Hi guys. Have a question to do, been trying to use FXDataTarget to
handle a group of #FXLabel showing information. Imagine a group of
buttons, each one represents one day in the current month, so will be
around 30 of them. When the user press a button, the groups of labels
will show information, different depending of which button was pressed
last. So the first solution that I though is: "okay... let's make use of
FXDataTarget... for the first time". I did something like this:
@data_target = FXDataTarget.new
@buttons = {}
31.times do │time│
@buttons[time] = FXButton.new(some_packer, time.to_s, \
target: @data_target, selector: FXDataTarget::ID_OPTION.+(time))
end
@data_target.connect(SEL_COMMAND) do │sender, selector, data│
some_label.text=(@data_target.value)
end
This doesn't work, in the label appear a nil value, I also printed it
in the console, and of course it prints nil. Am I doing something wrong?
I expected to the label text change to "1" 'till "31", but doesn't.
Thanks for your time.
on 2012-12-27 13:07
on 2012-12-28 13:49
The thread go on.. > Ok, I'm not 100% up on Ruby binding particulars, but some >observations: > > 1) FXDataTarget should be connected to a variable (not a value) that will >will not > go out of scope sooner that FXDataTarget itself does. The reason is >FXDataTarget > keeps a pointer to this variable, so it can modify or read its value. > > 2) A SEL_COMMAND (or in some cases, a SEL_CHANGED) from a widget can change the > value of the connected variable (if there is one). > > This works in either of two ways: > > a) an ID_VALUE message is received from the widget; the FXDataTarget will > send ID_GETINTVALUE, ID_GETREALVALUE, or ID_GETSTRINGVALUE to the widget, > depending on the type of the connected variable. > > b) an ID_OPTION + i message is received from the widget. In this case, >the > value is expected to be an integer type, and is plucked from the message > itself by subtracting the ID_OPTION. So the value is i in this case. > > 3) A SEL_UPDATE from a widget causes the widget's value to be updated >through > the datatarget, from the value of its connected variable: > > a) if the message is ID_VALUE, a message is sent to the widget; the > message id depends on the type of variable connected to the datatarget: > ID_SETINTVALUE is sent for small integer variables, ID_SETLONGVALUE is > sent for long integers, ID_SETREALVALUE is sent for floating point > variables, and ID_SETSTRINGVALUE is sent for string variables. > > b) if the message is ID_OPTION + i, the variable connected to the data- > target is compared to i, and the widget is sent ID_CHECK or ID_UNCHECK > if the value is equal or unequal to i. > > Hope this helps, > > > -- JVZ > > > > +------------------------------------------------------------------------>----+ > | Copyright (C) 11:40 12/27/2012 Jeroen van der Zijp. All Rights >Reserved. | > +------------------------------------------------------------------------>----+ Okay, the explanation is very clean. I don't know how to interpret the point 3, since that is not easy to see how it works, because this happen: @datatarget = FXDataTarget.new @textwidget = FXTextField.new(parent, 10, target: @datatarget, selector: FXDataTarget::ID_VALUE) #so if I do @datatarget.value=("Hello") #it is supposed that the @textwidget will be filled with "Hello" right? #because of the selector established, right? the ID_VALUE. It happens. #so what happen if I change the selector to an ID_OPTION @textwidget.selector=(FXDataTarget::ID_OPTION.+(1)) #what happen now? @datatarget.value=("Hi there") #nothing happens #I've tried with another widget @checkbutton = FXCheckButton.new(parent, nil, target: @datatarget, selector: FXDataTarget::ID_VALUE) @datatarget.value=("Hi") #nothing happens @datatarget.value=(true) #it becomes checked!! #if I change the selector to an ID_OPTION the widget will only activate #when it receives the number asigned to it in his 'selector' @checkbutton.selector=(FXDataTarget::ID_OPTION.+(1)) @datatarget.value=("House") #nothing happens, but.. @datatarget.value=(1) #the widget becomes checked, interesting right? Is not a simple behaviour, but now I have it more clear So, what I wanted to acomplish was not right with FXDataTargets, I just found another solution: I give each button a different selector: FXWindow::ID_LAST.+(1), and go on... Then I didn't establish any target for them, so the message is catched by them own. So to each button I did something like this: @a_button.connect(SEL_COMMAND) do │sender, selector, data│ do_an_action(FXSELID(selector).-(FXWindow::ID_LAST)) end So in that way I can identify which button was pressed an do some action related. I'm very thankfull for the explanation, see you around!! :)
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