Here is what I'm doing. I'v created a combobox but I'm not using it for that. When I click it, it calls trackpopup and brings up a context menu. However after I'v clicked the context menu, I'd like it to close the combobox in the same way it would if you clicked anywhere (killing the focus) or selected an item from the combobox.
Here's the event for the combobox:
if(uMsg == WM_COMMAND)
{
HMENU m;
m = CreatePopupMenu();
MENUITEMINFO itm;
itm.cbSize = sizeof(MENUITEMINFO);
itm.fMask = MIIM_FTYPE | MIIM_STRING;
itm.fType = MIIM_STRING;
itm.dwTypeData = "Kill time";
itm.cch = 12;
POINT p;
GetCursorPos(&p);
InsertMenuItem(m,4,false,&itm);
if((int)HIWORD(wParam) == CBN_DROPDOWN)
{
SendMessage(engineGL.controls.TopSelHwnd,WM_KILLFOCUS,(WPARAM)engineGL.controls.TopSelHwnd,0);
SendMessage(engineGL.controls.TopSelHwnd,WM_IME_SETCONTEXT,(WPARAM)0,(LPARAM)ISC_SHOWUIALL);
TrackPopupMenu(m,0,p.x,p.y,NULL,hWnd,NULL);
SendMessage(hWnd,WM_KILLFOCUS,0,0);
SetFocus(HWND_DESKTOP);
}
return 1;
}
How can I make it so that after I click an item on the context menu, the combobox closes properly as if I'd actually chosen an item from it?
Thanks
I'm not sure. Need to try your code.
However I'm sure that one should not send the WM_KILLFOCUS message manually. Instead you need to set the focus to another window by calling SetFocus. The OS will automatically send messages to the window losing the focus and the new window that is gaining the focus.
Related
Hi for some reason I can't find this answer anywhere.
I can't reopen my application when I close it using the application dock, I can only reopen using the tray to set isOpen back to true.
Code in question:
Tray(
icon = TrayIcon,
menu = {
Item(
"Exit",
onClick = { exitApplication() }
)
Item(
"Open",
onClick = {isOpen.value = true}
)
}
)
if(isOpen.value) {
Window(
onCloseRequest = { isOpen.value = false },
title = "Teamcity Desktop",
state = rememberWindowState(width = 800.dp, height = 900.dp)
) {}
After pressing the X button on my application the window for it disappears (naturally). However the odd part is that I cannot find the way to make it reappear when you click the application icon in the application dock on mac os. The only way to make it reappear is to go to the tray and use the "Open" item. Does anyone know how I would listen for or use a application dock click to reopen the app?
Maybe I need to change my "onCloseRequest" strategy completely?
I am trying to draw a custom popup menu on MFC single-document interface (SDI) project.
From here, I found The framework calls this member function for the owner of an owner-draw button control, combo-box control, list-box control, or menu when a visual aspect of the control or menu has changed.
So I added the handle OnDrawItem(int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct) and added some code inside this function, but I found that this callback didn't be called by the framework when I right click on the view, like this:
How to make a popup menu dynamically?
Here is how I get my pop up menu:
void Cdynamic_menu_sdiView::OnContextMenu(CWnd* /* pWnd */, CPoint point)
{
if (IDR_MY_MENU == 0)
return;
CMenu dynamicMenu, proxyMenu;
if (dynamicMenu.GetSafeHmenu())
dynamicMenu.DestroyMenu();
// Create a new popup menu.
