How to relate to button created in SFML-IMGUI? - c++

Hello I want to create some buttons with SFML-IMGUI and after that relate to them in some way for example to change text. How can I do this? I dont see any ID attribute. I create button using this code.
ImGui::Begin("Button");
Button("Click me");
End();
I dont see any example in documentation :/

Imgui buttons don't use any id or callbacks. Instead, the ImGui::Button("Clikc me") will return a boolean which is true if the button was clicked. (here is an example)
ImGui::Begin("window");
if (ImGui::Button("Click me")) {
// onButtonClick();
}
ImGui::End();
for more read https://github.com/ocornut/imgui/tree/master/docs and seeimgui_demo.cpp it has some better examples on how to use it.

Related

MFC MDI Designing user preferences dialog GUI layout functionality

In this instance I am not "stuck" but looking for some 'guidance' on how to perform a GUI layout mechanism that makes sense and easy to construct. I am using a TreeControl that visually "matches" Winamp's options/preferences dialog for all the settings and program options.
TO BE CLEAR: This is not something I've ever attempted and looking for user input to help me get across the finish line.
I have 6 items in the 'tree' (the 'parent') and 5 'subitems'. I have it fully constructed and I can get the data from whatever node is selected (which I'll post below images).
I am using a "do.Modal dialog" and, when I click on the tree node, I want the right side of the dialog to update to the needed controls for that node function. The execution of controls through "show" and "hide" to me seems pretty easy. The issue I have is the how to do the visual "static" controls in the resource editor when each "node paged" controls may or may not sit on top of each other visually during design time. During run time, when each node is selected on the nodes controls will be active but during design time, I may have controls sitting on top of each other and will be a logistical nightmare trying to sort out their positions etc.
How do I resolve that aspect of building it? I think of it as a select: 'node' show: 'option page controls' so I get the logic; I'm just wondering if I should have separate "popup" pages and call those … or deal with the controls directly. Does that makes sense?
I've done some searching on how to do this, but the examples are all over the place and I figured asking here makes the most sense. I'm sure there are multiple ways to do this, I'm just looking for the shortest path and easiest to maintain and possibly expand on the options in the future.
The examples of the dialog and the source code I'm using:
Here is the initialization code:
BOOL CSettingsDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
HTREEITEM hParent, hToolbars, hColorScheme, hTabStyles, hPowerUser,
hResetApp;
//HTREEITEM hCompany, hLevel, hLevelNext; // Used in core example, not needed here
hParent = m_TreeCtrl.InsertItem((L"Preferences"), TVI_ROOT);
hToolbars = m_TreeCtrl.InsertItem((L"Toolbars"), hParent);
hColorScheme = m_TreeCtrl.InsertItem((L"Color Scheme"), hParent);
hTabStyles = m_TreeCtrl.InsertItem((L"Tab Styles"), hParent);
hPowerUser = m_TreeCtrl.InsertItem((L"Power User"), hParent);
hResetApp= m_TreeCtrl.InsertItem((L"Reset All Options"), hParent);
m_TreeCtrl.Expand(hParent, TVE_EXPAND);
m_TreeCtrl.SelectItem(hParent);
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Preferences Settings"));
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
Here is the dialog framework that I'm starting from scratch with just to arrive here:
void CSettingsDlg::OnTvnSelchangedTree1(NMHDR *pNMHDR, LRESULT *pResult)
{
//LPNMTREEVIEW pNMTreeView = reinterpret_cast<LPNMTREEVIEW>(pNMHDR);
//SetDlgItemInt(IDC_TXT_TREE1, m_TreeCtrl.GetItemData(pNMTreeView->itemNew.hItem));
//*pResult = 0;
HTREEITEM sel = m_TreeCtrl.GetSelectedItem();
CPoint point;
CString str;
GetCursorPos(&point);
m_TreeCtrl.ScreenToClient(&point);
UINT flags = 0;
HTREEITEM hitItem = m_TreeCtrl.HitTest(point, &flags);
if (hitItem && sel != hitItem)
{
sel = hitItem;
m_TreeCtrl.SelectItem(sel);
str = m_TreeCtrl.GetItemText(sel);
//MessageBox((LPCTSTR)str); // Just to verify.
}
if (str == "Preferences")
{
this->SetWindowText(_T("Preferences Settings"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Preferences Settings"));
}
if (str == "Toolbars")
{
this->SetWindowText(_T("Toolbars Settings"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Toolbars Settings"));
}
if (str == "Color Scheme")
{
this->SetWindowText(_T("Color Scheme"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Color Scheme Settings"));
}
if (str == "Tab Styles")
{
this->SetWindowText(_T("Tab Styles Settings"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Tab Styles Settings"));
}
if (str == "Power User")
{
this->SetWindowText(_T("Power User Settings"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Power User Settings"));
}
if (str == "Reset All Options")
{
this->SetWindowText(_T("Reset All Settings"));
GetDlgItem(IDC_SETTINGS_CAPTION)->SetWindowText(_T("Reset All Settings"));
}
*pResult = 0;
}
So as shown, you can see that I have the ability to change the static caption to the "active" page node that is selected from the tree. I'm looking to solve the best way to handle the GUI elements that will go on the right side....
Some controls for example will be:
Color scheme Node: 5 check boxes for theme changing
Toolbars Node: Radio button for Docked or Floating
Power User Node: Checkbox to disable user warning within program operation
Tab Styles Node: Radio buttons to select flat, 3d, whatever.
and when the user "selects" whatever it writes it to the registry and then I call the function to read the data blah blah blah...
So that is where I'm at. Does anyone have any suggestions on a course of action, so I don't paint myself into a corner?
Although I can't actually speak for how the authors of the "Winamp" software implemented their UI, I would suggest that you consider using a property sheet for your case, where each set of controls can be implemented as separate property pages, each of which will be defined (both in the resource script and in the C++ code) in ways very similar to individual modal dialog boxes.
The 'classic' property sheet has a horizontal row of tabs (normally, at the top of the sheet) to select each page, as shown in the sample below. Indeed, some sources/platforms refer to a property sheet as a "tabbed dialog".
However, the new(ish) CMFCPropertySheet class allows you to replace that tab control with one of several other options, which will show as separate 'panes' (on the left-hand side of the sheet). To use one of these alternative styles, call the SetLook() member function in your constructor override with the CMFCPropertySheet::PropSheetLook_Tree enum value. The example shown in the link is not exactly what you have shown in your question, but the CMFCPropertySheet and CMFCPropertyPage classes allow many, many customizations to their appearance and style.
I have never actually used the PropSheetLook_Tree style, but the image below shows "one I made earlier" with the PropSheetLook_OutlookBar style.

