Firemonkey custom control click events firing in designer - c++

I have a custom Firemonkey control that has several sub components. These sub components have OnClick events associated with them that are setup in the control's constructor. I have noticed that when I click on the custom control in my design view, the OnClick events of these sub components are getting fired.
Is there a particular setting or best practice I need to employ to prevent this from happening?
Is there something I can check in my C++ code to see if this event is being run in the designer vs at run time? Something like:
void __fastcall MyControlOnClick( TObject * Sender )
{
if( InDesigner == false )
{
//do stuff here
}
}

Use the ComponentState property. It has a csDesigning flag enabled when your control is being used in the Form Designer.
void __fastcall MyControl::SubControlClick(TObject *Sender)
{
if( !ComponentState.Contains(csDesigning) )
{
//do stuff here
}
}
Alternatively, simply don't assign the OnClick handlers at design-time to begin with:
__fastcall MyControl::MyControl(TComponent *Owner)
: TBaseControl(Owner)
{
...
FSubControl = new TWhatever(this);
if( !ComponentState.Contains(csDesigning) )
FSubControl->OnClick = &SubControlClick;
...
}

Related

Is QStackedWidget is the recommended way to handle multiple windows in Qt Program?

I build Qt gui and have many windows to handle with.
I implement this meanwhile with QStackedWidgets (replace the window in buttons click signal), but I am not sure this is the right way.
Can I maintain a lot of windows in this technique ?
what is the prefered way / best practice ?
This is piece of my code (relevant):
ui->pagesWidget->addWidget(new Menu);
ui->pagesWidget->addWidget(new Repetitive);
ui->pagesWidget->addWidget(new SinglePulse);
void MainWindow::on_btnSinglePulse_clicked()
{
ui->pagesWidget->setCurrentIndex(1);
}
void MainWindow::on_btnMenu_clicked()
{
ui->pagesWidget->setCurrentIndex(0);
}
void MainWindow::on_btnPulseGroup_clicked()
{
ui->pagesWidget->setCurrentIndex(2);
}
I think it's fine, but maybe you could simplify your code if you create only one slot, and check the sender() in that.
void onButtonClicked()
{
if ( sender() == ui->button0 )
{
ui->pagesWidget->setCurrentIndex( 0 );
}
else if ( sender() == ui->button1 )
{
ui->pagesWidget->setCurrentIndex( 1 );
}
// ... and so on.
}
Or you could just simply use a QTabWidget.

QFileDialog: How to select multiple files with touch-screen input?