if (dynamicMenu.CreatePopupMenu() == FALSE)
return;
if (proxyMenu.LoadMenu(IDR_MY_MENU) == FALSE)
return;
int nSubMenu = 1;
CMenu* pProxyMenu = proxyMenu.GetSubMenu(nSubMenu);
build_dynamic_menu(m_map_menu_element_2, pProxyMenu, dynamicMenu, CString(""));
//m_menu_on_draw = &dynamicMenu; // link up the dynamic menu to the on draw menu, so that we can print it on the screen
CPoint ptCurPos; // current cursor position
GetCursorPos(&ptCurPos);
dynamicMenu.TrackPopupMenu(TPM_LEFTALIGN | TPM_LEFTBUTTON | TPM_RIGHTBUTTON, ptCurPos.x, ptCurPos.y, AfxGetMainWnd(), NULL);
}
Inside the function build_dynamic_menu(), it is a depth first search function, I do InsertMenu(i, MF_BYPOSITION | MF_POPUP | MF_OWNERDRAW, uSubMenuID, strLabel); so that I can change the text of the popup menu dynamically.
Since it is too long to put the function here, I only state the idea.
I also want to change the text color and background color dynamically, so I am trying to find a way to draw the menu by code.
Where should I start? Is owner drawn menus approach good for me?
I have used TVN_SELCHANGED message to find out what user select in item tree (Menu).
However, if user continually click same item, that message does not occur.
I want treeCtrl to lose its item selection for occurring TVN_SELCHANGED.
(In other words, I want to make event happened even if user click same item consecutively)
How do I do that?
TVN_SELCHANGE will not help. Nothing is changed, so the notification isn't sent. Even it makes no sense for me. What should a UI do, if a user clicks on an already selected item? Nothing... I would guess.
If you want to handle this, you have to do it by yourself.
You can use WM_LBUTTONDOWN or NM_CLICK, to track the click.
Than use TVM_HITTEST to check what was clicked by the user.
Now you can compare the current selection (TVM_GETNEXTITEM and check for TVGN_CARET)
compare old and new selection.
After all, pass the click to the default handler.
The only time the TreeCtrl will get notified when an item is selected is: TVN_SELCHANGE. In case of same selection, this won't help. But there is another way to get notified.
Add PreTranslateMessage command in your dialog class where TreeCtrl is used and add the code written below.
//---------------------------------------------------------------------------
BOOL MyDlgClass::PreTranslateMessage(MSG* pMsg)
{
UINT msgValue = pMsg->message;
//here I have compared L button down event, you can use any
//mouse/keyboard event that you want to compare.
if (msgValue == WM_LBUTTONDOWN)
{
CPoint point;
point.x = (int)(short)LOWORD(pMsg->lParam);
point.y = (int)(short)HIWORD(pMsg->lParam);
OnLButtonDown(pMsg->message, point);
}
}
void MyDlgClass::OnLButtonDown(UINT nType, CPoint point)
{
UINT uFlags;
HTREEITEM hItem = m_treeCtrl.HitTest(point, &uFlags);
if ((hItem != NULL) && (TVHT_ONITEMBUTTON & uFlags))
{
return;
}
//TVHT_ONITEMBUTTON detects if user has clicked + or - button of tree
//view.
//Add code to perform your operations on hItem.
}
I have a menu bar across the top of my dialog and one of the options is "mode" which contains "normal" and "debug". I'm trying to make it so that when the user clicks either of these two options, a checkmark will appear next to the last selected item in the dropdown menu.
This is what I found from searching around google, but I can't get it to work:
//event handler for user clicking on mode then normal in the menu
void CNew_RGB_ControlDlg::OnModeNormal()
{
//check the normal option when the user selects normal mode in the menu
CMenu menu;
menu.LoadMenu(IDR_MENU1);
menu.CheckMenuItem(ID_MODE_NORMAL, MF_CHECKED | MF_BYCOMMAND); //returns 8
menu.CheckMenuItem(ID_MODE_DEBUG, MF_UNCHECKED | MF_BYCOMMAND);//returns 0
}
I also have another of these functions for when debug is clicked, its the same code just the checked and unchecked are switched.
The return values make it seem like it should be working according to MSDN, but the menu items never change.
