Cocos2d-x Delete Line (DrawNode) - cocos2d-x

I have drawn line in cocos2d-x using this function.
drawNode->drawLine(point1,point2,Color4F::BLACK);
//void drawLine(const cocos2d::Vec2 &origin, const cocos2d::Vec2 &destination, const cocos2d::Color4F &color);
Now I want to delete this line, but I don't have hanlder of it. How can I remove this line form the drawNode.

You can call
drawNode->clear()
to clear everything drawn by the drawNode.
Use this to your advantage to call clear() at the beginning of each frame then drawing all lines you want to be draw.

Create a DrawNode for each line you want to draw. Then remove the DrawNode which contains the line you want to delete from the parent.

Related

paint clears the data in qtableview

I have to display data in a QTableView, I have a model which has data but I subclassed QAbstractProxyModel to Transpose the data in my model, Further I need only one button in the QTableView which can be achieved by subclassing QItemDelegate,
Now the problem is when I set view->setItemDelegate(MyItemDelegate)(for the pushbutton);
view->setModel(myModel); view->show(); ... I find only the pushbutton which I painted in the paint method when delegating the QItemDelegate.
I searched and found that I need to setModelData() and setEditorData() to set the values from myModel.. But I dont know if it is correct and if it is How do I setdata().... Thanks in advance
PS:- when i try view->setModel(MyModel); view->show(); without setItemDelegate... I could see the data in the QTableView... But I dont see the data after delegating ... All this pain just for a QPushButton in a QTableView
The idea is to add QItemDelegate::paint(painter,option,index); inside the paint method of my derived class where I paint my button. Adding the above line of code ensures that the table is painted first and then I draw above the painted table.
So, the solution will look like
void PushButtonDelegate::paint(QPainter *painter,const QStyleOptionViewItem &option, const QModelIndex &index) const
{
QItemDelegate::paint(painter,option,index);
//paint my pushbutton using drawcontrol();
}
If i dont do this I lose my data.. which is obvious when you understand how paint works but not easy to realize... took me hours

Sikuli interact with more than 1 matching object

Hello so for example I have 4 balls that I must right click on, but when I right click them, nothing about the balls changes, how can I make it so that sikuli right clicks each of the balls and doesn't just get stuck on one of them?
You can use a for loop to search for all the balls.
Then in the for loop you can define what to do with it once found.
For example (Sikuli with Python):
Image_Balls = ()
for x in findAll(Image_Balls):
click(x)
Between the () you need to place a picture of how a ball looks like.
In this example he will find every ball on the screen and click on it.
You can also add a try, catch/exception in the for loop.
Then he will find every ball, and try to right click.
If the try failed, he will execute the catch (exception in python).
And will continue to look for the next ball, until there are no anymore.
Image_Balls = ()
for x in findAll(Image_Balls):
try:
rightClick(x)
except:
pass

Receiving click events from separate lines with AS3

I want to receive separate click events from separate lines in a text field, and every time a certain line is clicked by the user, I would like to highlight it and have an event happen.
I would ideally like this to happen with dynamic text, and not have to break the text apart by hand. Using the htmlText property is an option, but I am unsure as to how to bind clickEvents to separate elements.
Where do I begin?
There is no ready to use solution for this. But you can make it yourself using a few things:
set CLICK listener for the whole text field
listen for click and check the caretIndex property
use getLineIndexOfChar to check what's the line of the current caret position
use getLineOffset and getLineLength to get the position of the first and last character of that line
use setSelection to highlight this line
There might be some faster and easier way, but this is what works for sure :)
EDIT: decided to post the solution code, as I was wondering how exactly it works.. and it would be a shame to just leave it unpublished and make you do it instead :)
field.addEventListener(MouseEvent.CLICK, onTfClicked);
function onTfClicked(e:MouseEvent):void {
trace (field.caretIndex);
var line:uint = field.getLineIndexOfChar(field.caretIndex);
var start:uint = field.getLineOffset(line);
var end:uint = start + field.getLineLength(line);
field.setSelection(start, end);
}

How to copy Input Text Value into Dynamic Text that is in a MovieClip1 Inside a MovieClip2