In our application that uses Qt 4 and supports touch input, we use the QFileDialog with the options QFileDialog::DontUseNativeDialog and QFileDialog::ExistingFiles.
The first is needed because we set our own stylesheet and that does not work with the native dialog. The second is for needed for selecting multiple files, which is what we want to do.
The problem ist that one can not select multiple files with touch input in the QFileDialog, because we have no "shift" or "ctrl"-key available. In Windows the problem is solved by adding checkboxes to the items. QFileDialog has no checkboxes.
I tried to manipulate the QFileDialog to make it displays check boxes for the items, but I failed.
I tried to exchanged the QFileSystemModel that is used by the underlying QTreeView and QListView, but this breaks the signal-slot connections between the model and the dialog. I could not find a way to restore them because they are burried deep in the private intestants of the dialog.
At this moment the only solution I can imagine is writing a whole new dialog, but I would like to avoid the effort.
So is there a way to add checkboxes to the QFileDialog model views ?
Do you have another idea how selecting multiple files could be made possible?
Is the problem fixed in Qt 5? We want to update anyway.
Thank you for your Help.
As I failed to add checkboxes to the item views, I implemented a "hacky" work-around. It adds an extra checkable button to the dialog that acts as a "ctrl"-key. When the button is checked, multiple files can be selected. The solution is a little bit ugly, because it relies on knowing the internals of the dialog, but it does the job.
So here is the code for the header ...
// file touchfiledialog.h
/*
Event filter that is used to add a shift modifier to left mouse button events.
This is used as a helper class for the TouchFileDialog
*/
class EventFilterCtrlModifier : public QObject
{
Q_OBJECT;
bool addCtrlModifier;
public:
EventFilterCtrlModifier( QObject* parent);
void setAddCtrlModifier(bool b);
protected:
virtual bool eventFilter( QObject* watched, QEvent* e);
};
/*
TouchDialog adds the possibility to select multiple files with touch input to the QFileDialog.
This is done by adding an extra button which can be used as control key replacement.
*/
class QTOOLS_API TouchFileDialog : public QFileDialog
{
Q_OBJECT
EventFilterCtrlModifier* listViewEventFilter;
EventFilterCtrlModifier* treeViewEventFilter;
bool initialized;
public:
TouchFileDialog( QWidget* parent);
protected:
virtual void showEvent( QShowEvent* e);
private slots:
void activateCtrlModifier(bool b);
private:
void initObjectsForMultipleFileSelection();
};
with the implementation ...
// file touchfiledialog.cpp
#include "touchfiledialog.h"
EventFilterCtrlModifier::EventFilterCtrlModifier(QObject* parent)
: QObject(parent)
, addCtrlModifier(false)
{
}
void EventFilterCtrlModifier::setAddCtrlModifier(bool b)
{
addCtrlModifier = b;
}
bool EventFilterCtrlModifier::eventFilter(QObject* watched, QEvent* e)
{
QEvent::Type type = e->type();
if( type == QEvent::MouseButtonPress || type == QEvent::MouseButtonRelease)
{
if( addCtrlModifier)
{
QMouseEvent* mouseEvent = static_cast<QMouseEvent*>(e);
// Create and post a new event with ctrl modifier if the event does not already have one.
if( !mouseEvent->modifiers().testFlag(Qt::ControlModifier))
{
QMouseEvent* newEventWithModifier = new QMouseEvent(
type,
mouseEvent->pos(),
mouseEvent->globalPos(),
mouseEvent->button(),
mouseEvent->buttons(),
mouseEvent->modifiers() | Qt::ControlModifier
);
QCoreApplication::postEvent(watched, newEventWithModifier);
return true; // absorb the original event
}
}
}
return false;
}
//#######################################################################################
TouchFileDialog::TouchFileDialog(QWidget* parent)
: QFileDialog(parent)
, listViewEventFilter(NULL)
, treeViewEventFilter(NULL)
, initialized(false)
{
}
void TouchFileDialog::showEvent(QShowEvent* e)
{
// install objects that are needed for multiple file selection if needed
if( !initialized)
{
if( fileMode() == QFileDialog::ExistingFiles)
{
initObjectsForMultipleFileSelection();
}
initialized = true;
}
QFileDialog::showEvent(e);
}
void TouchFileDialog::initObjectsForMultipleFileSelection()
{
// install event filter to item views that are used to add ctrl modifiers to mouse events
listViewEventFilter = new EventFilterCtrlModifier(this);
QListView* listView = findChild<QListView*>();
listView->viewport()->installEventFilter(listViewEventFilter);
treeViewEventFilter = new EventFilterCtrlModifier(this);
QTreeView* treeView = findChild<QTreeView*>();
treeView->viewport()->installEventFilter(treeViewEventFilter);
QGridLayout* dialogLayout = static_cast<QGridLayout*>(layout()); // Ugly because it makes assumptions about the internals of the QFileDialog
QPushButton* pushButtonSelectMultiple = new QPushButton(this);
pushButtonSelectMultiple->setText(tr("Select multiple"));
pushButtonSelectMultiple->setCheckable(true);
connect( pushButtonSelectMultiple, SIGNAL(toggled(bool)), this, SLOT(activateCtrlModifier(bool)));
dialogLayout->addWidget(pushButtonSelectMultiple, 2, 0);
}
void ZFFileDialog::activateCtrlModifier(bool b)
{
listViewEventFilter->setAddCtrlModifier(b);
treeViewEventFilter->setAddCtrlModifier(b);
}
The TouchFileDialog installs an event filter to the item views that will add a ControlModifier to the mouse events of the views when the corresponging button in the dialog is checked.
Feel free to post other solutions, because this is somewhat improvised.

How does MFC's "Update Command UI" system work?

I'd like to know more about how this system works, specifically when and how the framework actually decides to update a UI element.
My application has a 'tools' system where a single tool can be active at a time. I used the "ON_UPDATE_COMMAND_UI" message to 'check' the tool's icon/button in the UI, which affected both the application menu and the toolbars. Anyway, this was all working great until some point in the last couple of days, when the toolbar icons stopped getting highlighted properly.
I investigated a little and found that the update command was only being received when the icon was actually clicked. What's strange is this is only affecting the toolbars, not the menu, which is still working fine. Even when the buttons in the menu are updated the toolbar icon stays the same.
Obviously I've done something to break it - any ideas?
EDIT:
Never mind. I'd overwritten the Application's OnIdle() method and hadn't called the original base class method - that is, CWinApp::OnIdle() - which I guess is where the update gets called most of the time. This code snippet from https://msdn.microsoft.com/en-us/library/3e077sxt.aspx illustrates:
BOOL CMyApp::OnIdle(LONG lCount)
{
// CWinApp's original method is involved in the update message handling!
// Removing this call will break things
BOOL bMore = CWinApp::OnIdle(lCount);
if (lCount == 0)
{
TRACE(_T("App idle for short period of time\n"));
bMore = TRUE;
}
// ... do work
return bMore;
// return TRUE as long as there are any more idle tasks
}
Here's a good article that kinda explains how to do it. Don't use his code example with WM_KICKIDLE though, instead scroll down to the comments section. There are two code samples that explain how to do it better. I quote:
//Override WM_INITMENUPOPUP
void CDialog::OnInitMenuPopup(CMenu* pPopupMenu, UINT nIndex, BOOL bSysMenu)
{
CDialog::OnInitMenuPopup(pPopupMenu, nIndex, bSysMenu);
// TODO: Add your message handler code here
if(pPopupMenu &&
!bSysMenu)
{
CCmdUI CmdUI;
CmdUI.m_nIndexMax = pPopupMenu->GetMenuItemCount();
for(UINT i = 0; i < CmdUI.m_nIndexMax; i++)
{
CmdUI.m_nIndex = i;
CmdUI.m_nID = pPopupMenu->GetMenuItemID(i);
CmdUI.m_pMenu = pPopupMenu;
// There are two options:
// Option 1. All handlers are in dialog
CmdUI.DoUpdate(this, FALSE);
// Option 2. There are handlers in dialog and controls
/*
CmdUI.DoUpdate( this, FALSE );
// If dialog handler doesn't change state route update
// request to child controls. The last DoUpdate will
// disable menu item with no handler
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_1, FALSE );
...
if( FALSE == CmdUI.m_bEnableChanged )
CmdUI.DoUpdate( m_pControl_Last, TRUE );
*/
}
}
}
See if this helps - http://msdn.microsoft.com/en-us/library/essk9ab2(v=vs.80).aspx

