please, I've spent all day trying to figure this out but can't. I have a class (artist1) created from a dialog box with some edit boxes. I want to get the data typed in the edit boxes and save them to variables i made public in the class. But don't know why it doesn't work. PS am new to mfc programming. Thanks
here is my artist class
void artist1::OnBnClickedButton1()
{
//artist1 AA=*art1;
CEdit* pEdit1 = (CEdit*)GetDlgItem(IDC_EDIT1);
pEdit1->GetWindowText(Name1);
nn=new CString;
*nn=Name1;
CEdit* pEdit2 = (CEdit*)GetDlgItem(IDC_EDIT2);
pEdit2->GetWindowText(Age1);
n2=new CString;
*n2=Age1;
CEdit* pEdit3 = (CEdit*)GetDlgItem(IDC_EDIT3);
pEdit3->GetWindowText(Nationality1);
n3=new CString;
*n3=Nationality1;
CEdit* pEdit4 = (CEdit*)GetDlgItem(IDC_EDIT4);
pEdit4->GetWindowText(Group1);
n4=new CString;
*n4=Group1;
CEdit* pEdit5 = (CEdit*)GetDlgItem(IDC_EDIT5);
pEdit5->GetWindowText(num_of_albums1);
n5=new CString;
*n5=num_of_albums1;
SH(Name1,Age1,Nationality1,Group1,num_of_albums1);
art1=this;
// memcpy(art1,this,sizeof(this));
//Name_box.SetWindowText(g);
//AfxMessageBox( Age );
//AfxMessageBox( Nationality );
// TODO: Add your control notification handler code here
}
/*bool artist1::SH()
{
if(NoShow==false)return true;
else return false;
}*/
void artist1::OnBnClickedButton2()
{
//Cooplab1View vm;
NoShow=false;
nvalidateRect(NULL,NULL);
EndDialog(IDD_FORMVIEW);
// TODO: Add your control notification handler code here
}
and here is the class artist header
class artist1 : public CDialogEx
{
//DECLARE_DYNAMIC(artist1)
public:
artist1(CWnd* pParent = NULL); // standard constructor
virtual ~artist1();
bool NoShow;
bool *address;
CString Albums[5];
void OnInsertArtist(artist1 &at);
// Dialog Data
enum { IDD = IDD_FORMVIEW };
private:
CString Nm;
CString Ag;
CString Nation;
CString group;
CString No_of_A;
CString *nnn;
public:
// artist1* GetTreeObj();
//virtual CString ShowDetails(CDC* pDC);
void SH(CString a,CString b,CString c,CString d,CString e)
{
Name=a;
Age=b;
Nationality=c;
Group=d;
num_of_albums=e;
}
protected:
CString Name,Age,Nationality,Group,num_of_albums;
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
CString Name1,Age1,Nationality1,Group1,num_of_albums1;
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnBnClickedButton1();
virtual CString ShowDetails(CDC* pDC,artist1 & at1);
afx_msg void OnBnClickedButton2();
};
and i call the class from the CView class cpp file
void Cooplab1View::OnDraw(CDC* pDC)
{
artist1 art;
artist1 A1;
Cooplab1Doc* pDoc = GetDocument();
//ASSERT_VALID(pDoc);
//if (!pDoc)
// return;
if (noShow)
{
art.OnInsertArtist(art);
//art.OnBnClickedButton1();
//art=&obj;
// art.GetTreeObj();
art.ShowDetails(pDC,art);
}
ASSERT_VALID(pDoc);
if (!pDoc)
return;
// TODO: add draw code for native data here
}
void Cooplab1View::OnInsertArtist1()
{
noShow=true;
InvalidateRect(NULL,NULL);
//UpdateWindow();
}
You should create variables (right click->Add variables in vs2010) matching your "edit boxes" and check their values.
Don't do "GetDlgItem" and not GetWindowText.
You should addUpdateData(TRUE) at the first line of OnBnClickedButton1
Good Luck !
Your class is quite messy, but if you just want to extract user entry text from the dialog items, it is actually quite simple.
void artist1::OnBnClickedButton1()
{
// Since variables Name,Age,Nationality,Group,num_of_albums are all CString items
// declare as member variables in the class,
// you can just retrieve user entry from the dialog directly into them
// without calling the "SH(Name1,Age1,Nationality1,Group1,num_of_albums1);"
GetDlgItemText(IDC_EDIT1, Name);
GetDlgItemText(IDC_EDIT2, Age);
GetDlgItemText(IDC_EDIT3, Nationality);
GetDlgItemText(IDC_EDIT4, Group);
GetDlgItemText(IDC_EDIT5, num_of_albums);
}
If you are entering a value to the edit control, you should call updatedata( FALSE ). If you want to store the value into a variable then call updatedata(TRUE). That's it.
