progress ring in xaml not preventing the game pad controller action?












1















I have implemented the uwp loader in my xaml page to prevent the user interaction.



 <ProgressRing x:Name="loader"  Width="70" Height="70" Foreground="White"/>


but the problem is controller actions still working which allows the user interactions.Is there any possibility for preventing the controller actions while the loader is working?










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  • Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

    – Venkat
    Nov 15 '18 at 15:53
















1















I have implemented the uwp loader in my xaml page to prevent the user interaction.



 <ProgressRing x:Name="loader"  Width="70" Height="70" Foreground="White"/>


but the problem is controller actions still working which allows the user interactions.Is there any possibility for preventing the controller actions while the loader is working?










share|improve this question

























  • Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

    – Venkat
    Nov 15 '18 at 15:53














1












1








1








I have implemented the uwp loader in my xaml page to prevent the user interaction.



 <ProgressRing x:Name="loader"  Width="70" Height="70" Foreground="White"/>


but the problem is controller actions still working which allows the user interactions.Is there any possibility for preventing the controller actions while the loader is working?










share|improve this question
















I have implemented the uwp loader in my xaml page to prevent the user interaction.



 <ProgressRing x:Name="loader"  Width="70" Height="70" Foreground="White"/>


but the problem is controller actions still working which allows the user interactions.Is there any possibility for preventing the controller actions while the loader is working?







xaml uwp xbox






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share|improve this question













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share|improve this question








edited Nov 14 '18 at 4:36







Haritha Es

















asked Nov 14 '18 at 3:59









Haritha EsHaritha Es

486




486













  • Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

    – Venkat
    Nov 15 '18 at 15:53



















  • Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

    – Venkat
    Nov 15 '18 at 15:53

















Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

– Venkat
Nov 15 '18 at 15:53





Also you should consider calling Progress Ring asynchronously and disable it when you dont need it.

– Venkat
Nov 15 '18 at 15:53












1 Answer
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Progress ring is only a visual indicator for user that there is some longer action taking place. It does not prevent him from doing anything.



You are too unspecific with your question, but there are many ways of suppressing user input depending on your aproach to handling gamepad.



You can, for example set IsEnabled attribute for the whole page to false (works only for XAML elements).



You can detach event handlers for keydown event.



Or you can create a boolean variable (e.g. canplay) which you set to to false whenever you want to suppress user input, and in the function when you processing gamepad buttons you can check its value:



if (canplay)
{
//process gamepad buttons
}





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    Progress ring is only a visual indicator for user that there is some longer action taking place. It does not prevent him from doing anything.



    You are too unspecific with your question, but there are many ways of suppressing user input depending on your aproach to handling gamepad.



    You can, for example set IsEnabled attribute for the whole page to false (works only for XAML elements).



    You can detach event handlers for keydown event.



    Or you can create a boolean variable (e.g. canplay) which you set to to false whenever you want to suppress user input, and in the function when you processing gamepad buttons you can check its value:



    if (canplay)
    {
    //process gamepad buttons
    }





    share|improve this answer




























      0














      Progress ring is only a visual indicator for user that there is some longer action taking place. It does not prevent him from doing anything.



      You are too unspecific with your question, but there are many ways of suppressing user input depending on your aproach to handling gamepad.



      You can, for example set IsEnabled attribute for the whole page to false (works only for XAML elements).



      You can detach event handlers for keydown event.



      Or you can create a boolean variable (e.g. canplay) which you set to to false whenever you want to suppress user input, and in the function when you processing gamepad buttons you can check its value:



      if (canplay)
      {
      //process gamepad buttons
      }





      share|improve this answer


























        0












        0








        0







        Progress ring is only a visual indicator for user that there is some longer action taking place. It does not prevent him from doing anything.



        You are too unspecific with your question, but there are many ways of suppressing user input depending on your aproach to handling gamepad.



        You can, for example set IsEnabled attribute for the whole page to false (works only for XAML elements).



        You can detach event handlers for keydown event.



        Or you can create a boolean variable (e.g. canplay) which you set to to false whenever you want to suppress user input, and in the function when you processing gamepad buttons you can check its value:



        if (canplay)
        {
        //process gamepad buttons
        }





        share|improve this answer













        Progress ring is only a visual indicator for user that there is some longer action taking place. It does not prevent him from doing anything.



        You are too unspecific with your question, but there are many ways of suppressing user input depending on your aproach to handling gamepad.



        You can, for example set IsEnabled attribute for the whole page to false (works only for XAML elements).



        You can detach event handlers for keydown event.



        Or you can create a boolean variable (e.g. canplay) which you set to to false whenever you want to suppress user input, and in the function when you processing gamepad buttons you can check its value:



        if (canplay)
        {
        //process gamepad buttons
        }






        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 15 '18 at 10:41









        MailoszMailosz

        647




        647






























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