EDITTEXT_HELPTEXT usage [SOLVED]
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On 18/11/2014 at 01:49, xxxxxxxx wrote:
Hi all,
I am trying to add a text box in my plugin using this
self.AddEditText(id=SEARCH_BOX, flags=c4d.BFH_SCALEFIT , editflags=c4d.EDITTEXT_HELPTEXT)
but i have no idea how to initialize this EDITTEXT_HELPTEXT to "Enter your search string here". So can anyone tell me how can i do that.
Thanks -
On 18/11/2014 at 02:41, xxxxxxxx wrote:
Hello and welcome,
to set the help text of this gadget simply use the
SetString
URL-REMOVED function with the corresponding flag:editTextGadget = self.AddEditText(id=2000, flags=c4d.BFH_SCALEFIT , editflags=c4d.EDITTEXT_HELPTEXT) self.SetString(id = editTextGadget,value = "This is the help text",flags = c4d.EDITTEXT_HELPTEXT)
best wishes,
Sebastian
[URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
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On 18/11/2014 at 03:01, xxxxxxxx wrote:
Thanks a lot.
I also want to ask one more thing. Can we put an image inside the text box like in search boxes there is a small search icon at the corner?
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On 18/11/2014 at 05:47, xxxxxxxx wrote:
Hello,
I don't think it is possible to add such an image to the actual edit field. But you can create a bitmap button using such an icon next to your text field.
Best wishes,
Sebastian -
On 18/11/2014 at 21:02, xxxxxxxx wrote:
Hi,
Thanks for the help.
I have two more queries.-
Can we add a label inside a bitmap button along with an image. I know we can give a tool tip but i want to provide a text and an image inside the button. Is it possible? Also we cannot embed an image with a text because we have to support it in different languages.
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From the text field how can we get the text entered after enter key is pressed as we have to launch a command after press of enter.
Thanks
Nishant -
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On 19/11/2014 at 05:23, xxxxxxxx wrote:
Hello,
the bitmap button custom GUI does not offer such a label. You could use
GeGetLanguage()
[URL-REMOVED] to get the default language and set the image accordingly.To catch the "Enter" event simply listen to the gadgets events in the dialog's
Command()
[URL-REMOVED] function. You can check if the currently pressed key is "Enter" withGetInputState()
[URL-REMOVED] and access the string value of the edit text gadget withGetString()
[URL-REMOVED]:if id == 2000: # check if "Enter" is pressed resultBaseContainer = c4d.BaseContainer() self.GetInputState(c4d.BFM_INPUT_KEYBOARD,c4d.KEY_ENTER,resultBaseContainer) if resultBaseContainer[c4d.BFM_INPUT_VALUE]: #print full text print self.GetString(2000)
For questions no longer related to this thread's original topic please open a new thread. Thanks.
Best wishes,
Sebastian
[URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
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On 19/11/2014 at 21:37, xxxxxxxx wrote:
Thanks