I finally solved the problem. I declared some global variables, assigned the values inputted in the edit boxes to them in OnBnClickedButton1() using GetDlgItemText then in OnBnClickedButton2() i assigned the global variables to the variables in my class ie Name, Age etc.
Related
So when writing UI in GTK it's generally preferrable to handle reading of files, etc. in an Async Method. things such as listboxes, are generally bound to a ListModel, the items in the ListBox updated in accordance with the items_changed signal.
So if I have some class, that implements ListModel, and has an add function, and some FileReader that holds a reference to said ListModel, and call add from an async function, how do i make that in essence triggering the items_changed and having GTK update accordingly?
I've tried list.items_changed.connect(message("Items changed!")); but it never triggers.
I saw this: How can one update GTK+ UI in Vala from a long operation without blocking the UI
but in this example, it's just the button label that is changed, no signal is actually triggered.
EDIT: (Codesample added at the request of #Michael Gratton
//Disclaimer: everything here is still very much a work in progress, and will, as soon as I'm confident that what I have is not total crap, be released under some GPL or other open license.
//Note: for the sake of readability, I adopted the C# naming convention for interfaces, namely, putting a capital 'I' in front of them, a decision i do not feel quite as confident in as I did earlier.
//Note: the calls to message(..) was put in here to help debugging
public class AsyncFileContext : Object{
private int64 offset;
private bool start_read;
private bool read_to_end;
private Factories.IVCardFactory factory;
private File file;
private FileMonitor monitor;
private Gee.Set<IVCard> vcard_buffer;
private IObservableSet<IVCard> _vCards;
public IObservableSet<IVCard> vCards {
owned get{
return this._vCards;
}
}
construct{
//We want to start fileops at the beginning of the file
this.offset = (int64)0;
this.start_read = true;
this.read_to_end = false;
this.vcard_buffer = new Gee.HashSet<IVCard>();
this.factory = new Factories.GenericVCardFactory();
}
public void add_vcard(IVCard card){
//TODO: implement
}
public AsyncFileContext(IObservableSet<IVCard> vcards, string path){
this._vCards = vcards;
this._vCards = IObservableSet.wrap_set<IVCard>(new Gee.HashSet<IVCard>());
this.file = File.new_for_path(path);
this.monitor = file.monitor_file(FileMonitorFlags.NONE, null);
message("1");
//TODO: add connect
this.monitor.changed.connect((file, otherfile, event) => {
if(event != FileMonitorEvent.DELETED){
bool changes_done = event == FileMonitorEvent.CHANGES_DONE_HINT;
Idle.add(() => {
read_file_async.begin(changes_done);
return false;
});
}
});
message("2");
//We don't know that changes are done yet
//TODO: Consider carefully how you want this to work when it is NOT called from an event
Idle.add(() => {
read_file_async.begin(false);
return false;
});
}
//Changes done should only be true if the FileMonitorEvent that triggers the call was CHANGES_DONE_HINT
private async void read_file_async(bool changes_done) throws IOError{
if(!this.start_read){
return;
}
this.start_read = false;
var dis = new DataInputStream(yield file.read_async());
message("3");
//If we've been reading this file, and there's then a change, we assume we need to continue where we let off
//TODO: assert that the offset isn't at the very end of the file, if so reset to 0 so we can reread the file
if(offset > 0){
dis.seek(offset, SeekType.SET);
}
string line;
int vcards_added = 0;
while((line = yield dis.read_line_async()) != null){
message("position: %s".printf(dis.tell().to_string()));
this.offset = dis.tell();
message("4");
message(line);
//if the line is empty, we want to jump to next line, and ignore the input here entirely
if(line.chomp().chug() == ""){
continue;
}
this.factory.add_line(line);
if(factory.vcard_ready){
message("creating...");
this.vcard_buffer.add(factory.create());
vcards_added++;
//If we've read-in and created an entire vcard, it's time to yield
message("Yielding...");
Idle.add(() => {
_vCards.add_all(vcard_buffer);
vcard_buffer.remove_all(_vCards);
return false;
});
Idle.add(read_file_async.callback);
yield;
message("Resuming");
}
}
//IF we expect there will be no more writing, or if we expect that we read ALL the vcards, and did not add any, it's time to go back and read through the whole thing again.