Current my code is as such
setcustomlocation.addEventListener(MouseEvent.CLICK,customlocation2);
function customlocation2(e:MouseEvent):void
{
locationinput.text = FlashingWon.Won1.name.text;
}
I'm trying to make it such that it would copy the input text field values into a dynamic text. However, it throws up the error that
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at main/customlocation2()[main::frame1:9]
Which can I only assume that it is not able to communicate with the dynamic text field in the movieclip within another movieclip.
First, you can be 100% sure that it CAN communicate with the dynamic TextField in the MovieClip.
From you description I understand that you wish to copy from input into dynamic. But from your code I see that you take from the dynamic into the input, please check that out:
// This will copy in such a way: input <= wonText
locationinput.text = FlashingWon.Won1.name.text;
// This will copy from input
FlashingWon.Won1.name.text = locationinput.text;
Anyhow, the error that you get has nothing to do with this, it's rather like you already noticed, that one of your TextField is not 'found'. For this I recommend you a best practice: To create instances of the objects you want to use and populate them from the stage through the getChildByName method. This way you will promptly now (specially if you do this on construction or init) if you had any misspelling or miss structure on the childs you want to get.
like so:
var inputText: TextField;
var dynoText: TextField;
In your Constructor or else where at a soon level, give to your vars the proper value:
inputText = getChildByName('locationinput') as TextField;
dynoText = FlashingWon.Won1.getChildByName('name') as TextField;
This way you will soon enough know if one of this 2 textFields were not found under the object you give, and you have only one place to miss spell it. Also you will get code completion on your TextFields.
Finally the copy text part:
dynoText.text = inputText.text;
Hope it helps.
Alright, sorry for the delay, I was out on holidays.
I have opened your example and can see where the problems are:
1) You are trying to reach the FlashingWon when initiating the dynoText on the FIRST frame like so var dynoText = FlashingWon.Won1.getChildByName('name_txt'); BUT the FlashingWon element is ONLY available on the FIFTH frame. Meaning that you cannot refer to it quite yet, unless you add it on the first frame and make in invisible till the fifth frame. (You can make it visible in the goto1 function if you wish after the goToAndStop(5) line)
2) You called the TextField on the Won1 element 'name' which is a restricted sting in AS3, so change it to name_txt or label if you wish and it will work.
Let me know how it worked.

