private void SetMainBar() { if (_curHp <= 0) { _mainBar.StopAllCoroutines(); _mainBar.gameObject.SetActive(false); return; } _mainBar = null; _mainBar = _queue.Dequeue(); _mainBar.InitProgress(true, _curLineCount > 1); _mainBar.transform.SetAsLastSibling(); if (_curLineCount < 1) { foreach (var bar in _listBars) { if (_mainBar != bar) { bar.StopAllCoroutines(); bar.gameObject.SetActive(false); } } } }
public void AddprogressUI(Transform canvasTransform) { hasUI = true; ProgressUI progressUI = Instantiate(progressUIPrefab, Camera.main.WorldToScreenPoint(transform.position), Quaternion.identity, canvasTransform); progressUI.gameObject.name = "ProgressUI"; progressUI.Init(this); }
/// <summary> /// Hides the task sequence progress UI dialog /// </summary> public static void CloseProgressDialog() { try { IProgressUI progressUI = new ProgressUI(); progressUI.CloseProgressDialog(); } catch (Exception) { // ignored } }
void FinishedDownloadingFromHost(SendOrReceiveFlag _flag, ulong _serverClientID) { Debug.Log("Finished downloading files"); ProgressUI.Hide(); CloseLobbyScreen(); Debug.Log("this is where we load the world :)"); Debug.Log("this is where we load lua :)"); Debug.Log("this is where we spawn the player object :)"); }
void RequestDownloads() { ProgressUI.SetMessage("Downloading files", "Waiting for headers..."); ProgressUI.Show(); Debug.Log("Requesting downloads"); LargeRPC download = new LargeRPC("InitialGameDownload"); download.ListenForDownload(); download.OnDownloadComplete += FinishedDownloadingFromHost; download.OnProgressUpdated += UpdateProgressBar; CustomMessagingManager.SendNamedMessage("DownloadFilesRequest", NetworkingManager.Singleton.ServerClientId, Stream.Null); }
private void Awake() { GameResourceManager.Instance.Load ("load", "load_resources"); GameUIManager.Instance.Load ("load", "load_ui"); GameObject instant = GameResourceManager.Instance.GetSingleUI ("progress_ui"); if (instant != null) { this._progressUI = instant.GetComponent<ProgressUI> (); this._progressUI.Initialize (); this._progressUI.SetRate (0f); this._progressUI.SetEnable (true); } StartCoroutine (Load ()); }
/// <summary> /// Show the task sequence dialog. Use null to indicate default values. /// </summary> public static void ShowTsProgress(string orgName, string tsName, string customTitle, string curAction) { try { IProgressUI progressUI = new ProgressUI(); ITSEnvClass tsEnvVar = new TSEnvClass(); orgName = orgName == null ? tsEnvVar["_SMSTSOrgName"] : orgName; tsName = tsName == null ? tsEnvVar["SMSTSPackageName"] : tsName; customTitle = customTitle == null ? tsEnvVar["_SMSTSCustomProgressDialogMessage"] : customTitle; curAction = curAction == null ? tsEnvVar["_SMSTSCurrentActionName"] : curAction; uint uStep = Convert.ToUInt32(tsEnvVar["_SMSTSNextInstructionPointer"]); uint uMaxStep = Convert.ToUInt32(tsEnvVar["_SMSTSInstructionTableSize"]); progressUI.ShowTSProgress(orgName, tsName, customTitle, curAction, uStep, uMaxStep); } catch (Exception) { // ignored } }
public override void Execute() { base.Execute(); //show the ui var progressUi = new ProgressUI(); progressUi.ApplyTheme(Activator.Theme); progressUi.Text = "Refreshing Cohort (" + _extractionConfiguration + ")"; Activator.ShowWindow(progressUi, true); var engine = new CohortRefreshEngine(progressUi, _extractionConfiguration); Task.Run( //run the pipeline in a Thread () => { progressUi.ShowRunning(true); engine.Execute(); } ).ContinueWith(s => { progressUi.ShowRunning(false); //then on the UI thread if (s.IsFaulted) { return; } //issue save and refresh if (engine.Request.CohortCreatedIfAny != null) { Publish(_extractionConfiguration); } }, TaskScheduler.FromCurrentSynchronizationContext()); }
private void Start() { Instance = this; }
public MainWindow() { InitializeComponent(); Things = new ListCollectionView(m_things); #if DEBUG PresentationTraceSources.DataBindingSource.Switch.Level = SourceLevels.Critical; #endif m_recent_files.Add("One", false); m_recent_files.Add("Two", false); m_recent_files.Add("Three"); m_recent_files.RecentFileSelected += s => Debug.WriteLine(s); ShowColourPicker = Command.Create(this, () => { new ColourPickerUI().Show(); }); ShowChart = Command.Create(this, () => { new ChartUI().Show(); }); ShowDiagram = Command.Create(this, () => { new DiagramUI().Show(); }); ShowDirectionPicker = Command.Create(this, () => { var win = new Window { Owner = this, WindowStartupLocation = WindowStartupLocation.CenterOwner, }; win.Content = new DirectionPicker(); win.ShowDialog(); }); ShowDockContainer = Command.Create(this, () => { new DockContainerUI().Show(); }); ShowJoystick = Command.Create(this, () => { new JoystickUI().Show(); }); ShowMsgBox = Command.Create(this, () => { var msg = "Informative isn't it\nThis is a really really really long message to test the automatic resizing of the dialog window to a desirable aspect ratio. " + "It's intended to be used for displaying error messages that can sometimes be really long. Once I had a message that was so long, it made the message " + "box extend off the screen and you couldn't click the OK button. That was a real pain so that's why I've added this auto aspect ratio fixing thing. " + "Hopefully it'll do the job in all cases and I'll never have to worry about it again...