if(changes_done){ //|| vcards_added == 0){
this.offset = 0;
}
this.start_read = true;
}
}
//The main idea in this class is to just bind the IObservableCollection's item_added, item_removed and cleared signals to the items_changed of the ListModel. IObservableCollection is a class I have implemented that merely wraps Gee.Collection, it is unittested, and works as intended
public class VCardListModel : ListModel, Object{
private Gee.List<IVCard> vcard_list;
private IObservableCollection<IVCard> vcard_collection;
public VCardListModel(IObservableCollection<IVCard> vcard_collection){
this.vcard_collection = vcard_collection;
this.vcard_list = new Gee.ArrayList<IVCard>.wrap(vcard_collection.to_array());
this.vcard_collection.item_added.connect((vcard) => {
vcard_list.add(vcard);
int pos = vcard_list.index_of(vcard);
items_changed(pos, 0, 1);
});
this.vcard_collection.item_removed.connect((vcard) => {
int pos = vcard_list.index_of(vcard);
vcard_list.remove(vcard);
items_changed(pos, 1, 0);
});
this.vcard_collection.cleared.connect(() => {
items_changed(0, vcard_list.size, 0);
vcard_list.clear();
});
}
public Object? get_item(uint position){
if((vcard_list.size - 1) < position){
return null;
}
return this.vcard_list.get((int)position);
}
public Type get_item_type(){
return Type.from_name("VikingvCardIVCard");
}
public uint get_n_items(){
return (uint)this.vcard_list.size;
}
public Object? get_object(uint position){
return this.get_item((int)position);
}
}
//The IObservableCollection parsed to this classes constructor, is the one from the AsyncFileContext
public class ContactList : Gtk.ListBox{
private ListModel list_model;
public ContactList(IObservableCollection<IVCard> ivcards){
this.list_model = new VCardListModel(ivcards);
bind_model(this.list_model, create_row_func);
list_model.items_changed.connect(() => {
message("Items Changed!");
base.show_all();
});
}
private Gtk.Widget create_row_func(Object item){
return new ContactRow((IVCard)item);
}
}
Heres the way i 'solved' it.
I'm not particularly proud of this solution, but there are a couple of awful things about the Gtk ListBox, one of them being (and this might really be more of a ListModel issue) if the ListBox is bound to a ListModel, the ListBox will NOT be sortable by using the sort method, and to me at least, that is a dealbreaker. I've solved it by making a class which is basically a List wrapper, which has an 'added' signal and a 'remove' signal. Upon adding an element to the list, the added signal is then wired, so it will create a new Row object and add it to the list box. That way, data is control in a manner Similar to ListModel binding. I can not make it work without calling the ShowAll method though.
private IObservableCollection<IVCard> _ivcards;
public IObservableCollection<IVCard> ivcards {
get{
return _ivcards;
}
set{
this._ivcards = value;
foreach(var card in this._ivcards){
base.prepend(new ContactRow(card));
}
this._ivcards.item_added.connect((item) => {
base.add(new ContactRow(item));
base.show_all();
});
base.show_all();
}
}
Even though this is by no means the best code I've come up with, it works very well.
I'm working on a small program that can modify the animation at run time(Such as when you run faster the animation not only play faster but also with larger movement). So i need to get the existing animation, change its value, then send it back.
I found it is interesting that i can set a new curve to the animation, but i can't get access to what i already have. So I either write a file to store my animation curve (as text file for example), or i find someway to read the animation on start up.
I tried to use
AnimationUtility.GetCurveBindings(AnimationCurve);
It worked in my testing, but in some page it says this is a "Editor code", that if i build the project into a standalone program it will not work anymore. Is that true? If so, is there any way to get the curve at run time?
Thanks to the clearify from Benjamin Zach and suggestion from TehMightyPotato
I'd like to keep the idea about modifying the animation at runtime. Because it could adapt to more situations imo.
My idea for now is to write a piece of editor code that can read from the curve in Editor and output all necesseary information about the curve (keyframes) into a text file. Then read that file at runtime and create new curve to overwrite the existing one. I will leave this question open for a few days and check it to see if anyone has a better idea about it.
