wxPropGrid question
BlitzMax Forums/Brucey's Modules/wxPropGrid question
| ||
Is there a property type that is just a label in the first column, and then a button in the second?![]() If there isn't, is it possible to add one, either in the actual C source, or with BlitzMax? It baffles me. Thanks! |
| ||
I suppose it's possible. You want a "property" not to actually store a property but simply react to a button click? |
| ||
I suggest you create a category with the options you want the user to edit. That way, he/she can collapse these options when not needed. Why create an extra window with the properies you can already present in the wxPropGrid? Maybe something like the screen I posted here? http://wiebo.wordpress.com/2009/01/22/particle-engine-additions/ In this picture, the particle has options you can show/hide the way you want them to. |
| ||
Yes, Brucey, that's correct. When the user clicks the button, I want it to open a dialog box. I would do what Wiebo suggested, but I feel the options would be better presented in a dialog box. |
| ||
Oooh. Pretty :-) I suggest you create a category with the options Yes, that's the sort of thing I would do too. I have to admit the documentation and examples are still lacking - nowhere near quality I would expect. |
| ||
I read in the wxPropGrid documentation that you can create new editors by 'extending' wxPGProperty (I think), but when I tried, I could not get it to work.Type MyProperty Extends wxPGProperty Field parent:wxPropertyGrid Method OnInit:wxPGEditor() Local button:wxButton = New wxButton.Create(parent, wxID_ANY) Return wxPGEditor(button) EndMethod EndTypeI have probably done it completely wrong (obviously, since it doesn't compile), so please refrain from laughing at my pathetic attempt! :P There's some stuff on it here, but aside from my attempt above, I can make neither head nor tail of it. Could someone else have a try? Pretty please? Also, the propgrid.bmx sample does not compile. I deleted it from my BlitzMax folder and then did an SVN update, and that is the one that does not compile. |
| ||
I don't think you should be returning the button. |
| ||
Yes, you're probably right. I tried changing it to return 'Self', but that doesn't work either. I'm looking really stupid here, aren't I? XD |
| ||
I'm afraid that it's just not that easy ! In C++, yes, but I haven't as yet created a Type for BlitzMax which you might use to "extend" your own properties. Why not? Well, it's quite a complex process - getting the C++ and BlitzMax to play seamlessly together like that, especially in this context. Really :-p Essentially what is required, is a base C++ extended property to which we need to sit on-top a BlitzMax layer which can be called by the framework to work as you intend - You would implement a set of defined methods on your extended type. The "easy" way would be to create your extended property in C++ and wrap it (in BlitzMax)... but that's not very friendly with regards the amount of code that needs to be written. Anyhoo... I hope you understand the current issues. |
| ||
I'm afraid that it's just not that easy ! Thought not! Ahhh... that sounds horribly complicated. I think I'll leave it for now! Thanks for explaining it to me. |