Spin Control not working - c++

I'm using spin control in MFC, C++ to change the value for the number.
here is my code:
void CHello_worldDlg::OnDeltaposSpin1(NMHDR *pNMHDR, LRESULT *pResult)
{
LPNMUPDOWN pNMUpDown = reinterpret_cast<LPNMUPDOWN>(pNMHDR);
// TODO: Add your control notification handler code here
m_fSpinIncrement = m_fScalingFactor;
if(pNMUpDown->iDelta == -1) // Increment the value
{
IncrementData(m_fSpinIncrement);
}
else // Decrement the value
{
DecrementData(m_fSpinIncrement);
}
SetDlgItemText(IDC_TEXT3, IDC_SPIN1);
*pResult = 0;
}
is there any error inside? and the number change will be at another static textbox~
Thanks

You're doing too much work. Everything you're trying to do can be done better by simply setting the appropriate properties of the spin control:
Auto Buddy connects the spin control to the edit box preceding it.
Set Buddy Integer makes the edit box handle integers automatically.
Alignment set to 'Right' will make the spin control neatly dock against the edit box.
The only code you need is calling SetRange() in the OnInitDialog.

Did you call the SpinButtonCtrl::SetRange() method in any part of your code? From your code, I don't think it is getting the range you want.

Related

How to make MFC Ribbon Statusbar act like the regular CStatusBar

The first image shows what I want to do. The second one shows what I get.
I want the status bar to show the state of the special keys CAPS LOCK, NUM LOCK and SCROLL LOCK. This image is from an old project using the CStatusBar.
This snapshot is from CMainFrame class.
This image shows how I am doing it in Visual C++ 2015 MFC and the results I get. This snapshot is from CMainFrame class, too.
My question is : Can anyone tell me how my application can intercept the change from toggle buttons CAPS LOCK and NUM LOCK then update the user interface.
I tried to use this code but it doesn't work :
ON_UPDATE_COMMAND_UI(ID_INDICATOR_STYLE, &CMainFrame::OnUpdateStyle)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_FOLD, &CMainFrame::OnUpdateFold)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_OVR, &CMainFrame::OnUpdateInsert)
Thanks in advance.
First of all the standard behavior of CStatusBar is not supported by CMFCRibbonStatusBar.
The good news is that it is very easy to implement the same behavior.
Here is what you have to do in order to implement it in your application:
Add this to message map of your main frame class or child frame in case of MDI:
ON_UPDATE_COMMAND_UI(ID_INDICATOR_CAPS, &CMainFrame::OnUpdateButtonsState)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_NUM, &CMainFrame::OnUpdateButtonsState)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_SCRL, &CMainFrame::OnUpdateButtonsState)
The actual update handler should look like this:
void CMainFrame::OnUpdateButtonsState(CCmdUI* pCmdUI)
{
UINT nVK;
UINT flag = 0x0001;
switch (pCmdUI->m_nID)
{
case ID_INDICATOR_CAPS:
nVK = VK_CAPITAL;
break;
case ID_INDICATOR_NUM:
nVK = VK_NUMLOCK;
break;
case ID_INDICATOR_SCRL:
nVK = VK_SCROLL;
break;
case ID_INDICATOR_KANA:
nVK = VK_KANA;
break;
default:
TRACE(traceAppMsg, 0, "Warning: OnUpdateKeyIndicator - unknown indicator 0x%04X.\n",
pCmdUI->m_nID);
pCmdUI->ContinueRouting();
return; // not for us
}
pCmdUI->SetCheck(::GetKeyState(nVK) & flag);
}
I solved it by moving the code to CChildFrame class.
ON_UPDATE_COMMAND_UI(ID_INDICATOR_CAPS, &CChildFrame::OnUpdateIndicators)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_NUM, &CChildFrame::OnUpdateIndicators)
ON_UPDATE_COMMAND_UI(ID_INDICATOR_SCRL, &CChildFrame::OnUpdateIndicators)
And then
void CChildFrame::OnUpdateIndicators(CCmdUI *pCmdUI)
{
pCmdUI->Enable();
// ... the rest of the above code
CString text;
if (::GetKeyState(nVK) & flag)
text.LoadStringW(pCmdUI->m_nID);
pCmdUI->SetText(text);
}

