How do i update a control outside of a dialog? - mfc

For example, in an MFC program, I have my main application and a 'class'. What should I do if I want to update a control (say, a listbox) that is situated on my main application from that 'class'?

heres an example that worked for me
theApp.m_pMainWnd->GetDlgItem(IDC_BUTTON6)->SetWindowTextW(L"Run Auto Test");

Your class can be designed to trigger an event which your main application can listen for. Then, a listener/event handler/delegate can be called to handle the event and update the listbox. Typically, most event formats pass a reference of the sender, in this case your 'class', as well as an object containing event arguments. These arguments can be used to pass the list of items you want to add to your listbox.

If you have the handle to dialog object in your class, then you can use GetDlgItem(ResourceID) to get list control object.

The easiest approach is to expose the listview from your application form/window to the classes that use it. You can do this either by passing the listview object (or parent window) to the class constructor, or storing it in a static variable that is accessible by the class.
For better encapsulation, you can put a method in the application that the class can call, e.g. "AddItemToListBox()". This allows the application object to remain in control of how you access the listbox. Again you can do this as a static method, or pass the main program object's 'this' pointer into the class constructor.
i.e.
class CApplication
{
CListBox m_ListBox;
public:
static void CApplication::AddItemToListBox(CString itemText)
{
// Add the item as you wish here
}
}
class CMyClass
{
afx_msg void CMyClass::OnMouseDown(...)
{
CApplication::AddItemToListBox("This is a test");
}
}

Related

Any instance access all instances (of a class)

This may seem like a trivial question, or I may have misunderstood previous information/the research I've done so far.
But is it possible to have a object with a function (in C++) that can access all instances of its own type?
In the context of my usage. I wanted to have a Button class, whereby I could simply instantiate multiple Buttons but call to a function could call reference all buttons.
ButtonInstance.isMouseTargetting(cursorCoordinates);
Is this possible? If so is it efficient?
Or should I have the class which owns the Button instances call each instance to check if the mouse coordinates match up?
I'm under the impression you are looking for advice on how to design this.
In the context of my usage. I wanted to have a Button class, whereby I
could simply instantiate multiple Buttons but call to a function could
call reference all buttons.
You want to do this in a button container. A button is not a button container and in a GUI context you already have an established hirerarchy.
Or should I have the class which owns the Button instances call each
instance to check if the mouse coordinates match up?
Yes. You probably already have a window/container class for this.
Your question is more of about Design pattern than C++ itself. Take a look at the Gang of Four book;you will find an appropriate implementation.
You can, for example, make a list of all objects created for a given class,
class Button {
public:
Button() {
_buttonList.push_back( this );
// assign index/handler to this button
}
~Button() {
_buttonList.erase( _handle );
}
static bool isMouseTargeting( float x, float y ) {
for ( auto button : _buttonList ) {
// check if inside
}
return false;
}
private:
static std::list< Button* > _buttonList;
// Handler _handle;
}
This is only a very general example of what you could do. You can use any other container besides a list (entirely up to you), and you have to find a way to index each button (or create a handle) so that you can later erase it in the destructor.
Beware of the default constructors (copy or move). If you don't explicitly create your constructors then some of your buttons will not enter the list, so either make them yourself or delete them.
Button( const Button& button ) = delete;
This is one way to do what you asked, but not necessarily the best solution. It may be simpler to just add the buttons to a non-static container by yourself and search from there.
The short answer is yes. But i will not recommend to put this functionality on the Button class since this will add extra (maybe not expected) responsibility to it. You can achieve the desired behavior by storing your Button objects on some collection and then call a function to check which button is targeted by the mouse.
Another solution would be to store the buttons collection as a member of a higher level class that represents your user-interface. This way you can call a method of this class and check if the mouse cursor is currently on some Button or not. With this design you can add the same support for other GUI elements (if you need to) easily.

How to implement UserControl in WinRT

I have created a simple UserControl consisting solely of a Grid and an embraced Image.
Now I want to apply events such as "ManipulationDeltaEvent", etc. for touch-control. When I assign an event-handler like
pic->ActionToken = pic->ManipulationDelta +=
ref new ManipulationDeltaEventHandler(this, &MainPage::SwipeImageEventHandler);
pic->CompletedToken = pic->ManipulationCompleted +=
ref new ManipulationCompletedEventHandler(this, &MainPage::ImageManipulationCompletedEventHandler);
I receive valid EventRegistrationTokens, but when I want to swipe over the control, simply nothing happens (I debugged).
I read about overriding the OnManipulationDelta-method from Windows::UI::Xaml::Controls::Control, but I here I am stuck:
protected:
void OnManipulationDelta
(Windows::UI::Xaml::Input::ManipulationDeltaRoutedEventArgs^ e) override {
}
Although only barely related, for C++\CLI it states on MSDN:
The OnManipulationDelta method has no default implementation. Override OnManipulationDelta in a derived class to handle the ManipulationDelta event. Be sure to call the OnManipulationDelta method of the base class so that base classes receive the event.
Please give me a hint, thank you.
EDIT
The overriding is unnecessary
You need to specify ManipulationMode on the control and the control needs a non-null Background or Fill, e.g. Background="Transparent".

Qt: changing user variable indicates the change of control's state

Is it possible to simply indicate the change of some Qt control's property by changing value of user defined variable (perform an action on changing value). Eg. I declared int a which is frequently used by multiple functions. Now I need to construct a relation: if ( a == 0 ) then my control is inactive else my control is active. (I was inspired by C# data bindings.)
In Qt, controls are enabled/disabled with QWidget::setEnabled. What you'll need to do is create a subclass from which all your gui windows are derived, in which you define a function that sets this variable and calls setEnabled. Like this:
class Widget : public QWidget
{
...
MySetEnabled(bool b)
{
a = b;
setEnabled(b);
}
int a;
};
Signals/Slots
In your accessor methods emit a signal that connect to actions you like to happen.

