Edittext with password from resource.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 04:24, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 12
Platform: Windows ;
Language(s) : C++ ;---------
HiSimply, which is the flag to set an edittext element with password option? From code I can use something like this:
AddEditText(DLG_TXT_PASSWORD, BFH_SCALEFIT, 350, 15, EDITTEXT_PASSWORD);
...but, If I use a resource which is the syntax? I see no infos about this option in the documentation...
Many thanks
Bye
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 08:06, xxxxxxxx wrote:
This can not be defined in a resource file. It has to be created through AddEditText.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/05/2011 at 10:58, xxxxxxxx wrote:
So, if I have a dialog defined entirely with resource I have no change to set the properties for password edit text gadget?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/05/2011 at 02:31, xxxxxxxx wrote:
Actually turns out it's possible to change pre-defined text input fields to password input by setting the flag in for instance GeDialog::InitValues.
Example:
Bool MyDialog::InitValues(void) { // first call the parent instance if (!GeDialog::InitValues()) return FALSE; // set the string and the password flag SetString(IDC_PASSWD, passwd, 0, EDITTEXT_PASSWORD); return TRUE; }
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/05/2011 at 11:04, xxxxxxxx wrote:
thanks matthias for your tip! I'll try this...