MFC CListCtrl::SetItemText() not working

I am a beginner in building MFC application. I've just started using list controls (in report view) and I am facing some problems while updating the list. I have three buttons for add, update and delete. Everything works well except the update. Here's the code.
void CAddDetailsDlg::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
DDX_Control(pDX, IDC_DEPARTMENT, departmentControl);
DDX_Text(pDX, IDC_NAME, m_name);
DDX_Text(pDX, IDC_ID, m_id);
DDX_Text(pDX, IDC_AGE_BUDDY, m_ageVariable);
DDX_CBString(pDX, IDC_DEPARTMENT, m_department);
DDX_Control(pDX, IDC_LIST1, m_listControl);
}
BOOL CAddDetailsDlg::OnInitDialog()
{
CDialogEx::OnInitDialog();
// TODO: Add extra initialization here
ageSpin=reinterpret_cast<CSpinButtonCtrl*>(GetDlgItem(IDC_AGE_SPIN));
ageBuddy=reinterpret_cast<CEdit*>(GetDlgItem(IDC_AGE_BUDDY));
ageSpin->SetBuddy((ageBuddy));
ageSpin->SetRange32(18,60);
departmentControl.AddString("Human Resource");
departmentControl.AddString("Manager");
departmentControl.AddString("Administrator");
departmentControl.AddString("Desktop Engineer");
m_listControl.InsertColumn(0,"ID",0,100);
m_listControl.InsertColumn(1,"Name",0,100);
m_listControl.InsertColumn(2,"Age",0,60);
m_listControl.InsertColumn(3,"Department",0,100);
m_listControl.SetExtendedStyle(LVS_EX_GRIDLINES | LVS_EX_FULLROWSELECT );
m_ageVariable="18";
UpdateData(FALSE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CAddDetailsDlg::OnBnClickedEdit()
{
// TODO: Add your control notification handler code here
UpdateData();
if((m_id=="")||(m_name=="")||(m_department=="")||(m_ageVariable==""))
{
MessageBox("Please choose an item to edit","Error");
}
else
{
int index=m_listControl.GetSelectionMark();
m_listControl.SetItemText(index,0,m_id);
m_listControl.SetItemText(index,1,m_name);
m_listControl.SetItemText(index,2,m_ageVariable);
m_listControl.SetItemText(index,3,m_department);
MessageBox("Successfully Updated","Info");
}
}
void CAddDetailsDlg::OnBnClickedNewButton()
{
// TODO: Add your control notification handler code here
UpdateData();
if((m_id=="")||(m_name=="")||(m_department=="")||(m_ageVariable==""))
{
MessageBox("Please fill in all the details","Error");
}
else
{
int count=m_listControl.GetItemCount();
count=m_listControl.InsertItem(count,m_id);
m_listControl.SetItemText(count,1,m_name);
m_listControl.SetItemText(count,2,m_ageVariable);
m_listControl.SetItemText(count,3,m_department);
}
}
Note:-
The update function works fine if I update only the ID. If I try to update all/ many fileds, only the ID gets updated and nothing else. BTW, age is a spinControl, department is a comboBox and the other two are editBox.
Edit:-
I found that both, the value of variable m_name and the editBox value changes to the older values after the line m_listControl.SetItemText(index,0,m_id);. Its the same case with m_age and m_department.
If I comment the line m_listControl.SetItemText(index,0,m_id);, I can update everything at a time except the ID.
I am able to update everything by storing m_name, m_age and m_department in a local variable just before the line m_listControl.SetItemText(index,0,m_id); and using those variables in SetItemText(). But as I'm learning, I wanna know where I'm going wrong.
i think you forget to add UpdateData() before your code which is under Update_Bn_Click because at my side i use your code with updatedata() and its working fine.
UpdateData();
int index=m_List.GetSelectionMark();
m_List.SetItemText(index,0,m_id);
m_List.SetItemText(index,1,m_Name);
m_List.SetItemText(index,2,m_Age);
m_List.SetItemText(index,3,m_DepartMent);
Try pumping some messages after updating the items.
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Turn off your sorting.
In your designer:
Properties>Behaviour>Sort set to None.
You have to add Item into 0 colomn index first.
listcontrol->InsertItem(0,_T("text"));
then, you can set text to the subItem;
listctrol->SetItemText(0,1,_T(subText)):
First, make sure the Owner Data property of the control is set to FALSE.
Maybe try m_List.Update(index) after the last SetItemText().
I must admit that everywhere I need updated list elements, I use an Owner Data CListCtrl because I think its faster in case of a big number of items and easier to handle in the long term.