How Can Change color of 10 Edit control by single function in c++ builder

i want to change color of edit control when enter edit and when exit from edit, i want do this by single function i dont want to add code for each edit in enter event or on exit event
yes like David and kobik said you just need to create event handlers for OnEnter and OnExit and assign the controls you wish to use them
for example
Add two TEdit's to your form and in the constructor of the form do the following
__fastcall TTestForm::TTestForm(TComponent* Owner)
: TForm(Owner)
{
Edit1->OnEnter = EditEnter;
Edit2->OnEnter = EditEnter;
Edit1->OnExit = EditExit;
Edit2->OnExit = EditExit;
}
Now Create the Enter and Exit event handlers like so
void __fastcall TTestForm::EditEnter(TObject *Sender)
{
TEdit *Temp = (TEdit*)Sender;
Temp->Color = clRed;
}
void __fastcall TTestForm::EditExit(TObject *Sender)
{
TEdit *Temp = (TEdit*)Sender;
Temp->Color = clGreen;
}
Thats it.
Write OnEnter and OnExit event handlers and assign them to each control. Use the Sender parameter to the event to identify which control the event applies to.

how to write a function Click() for dynamic created button?

Trying to write a simple VCL program for educating purposes (dynamicly created forms, controls etc). Have such a sample code:
void __fastcall TForm1::Button1Click(TObject *Sender)
{
TForm* formQuiz = new TForm(this);
formQuiz->BorderIcons = TBorderIcons() << biSystemMenu >> biMinimize >> biMaximize;
formQuiz->Position = TPosition::poDesktopCenter;
formQuiz->Width = 250;
formQuiz->Height = 250;
formQuiz->Visible = true;
TButton* btnDecToBin = new TButton(formQuiz);
btnDecToBin->Parent = formQuiz;
btnDecToBin->Left = 88;
btnDecToBin->Top = 28;
btnDecToBin->Caption = "Dec to Bin";
btnDecToBin->Visible = true;
}
I wonder how can i write a function for dynamic created button, so it would be called when the button is clicked. In this example i need a 'btnDecToBin->Click();' func but i don't know where should i place it.
Inside 'void __fastcall TForm1::Button1Click(TObject *Sender){}' ?
I will appreciate any input, some keywords for google too.
You could do two things, you could either create an action and associate it with the button, or you could make a function like so:
void __fastcall TForm1::DynButtonClick(TObject *Sender)
{
// Find out which button was pressed:
TButton *btn = dynamic_cast<TButton *>(Sender);
if (btn)
{
// Do action here with button (btn).
}
}
You bind it to the button instance by setting the OnClick property btnDecToBin->OnClick = DynButtonClick please note that the function is inside the form Form1. This will work due to the nature of closures (compiler specific addition). The problem comes if you delete Form1 before formQuiz without removing the reference to the click event. In many ways it might be a more clean solution to use an Action in this case.
Edit: On other way to do this, if you have a standard layout for your quizforms, you could make a custom TQuizForm class inheriting from TForm. In this way you wouldn't have to bind the event each time you create the form.
all buttons have the normal "events" you just need to reference them to the method you will deal with the event.
example:
...
btnDecToBin->OnClick = &Test;
-- and add a additional method to .cpp
void __fastcall TForm1::Test(TObject *Sender)
{
TButton *btn = dynamic_cast<TButton *>(Sender);
if (btn->name == "your_button_name"){
// Do action here with button (btn).
}
}
and on .h
void __fastcall TForm1::Test(TObject *Sender);
reference the button either by the tag or name. I usually use a array of buttons that I create dynamically. ALWAYS sanity check your "sender" by casting it. There are other ways to hack info from the object but they are a path to heartache... LOL.