As said already AnimationUtility belongs to the UnityEditor namespace. This entire namespace is completely stripped of in a build and nothing in it will be available in the final app but only within the Unity Editor.
Store AnimationCurves to file
In order to store all needed information to a file you could have a script for once serializing your specific animation curve(s) in the editor before building using e.g. BinaryFormatter.Serialize. Then later on runtime you can use BinaryFormatter.Deserialize for returning the info list again.
If you wanted it more editable you could as well use e.g. JSON or XML of course
UPDATE: In general Stop using BinaryFormatter!
In the newest Unity versions the Newtonsoft Json.NET package comes already preinstalled so simply rather use JSON
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Unity.Plastic.Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class AnimationCurveManager : MonoBehaviour
{
[Serializable]
public sealed class ClipInfo
{
public int ClipInstanceID;
public List<CurveInfo> CurveInfos = new List<CurveInfo>();
// default constructor is sometimes required for (de)serialization
public ClipInfo() { }
public ClipInfo(Object clip, List<CurveInfo> curveInfos)
{
ClipInstanceID = clip.GetInstanceID();
CurveInfos = curveInfos;
}
}
[Serializable]
public sealed class CurveInfo
{
public string PathKey;
public List<KeyFrameInfo> Keys = new List<KeyFrameInfo>();
public WrapMode PreWrapMode;
public WrapMode PostWrapMode;
// default constructor is sometimes required for (de)serialization
public CurveInfo() { }
public CurveInfo(string pathKey, AnimationCurve curve)
{
PathKey = pathKey;
foreach (var keyframe in curve.keys)
{
Keys.Add(new KeyFrameInfo(keyframe));
}
PreWrapMode = curve.preWrapMode;
PostWrapMode = curve.postWrapMode;
}
}
[Serializable]
public sealed class KeyFrameInfo
{
public float Value;
public float InTangent;
public float InWeight;
public float OutTangent;
public float OutWeight;
public float Time;
public WeightedMode WeightedMode;
// default constructor is sometimes required for (de)serialization
public KeyFrameInfo() { }
public KeyFrameInfo(Keyframe keyframe)
{
Value = keyframe.value;
InTangent = keyframe.inTangent;
InWeight = keyframe.inWeight;
OutTangent = keyframe.outTangent;
OutWeight = keyframe.outWeight;
Time = keyframe.time;
WeightedMode = keyframe.weightedMode;
}
}
// I know ... singleton .. but what choices do we have? ;)
private static AnimationCurveManager _instance;
public static AnimationCurveManager Instance
{
get
{
// lazy initialization/instantiation
if (_instance) return _instance;
_instance = FindObjectOfType<AnimationCurveManager>();
if (_instance) return _instance;
_instance = new GameObject("AnimationCurveManager").AddComponent<AnimationCurveManager>();
return _instance;
}
}
// Clips to manage e.g. reference these via the Inspector
public List<AnimationClip> clips = new List<AnimationClip>();
// every animation curve belongs to a specific clip and
// a specific property of a specific component on a specific object
// for making this easier lets simply use a combined string as key
private string CurveKey(string pathToObject, Type type, string propertyName)
{
return $"{pathToObject}:{type.FullName}:{propertyName}";
}
public List<ClipInfo> ClipCurves = new List<ClipInfo>();
private string filePath = Path.Combine(Application.streamingAssetsPath, "AnimationCurves.dat");
private void Awake()
{
if (_instance && _instance != this)
{
Debug.LogWarning("Multiple Instances of AnimationCurveManager! Will ignore this one!", this);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
// load infos on runtime
LoadClipCurves();
}
#if UNITY_EDITOR
// Call this from the ContextMenu (or later via editor script)
[ContextMenu("Save Animation Curves")]
private void SaveAnimationCurves()
{
ClipCurves.Clear();
foreach (var clip in clips)
{
var curveInfos = new List<CurveInfo>();
ClipCurves.Add(new ClipInfo(clip, curveInfos));
foreach (var binding in AnimationUtility.GetCurveBindings(clip))
{
var key = CurveKey(binding.path, binding.type, binding.propertyName);
var curve = AnimationUtility.GetEditorCurve(clip, binding);
curveInfos.Add(new CurveInfo(key, curve));
}
}
// create the StreamingAssets folder if it does not exist
try
{
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(Application.streamingAssetsPath);
}
}
catch (IOException ex)
{
Debug.LogError(ex.Message);
}
// create a new file e.g. AnimationCurves.dat in the StreamingAssets folder
var json = JsonConvert.SerializeObject(ClipCurves);
File.WriteAllText(filePath, json);
AssetDatabase.Refresh();
}
#endif
private void LoadClipCurves()
{
if (!File.Exists(filePath))
{
Debug.LogErrorFormat(this, "File \"{0}\" not found!", filePath);
return;
}
var fileStream = new FileStream(filePath, FileMode.Open);
var json = File.ReadAllText(filePath);
ClipCurves = JsonConvert.DeserializeObject<List<ClipInfo>>(json);
}
// now for getting a specific clip's curves
public AnimationCurve GetCurve(AnimationClip clip, string pathToObject, Type type, string propertyName)
{
// either not loaded yet or error -> try again
if (ClipCurves == null || ClipCurves.Count == 0) LoadClipCurves();
// still null? -> error
if (ClipCurves == null || ClipCurves.Count == 0)
{
Debug.LogError("Apparantly no clipCurves loaded!");
return null;
}
var clipInfo = ClipCurves.FirstOrDefault(ci => ci.ClipInstanceID == clip.GetInstanceID());
// does this clip exist in the dictionary?
