tweenType) {
case VOLUME:
target.setVolume(newValues[0]);
break;
default:
assert false;
}
}
first I used it like this:
Tween.registerAccessor(Music.class, new MusicAccessor());
myMusicInstance.setVolume(0);
Tween.to(myMusicInstance, MusicAccessor.VOLUME, 1f).target(1).start();
Which gave me an error saying that
No TweenAccessor was found for the target
I read some on the problem and saw people having the same issue, and the answer to this question told me that I had to use .cast(Music.class) as well, so i changed it to this:
Tween.to(myMusicInstance, MusicAccessor.VOLUME, 1f).cast(Music.class).target(1).start();
which no longer gives me the error. The snag with this is that it doesn't actually tween any value! I've added TweenCallbacks and done System.out.println("text") in the TweenAccessor's methods, and found out that they aren't being called. So how am I supposed to do for it to work?

I reproduced your problem and managed to fix it, so here is a solution.
First of all you need an instance of TweenManager. Then don't forget to start your music (it won't start by itself). Your MusicAccessor class is ok, so no need to change anything there. The final code snippet:
an instance field
private TweenManager tweenManager = new TweenManager();
constructor (or wherever you used it)
Tween.registerAccessor(Music.class, new MusicAccessor());
myMusicInstance.setVolume(0);
myMusicInstance.play();
and then in render:
tweenManager.update(delta);
Tween.to(music, MusicAccessor.VOLUME, 1f).cast(Music.class).target(1).start(tweenManager);
If anything is unclear, please let me know.

Related

Is it possible in LibGDX's `scene2d` API to have the same Actor instance in multiple Stages?

I am making a program using the amazing libGDX+scene2d API and I structured it as follows:
I have a single MyGame instance, holding a single PolygonSpriteBatch instance.
There is an abstract MyScreen class, holding a MyStage class (see below)
Then there are lots of different screen classes that inherit from MyScreen, and instantiate each other at will.
(in all cases, removing the "My" gives you the name of the respective library class that it extends)
This model worked fine, until I encountered some problems to perform actions between screens using the Action system. I decided then that it would be a good idea to have a single OmnipresentActor belonging to MyGame that, as the name says, is present in every scene. So I modified MyStage to look more or less like this:
public class MyStage extends Stage {
public MyStage(MyGame g) {
super(new FitViewport(MyGame.WIDTH, MyGame.HEIGHT), g.batch);
addActor(game.omnipresentInvisibleActor);
}
#Override
public void clear() {
unfocusAll();
getRoot().clearActions();
getRoot().clearListeners();
removeActorsButNotListenersNorActions();
}
public void removeActorsButNotListenersNorActions() {
for (Actor a : getActors()) if (a.getClass()!= OmnipresentInvisibleActor.class) a.remove();
}
It followed a painful debugging phase, until I found out the following:
public PresentationScreen(MyGame g) {
// super() call and other irrelevant/already debugged code
System.out.println("PRINT_BEFORE: "+ stage.getActors().toString()); // OmnipresentActor is there
mainMenuScreen = new MainMenuScreen(game);
System.out.println("PRINT_AFTER: "+ stage.getActors().toString()); // OmnipresentActor is not there anymore, but was added to the mainMenuScreen
the "PRINT_BEFORE" statement shows that the stage holds the omnipresentActor. In "PRINT_AFTER" it isn't there anymore, whereas mainMenuScreen is indeed holding it. So my question, now more precise:
does scene2d prevent this to happen, or am I doing something wrong here?
Answers much appreciated! Cheers
An actor can only be a member of one stage: Thanks to #Tenfour04 for confirming that. The explanation is quite clear after doing a little research:
Stage.addActor() looks like this:
(here the github code of Stage.java)
/** Adds an actor to the root of the stage.
* #see Group#addActor(Actor) */
public void addActor (Actor actor) {
root.addActor(actor);
}
whereas root is simply initialized as a group in the Stage constructor: root = new Group();.
And Group.addActor() looks like this:
(here the github code of Group.java)
/** Adds an actor as a child of this group. The actor is first removed from its parent group, if any. */
public void addActor (Actor actor) {
if (actor.parent != null) actor.parent.removeActor(actor, false);
children.add(actor);
actor.setParent(this);
actor.setStage(getStage());
childrenChanged();
}
So in the tree first lines is the answer: when creating the new stage, if the actor to add already has a parent, it is removed from its current parent. So, There are two possible solutions to the problem I enounced:
SOLUTION 1: Override addActor removing the if statement, or any other alteration of the library, which I'm not sure if it would work. I rather think this could be very problematic, for instance it could prevent the stages from disposing correctly
SOLUTION 2: Change the design so you don't need an omnipresent actor, nor changing/reimplementing the libraries. For the moment this is what I've done based on this answer, it isn't very clean but it works so far:
1) In the MyScreen class added the following fields:
private boolean watchingTemp;
private Actor watchActorTemp;
private Action actionTemp;
2) Then added this method:
public void addActionOnStageAfterActorEndsHisActions(Actor actor, Action action) {
watchActorTemp = actor;
actionTemp = action;
watchingTemp = true;
}
3) then in the render method, I added the following:
if (watchingTemp && !watchActorTemp.hasActions()) {
watchingTemp = false;
stage.addAction(actionTemp);
}
4) finally, when wishing to perform an action at a screen transition (and eventually disposing the first one), you can do something like this: I use something similar when clicking on a door between screens
public void movePlayerTHENgotoNewScreen(float xPos, float yPos, whatever else...) {
game.player.walkToAnyPoint(xPos, yPos);
yourFavoriteScreen.addActionOnStageAfterActorEndsHisActions(game.player, gotoNewScreen(wathever else...));
}
Hope it helps!

