Dialog based New file in MFC - c++

I want to pop-up a dialog for creating a new file in MFC
to collect detail information for a document like Photoshop. (e.g. width, height, depth .)
I found two answers from stackoverflow.
Configuring new document in MFC
MFC, File New with dialog to prompt for paramters and multiple Doc Types?
I want to try the formal one, but I cannot understand the suggestion:
just post a custom message/command to the main frame. Then add a handler that will react by the sequence pop up GUI/update doc/update views. That way, the main frame will be displayed before the GUI is popped up and your user will be happier.
Can anyone explain in detail?
Thanks in advance.

I'm not very sure about the answer you quoted, what I normally do is to pop up the dialog box to collect the new file information in the OnNewDocument() member function -- as the quoted question mentions, it's a bit ugly to put in a UI in the document class, but it works...
BOOL CMyDoc::OnNewDocument()
{ if (!CDocument::OnNewDocument()) // substitute CDocument with your document base class
return FALSE;
CFileNewInfo dlg(AfxGetApp()->GetMainWnd());
// ... set up dialog member variables
if (dlg.DoModal() != IDOK)
return FALSE;
// ... retrieve dialog member variables and update your document appropriately
return TRUE;
}

Related

Call button click function from grandchild

I'm creating my first C++ wxWidgets application. I'm trying to create some kind of split button where the options are displayed in a grid. I have a custom button class which, when right-clicked on, opens a custom wxPopupTransientWindow that contains other buttons.
When I click on the buttons in the popup, I want to simulate a left click on the main button. I'm trying to achieve this through events, but I'm kinda confused.
void expandButton::mouseReleased(wxMouseEvent& evt)
{
if (pressed) {
pressed = false;
paintNow();
wxWindow* mBtn = this->GetGrandParent();
mBtn->SetLabel(this->GetLabel());
mBtn->Refresh();
wxCommandEvent event(wxEVT_BUTTON);
event.SetId(GetId());
event.SetEventObject(mBtn);
mBtn-> //make it process the event somehow?
wxPopupTransientWindow* popup = wxDynamicCast(this->GetParent(), wxPopupTransientWindow);
popup->Dismiss();
}
}
What is the best way to do this?
You should do mBtn->ProcessWindowEvent() which is a shorter synonym for mBtn->GetEventHandler()->ProcessEvent() already mentioned in the comments.
Note that, generally speaking, you're not supposed to create wxEVT_BUTTON events from your own code. In this particular case and with current (and all past) version(s) of wxWidgets it will work, but a cleaner, and guaranteed to also work with the future versions, solution would be define your own custom event and generate it instead.

How to manually show CMFCToolBarComboBoxButton sub-menu?

Standard behaviour for CMFCToolBarComboBoxButton is to have a clickable button plus a drop-down arrow for displaying a submenu. I want to show the submenu independently of where the click was made. How can I do it?
My code to create the button is, more or less, the following (it has been extracted from a larger project, so I apologize for any missing not-too-important piece of code):
// In class declaration:
CMenu m_menu;
CMFCToolBar m_toolbar;
// Where toolbar initialization takes place:
m_menu.CreateMenu();
// ... populate menu
// ID_BUTTON is the ID in the resource file for the toolbar button, 0 is the index for the button icon
CMFCToolBarMenuButton button(ID_BUTTON, m_menu.GetSafeHmenu(), 0);
m_toolbar.ReplaceButton(ID_BUTTON, button);
I've been looking around for awhile and cannot find a related answer.
The solution happened to be very straightforward, just call the OnClick function of the CMFCToolBarComboBoxButton button from its associated ON_COMMAND.
// ... message map
ON_COMMAND(ID_BUTTON, OnToolbarMenuButtonClicked)
// ...
void MyWnd::OnToolbarMenuButtonClicked()
{
const int index = m_toolbar.CommandToIndex(ID_BUTTON);
auto button = (CMFCToolBarComboBoxButton*)m_toolbar.GetButton(index);
button->OnClick(NULL, TRUE);
}
This behaviour is not documented and, contrary to what common sense told me, it doesn't create an infinite recursive call. It seems that the "main" button is still controlled by CMFCToolBarButton, while just the "arrow-button" is controlled by the CMFCToolBarComboBoxButton.
PS: obviously, and out of the scope of the question, the OnToolbarMenuButtonClicked can be used for a very different purpose, such as the default action while the sub-menu contains other less-frequent options.

