CDockablePane and Accelerators - mfc-feature-pack

In my MFC MDI application, I have CDockablePanes.
In CDockablePane's I have edit control and listcontrol.
For example, if the user is typing text in an edit control in the app, and presses the delete key, instead of deleting a character like normal, it sends the ID_EDIT_DELETE command to active view, causing the selected objects to be deleted.
How can I fix this?
I think I need to override PreTranslateMessage, and check what window has focus before passing it on, but I really don't know what to do in PreTranslateMessage.

I overrided the PreTranslatemessage function in CDockablePane derived class and added below code and it is working for me.
BOOL CMyDockablePane::PreTranslateMessage(MSG* pMsg)
{
if(IsDialogMessage(pMsg))
return true;
return CDockablePane::PreTranslateMessage(pMsg);
}

Related

UI Button - activate buttons with keyboard input

this is probably dead easy but I can't find a solution. I made a dialogue system and have a UI-button to click when the player should display a sentence next.
The issue is that the button is only triggered onMouseclick and I would like to change the input button to Enter. Would anyone know how to go about this?
If you need to determine if the button is selected first or not, I suggest you take a look at this page: https://docs.unity3d.com/ScriptReference/UI.Selectable.IsHighlighted.html
If you don't want pressing the button to have any functionality, you just wouldn't link it to any functions.
Working code might look something like this:
public class selectableExample : Selectable{
BaseEventData _event;
void Update()
{
if (IsHighlighted(_event) == true)
{
if (Input.GetKeyDown("enter")){
print("replace me with working function"); // whatever you want to have happen on button press
}
}
}
}
You simply attach this to your button and it should respond the same as being pressed. To be honest, it hardly seems like you actually need a button at all for this though, you'd probably be fine with just a label telling the player to press "Enter" and then simply checking for that input.
You can use the Event Trigger component to use one of the many event types. Select Submit (this is set to enter and return in the input settings at edit>project settings>input by default).
Don't set anything in the OnClick event.
The only thing needed now is to actively highlight the button from somewhere with ReferenceToButton.Select().

How to show a dialog from another dialog?

I am newbie to MFC. I have a native C++ MFC app. I want to show a dialog from main dialog. In the main dialog I am having three button (Back, Next, Cancel) respectively.
On the Next button click event I am calling DoModal to show another dialog by hiding the main dialog as follows,
void CFirstPage::OnBnNextButton()
{
::ShowWindow(this->GetSafeHwnd(),SW_HIDE);
CSecondPage secondDlg;
secondDlg.DoModal();
}
void CSecondPage::OnBnBackBtnClicked()
{
::ShowWindow(this->GetSafeHwnd(),SW_HIDE);
CFirstPage FirstPage;
FirstPage.DoModal();
}
After executing this code snippet, the main dialog got hidden and even the application icon also disappears from the taskbar and again appears when the other dialog pops up.
(Basically I am having the same icon for both the dialogs, the icon should not get disappeared and appear again. It has to remain same without appearing and disappearing .)
How can show the icon in the taskbar without any flickering effect?
During traversing from back to next in middle I clicked cancel and the Cancel event is handled as follows,
void CFirstPage::OnCancel()
{
CDialog::EndDialog(TRUE);//For closing the dialog.
}
void CSecondPage::OnCancel()
{
CDialog::EndDialog(TRUE);//For closing the dialog.
}
Steps1:Click Next in the main dialog
Step2: Click Cancel in the second page
Now the application closes. But still instance is active in the "TaskManager". As per my understanding no instance should be alive once windows is closed ?
I suspect as the first dialog is only hidden not ended that instance is still existing in the TaskManager. Is this understanding correct?
How can I resolve this issue?
Can anyone kindly help me to resolve this issue.
As said by Iinspectable property sheets are best suited for your your problem statement.A very good example on how to use CPropertysheets can be found in codeproject
CProperty sheet example
Probably your main windows is still hidden after you end dialog with second page. Ending dialog of CSecondPage does not close application only closes active CSecondPage dialog.
Also OnCancel/OnOK does not need to be overriden if you just EndDialog with it. There is default behaviour implemented in OnCancel, which will close the dialog.
After secondPage.DoModal() show your main dialog again, or close it if that is the behaviour you want to achieve.
FirstPage isn't the original first dialog now, so you should store the first dialog object by yourself. You can do that like this:
void CFirstPage::OnBnNextButton()
{
::ShowWindow(this->GetSafeHwnd(),SW_HIDE);
CSecondPage secondDlg;
secondDlg.setFirstDialog(this); //customer function to store first dialig object
secondDlg.DoModal();
}
void CSecondPage::OnBnBackBtnClicked()
{
::ShowWindow(this->GetSafeHwnd(),SW_HIDE);
::ShowWindow(m_firstDialog->GetSafeHwnd(), SW_SHOW);
}