SwiftUI: append menu entry to group "View" after "Enter Full Screen"

I'd like to append a new menu entry right below "Enter Full Screen", but I am failing to find the right CommandGroupPlacement property.
CommandGroup(after: .<what needs to be put here??>) {
//my buttons here
}
Attempting to override "View" results in just another group with the same name (see image).
CommandMenu("View") {
//add button here
}
Shoutout to Majid Jabrayilov for his blogpost on this: https://swiftwithmajid.com/2020/11/24/commands-in-swiftui/
To find a solution to my above issue though I still had to think a bit around the corner–what does work is this:
CommandGroup(before: .toolbar) {
Button("Foo") {
}
}
This works, because the toolbar menu entry is located within "View" (even thought I don't have a toolbar in my app, the placement still works nonetheless...)
You said you were looking for the proper CommandGroupPlacement so for your case (relative to full screen mode), you would technically want CommandGroupPlacement.sidebar. CommandGroupPlacement.toolbar works because toolbar options live in the View menu, though you have none set.
/// Example in a CommandsBuilder
CommandGroup(after: CommandGroupPlacement.sidebar) {
Button("New View Action", action: { print("After sidebar menu options") }).keyboardShortcut("s", modifiers: [.command, .option, .control, .function]
}
This should also come in handy for others. The Apple documentation that corresponds to this: CommandGroupPlacement

