I want to create a custom dialog window with fltk. I will put the widgets. Background process should wait to the dialog's finish. I couldn't find any example for this. I am looking fl_input function. I found makeform() function but it didn't help very much.
I found innate() function in the library. In the function there is a line following:
while (w->shown()) Fl::wait();
this is my solution. For example:
Fl_Window* w = new Fl_Window(400, 300);
w->set_modal();
w->show();
while (w->shown()) Fl::wait();
will wait the user to close the window.
Just use Fl_Window and call set_modal() function.
Related
I have an application flow which looks like this. At startup a MainWindow is shown and asks the user to choose a project or create a new one. After a project is created or chosen from the list, I want to close this MainWindow and open another MainWindow.
In my main.py the code looks like this:
app = QApplication([])
ui_project_list_view = ProjectListView()
ui_project_list_view.show()
app.exec_()
Now I want to close the first main window (ui_project_list_view) and open the other main window (ui_project_view). This code is called from within ui_project_list_view.
ui_project_view = ProjectView()
ui_project_view.show()
main_view.close()
No matter in which order I show or close, the application quits. How should I design my "window-flow" ?
Thanks for your help.
If you open most programs like Word or Excel- or QtDesigner for example- you'll see a blank main window initialize, and then a popup will appear asking you to choose your project.
If you wanted to apply this to your code, the ProjectView should be the main window and the ProjectListView would be the popup. The ProjectView would call this after initializing, in a setup function perhaps. After ProjectListView finishes, then ProjectView would just need to update the screen with the information that ProjectListView has.
I would like to know, just by subscribing to the Interactable OnClick event, if I pressed the button with my left or right hand. Would that even be possible without passing this information along with the OnClick event?
The button has quite the logic to go through until it decides to accept a click request, so replicating all of that via global listener is not feasible.
Is it possible to get that information OnClick from somewhere else? Is it possible to query the potential click sources for who that was?
Without altering the Interactable class the only way I found was to query the FocusProvider for the active pointer, which must have been the one pressing the button (in my case):
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Input/Pointers.html
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Input/Controllers.html
Setup your controllers, take note of the axis name, in code you can do something like this in any GameObject's update loop:
if (Input.GetAxis("Axis1D.PrimaryHandButton") > 0.5f) {
// this axis (button) is pressed do something
}
I meet a problem in ObjectListView. When I choose some objects or use checkbox to choose them, the function on those objects will be called by pressing a button and utilizing GetCheckedObjects().
Is it possible for a dialog showed automatically when I choose or check an object like this?
If ObjectListView doesn't support that function, is there any other ways to realize it?
According to this previous SO question, the event that is triggered when a user clicks on a ObjectListView is the same as for a wx.ListCtrl, namely wx.EVT_LIST_ITEM_SELECTED.
So all you need to do is create your dialog (tutorials here and here) then bind a function to wx.EVT_LIST_ITEM_SELECTED that launches your dialog.
I'm constructing a UI using wxWidgets.
In my GUI, I generate a window (wxFrame class) which is accessible through pushing a bitmap button. In that window, I also perform some tasks, again pushing some bitmap buttons and diabling them etc. But I can't close and reopen that window with the state saved. I always have to re-initialize it, and this is very impractical.
How can I save the state of my window? I checked the internet, it's suggested to use wxPersistent class but this class is missing in my wxWidgets.
Thank you for any help,
Best Regards.
Instead of destroying the window every time, you can just hide it with the wxWindow::Show() member function, passing false as the argument, when you receive a wxCloseEvent. You then veto the wxCloseEvent to prevent WxWidgets from destroying your window:
// In your close handler:
if(evt.CanVeto()) // Where evt is a wxCloseEvent
{
Show(false); // Hide window
evt.Veto(); // Prevent window destruction
}
This should remove it from the screen, but all the initialized parts should still be there. If you need to show it again, call the Show() method again with true.
I load a single instance of a window on php-gtk, I have a button named "Cancel" that hide(); the window, so when the window is needed again I just show();.
But when I click on the close button instead of the cancel button the window is destroyed. Even when I redirect the event (I'm not sure if i'm doing it right) it calls the first(just hide() function) and then the destroy method.
Any idea?
PD: I wouldn't want to destroy and recreate the windows because of php's crappy garbage collector and to be able to maintain previous data without having to refill the whole window(after all is supposed to be a desktop app).
Following the advice here: delete-event.
I changed my code to return TRUE:
function on_multipleCancelButton_activate()
{
global $GladeMultiple;
$MultipleWindow = $GladeMultiple->get_widget('multipleWindow');
$MultipleWindow->hide();
return TRUE;
}
On the GTK designer I linked the delete-event to this function.