Deleting entire function definition in Vim

I've been trying Vim for any text editing work for almost a week now. I want to know the fastest way to select a C function definition.
For example, if I have a function like this:
void helloworlds( int num )
{
int n;
for ( n = 0; n < num; ++n ) {
printf( "Hello World!\n" );
}
}
How would I be able to delete the whole definition including the function name?
As is common in Vim, there are a bunch of ways!
Note that the first two solutions depend on an absence of blank lines.
If your cursor is on the line with the function name, try d}. It will delete everything to the next block (i.e. your function body).
Within the function body itself, dap will delete the 'paragraph'.
You can delete a curly brace block with da}. (If you like this syntax, I recommend Tim Pope's fantastic surround.vim, which adds more features with a similar feel).
You could also try using regular expressions to delete until the next far left-indented closing curly brace: d/^}Enter
]] and [[ move to the next/previous first-column curly brace (equivalent to using / and ? with that regex I mentioned above. Combine with the d motion, and you acheive the same effect. In addons like Python-mode, these operators are redefined to mean exactly what you're looking for: move from function to function.
How to delete the whole block, header included
If you're on the header/name, or the line before the block, da} should do the trick.
If you're below a block, you can also make use of the handy 'offset' feature of a Vim search. d?^{?-1 will delete backwards to one line before the first occurrence of a first-column opening curly brace. This command's a bit tricky to type. Maybe you could make a <leader> shortcut out of it.
Plugins
I don't do much C programming in Vim, but there are surely plugins to help with such a thing. Try Vim Scripts or their mirror at GitHub.
To delete an entire function, including its definition, such as:
function tick() {
// ...
}
Move to the line with the function name.
Move the cursor to the opening brace, f{ should do it, or simply $.
Press V%d (Visual line, move to matching pair, delete)
If your functions look like this:
function tick()
{
// ...
}
Move to the line with the function name.
Press J (join the current line with line bellow. This also puts your cursor at the last character on the resulting line, {, just the one we need for the next command.)
Press V%d (Visual line, move to matching pair, delete.)
or
Move to the line with the function name.
Press V[Down]%d (Visual line, move one line down, move to matching pair, delete.)
If you are willing to install plugins vim-textobj-function will give you vif for Visual select Inside Function and vaf for Visual select A Function.
daf will delete the function, both the line with the signature and the function body ({})
The text object defined by this plugin are more specific and they don't rely on the function body being a contiguous block of text or { being placed at the first character on the line.
The drawback is that you depend on an external plugin.
You can use this shortcut to delete not only the function, also the lines between curly braces, i.e the code between if-else statements,while,for loops ,etc.
Press Shitf + v [Will get you in visual Mode] at the curly brace start/end.
Then Press ] + } i.e ] + Shitf ] - If you are in start brace.
Then Press [ + { i.e [ + Shitf [ - If you are in end brace.
Then DEL to delete the lines selected.
The simplest and most direct way way is as follows (works anywhere inside function):
v enter visual mode
{ move to first brace in function (may have to press more than once)
o exchange cursor from top to bottom of selection
} extend selection to bottom of function
d delete selected text
The complete command sequence would be v{o}d. Note that you can do other operations besides delete the same way. For example, to copy the function, use y (yank) instead of d.
Use this simple way
1.Go to the function definition
2.dd - delete function definition
3.d -start delete operation
4.shift+5(%) - delete the lines between { to }
If your function were separated by the blank lines, just type:
dip
which means "delete inner paragraph".
Another way is to go to the line of the start of your function and hit: Vj% (or V%% if your style puts the opening brace on the same line). This puts you into Visual-Line mode and the percent takes you to the matching closing brace. In the second style, the first % takes you to the opening brace on the line that you selected and the second to its matching closing brace.
Also works for parentheses, brackets, C-style multi-line comments and preprocessor directives.
See the manual for more info.
Pre-condition: be somewhere inside the function.
Go to the previous closing curly bracket on the first line using
[]
Then delete down to the next closing curly bracket on the first line using
d][
Most posted methods have a downside or two. Usually, when working withing a class definition of some object oriented language, you might not have an empty line after the function body, because many code formatters put the closing braces of last method and class on consecutive lines. Also, you might have annotations on top of the function. To make matters worse, there might be empty lines within your function body. Additionally you'd prefer a method that works with the cursor anywhere within the function, because having to move it to a specific line or worse, character, takes valuable time. Imagine something like
public class Test {
/* ... */
#Test
public void testStuff() {
// given
doSetup();
// when
doSomething();
// then
assertSomething();
}
}
In this scenario, vap won't do you any good, since it stops at the first empty line within your function. v{o} is out for the same reason. va{V is better but doesn't catch the annotation on top of the method. So what I would do in the most general case is va{o{. va{ selects the whole function body (caveat: if your cursor is within a nested block, for instance an inner if statement, then you'll only get that block), o puts the cursor to the beginning of the selection and { selects the whole paragraph prepending your selection. This means you'll get the function definition, all annotations and doc comments.
the most easy way I found is:
Get to the line where the function starts and do this: ^^vf{% to mark the entire function and then whatever you like.
^^ - start of the line
v - start visual mode
f - jump to the next search character
{ - this is the search character
% - jump to the closing brackets
This is also very logical after you have used it a few times.
non-visual way:
d/^}/e
... delete by searching for } at line beining, including it for deletion.
without /e (not mentioned in above answers), solution is incomplete.
with /e - searching goes to end of match, so closing bracket is included, and command is well for yanking too:
y/^}/e
if you use neovim version :>0.5
the modern way is to use treesitter and build your model, then you can be selected or yanked or deleted...
Tree-sitter is a parser generator tool and an incremental parsing library. It can build a concrete syntax tree for a source file and efficiently update the syntax tree as the source file is edited
I suggested this video on youtube to learn how to use treesitter to build your model : Let's create a Neovim plugin using Treesitter and Lua
I tried all the top answers here, but none of them works except the one by Nick which suggests to press f{ to get to the opening curly brace. Then V%d to delete the whole function.
Note that, the whole function gets yanked, so you can paste it elsewhere. I come across this use-case frequently, especially when moving if blocks inside another.
I use this map. It work for me
"delete function definition
"only support function body surround by {}
nnoremap <LEADER>df {v/{<cr>%d