I have also tried this:
void CNew_RGB_ControlDlg::OnModeNormal()
{
CMenu menu;
menu.LoadMenu(IDR_MENU1);
menu.GetSubMenu(1)->CheckMenuItem(0, MF_BYPOSITION|MF_CHECKED);
menu.GetSubMenu(1)->CheckMenuItem(1, MF_BYPOSITION|MF_CHECKED);
}
What am I doing wrong? What do I need to do to make this work?
Instead of loading a fresh menu when an item is selected, you would need to get the current menu used in the dialog, like
CMenu *pMenu = GetMenu();
if (pMenu != NULL)
{ pMenu->CheckMenuItem(ID_MODE_NORMAL, MF_CHECKED | MF_BYCOMMAND);
pMenu->CheckMenuItem(ID_MODE_DEBUG, MF_UNCHECKED | MF_BYCOMMAND);
}
Declare your CMenu item as a member of the dialog class so it persists after you load the resource the first time, by declaring it in the handler and loading it you are operating on a different copy of the menu each time. You could also load it dynamically each time using ::GetMenu() as another response shows.
When you create the menu before displaying it you have to check the menu item you want and uncheck the others something like this:
// in CNew_RGB_ControlDlg.h
CMenu menu;
// in CNew_RGB_ControlDlg::OnInitDialog
// no need to get submenu if you use the menu id
menu.LoadMenu(IDR_MENU1);
menu.CheckMenuItem(ID_NORMAL, MF_CHECKED);
menu.CheckMenuItem(ID_DEBUG, MF_UNCHECKED);
}
When you respond to the command that set a different menu item as checked
switch(Command)
{
case ID_NORMAL:
menu.CheckMenuItem(ID_NORMAL, MF_CHECKED);
menu.CheckMenuItem(ID_DEBUG, MF_UNCHECKED);
break;
case ID_DEBUG:
menu.CheckMenuItem(ID_NORMAL, MF_UNCHECKED);
menu.CheckMenuItem(ID_DEBUG, MF_CHECKED);
break;
};
Any way to check/uncheck a menu item on the main menu bar?
My old code (from View Class)
CWnd* pParent = GetParent();
CMenu* pMenu = pParent->GetMenu();
pMenu->CheckMenuItem(ID_TEST_1, MF_UNCHECKED);
pMenu->CheckMenuItem(ID_TEST_2, MF_UNCHECKED);
No longer works in VC++ 2010. They say it has something to do with floating toolbars and/or active accessibility.
Nat Hager
I have been tasked with assigning tooltips to each item in a configuration menu. I have completed "adding" the tooltip to each control on the page, but it seems sometimes the tooltip shows up and sometimes it does not, depending on the position of the control on the screen.
To tooltip-erize the pages I first
EnableToolTips(TRUE);
In each CPropertyPage's OnInitDialog method.
I then add the notification map
ON_NOTIFY_EX(TTN_NEEDTEXT, 0, OnToolTipText)
With the function OnToolTipText looking as such
BOOL CCfgPrefPage::OnToolTipText( UINT id, NMHDR * pNMHDR, LRESULT * pResult )
{
TOOLTIPTEXT *pTTT = (TOOLTIPTEXT *)pNMHDR;
UINT nID = pNMHDR->idFrom;
if (pTTT->uFlags & TTF_IDISHWND)
{
nID = ::GetDlgCtrlID((HWND)nID);
if(nID)
{
if( nID == GetDlgItem(IDC_PICKDIST_EDIT)->GetDlgCtrlID())
_tcsncpy_s(pTTT->szText, _T("Tool Tip Text"), _TRUNCATE);
else if( nID == GetDlgItem(IDC_ENDPTTOL_EDIT)->GetDlgCtrlID())
_tcsncpy_s(pTTT->szText, _T("Tool Tip Text"), _TRUNCATE);
pTTT->lpszText = pTTT->szText; // Sanity Check
pTTT->hinst = AfxGetResourceHandle(); // Don't think this is needed at all
return TRUE;
}
}
return FALSE;
}
It seems for some of my controls the tool tip will not show up. For most of the check box controls the tool tip displays, but for a few they just do not show. There are no other controls covering them up, they are not disabled.