Owner-drawn CTabCtrl in WTL

WTL/WIN32 newbie here, struggling to understand how messages are passed around.
I'm trying to write an owner-drawn CTabCtrl in WTL. For some (at least to me) incomprehensible reason, WM_DRAWITEM is sent to the parent window, not to the window that actually needs to know. Which makes it difficult to make a nice, self-contained GUI class to simply replace CTabCtrl. I could always capture the message in the parent and pass it on to the tab control, but that would be poor OO design. Is there a way to intercept the message, without requiring extra re-routing code in the owner/parent class?
EDIT: After a bit of googling, I now have
class CQueryTabCtrl :
public CWindowImpl<CQueryTabCtrl, CTabCtrl>,
public COwnerDraw<CQueryTabCtrl>
{
public:
DECLARE_WND_SUPERCLASS(NULL, CTabCtrl::GetWndClassName())
BEGIN_MSG_MAP(CQueryTabCtrl)
CHAIN_MSG_MAP(COwnerDraw<CQueryTabCtrl>)
DEFAULT_REFLECTION_HANDLER()
END_MSG_MAP()
BOOL PreTranslateMessage(MSG* pMsg)
{
pMsg;
return FALSE;
}
void DeleteItem(LPDELETEITEMSTRUCT /*lpDeleteItemStruct*/)
{
}
void DrawItem ( LPDRAWITEMSTRUCT lpdis )
{
CDCHandle dc = lpdis->hDC;
CDC dcMem;
dcMem.CreateCompatibleDC ( dc );
dc.SaveDC();
dcMem.SaveDC();
dc.FillSolidRect ( &lpdis->rcItem, RGB(255,0,0) );
dcMem.RestoreDC(-1);
dc.RestoreDC(-1);
}
};
Which is obviously utterly wrong, since DrawItem() is never called.
WM_DRAWITEM is sent to parent by design.
Sent to the parent window of an owner-drawn button, combo box, list box, or menu when a visual aspect of the button, combo box, list box, or menu has changed.
You handle it on hosting window, and with WTL you might leverage COwnerDraw class on it and/or reflect messages there so that they are sent back to the window where your subclassing WindowProc would handle them as you perhaps originally planned.
This answer is a bit late to the party, but might help others...
There's no way to directly achieve reflected messages w/o extra routing code, because that's how Window's window messaging works, as Roman points out.
ATL however has mechanisms to reflect messages onto child windows, which at least helps in keeping self-written code to a minimum.
1) Opt-In to reflection
This requires an extra step in your parent window, in order to tell it to reflect messages from child windows onto them, using the REFLECT_NOTIFICATIONS() macro:
// Just a made-up dialog class for outlining message reflection installed on the parent window
class SomeDialog : public CDialogImpl<SomeDialog, CWindow>
{
public:
BEGIN_MSG_MAP_EX(SomeDialog)
REFLECT_NOTIFICATIONS()
END_MSG_MAP()
};
2) Handle reflected (owner-draw) messages
Because your control will receive reflected messages, and the COwnerDraw mixin provides an alternative message map for those, you simply chain to that message map, using the CHAIN_MSG_MAP_ALT() macro.
class CQueryTabCtrl :
public CWindowImpl<CQueryTabCtrl, CTabCtrl>,
public COwnerDraw<CQueryTabCtrl>
{
public:
DECLARE_WND_SUPERCLASS(NULL, CTabCtrl::GetWndClassName())
BEGIN_MSG_MAP(CQueryTabCtrl)
CHAIN_MSG_MAP_ALT(COwnerDraw<CQueryTabCtrl>, 1)
END_MSG_MAP()
void DrawItem(LPDRAWITEMSTRUCT)
{
// ...
}
};
Also see a complete owner-drawn tablist control from the wtlext repository, which can serve as an example (Dislaimer: I am associated with the author FireDaemon Technologies Ltd).