Why double click event detecting on empty area of listBox in mfc

case 1 : I have a MFC dialog box having a LisBox.
I have added two items in listbox.
Whenever i am double clicking on empty area of list box i.e. not double clicking
on either of two item.
Double click is detecting on empty area of listbox.
case 2: When i created a small MFC test application with listbox. it iis detecting double click only on item, not on empty area.
I compared all properties of both cases but couldn't figure out what is the problem.
Anyone has idea what is going wrong in case 1.
I think it is abnormal process. I've tested your situation in VS2010. In my MFC test application sent LBN_DBLCLK when I double clicked on empty area. If you do not really want to know the reason this weired situation, you can just check whether double click event is occurred on empty area or not. I think it is better way for saving your time.
void CMfcDlgTestDlg::OnLbnDblclkList2()
{
// TODO: Add your control notification handler code here
CListBox* list = (CListBox*)(GetDlgItem(IDC_LIST2));
int cur_sel = list->GetCurSel();
if (cur_sel == -1)
{
return;
}
}
EDIT : FOR ANOTHER CASE
When one of list box item is already selected, how can it handle on ON_LBN_DBLCLK handler?
I think there will be some available methods for solving this, however I use below code and it can be useful way, also.
void CMfcDlgTestDlg::OnLbnDblclkList2()
{
// TODO: Add your control notification handler code here
CListBox* list = (CListBox*)(GetDlgItem(IDC_LIST2));
CPoint cursor;
cursor.x = GetCurrentMessage()->pt.x;
cursor.y = GetCurrentMessage()->pt.y;
list->ScreenToClient(&cursor);
BOOL is_outside = FALSE;
UINT item_index = list->ItemFromPoint(cursor, is_outside);
if(is_outside)
{
//mouse clicked on empty area
return ;
}
else
{
// do something with 'item_index'
}
}
I hope this will help you a little.