click event of WindowsFormsControlLibrary button in MFC Dialog based app

I'm using some Windows Forms Control Library elements in my app.
My question is:
How to perform button click event which this element comes from Windows Forms Control Library?
So, I can get *library* textbox value in ProgramDlg.cpp file like this:
void CMFCApplication1Dlg::OnBnClickedButton1()
{
// TODO: Add your control notification handler code here
AfxMessageBox(CString(m_ctrl1.GetControl()->textBox1->Text));
// m_ctrl1.GetControl()->button1->Click();
// how can I write this above line to perform click event?
}
I defined m_ctrl1 in ProgramDlg.h:
// ....
public:
CMFCApplication1Dlg(CWnd* pParent = NULL); // standard constructor
// Data member for the .NET User Control:
CWinFormsControl<WindowsFormsControlLibrary1::UserControl1> m_ctrl1;
// ....
p.s sorry for my bad english.
Thanks.
I solved my problem by visiting this link.
Hope to be useful for other developers.

Clicking in an MFC edit box

I've created a read-only edit box in an MFC dialog box. I'm trying to have it so a user clicks in the edit box, which is read-only, it opens a file dialog, and then puts this value into the text box using UpdateData. I'm catching the ON_EN_SETFOCUS message but pressing OK on the file dialog respawns it, so I get caught in an infinite loop.
UpdateData(TRUE);
CFileDialog fileDialog(TRUE,NULL, NULL,OFN_HIDEREADONLY|OFN_FILEMUSTEXIST, _T("Text Files(*.txt)|*.txt||"));
if( fileDialog.DoModal() == IDOK )
{
configFile=fileDialog.GetPathName(); //Note to self, this includes filename, getPathName includes filename and path.
}
else
{
return;
}
UpdateData(FALSE);
If you've got any ideas on how this should be done, I would be very grateful.
Alright Mr. Lister I guess I'll add an answer.
First off I would preface this with I would probably simply add a button name "..." to launch the file dialog to the right of the edit box for opening the file dialog as that's the simplest solution and what most windows users will expect.
Another option however is to extend an MFC control. When deciding to extend a control you want to pick one that mostly has the desired behavior and that has a virtual destructor which lends itself to being a subclass. Since you want button like behavior CButton may be a good choice.
Your class interface might look something like this:
class CPathButton : public CButton
{
public:
enum { ID /*= IDC_BUTTON1*/ };
const CString GetPath() const;
const CString GetFileName() const;
const CString GetDirectory() const;
const CString GetExtension() const;
// other useful methods for setting file filters etc
protected:
// add ON_CONTROL(BN_CLICKED, ID, &OnClick) or ON_BN_CLICKED(ID, &OnClick)
DECLARE_MESSAGE_MAP()
// CFileDialog fdlg.DoModal(), m_path = fdlg.GetPathName(), SetWindowText(fdlg.GetFileTitle()), etc
afx_msg void OnClick();
// additional message handlers etc
private:
CString m_path; // save full path for after dialog is closed
};
You can add as much or as little customization as you want depending on if the control will be created dynamically, via the resource file, or whatever. The basic idea being that you display the currently selected file name on the button while storing the full path for other uses as a member so the user doesn't need to see the clutter of a long path with nested directories.
If you don't like the way it looks by default you can override OnPaint and handle WM_PAINT messages and use a custom font, size, or add ellipsis for a long file title. You could also handle re-sizing the button to fit the file title by using text metrics and GetTextExtent to ensure the name fits or simply display a CToolTipCtrl when they hover the mouse over the button so they can see the full name. The CMFCButton from the MFC feature pack in VS2008+ has tool tip functionality built in so if you inherit from that instead of CButton displaying a tool tip would be as simple as calling SetTooltip(m_path)
If you want to get really fancy you could use some of the uxtheme API or new windows animation API.
You can override PreTranslateMessage() in your dialog class, and determine if the edit control was clicked that way:
CEdit m_CEditCtrl;
// ...
BOOL YourDialogClass::PreTranslateMessage(MSG *pMsg)
{
if((pMsg->wParam == VK_LBUTTON) && (m_CEditCtrl.m_hWnd == pMsg->hwnd))
{
// open your file dialog
return TRUE; // Return that the message was translated and doesn't need to be dispatched
}
return CDialog::PreTranslateMessage(pMsg);
}
Update: You can also (and it may be a better idea) to override your CEdit control's CWnd::PreTranslateMessage() function. This would require deriving a class from CEdit.
If you are using VS2008 SP1 or above, the easiest way to ask for a path is with CMFCEditBrowseCtrl. It displays an edit control with a button. The steps to use it are:
Change your edit control's class to CMFCEditBrowseCtrl
Call EnableFileBrowseButton to tell it that you want to browse for files, not folders (you can set a filter and default extension)
When the user clicks the button, a file dialog appears, and when you click OK in it, the selected path is written in the edit control.