if (clipInfo == null)
{
Debug.LogErrorFormat(this, "The clip \"{0}\" was not found in clipCurves!", clip.name);
return null;
}
var key = CurveKey(pathToObject, type, propertyName);
var curveInfo = clipInfo.CurveInfos.FirstOrDefault(c => string.Equals(c.PathKey, key));
// does the curve key exist for the clip?
if (curveInfo == null)
{
Debug.LogErrorFormat(this, "The key \"{0}\" was not found for clip \"{1}\"", key, clip.name);
return null;
}
var keyframes = new Keyframe[curveInfo.Keys.Count];
for (var i = 0; i < curveInfo.Keys.Count; i++)
{
var keyframe = curveInfo.Keys[i];
keyframes[i] = new Keyframe(keyframe.Time, keyframe.Value, keyframe.InTangent, keyframe.OutTangent, keyframe.InWeight, keyframe.OutWeight)
{
weightedMode = keyframe.WeightedMode
};
}
var curve = new AnimationCurve(keyframes)
{
postWrapMode = curveInfo.PostWrapMode,
preWrapMode = curveInfo.PreWrapMode
};
// otherwise finally return the AnimationCurve
return curve;
}
}
Then you can do something like e.e.
AnimationCurve originalCurve = AnimationCurvesManager.Instance.GetCurve(
clip,
"some/relative/GameObject",
typeof<SomeComponnet>,
"somePropertyName"
);
the second parameter pathToObject is an empty string if the property/component is attached to the root object itself. Otherwise it is given in the hierachy path as usual for Unity like e.g. "ChildName/FurtherChildName".
Now you can change the values and assign a new curve on runtime.
Assigning new curve on runtime
On runtime you can use animator.runtimeanimatorController in order to retrieve a RuntimeAnimatorController reference.
It has a property animationClips which returns all AnimationClips assigned to this controller.
You could then use e.g. Linq FirstOrDefault in order to find a specific AnimationClip by name and finally use AnimationClip.SetCurve to assign a new animation curve to a certain component and property.
E.g. something like
// you need those of course
string clipName;
AnimationCurve originalCurve = AnimationCurvesManager.Instance.GetCurve(
clip,
"some/relative/GameObject",
typeof<SomeComponnet>,
"somePropertyName"
);
// TODO
AnimationCurve newCurve = SomeMagic(originalCurve);
// get the animator reference
var animator = animatorObject.GetComponent<Animator>();
// get the runtime Animation controller
var controller = animator.runtimeAnimatorController;
// get all clips
var clips = controller.animationClips;
// find the specific clip by name
// alternatively you could also get this as before using a field and
// reference the according script via the Inspector
var someClip = clips.FirstOrDefault(clip => string.Equals(clipName, clip.name));
// was found?
if(!someClip)
{
Debug.LogWarningFormat(this, "There is no clip called {0}!", clipName);
return;
}
// assign a new curve
someClip.SetCurve("relative/path/to/some/GameObject", typeof(SomeComponnet), "somePropertyName", newCurve);
Note: Typed on smartphone so no warranty! But I hope the idea gets clear...
Also checkout the example in AnimationClip.SetCurve → You might want to use the Animation component instead of an Animator in your specific use case.