\n Hopefully..."; var dlg = new MsgBox(this, msg, "Massage Box", MsgBox.EButtons.YesNoCancel, MsgBox.EIcon.Exclamation) { ShowAlwaysCheckbox = true }; dlg.ShowDialog(); }); ShowListUI = Command.Create(this, () => { var dlg = new ListUI(this) { Title = "Listing to the Left", Prompt = "Select anything you like", SelectionMode = SelectionMode.Multiple, AllowCancel = false, }; dlg.Items.AddRange(new[] { "One", "Two", "Three", "Phooore, was that you?" }); if (dlg.ShowDialog() == true) { MsgBox.Show(this, $"{string.Join(",", dlg.SelectedItems.Cast<string>())}! Good Choice!", "Result", MsgBox.EButtons.OK); } }); ShowLogUI = Command.Create(this, () => { var log_ui = new LogControl { LogEntryPattern = new Regex(@"^(?<Tag>.*?)\|(?<Level>.*?)\|(?<Timestamp>.*?)\|(?<Message>.*)", RegexOptions.Singleline | RegexOptions.Multiline | RegexOptions.CultureInvariant | RegexOptions.Compiled) }; var dlg = new Window { Title = "Log UI", Content = log_ui, ResizeMode = ResizeMode.CanResizeWithGrip }; dlg.Show(); }); ShowPatternEditor = Command.Create(this, () => { new PatternEditorUI().Show(); }); ShowProgressUI = Command.Create(this, () => { var dlg = new ProgressUI(this, "Test Progress", "Testicles", System.Drawing.SystemIcons.Exclamation.ToBitmapSource(), CancellationToken.None, (u, _, p) => { for (int i = 0, iend = 100; !u.CancelPending && i != iend; ++i) { p(new ProgressUI.UserState { Description = $"Testicle: {i / 10}", FractionComplete = 1.0 * i / iend, ProgressBarText = $"I'm up to {i}/{iend}", }); Thread.Sleep(100); } }) { AllowCancel = true }; // Modal using (dlg) { var res = dlg.ShowDialog(500); if (res == true) { MessageBox.Show("Completed"); } if (res == false) { MessageBox.Show("Cancelled"); } } // Non-modal //dlg.Show(); }); ShowPromptUI = Command.Create(this, () => { var dlg = new PromptUI(this) { Title = "Prompting isn't it...", Prompt = "I'll have what she's having. Really long message\r\nwith new lines in and \r\n other stuff\r\n\r\nEnter a positive number", Value = "Really long value as well, that hopefully wraps around", Units = "kgs", Validate = x => double.TryParse(x, out var v) && v >= 0 ? ValidationResult.ValidResult : new ValidationResult(false, "Enter a positive number"), Image = (BitmapImage)FindResource("pencil"), MultiLine = true, }; if (dlg.ShowDialog() == true) { double.Parse(dlg.Value); } });
void UpdateProgressBar(float _progress, string _info) { ProgressUI.SetProgess(_progress); ProgressUI.SetInfo(_info); }
void Awake() { Current = this; canvas.enabled = RecorderInternalOptions.StartRecordingOnEnterPlayMode; }
void Awake() { instance = this; myRect = GetComponent <RectTransform> (); myRect.transform.localScale = Vector3.zero; }
private void ReportProgress(int page, int totalPages, float stagePercent, string info, PrintProgressStage stage) { // The primary progress update handler... switch (stage) { // // If all one wants is a simple, per page progress bar ALL THAT NEEDS BE DONE // is to switch on the PrintPage enumeration and present page count information. // When doing so, do not forget to change the page from 0-based to 1-based notation. // A value of -1 for either value means "not applicable". If one encounters -1, // simply ignore the update process for page/NumPages during that encounter. // // // APDFL cannot know how long things will take. So, any desire for an accurate // or trivial 0-100% progress bar is a bit of a misnomer. The closest one can // come to that sort of thing is to show page-level tracking (e.g., Page X of Y). // NONE of the percentage (or page progression) values can ever be equated // to any notion of time, remaining or otherwise. // // Performing simple math like: // // ((page / totalPages) * 100) * <median page time consumption thus far> // // ...will NOT accurately predict remaining time. // // Attempting to provide an estimate of time remaining (when printing or rendering) // a PDF is a futile process. Unlike network transmission times for a known quantity, // APDFL *cannot know* (and cannot be altered to know) how long the next page will // take to process. // // // TIP: When working on a solution that drives commercial digital print devices or // a similar high throughput 24/7/365 "keep the planes in the air, not on the ground" // environment... // // Flattening transparent artwork within the (greater) context of printing can be // a bad idea. // // One should investigate structuring the solution so that artwork to be printed // is pre-flattened (see FlattenPDF sample) and saved to a completely non-transparent // PDF *first* (separately). Then, simply print the pre-flattened (temp) file for // best performance. Separating these activities can greatly improve overall solution // performance and (printing) predictability. // case PrintProgressStage.PrintPage: { // Happens twice... // Once just before a page begins. Then again, just after the page ends. // This is the case where one should update Page progress... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); if (state.stagePercent < 1.0) { // Start page... state.what = ProgressUpdateState.Page; state.pageCurrent = ((page > 1) ? page : 1); state.pageSum = ((NumPages > 1) ? NumPages : 1); state.pageInfo = String.Format("Page {0} of {1}", state.pageCurrent, state.pageSum); ProgressUI.ProgressChanged(state); Console.WriteLine(String.Format("Printing {0}.", state.pageInfo)); } else { // End page... // Reset the stage info at page end state.what = ProgressUpdateState.Stage; state.stageInfo = @""; state.stagePercent = 0; ProgressUI.ProgressChanged(state); } break; } // // ALL of the remaining enumeration values are optional. // If not interested is presenting stage information to a human, // the remaining case block(s) can be omitted entirely. // case PrintProgressStage.PrintProg_StreamingDocumentResource: case PrintProgressStage.PrintProg_StreamingDocumentProcset: { // Downloading a (document level) PostScript dictionary (%%BeginProlog)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Preparing Document"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingDocumentFont: case PrintProgressStage.PrintProg_StreamingPageFont: { // Downloading a font (info will contain the font name)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; if (info.Length > 0) { state.stageInfo = String.Format("Downloading Font: {0}", info); } else { state.stageInfo = @"Downloading Font"; } state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageContent: { // Sending miscellaneous, page content... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Content"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageResource: { // Downloading a (page level) PostScript dictionary... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Resource"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageGradient: { // Downloading a gradient... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Gradient"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageImage: case PrintProgressStage.PrintProg_StreamingPageImageProgressPercent: { // Downloading raster image data... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Image"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageImageOPI: { // Replacing an OPI proxy (only occurs when client provides additional OPI replacement callbacks)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Replacing Open Prepress Interface (OPI) Proxy Image"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageSeparation: { // Sending a color separation (plate)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Separation"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageCSA: case PrintProgressStage.PrintProg_StreamingPageCRD: { // (Converting a ICC profile to and) Downloading (PostScript) ColorSpace Array or Color Rendering Dictionary... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = @"Streaming Page Content (CSA/CRD)"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintFlat_EnterInFlattener: // Start of flattener (0%) case PrintProgressStage.PrintFlat_IdentifyingComplexityRegion: case PrintProgressStage.PrintFlat_ComputingComplexityRegionClippath: case PrintProgressStage.PrintFlat_EnterInPlanarMap: case PrintProgressStage.PrintFlat_FlattenAtomicRegions: { // Flattener preparation activities... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Flattening..."; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintFlat_FindObjectsInvolvedInTransparency: { // (Flattener) Searching for Transparency... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Searching for Transparent Art..."; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintFlat_TextHeuristics: { // (Flattener) Calculating Text Interactions... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Searching for Transparent Text..."; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintFlat_RasterizingComplexityRegion: { // (Flattener) Rasterizing... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Rasterizing Transparent Art..."; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_OnHostTrapBeginPage: case PrintProgressStage.PrintProg_BeginStreamingTraps: { // On-Host (not in-RIP) trapping activities... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "On-Host Trapping"; state.stagePercent = stagePercent; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingPageEpilogue: { // End of page activities (i.e., %%PageTrailer)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.stageInfo = "Finalizing Page"; for (float i = 0.0F; i <= 1.0F; i += 0.25F) { // Emulate stage progression (when we only get a single call) state.stagePercent = i; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(2); } // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); break; } case PrintProgressStage.PrintProg_StreamingDocumentEpilogue: { // End of file activities (i.e., %%Trailer)... ProgressUpdateStateBlock state = new ProgressUpdateStateBlock(); state.what = ProgressUpdateState.Stage; state.pageInfo = "Finalizing Document"; for (float i = 0.0F; i <= 1.0F; i += 0.25F) { // Eemulate stage progression (when we only get a single call) state.stagePercent = i; ProgressUI.ProgressChanged(state); // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(2); } // // Sleeping here helps with human comprehension // of UI updates but slows printing throughput. // Thread.Sleep(10); // Conclude the progress UI... state.what = ProgressUpdateState.Page; state.stageInfo = "Printing Complete"; state.pageCurrent = 0; state.pageSum = 0; break; } } }
public void ReportProgressDone() { // Tell the Print Progress form we're done... ProgressUI.ProgressDone(); }