Close button only on active tab of QTabWidget

To save space in a QTabWidget, I would like to show the close icon only for the current tab, like e.g. Firefox is doing:
Is there a simple way using a style sheet, some thing like (not working like this)
QTabBar::tab::!selected::close-button {visible: false;}
or do I have to subclass QTabWidget to get the desired behavior?
You won't need to subclass anything, you can use QTabWidget::tabBar() method to obtain a reference (i.e. QTabBar *) to the tab bar associated with your QTabWidget. (Note that this method is no longer protected, so it can be accessed without subclassing the class)
QTabBar *tabBar = tabWidget->tabBar();
You can now use tabBar reference to hide close buttons on non-current tabs. For example to hide ith button, you can do:
tabBar->tabButton(i, QTabBar::RightSide)->hide();
So a simple workflow could be as follows:
Connect QTabWidget::currentChanged(int index) signal to a slot.
In that slot hide all close buttons other than the button at index.
You can subclass QTabWidget to get access to the QTabBar widget using protected method QTabWidget::tabBar. Then you can connect to the QTabBar::currentChanged signal and hide close button for not selected tabs manually:
QTabBar::ButtonPosition closeSide =
(QTabBar::ButtonPosition)style()->styleHint(QStyle::SH_TabBar_CloseButtonPosition, 0, this);
for (int i = 0; i < toolbar->count(); ++i)
{
if (i != toolbar->currentIndex())
{
QWidget *w = toolbar->tabButton(i, closeSide);
w->hide();
}
}
hide() leaves empty space for the invisible close button. This looks funny.
Set the width to 0 instead.

How to hide propertysheet?

I had a propertysheet where I am facing an issue in hiding the sheet.I will briefly explain what I had done.
In the PropertySheet OnWizardFinish() I am trying hide the sheet and do the following ,
BOOL CSecondEditpage::OnWizardFinish()
{
BOOL bAsyRet = ShowWindowAsync(m_hWnd,SW_HIDE);
int MsgRet = ::MessageBox(NULL,L"Do you want to restart",L"Test",MB_YESNO | MB_ICONINFORMATION);
if(IDYES == MsgRet)
{
SystemRestart();
}
else
{
//Do Nothing..
}
return CPropertyPage::OnWizardFinish();
}
So here only the message box should be visible and the sheet should be hidden this is what I am expecting that ShowWindowAsync does.But in the background sheet still exists.
Same thing I tried with a dialog based application there it is working as expected like as,the background window is hidden and only message box is shown .
For more details:
And now when I click finish the sheet should be hidden and should show a message box something like this,
Can anyone please let me know how can achieve this in propertysheet wizard.
You're trying to hide PropertyPage not a PropertySheet.
Do like this.
CPropertySheet* prop = (CPropertySheet*)GetParent();
ShowWindowAsync(prop->m_hWnd, SW_HIDE);

how to clear textbox text in C++/XAML

im new to C++/XAML, using VS2012, working on my first Windows 8 app.
I have created a textbox1 that take a number, another textbox2 that display the results, another button that once it is clicked, it does the calculation. everything works, my question is when user want to do the calculation again, he will need to click on textbox1, press the backspace to erased the last entered number, how can i make it when textbox1 is clicked and tapped, it will auto clear the previously entered text? or how do i use/make a "CLEAR" button to handle the text clearing for textbox1 and textbox2? Thank You!
With button:
<Button Content="Clear" Name="button1" Click="button1_Click" />
Code behind:
void YourClass::button1_Click(Platform::Object^ sender, Windows::UI::Xaml::RoutedEventArgs^ args)
{
textBox1->Text = "";
textBox2->Text = "";
}
If you want to use some logic when you tap or something else you should take a look at Tapped event. I'd do it another way: Whenever it got focus(GotFocus event) then select all the text in text box(textBox1->SelectAll(); in GotEvent handler).
You can use
SetWindowText is a function to set the contents of a Edit Control
m_myEditCtrl.SetWindowText(_T("")); // if using MFC
SetWindowText(hWndMyEditCtrl,_T("")); // When using plain Win32 API
myEditCtrl.Text = ""; // When using C++CLI
You can use it from the "On Click" handler also if needed!
I think that could be useful, if you just add in the end of the program that apply to your textboxes a new button with:
textBox2->Text = String::Empty;
textBox1->Text = String::Empty;
OR
…you could add these code lines before start the procedure of the program, just in the beginning of the program. Each time it would start over with blank.
Cheers.