MFC :: passing data using structure

So I have this MFC dialog program I am working with. The dialogs are written but now I am having difficulty passing data around from dialog to dialog. I have the following structure _dlgDataHandler set up in a class derived from CWinApp and have have created a "new" statement for a pointer to this type.
//.......SRK.h file
class CSRK_App : public CWinApp
{
public:
CFSB_App();
// added the following data structure for data passing withing the program
typedef struct _dlgDataHandler {
char RepetitionRadio[24];
// another member
// yet another member and so on as necessary
} *dlgDataHandlerPtr;
// extern dlgDataHandlerPtr dlgDataHandler;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CSRK_App)
public:
virtual BOOL InitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CSRK_App)
// NOTE - the ClassWizard will add and remove member functions here.
// DO NOT EDIT what you see in these blocks of generated code !
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//....... SRK.cpp A pointer to a new dataHandler created in this block about 2/3 the way down
// CSRK_App initialization
BOOL CSRK_App::InitInstance()
{
AfxEnableControlContainer();
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
//SetRegistryKey(_T("Local AppWizard-Generated Aplications"));
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
//CSRK_Dlg dlg;
CDialogMain dlg("SRK - Beta"); // added 12/27 **
m_pMainWnd = &dlg;
//const char* m_pszHelpFilePath = NULL;
//free((void*)m_pszHelpFilePath);
//m_pszHelpFilePath=_tcsdup(_T("c:\SRKHelp.rtf"));
// the following line added to allocate memory for the structure
dlgDataHandlerPtr dlgDataHandler = new _dlgDataHandler;
dlg.SetWizardMode(); // added 12/27 **
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
In the dialog .cpp files, there are five, I need to be able to get data from the AFX variables "m_" and load them into this dataHandler Structure (or another one like it) so that they can be used in other dialogs and parts of the program, specifically my actual code when all the dialog data collection is done. Someone said to use AfxGetApp() so that I could have a handle on the current instance but I do not understand what they are talking about. And yes I have read about it in many forums, I just don't get it. I further realize this is probably not the best way to do it. I am trying to learn MFC/OOP with what time I have available, but for now, I am just trying to get a handle on the basic process as I can tune it later once I understand how to collect and pass simple data around.
I further don't understand how calling AfxGetApp() will help me get a handle on the members of CSRK_App. It inherited CWinApps public members but AfxGetapp() can't see what CSRK_App has... can it?
First, to explain the AfxGetApp advice you have received. There is some extra hand-waving using 'new' and a pointer, but this is basically using a global variable for the structure that holds your data. This is not the best way to do what you are trying to do. There are many pitfalls.
AfxGetApp() is an MFC call that returns a pointer to your main App class derived from CWinApp.
If you want to use that returned pointer, you need to cast it as a CSRK_App* pointer with:
CSRK_App* pApp = static_cast <CSRK_App*> ( AfxGetApp());
Then you can use pApp->dlgDataHandlerPtr->... to access the variables you need.
Now, for the pitfalls. Someone else may chime in with a reason why the 'new' and the pointer are helpful, but I do not see any advantage to this approach as compared to just having a local variable dlgDataHandler inside your CSRK_App class. That would simplify the code.
The next issue is that all your data is public in a struct. Any dialog class that can call AfxGetApp can read or write any data in that struct. You have no way to control access.
Also, all of your dialog classes must now include SRK_App.h so they know the structure, and have access to all other variables in that App class.
A cleaner, object-oriented approach would be to declare the struct (class) for the data in a separate .h file that could be included in the dialog classes. Then, you would pass a pointer/reference to this data into the constructor of the dialog classes. The dialog class would have no need to know anything about the App class.
For an even higher level of segregation, the dialog classes can be written so they only get a copy of the dlgDataHandler class passed in before calling .DoModal(), and then after the DoModal call returns with IDOK, the App class can have control over which data from the dialog gets updated into the dlgDataHandler class. The advantage of this approach is that it insures that no matter how the dialog class is programed, the user can always "Cancel" the dialog without modifying any data.

Handle CSliderCtl messages placed on a CDialogBar

VS2008, 32 Bit Win XP
In a class derived from CFrameWnd, I have an object of CDialogBar
that needs to have certain controls on it. Among these controls would
be 2 sliders, whose event handling is to be done in CFrameWnd derived
class. How shall I go about this?
class CFrameWndCustom : public CFrameWnd
{
CDialogBar m_wndDialogBar; // the CDialogBar object.
}
In CFrameWnd derived class's OnCreateClient, I have created the
DialogBar using the above object like:
//Create the DialogBar
if (!m_wndDialogBar.Create(this,
IDD_DIALOGBAR_CONTROL,
CBRS_BOTTOM,
IDD_DIALOGBAR_CONTROL))
{
TRACE("Warning: Couldn't create DialogBar Control!\n");
return FALSE;
}
Here, IDD_DIALOGBAR_CONTROL is a dialog resource with Style as Child.
After this, I drag-dropped a CSliderCtrl on the IDD_DIALOGBAR_CONTROL
in Resource View.
Now, how/where should I handle the CSliderCtrl's events? There would
be 2 such slider controls.
I finally need the values of the sliders in CFrameWndCustom class.
best regards,
Divya
Derive your own CDialogBar class. Then handle all the messages in that. You won't even need to make it do anything but handle the message you want. The rest will get passed up the hierarchy.
Failing that you create your custom CDialogBar class and define your own OnWndMsg function and pass all WM_COMMAND or WM_NOTIFY messages on to the parent window.