what to add to or remove from to change lines

i'm a beginner in learning actionscript and i'm seeing examples to learn from them. in the following lines, what should i add or remove so i can hide or not show system messages? and what are these lines actually say?
public function set showSystemMsgs(param1:Boolean) : void
{
var _loc:* = this.showSystemMsgs;
if (_loc !== param1)
{
this.showSystemMsgs = param1;
this.dispatchEvent(PropertyChangeEvent.createUpdateEvent(this, "showSystemMsgs", _loc, param1));
}
return;
}
public function get showSystemMsgs() : Boolean
{
return this.showSystemMsgs;
}
public function removeEventListener(param1:String, param2:Function, param3:Boolean = false) : void
{
_bindingEventDispatcher.removeEventListener(param1, param2, param3);
return;
}
If your goal is to understand code, stop reading decompiled code. This is not code meant to be read by humans opposed to what the code looked like before compilation.
There are plenty of resources on pretty much everything available by now, with explanations, comments and readable code.
object.showSystemMsgs = false;
Might work, where object is a reference to an object of the class which you partially posted.

RootFrame UriMapper for Caliburn Micro

I have been googling on how to actually implement this with no avail. Could not find a single resource on how to actually do it using Caliburn Micro.
Basically, I am trying this http://www.developer.nokia.com/Community/Wiki/OAuth_on_Windows_Phone
In the example, it used redirect_uri as normal link. I did it with Protocol/File Association (refer http://www.developer.nokia.com/Community/Wiki/URI_associations_for_Windows_Phone_8). Everything works fine. I got it to work without Caliburn Micro.
But based on that example, I would require to implement UriMapperBase and assigned it to RootFrame.UriMapper.
My question is how do I actually implement UriMapper with CaliburnMicro for WP8. For Win 8, it is different as I could override the OnActivate and check for the ActivationKind.Protocol and there is no need for UriMapper.
Ok. Finally managed to get it to work. So, will post it here because I'm pretty sure there will be a lost soul again like me who will appreciate the answer to this.
To use UriMapper in Caliburn, you will need to override the CreatePhoneApplicationFrame in the bootsrapper.
In Boostrapper.cs
protected override PhoneApplicationFrame CreatePhoneApplicationFrame()
{
// var frame = base.CreatePhoneApplicationFrame(); this doesnt work
var frame = new PhoneApplicationFrame(); // this works
frame.UriMapper = new AssociationUriMapper();
return frame;
}
AssociationUriMapper.cs - I just followed the example as per links above
public class AssociationUriMapper : UriMapperBase
{
private string tempUri;
public override Uri MapUri(Uri uri)
{
tempUri = System.Net.HttpUtility.UrlDecode(uri.ToString());
// URI association launch for contoso.
if (tempUri.Contains("pocketthis:MainPage"))
{
// Get the category ID (after "CategoryID=").
//int categoryIdIndex = tempUri.IndexOf("CategoryID=") + 11;
//string categoryId = tempUri.Substring(categoryIdIndex);
// Views/MainPage.xaml returns external exception,
// so remember the / before views
return new Uri("/Views/MainPage.xaml", UriKind.Relative);
}
// Otherwise perform normal launch.
return uri;
}
}
Hope this will help anyone trying to implement Uri/File Association in WP8 with Caliburn Micro.

