ComboBox and State pattern

Started by Maksat, 12 March 2019, 15:10:31

Maksat

Hi! Here is a little example of how I implement State pattern in my program to manage windows. When I click ComboBox item, contex changes its state from Awindow to Bwindow, which will draw loading animationw while loading some resources and return back to A state. The problem is that when I press mouse button, contex changes it's state to B immediadetly and A state does not have time to accept the mouseButtonReleased event. So when contex returned back to the state A, the ComboBox will think that I'm still holding mouse button. How can I solve this problem?
Code (cpp) Select
class BaseWindow;
class myRWindow : public sf::RenderWindow
{
BaseWindow * state;
public:
void changeState(BaseWindow *st) { state = st; }
void handleEvent(Event *event) { state->handleEvent(event); }
void drawCurrentState() { state->draw(); };
};

class BaseWindow
{
public:
virtual void draw() = 0;
virtual void handleEvent(sf::Event *) = 0;
protected:
myRWindow *contex;
};

class WindowStateA : public BaseWindow
{
private:
tgui::Gui gui;

void onComboBoxItemSelected(tgui::Widget::Ptr, const sf::String&)
{
/* --- */
WindowStateB *windB = WindowStateB::getInstance();
contex->changeState(windB);
windB->doSomethingAndReturn(this);
};
public:
virtual void draw();
virtual void handleEvent(sf::Event & ev) { gui.handleEvent(ev); };

};

class WindowStateB : public BaseWindow
{
public:
void doSomethingAndReturn(BaseWindow * wst) // and return to window
{
auto contWind = contex;
auto changeState = [contWind, wst]() {contWind->changeState(wst); };
/* --- */
// working in another thread while showong animation. After finishing work  changeState will be called
/* --- */
}

virtual void draw();
virtual void handleEvent(sf::Event & ev);

};

texus

Are you using a separate Gui instance for A and B states?
If so then you should instead use the same Gui for both states and just put each state in a separate Group widget. When changing state you just have to show one group and hide the other.
Otherwise you should provide some simple example code that I can test here to get a better idea of what you are doing.

Maksat

I don't use gui in B state. How can I use same gui for both states? Static gui object in BaseWindow? Is it ok to create static gui objects? As I know, nothing good wil come if you create static SFML objects.

Maksat

Why not make an item selection and call a binded function after releasing the mouse button? For example, if you hold down the mouse button on the list of items and move the mouse over them, the items will be selected immediately after the mouse overlaps the element. This may not be convenient if it is binded to a heavy function, and you did not plan to select this element. Selecting an item after releasing the mouse button would solve this problem. And mine, by the way, too =)

here is example code
Code (cpp) Select

int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "TGUI window");
window.setFramerateLimit(60);

tgui::Gui gui(window);

try
{
tgui::Theme theme{ "../themes/Black.txt" };

gui.add(tgui::Picture::create("../RedBackground.jpg"));

auto label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("Hold down the mouse button on list box and move the mouse over items");
label->setPosition(70, 30);
label->setTextSize(18);
gui.add(label);

label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("ComboBox");
label->setPosition(150, 80);
label->setTextSize(18);
gui.add(label);

auto comboBox = tgui::ComboBox::create();
comboBox->setRenderer(theme.getRenderer("ComboBox"));
comboBox->setSize(200, 21);
comboBox->setPosition(150, 100);
comboBox->connect("ItemSelected", []() { cout << "Item selected" << endl; });
comboBox->addItem("Item 1");
comboBox->addItem("Item 2");
comboBox->addItem("Item 3");
comboBox->addItem("Item 4");
comboBox->addItem("Item 5");
comboBox->addItem("Item 6");
comboBox->setSelectedItem("Item 2");
gui.add(comboBox);


label = tgui::Label::create();
label->setRenderer(theme.getRenderer("Label"));
label->setText("ComboBox with heavy functions");
label->setPosition(450, 80);
label->setTextSize(18);
gui.add(label);

comboBox = tgui::ComboBox::create();
comboBox->setRenderer(theme.getRenderer("ComboBox"));
comboBox->setSize(200, 21);
comboBox->setPosition(450, 100);
comboBox->connect("ItemSelected", []() {this_thread::sleep_for(500ms); cout << "hard work done" << endl; });
comboBox->addItem("Item 1");
comboBox->addItem("Item 2");
comboBox->addItem("Item 3");
comboBox->addItem("Item 4");
comboBox->addItem("Item 5");
comboBox->addItem("Item 6");
comboBox->setSelectedItem("Item 2");
gui.add(comboBox);


auto button = tgui::Button::create();
button->setRenderer(theme.getRenderer("Button"));
button->setPosition(window.getSize().x - 115.f, window.getSize().y - 50.f);
button->setText("Exit");
button->setSize(100, 40);
button->connect("pressed", [&]() { window.close(); });
gui.add(button);
}
catch (const tgui::Exception& e)
{
std::cerr << "TGUI Exception: " << e.what() << std::endl;
return EXIT_FAILURE;
}

while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();

gui.handleEvent(event);
}

window.clear();
gui.draw();
window.display();
}

return EXIT_SUCCESS;
}

texus

#4
Using multiple Gui objects is not recommended at all, but I didn't fully understand what you meant and I was thinking the issue had to do with how events were sent.

I don't think it was possible yet to select a different item by holding the mouse in ListBox (which ComboBox uses internally) when the code was originally written like this in ComboBox. So this issue only appeared after an "unrelated" change in ListBox.

I've looked at how combo boxes work on my linux and a windows pc and they indeed only changes the value when the mouse is released. So I have updated my code to do the same. You can find the new version on github.

Maksat