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

Mac event tap just delays discarded events

I'm trying to write some code that discards all keyboard and mouse events when enabled on Mac OSX 10.6. My code runs as the root user. The approach I'm taking is to create an event tap that discards all events passed to it (while enabled). The event tap callback function looks like this:
CGEventRef MyTapCallback(CGEventTapProxy proxy,
CGEventType type,
CGEventRef event,
void *refcon)
{
return CKeyLocker::isEnabled() ? NULL : event;
}
And the code I'm using to enable and disable the event tap looks like this:
void CKeyLocker::enable(bool bEnable)
{
if (bEnable == m_bEnabled)
return;
if (bEnable)
{
// which events are we interested in?
CGEventMask evMask = kCGEventMaskForAllEvents;
CFMachPortRef mp = CGEventTapCreate(kCGHIDEventTap,
kCGHeadInsertEventTap,
kCGEventTapOptionDefault,
evMask,
MyTapCallback,
NULL);
if (mp)
{
qDebug() << "Tap created and active. mp =" << mp;
m_enabledTap = mp;
m_bEnabled = true;
}
}
else
{
CGEventTapEnable(m_enabledTap, false);
CFRelease(m_enabledTap);
m_enabledTap =0;
m_bEnabled = false;
qDebug() << "Tap destroyed and inactive";
}
}
This approach works very well while the event tap is active - I can hammer on the keyboard and mouse as much as I want and no events make it through the system. However, when the tap is disabled all the keys I pushed while the tap was active appear in the current window. It's like the event tap is just delaying the events, rather than destroying them, which is odd, since the Mac documentation clearly states:
If the event tap is an active filter, your callback function should return one of the following:
The (possibly modified) event that is passed in. This event is passed back to the event system.
A newly-constructed event. After the new event has been passed back to the event system, the new event will be released along with the original event.
NULL if the event passed in is to be deleted.
I'm returning NULL, but the event doesn't seem to be deleted. Any ideas?
The linked comment does not have an answer from what I see, so I'll dump some info from what I've seen when poking around with this stuff.
First, I have much better luck with CGEventTapCreateForPSN. It's as if the system gives you some leeway for restricting your tap. However, from this example it looks like this is not sufficient.
Next up - and this /may/ be all you need... In your call back, you probably want (and may need) to check for the following events:
switch (type)
{
case kCGEventTapDisabledByTimeout:
case kCGEventTapDisabledByUserInput:
{
CFMachPortRef *pTap = (CFMachPortRef*)refcon;
CGEventTapEnable( *pTap, true );
return NULL;
}
default:
break;
}
Regardless of what the various documentation does or doesn't say, it's been my observation that the OS feels like it's 'probing' for bad callbacks; basically disabling event tap callbacks that are universally eating events. If you re-register in these cases the OS seems to be ok with it, as if saying: OK, you seem to know what you're doing, but I'll probably poke you again in a bit to make sure.
It's really strange, we use event taps for the same purpose (input blocking in a given scenario) and works perfectly 10.4 - 10.8.2. excpet one thing, it should not block or receive events from a password dialog (which is not a big surprise)
What I can see now is different compared to you sample is:
we use kCGTailAppendEventTap instead of kCGHeadInsertEventTap (this should not matter)
we do some event logging in the installed callback
we have some user event data in some self injected events, that filtered out, but apart from this we simply return NULL to drop an unwanted event (like you do), I can confirm, not all events are ignorable!
we turn on/off the event tap this way:
bool SetInputFilter(bool bOn)
{
bool result = false;
CFRunLoopRef runLoopRef = CFRunLoopGetMain();
if (bOn) {
// Create an event tap.
CGEventMask eventMask = kCGEventMaskForAllEvents;
if ((m_eventTapInput = CGEventTapCreate(kCGHIDEventTap,
kCGTailAppendEventTap,
kCGEventTapOptionDefault,
eventMask, CGInputEventCallback, this)) == NULL) {
Log(L"Failed to create event tap");
return result;
}
// Create a run loop source.
m_runLoopEventTapSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, m_eventTapInput, 0);
CFRelease(m_eventTapInput); // CFMachPortCreateRunLoopSource retains m_eventTapInput
if (m_runLoopEventTapSource == NULL) {
Log(L"Failed to create run loop source for event tap");
return result;
}
// Add to the current run loop.
CFRunLoopAddSource(runLoopRef, m_runLoopEventTapSource, kCFRunLoopCommonModes);//kCFRunLoopDefaultMode);
CFRelease(m_runLoopEventTapSource); // CFRunLoopAddSource retains m_runLoopEventTapSource
result = true;
}
else {
// Disable the event tap.
if (m_eventTapInput)
CGEventTapEnable(m_eventTapInput, false);
// Remove our run loop source from the current run loop.
if (runLoopRef && m_runLoopEventTapSource) {
CFRunLoopRemoveSource(runLoopRef, m_runLoopEventTapSource, kCFRunLoopCommonModes);//kCFRunLoopDefaultMode);
m_runLoopEventTapSource = NULL; // removing m_runLoopEventTapSource releases last reference of m_runLoopEventTapSource too
m_eventTapInput = NULL; // removing m_runLoopEventTapSource releases last reference of m_eventTapInput too
}
}
return result;
}
I can verify that returning NULL does effectively delete some events, but i have also seen times when it does not, exactly how it decides what deletions to permit is unclear but it looks like mass deletions seem to be prevented e.g.: when you delete more than 100 events or so in a row.