How to use Behavior class with Swing events?

I'm writing code for a 3D graph, and I want the scene graph to update when the user presses a JButton. I'm trying to use a Behavior class, but I can't find any information on using swing events to wake up the behavior. I would REALLY appreciate any help! Thank you!!
You can use a special behavior object which contains a queue of Runnables. You can then post runnables to the behaviour and wake it up. You will have to sort out proper synchronisation so the behaviour only goes to sleep when there are no more commands in the queue, but it should work.
Make the class into a singleton to be able to run Runnable's inside the BehaviorScheduler, analogous to the SwingUtilities.invokeLater() method.
public class ThreadTransferBehavior extends Behavior {
private final static int POST_ID = 9997;
private final WakeupOnBehaviorPost m_wakeupPost = new WakeupOnBehaviorPost(this, POST_ID);
private final Stack<Runnable> commands;
public synchronized void processStimulus(Enumeration i) {
while(!commands.isEmpty()) commands.pop().run();
wakeupOn(m_wakeupPost);
}
public synchronized void queueCommand(Runnable r) {
commands.push(r);
postId(POST_ID);
}
}

Show ActionScript console output in the actual GUI

my question is simple, yet I couldn't find any answer of it in the net, maybe it's impossible to do...
The thing is that I have an ActionScript 3.0 application, and wanted to include a little one-line size textbox which showed all the trace() calls and such, which are shown in the console.
Has anyone got any idea of how can it be done? I would really appreciate it, as I have a full project with traces on it that I'd like to show, and it's now when I'm finishing that I'm realising I don't know how to do it :P
Of course not everything is lost, as I could just do my own class that showed there the messages, but it would be cleanier, and quicker not to have to replace all the trace() calls for my new class and method.
Regards and thanks in advance :)
I just did this last week.
There are logging frameworks for Flex out there. A shame, though, that Flex's logging only works in Debug mode. If you search SO for Flex logging you'll find various suggestions. None of them are amazing, IMO.
Finally I rolled my own by just creating a Log class with a static function that acts as a proxy for trace.
Something like:
public static myTrace(... args) : void { ... }
Then you just forward the args to trace but also to whatever other destination you want (e.g. an array of strings + dates) that you can then display in the log window.
Incidentally, I also used SwfAddress to trigger the log window whenever a certain parameter is added to the URL. Very handy.
Oh, what the heck.. here's the class. It just keeps the last 100 strings and there's also a "dump" function that you can invoke if you want to send the data to your server or just quickly print the entire history.
public class Log
{
public static var lines : ArrayList = new ArrayList();
public static const MAX_LINES : int = 100;
private static function logLine(line : String) : void
{
while (lines.length > MAX_LINES)
lines.removeItemAt(0);
lines.addItem({"line" : line, "time" : new Date()});
}
public static function logDump() : String
{
var ret : String = "";
for each (var entry : Object in lines.source)
{
ret = (entry.time as Date).toUTCString() + " " + entry.line + "\n" + ret;
}
return ret;
}
public static function debug(...args) : void
{
trace(args);
var line : String = "";
for (var i : int = 0; i < args.length; i++)
if (args[i] != null)
line += args[i].toString();
logLine(line);
}
}
Alternatively, you can use the ASDebugger
http://labs.flexperiments.nl/asdebugger-20-a-real-time-debugger-and-editor/
ASDebugger.debug( 'shallala' );
ASDebugger.debug_prop( variable );
Try to avoid using the debug display object option. The debugger can crash for complex objects (especially in flex)
You can probably do a simple replacement of 'trace(' to 'ASDebugger.debug('