Input Event Polling in Dlg
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/09/2003 at 02:06, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.200
Platform: Windows ;
Language(s) : C++ ;---------
i have a dialog. With a button. And i want to do certain things as long as the button is held down. So i tried the following:Bool Dialog::Command(LONG id,const BaseContainer &msg) { switch(id) { case BUTTON: { BaseContainer bc; while(GetInputState(BFM_INPUT_MOUSE,BFM_INPUT_MOUSELEFT,bc)) { if(bc.GetLong(BFM_INPUT_VALUE)) { // do something } else break; } } break; } return TRUE; }
It doesn't work. bc.GetLong(BFM_INPUT_VALUE) returns always 0. This isn't the best way to do it anyway. Perhaps i could write my own Button as UserArea. A easier way would be nice. Any ideas ?
Thanks in advance -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/10/2003 at 07:55, xxxxxxxx wrote:
No one?..
in the mean time i've written my own button control. But it is no good. Because it doesn't use the interface shemes. When using funtions, such as DrawBorder(..) i thought it would use the right "skin" bitmaps to contruct a border. But it just draws the standard borders.
Back to the first approach. Does anyone know why the above code doesn't work. Mikael, is this a bug or limitation? -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/10/2003 at 02:09, xxxxxxxx wrote:
Stupid me.. the command message is send after the mouse is up again.
must find another way. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/10/2003 at 02:10, xxxxxxxx wrote:
I think this is a limitation. 'inta'/'inte' messages are sent to Message(), but you won't be able to tell if they come from the button.