Another thing, if I use the non-standard cursor windows repeatedly flashes the tool tip, so much so it is unreadable in some cases. How can I fix this? This is not a problem on CEdit controls, so why is it a problem elsewhere?
EDIT: Update, the controls that have been on the pages for years seem to show tool tips. Any control that I try to add now/today will not show tool tips at all. No matter the position, control type, settings, I cannot get a single tool tip to show on a newly inserted control.
If you do not want to use helper class I have proposed then fix the problems in your code.
First, use ON_NOTIFY_EX_RANGE macro when mapping the even handler, like this (this will cover all IDs):
ON_NOTIFY_EX_RANGE(TTN_NEEDTEXTA, 0, 0xFFFF, OnToolTipText)
Next, you need to fix your function. I see a few problems here. First, when testing for TTF_IDISHWND flag you only need to re-initalise the nID. You do not need to apply this to the whole function. Second, after all manipulations, your nID will be the actual dialog ID. There is no need to GetDlgItem() function
BOOL CCfgPrefPage::OnToolTipText( UINT id, NMHDR * pNMHDR, LRESULT * pResult )
{
TOOLTIPTEXT *pTTT = (TOOLTIPTEXT *)pNMHDR;
UINT nID = pNMHDR->idFrom;
if (pTTT->uFlags & TTF_IDISHWND)
{
nID = ::GetDlgCtrlID((HWND)nID);
}
if(nID)
{
if( nID == IDC_PICKDIST_EDIT)
_tcsncpy_s(pTTT->szText, _T("Tool Tip Text"), _TRUNCATE);
else if( nID == IDC_ENDPTTOL_EDIT)
_tcsncpy_s(pTTT->szText, _T("Tool Tip Text"), _TRUNCATE);
//pTTT->lpszText = pTTT->szText; // Sanity Check
*pResult = 0;
return TRUE;
}
return FALSE;
}
Working with a toolbar which repeats some menu items from menus of an older MFC application, I have worked on this issue of tool tips as well as (1) modifying the toolbar bit map to include additional icons and (2) providing user feedback on current application state. My problem is that I have to do most of this by hand rather than using the various wizards and tools.
What I have done is to (1) add new members to the CView derived class to handle additional messages, (2) modified the toolbar bit map to add in the additional icons using both MS Paint and the Resource Editor, and (3) added new event ids and event handlers to the message map for the CView derived class.
One problem I ran into with the toolbar bitmap change was that since I was inserting an icon, I had to shift an existing icon in the bitmap to the right. My first attempt at this resulted in the shifted icon showing as a blank on the application toolbar. Then I realized that I needed to add a bit more to the length of the toolbar bitmap. After adding a couple more columns to the last icon in the toolbar bitmap to make it a standard width in pixels, the icon displayed properly.
For tooltips I added the following to the message map:
ON_NOTIFY_EX(TTN_NEEDTEXT, 0, OnToolTipText)
I then added the following method to my class to handle the notifications for my menu items. As a side note, it appears that OnToolTipText() is the standard method used in CFrameWnd class and CMDIChildWnd class however CView derives from CWnd as does CFrameWnd so I doubt it makes a difference as to what the method is named.
inline BOOL CPCSampleView::OnToolTipText( UINT id, NMHDR * pNMHDR, LRESULT * pResult )
{
static wchar_t toolTextToggleExportSylk [64] = L"Toggle SYLK export.";
static wchar_t toolTextClearWindow [64] = L"Clear the log displayed.";
static wchar_t toolTextConnectLan [64] = L"Log on the POS terminal through the LAN.";
TOOLTIPTEXT *pTTT = (TOOLTIPTEXT *)pNMHDR;
switch (pNMHDR->idFrom) {
case ID_TOGGLE_SYLK_EXPORT:
pTTT->lpszText = toolTextToggleExportSylk;
return TRUE;
case ID_WINDOW_CLEAR:
pTTT->lpszText = toolTextClearWindow;
return TRUE;
case ID_CONNECT_LAN_ON:
pTTT->lpszText = toolTextConnectLan;
return TRUE;
}
// if we do not handle the message then return FALSE to let someone else do it.
