#Custom Dialog Coding
11 messages in this thread
We are attempting to create a user dialog similiar in functionality to
the key info box, specifically, when the user selects an object of a
certain track type, the track type area of the display updates.
Example: When the user selects a camera, the Position, FOV. Roll
track types appear, when the user selects an object the Position,
Rotation, Scale, etc. track types appear.
The array of Dialog structures appears to be able to be a dynamic
structure, (based on pointers, creating a heirarchy), but we are
only able to achieve static behavior. Has anyone discovered a method
for dynamically changing the array of Dialog structures to modify the
user dialog during execution of do_dialog?
Any tips on how to create a dynamic display that changes field titles
and data, based upon user selection, would be appreciated.
<< Any tips on how to create a dynamic display that changes field
titles and data, based upon user selection, would be appreciated. >>
I've forwarded your questions…stay tuned…
Staying tuned….
Thank you.
<< The array of Dialog structures appears to be able to be a dynamic
structure, (based on pointers, creating a heirarchy), but we are
only able to achieve static behavior. Has anyone discovered a method
for dynamically changing the array of Dialog structures to modify the
user dialog during execution of do_dialog?
Any tips on how to create a dynamic display that changes field titles
and data, based upon user selection, would be appreciated. >>
Most of the effort by developers have been in the dynamic interaction
of the viewport displaying geometry with the user and not in a
dynamic dialog.
I'm sorry to say that I can't provide any real tips/hints on this. You
are correct in that pg 68 and 69 define the Dialog structure and that
there is nothing documented there to lead you to believe that a
dynamic dialog is not possible. However, I'd like to know if you were
able to achieve *any* results in a dynamic dialog after modifying the
dialog structure at run time.
Have you received copy of Metaware yet? When you get MDB up and
running, I think that you should step through your code and watch the
interaction of init_dialog() and ready_dialog(), pgs 95 and 96 of the
IPAS3 Ref Man, to your code and compare that to your expected
behaviour. When you get something that works, you may wish to share
it with us by posting it in the software dev kit section of the lib.
Good luck.. your project sounds interesting.
You wrote:
>Have you received copy of Metaware yet? When you get MDB up and running, I
>think that you should step through your code and watch the interaction of
>init_dialog() and ready_dialog(), pgs 95 and 96 of the IPAS3 Ref Man, to your
>code and compare that to your expected behaviour. When you get something that
>works, you may wish to share it with us by posting it in the software dev kit
section >of the lib.
Yes, we have. We installed 3.04 of Metaware High C/C++, and version
6.0 of the TNT DOS-Xtender SDK. We received 3.2 of Metaware but
hesitated installing it because which MW30 or MW31 batch file to use
for 2.0. Besides, even though some folks at Autodesk are using 3.2
(Mr. Grubba) it's still not officially supported in your
publications. If you have any advice or directions about using 3.04
or 3.2 we are all ears (to quote Ross Perot) 🙂
Now that we have debugging tools we will look very closely at
manipulating the structure and its behavior. The issue seems to be
that the dialog has to be reinitialized and redrawn inorder to affect
changes. Well, as always, we appreciate your helpful and timely
response.
Glad to hear that you'll soon have the degugger up and running.
<< Besides, even though some folks at Autodesk are using 3.2 (Mr.
Grubba) >>
Gus is an independent programmer and not an Autodesk employee.
<< it's still not officially supported in your publications. >>
Correct… In terms of IPAS3, I don't think that the list of
supported compilers will change. However, 3.2 is similar to 3.11 so
you might have success in using the xpmw31.lib. Best of luck.
>> …some folks at Autodesk are using 3.2 (Mr. Grubba) …
Cool! Where is my pay check?! <g>
Nop. I don't work for Adesk (I guess I work "with" them and not "for" them).
Your choice is ok. If you're in a hurry, just go ahead using 3.04. If you run
into some weird compile time problem (page faults while compiling) you might
want to change. That's rare though. Let me know how it goes…
Gus,
Always appreciate your insights….Like the Great Karnac…
Can you hold this message to your forehead and tell me why my remote debugging
doesn't work?
🙂
Actually, I posted a message to Jonas on the subject. Would appreciate it if
you had a moment to take a look at the message and give your thoughts.
Steve
I only use the PharLap debuger. I've never used the Metaware debuger. In fact,
I even forgot about the Metaware debuger. I've been using PharLap's since I
started with it (before IPAS) and kept using it. Let me check it out and see if
I have any luck.
Gus,
Or we're open for tips on getting the PharLap debugger going…l
we are VERY receptive to alternatives…
I'm feeling like a gypsy, migrating all over the place in the final hours of
productions before delivery.
All your thoughts are welcome…
Steve
Note that I only debug in assembly mode. That's all I care and that's all you
get with PharLap debuger if working over a dumb terminal. In order to have
"source" while debugging, you need to run the debuger either on a monochrome
card (none will work on a Pentium) or run in the same screen as 3DS trashing it
in the process as it switches to text mode and it doesn't restore it.