Configuring new document in MFC

When the user creates a new document in my SDI-application, I need to present a dialog specifying details on the document to be created (think: resolution, bit-depth, etc.) I initially put the code for displaying this dialog in OnNewDocument() (I don't need it when opening an existing document), but putting user-interface code in the document-class just doesn't feel right (also, I don't have any CWnd* to use as a parent for the dialog).
Is there a better place to do this in MFC?
You're right, the document class is no good place for UI.
CDocTemplate::[OpenDocumentFile][1](pszPath) looks like a better candidate:
pszPath==NULL means 'create a new document'.
The method is virtual -> Just derive CMySingleDocTemplate from CSingleDocTemplate and use an instance of this class in CMyWinApp::InitInstance().
This class is responsible for creating docs, frames and views, hence I think it's a good place to put a UI operation.
BOOL CMyWinApp::InitInstance()
{
...
CSingleDocTemplate* pDocTemplate;
pDocTemplate = new CMySingleDocTemplate( // <--Derives from CSingleDocTemplate
IDR_MAINFRAME,
RUNTIME_CLASS(CMyDoc),
RUNTIME_CLASS(CMainFrame),
RUNTIME_CLASS(CMyView));
AddDocTemplate(pDocTemplate);
...
}
CDocument* CMySingleDocTemplate::OpenDocumentFile(LPCTSTR lpszPathName,
BOOL bMakeVisible)
{
CDocument *pDoc =
CSingleDocTemplate::OpenDocumentFile(lpszPathName, bMakeVisible);
if (lpszPathName==NULL)
{
// GUI to get user info
// update doc
m_pOnlyDoc->Blah(input);
// update view
m_pOnlyDoc->UpdateAllViews(NULL,...,...);
}
}
This might not be ideal though: In SDI, there is one and only doc object. It's re-used accross File/Load and File/New operation.
This function will then be called a first time before the initial mainframe is created. You may not want to have a dialog presented to user before the frame is created. Ouch! It's a little more complicated:
Instead of popping up a GUI in in OpenDocumentFile(NULL) as above, just post a custom message/command to the main frame. Then add a handler that will react by the sequence pop up GUI/update doc/update views. That way, the main frame will be displayed before the GUI is popped up and your user will be happier.
This also solves your problem where you don't have a CWnd parent: the main frame is already created and your dialog will use it byt default.
BTW, another solution consists in adding a command handler for ID_FILE_NEW in your CMyWinApp's message map and add your own override of OnFileNew(). But when you write OnFileNew(), I believe you'll quickly find out that it's an ugly solution :-(