Hiding a control in Windows

I can't figure out how to hide a child window (a control), more specifically a GroupBox and a PushButton. I thought ShowWindow() with SW_HIDE as the second parameter would do the job, but it simply doesn't work. Yet SW_SHOW works just fine. I have the correct window handle for both controls, so that's not the issue.
I googled and all I could find was people asking how to hide dialogs, not controls. Either that or MFC-based applications, which doesn't apply here.
I'm using pure Windows API, no MFC.
What am I getting wrong?
EDIT: More info: I'm writing some simple class wrappers for WinApi controls. The WindowsControl class has, along other methods, the following methods for showing and hiding the Control:
void Show() {
ShowWindow(this->_hWnd,SW_SHOWNOACTIVATE);
}
void Hide() {
ShowWindow(this->_hWnd,SW_HIDE);
}
Every control inherits from WindowsControl.
This image has the window layout so you understand exactly what I'm doing: http://i.stack.imgur.com/PHQnH.png
When the user clicks inside the "Chipset" Static control, it'll load information for a given Tile (which is stored in an array, but that's irrelevant). Depending on the setting, it'll hide the "Edit bitwall" button on the left and show the empty GroupBox behind it or viceversa.
Just to be clear this isn't something wrong with my windows api wrappers, I am getting the correct HWND. Though ShowWindow might not be able to be called from a Window Procedure that isn't the parent's (that'd be weird).
EDIT2: Using C++ with Visual Studio 2008, no MFC, no WTL, no CLR, no .NET
EDIT3: I'll post even more code so it's easier
Inside the static's window procedure, I handle WN_LBUTTONDOWN like this:
case WM_LBUTTONDOWN: {
...
update_tiledata(c, l)
void update_tiledata(GroupBox * c, ListView* l ) {
...
if (chp_copy.Tiles[selectedTile].Pass() == PT_BITWALL) {
c->Controls(CTL_BTNEDITBIT)->Show();
c->Controls(CTL_FRPHOLD)->Hide();
} else {
c->Controls(CTL_FRPHOLD)->Show();
c->Controls(CTL_BTNEDITBIT)->Hide();
}
update_edits();
}
The ommited code does nothing to affect the classes, as I said before, ShowWindow with SW_HIDE IS getting called, with the correct HWND, but nothing is happening.
A control in a Window or dialog can be hidden using
ShowWindow(hControlWin, SW_HIDE);
In a dialog you can retrive the controls window handle by calling
GetDlgItem(hDlg, < CtrlID >);
Typically you write something like:
ShowWindow(GetDlgItem(hDlg, 2), SW_HIDE);
It would be helpful if you give more information and some code: How did you create the controls? What language, compile and framework did you use?
I think the function call you want is EnableWindow I have used this before to disable a button on a form. You will need to get an handle to the Window (object) first though so you might want to use EnumChildWindows to iterate through all the controls to find the one you want.

How to paste text from one app to another using Cocoa?

I have read about NSPasteBoard in the Apple documentation, and how it allows for applications to write into the PasteBoard and allow other applications to read that text and use it.
Could someone tell me how to paste text from am application (that sits in the status bar) into a NSTextField that is inside a different application.
What I am trying to do is something similar what Snippet and SnippetsApp do.
If I am completely stupid and missed the obvious in Apple Docs, could you please point me to the right path :)
Thanks!
Could someone tell me how to paste text from am application (that sits in the status bar) into a NSTextField that is inside a different application.
Pasting is what happens in the receiving application. Writing to a pasteboard is copying.
Furthermore, you can't assume that the user will want to paste into an NSTextField. It may be an NSTextView, or a textarea in a WebView, or a Carbon EditText or MLTE control, or some other text editor such as a Qt or wxWidgets text editor. They may even be using an app with a list view that lets them paste text directly into it.
So, there's no programmatic way to directly tell an application “here's some text — paste it, please”. You have to copy it to the general pasteboard and then forge an event that should generally cause the frontmost app to paste. Charlie's suggestion of ⌘V is one way, albeit tricky; the Dvorak layout puts V on another key, while the “Dvorak QWERTY ⌘” layout puts V-with-⌘ (as opposed to V-without-⌘) on the same key as QWERTY's V.
To forge that ⌘V event, look into CGEventTap. You'll need to use the CGEventCreateKeyboardEvent function to create the event itself, and since that function takes a key code, you'll need to look up the proper key code for the V part of the ⌘V combination, which will require going through Text Input Source Services or Keyboard Layout Services, depending on the layout.
You might at this point think of using Accessibility to find the Paste menu item in the Edit menu and send it an AXPress message, but “Paste” and “Edit” are only English's words for those concepts; if you did this, your app would not work in any other language. You could go by order (third menu, sixth menu item), but then your app would not work in applications without a File menu, or without a Redo menu item, or with two Undo menu items (Photoshop). Forging a ⌘V event really is the way to go.
Here's some working code to post the ⌘+key event (assuming a known keycode):
// some common keycodes
#define KEY_CODE_x ((CGKeyCode)7)
#define KEY_CODE_c ((CGKeyCode)8)
#define KEY_CODE_v ((CGKeyCode)9)
void DCPostCommandAndKey(CGKeyCode key)
{
CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState);
CGEventRef keyDown = CGEventCreateKeyboardEvent(source, key, TRUE);
CGEventSetFlags(keyDown, kCGEventFlagMaskCommand);
CGEventRef keyUp = CGEventCreateKeyboardEvent(source, key, FALSE);
CGEventPost(kCGAnnotatedSessionEventTap, keyDown);
CGEventPost(kCGAnnotatedSessionEventTap, keyUp);
CFRelease(keyUp);
CFRelease(keyDown);
CFRelease(source);
}
Generally the only way is to write it to the NSPasteboard and then switch to another app and use some Carbon functions to press "Command-V"...

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