I have been struggling with this for a while and would really appreciate some guidance.
The goal is to create a dropdown list/combo box that contains strings that the user can select in the editor. This is to extend details customization.
I have created a custom structure like so.
USTRUCT()
struct FTaskComponentData
{
GENERATED_BODY()
UPROPERTY(VisibleAnywhere)
TArray<FString> Names;
};
Then I have created a class to implement the IPropertyTypeCustomization like so:
(Header file):
class FTaskComponentDataCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
/** IPropertyTypeCustomization interface */
virtual void CustomizeHeader(TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
private:
TSharedPtr<IPropertyHandle> UPropertyTaskNameHandle;
/** Visibility delegate for the various methods of calculating magnitude */
EVisibility GetPropertyVisibility(UProperty* InProperty) const;
};
(Source file):
TSharedRef<IPropertyTypeCustomization> FTaskComponentDataCustomization::MakeInstance()
{
return MakeShareable(new FTaskComponentDataCustomization());
}
void FTaskComponentDataCustomization::CustomizeHeader(TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
uint32 NumChildren;
StructPropertyHandle->GetNumChildren(NumChildren);
for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex)
{
const TSharedRef< IPropertyHandle > ChildHandle = StructPropertyHandle->GetChildHandle(ChildIndex).ToSharedRef();
if (ChildHandle->GetProperty()->GetName() == TEXT("Names"))
{
UPropertyTaskNameHandle = ChildHandle;
}
}
check(UPropertyTaskNameHandle.IsValid());
static TArray< TSharedPtr<FString>> something;
something.Add(TSharedPtr<FString>(new FString("One")));
something.Add(TSharedPtr<FString>(new FString("Two")));
something.Add(TSharedPtr<FString>(new FString("Three")));
HeaderRow.NameContent()
[
StructPropertyHandle->CreatePropertyNameWidget(LOCTEXT("Task", "Task Names"), LOCTEXT("IDK","IDK"), false, true, false)
]
.ValueContent()
.MinDesiredWidth(250)
[
SNew(STextComboBox)
.OptionsSource(&something)
];
}
void FTaskComponentDataCustomization::CustomizeChildren(TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
}
EVisibility FTaskComponentDataCustomization::GetPropertyVisibility(UProperty* InProperty) const {
return EVisibility::Visible;
}
I have then included this custom structure in my component subclass like this:
UPROPERTY(EditAnywhere, Category = "Planning | Task")
FTaskComponentData TaskData;
I then register with the FPropertyEditorModule like so:
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
//Custom properties
PropertyModule.RegisterCustomPropertyTypeLayout("TaskComponentData", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FTaskComponentDataCustomization::MakeInstance));
At this point, the desired combo box shows up.. I have 2 questions:
1) How can I set TArray so that I can update the data members with different strings?
2) How do I register the property change listener? Right now, none of the property change listeners are fired from my component when I try to select values from my combobox.
Or where do I got to dig up any of this functionality?
I'm trying to write a C++/CLI forms application that creates a lot of buttons at runtime: I have a vector of strings and for each string a button is being created:
std::vector<std::string> strings;
/*
string being initialized with values from file
*/
for ( std::vector<std::string>::iterator it = heroes.begin(); it != heroes.end(); ++it ) {
Button ^ button = gcnew Button;
/*
button being customized depending on the string
*/
buttonPannel->Controls->Add(button);
}
Now what I want to do is add an event handler for each button in a way that the string used to customize the button would be passed to handling method.
In c# I would have written something like
button->Click += new EventHandler((sender, args) => button_Click(s, e, *it));
How do I achieve this in C++/CLI?
You could do the exact equivalent of your C# code, but I'd rather make use of an existing property on the Button class to hold the extra data you need.
In this case, the Tag property seems appropriate: its purpose is to hold any extra data you need that is closely associated with the control, so this seems on-point for your string that drives the program logic. (You may need to make it a managed String^ object, rather than a std::string, but that's an easy conversion.)
void Form1::CreateButtons()
{
for (std::vector<std::string>::iterator it = heroes.begin(); it != heroes.end(); ++it)
{
Button ^ button = gcnew Button;
button->Tag = marshal_as<String^>(*it);
button->Click += gcnew EventHandler(this, &Form1::button_Click);
buttonPanel->Controls->Add(button);
}
}
void Form1::button_Click(Object^ sender, EventArgs^ e)
{
Control^ senderControl = dynamic_cast<Control^>(sender);
String^ heroName = nullptr;
if(senderControl != nullptr)
heroName = dynamic_cast<String^>(senderControl->Tag);
if(heroName == nullptr)
{
// Something went wrong. Bail out.
return;
}
// ...