return FALSE;
}
For the user feedback on a menu item which toggles a file export when doing reports I provided the following changes to the message map and then implemented the necessary methods. There are two types of messages involved so I had to add two methods and two new message map entries:
// New message map entries to handle the menu item selection event
// and to update the menu item and the toolbar icon with state changes
ON_COMMAND(ID_TOGGLE_SYLK_EXPORT, OnToggleExportSylk)
ON_UPDATE_COMMAND_UI(ID_TOGGLE_SYLK_EXPORT, OnUpdateToggleExportSylk)
// New methods added to the CView derived class
// handle the menu selection event generated by either selecting the menu item
// from the menu or by clicking on the icon in the toolbar.
void CPCSampleView::OnToggleExportSylk()
{
// Exclusive Or to toggle the indicator bit from 0 to 1 and 1 to 0.
GetDocument()->ulReportOptionsMap ^= CPCSampleDoc::ulReportOptionsExportSylk;
}
// handle the request from the MFC framework to update the displayed state this
// not only does a check mark against the menu item it also causes the toolbar
// icon to appear depressed if click is set or non-depressed if click is not set
inline void CPCSampleView::OnUpdateToggleExportSylk (CCmdUI* pCmdUI)
{
if (GetDocument()->ulReportOptionsMap & CPCSampleDoc::ulReportOptionsExportSylk)
{
// SYLK export is turned on so indicate status to the user. This will
// put a check mark beside the menu item and show the toolbar button depressed
pCmdUI->SetCheck (1);
}
else
{
// SYLK export is turned off so indicate status to the user. This will
// remove the check mark beside the menu item and show the toolbar button as raised.
pCmdUI->SetCheck (0);
}
}
The resource file changes were needed to provide a new button for the toggle action as well as to add a new menu item for the toggle action. I am using the same resource id for several different things since these are all separate. So the id for the resource string is the same as for the menu item and is same for the toolbar button so as to simplify my life and make it easy to find all the particular bits and pieces.
The toolbar resource file definition looks like:
IDR_MAINFRAME TOOLBAR 16, 15
BEGIN
BUTTON ID_CONNECT_LAN_ON
SEPARATOR
BUTTON ID_WINDOW_CLEAR
SEPARATOR
BUTTON ID_TOGGLE_SYLK_EXPORT
SEPARATOR
BUTTON ID_APP_ABOUT
END
And the specific part of the menu, which uses the same resource id for the toggle event id looks like:
MENUITEM "Export to SYLK file", ID_TOGGLE_SYLK_EXPORT
Then to provide the status bar text which shows up with a mouse over there is a string table addition:
ID_TOGGLE_SYLK_EXPORT "Toggle export of SYLK format report files for spreadsheets."
The lpszText member of the struct is describe in the MSDN documentation for the TOOLINFO struct as:
Pointer to the buffer that contains the text for the tool, or
identifier of the string resource that contains the text. This member
is sometimes used to return values. If you need to examine the
returned value, must point to a valid buffer of sufficient size.
Otherwise, it can be set to NULL. If lpszText is set to
LPSTR_TEXTCALLBACK, the control sends the TTN_GETDISPINFO notification
code to the owner window to retrieve the text.
Reviewing the existing answer to this question, I wondered about the if statement check for the TTF_IDISHWND flag. The MSDN documentation for the TOOLINFO struct has this to say:
Indicates that the uId member is the window handle to the tool. If
this flag is not set, uId is the tool's identifier.