}
If you really do want to do the equivalent of your C# code: Your C# lambda is doing variable capture on the it variable. We can do variable capture in C++/CLI, it's just a lot more manual.
(Note: Your C# example is capturing the iterator, not the string, not sure if that's what was intended. I wrote this to capture the string object instead.)
ref class EventHandlerStringCapture
{
public:
EventHandlerStringCapture(std::string str,
Action<Object^, EventArgs^, std::string>^ handler)
{
this->str = str;
this->handler = handler;
}
void eventHandler(Object^ sender, EventArgs^ e)
{
this->handler(sender, e, this->str);
}
private:
std::string str;
Func<Object^, EventArgs^, std::string>^ handler;
}
void Form1::CreateButtons()
{
for (std::vector<std::string>::iterator it = heroes.begin(); it != heroes.end(); ++it)
{
Button ^ button = gcnew Button;
// The variable to capture.
std::string str = *it;
// The actual event handler: a method in the current class.
Action<Object^, EventArgs^, std::string>^ actualHandler =
gcnew Action<Object^, EventArgs^, std::string>(this, &Form1::button_Click);
// Pass both the variable to capture and the
// actual event handler to a helper object.
EventHandlerStringCapture^ ehsc =
gcnew EventHandlerStringCapture(str, actualHandler);
// Grab the two-parameter event handler from the helper object,
// and make that the click handler.
button->Click +=
gcnew EventHandler(ehsc, &EventHandlerStringCapture::eventHandler);
buttonPanel->Controls->Add(button);
}
}
void Form1::button_Click(Object^ sender, EventArgs^ e, std::string heroName)
{
// ...
}
(Note: I'm not at a compiler, so there may be syntax errors.)
Obviously, using an existing property on the button object is simpler, but that's the C++/CLI equivalent to what the C# compiler does behind the scenes.
I'm making a Windows Forms Application in VS2012 C++.
Situation just for example, real project is more complicated:
I have a Form that contains TextBox, Button and Timer.
Button just triggers the timer. Timer just calls function that increments some variable.
I need to display the function's variable that is incremented, in TextBox.
In Form1.h I add code:
public: void Timer_Function(); //function activated by timer Tick
void Set_Text(String ^str); //function to set TextBox Text
private: System::Void button1_Click(System::Object^ sender, System::EventArgs^ e)
{
if (timer1->Enabled == false) timer1->Enabled = true;
else timer1->Enabled = false;
}
private: System::Void timer1_Tick(System::Object^ sender, System::EventArgs^ e)
{
Timer_Function();
}
In My_app.cpp code like this:
#include "stdafx.h"
#include "Form1.h"
#include "resource.h"
using namespace test_staticfunc;
[STAThreadAttribute]
int main(array<System::String ^> ^args)
{
Application::EnableVisualStyles();
Application::SetCompatibleTextRenderingDefault(false);
Application::Run(gcnew Form1());
return 0;
}
void Form1::Timer_Function()
{
Timer_Func();
}
void Form1::Set_Text(String ^str)
{
textBox1->Text = str;
}
void Timer_Func()
{
static int I=0;
I++;
Form1::Set_Text(I.ToString());
}
Function Timer_Func() is specified in "resource.h" like this:
void Timer_Func();
I.e. I'm trying to display the current state of inner variable I of Timer_Func() by passing it to a Form1 public method Set_Text().
So. The error here is that Set_Text() is not a static method.
I tried to make it static, but got an error "С2227: The operand to the left of "->Text" is not a pointer to a class, structure, or union." How to get it right? In that case a static method is trying to implement a non-static method, right?
Or another way: to make an instance of Form1 - instead of
Application::Run(gcnew Form1());
insert code
Form1 ^My_form = gcnew Form1();
Application::Run(My_form);
And use Set_Text as non-static method for class instance My_form.
But My_form is available only in main()! I couldn't make My_form anywhere else. Is there way to make it global or something?
May be there are other ways to solve this problem?
Help, please! I've already searched several forums for answer but didn't find the answer. More precisely non of them suited.
P.S. Sorry for my bad english! ^_^