Conditions for execution; boolean

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On 19/01/2009 at 00:14, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   11 
Platform:   Windows  ;   
Language(s) :     C++  ;

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if(id==IDC_TYPE && id==IDC_SELECT)

the above code is supposed to execute a certain line of code as long as both the conditions are met. In this case, if the IDC_TYPE is checked AND you press the button that IDC_SELECT represents, THEN the next line of code should be executed. That is my thinking, anyway. But nothing happens.

How do I setup a set of conditions that must be met before execution?

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On 19/01/2009 at 00:50, xxxxxxxx wrote:

hi, if id==IDC_TYPE then IDC_TYPE==IDC_SELECT???. Maybe thats not what you want, is it?

Bye.

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On 19/01/2009 at 00:58, xxxxxxxx wrote:

shawni,

no. here is a clearer scenario:

-->click on checkbox
-->click on button
-->only then execute next line of code

the line of code should be executed ONLY when both the checkbox AND button have been (checked/clicked)

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On 19/01/2009 at 02:19, xxxxxxxx wrote:

Where are you checking for the IDC_SELECT button? Remember that a button has no state. It just triggers a message.

cheers,
Matthias

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On 19/01/2009 at 03:16, xxxxxxxx wrote:

understood. but isn't the button action recorded, detected? So, i thought that if one clicks on a button, that must be TRUE or something like that. you're saying it is not.

so, if i want the ability for someone to be able to select items using checkboxes then click on a button that executes the items of the checkboxes, what does one use?

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On 19/01/2009 at 03:47, xxxxxxxx wrote:

You simply catch the button click in the dialogs Command() method.

Somthing like this:

> \> Bool MyDialog::Command(LONG id, const BaseContainer &msg;) \> { \>      if(id == IDC_SELECT) \>      { \>           GePrint("button"); \>      } \> \>      return TRUE; \> } \>

cheers,
Matthias

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On 19/01/2009 at 04:13, xxxxxxxx wrote:

matthias,

i understand, but i think i'm not making myself clear enough. the above example shows how to get code to execute by clicking the button. what i want to know is how to get it to execute ONLY the code that corresponds to a selected menu item or checkbox item.

does that make any sense?

STEP 1: I click on the checkbox next to the item "Apples"
STEP 2: I then click on the button labeled "Create"

after clicking on the button, an apple is created...

which leads to my next scenario:

I have 3 items with a checkbox next to each...

Apples
Bananas
Grapes

I check all of the items. I would then like to click on the "Create" button to create all of the items selected. How do I create such a mechanism?

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On 19/01/2009 at 04:39, xxxxxxxx wrote:

Same thing, you check for your button in Command() and if any of the checkboxes has been checked. If so you create your items.

Example:

> \> Bool MyDialog::Command(LONG id, const BaseContainer &msg;) \> { \>      if(id == IDC_SELECT) \>      { \>           Bool chkbox; \> \>           if(GetBool(IDC_APPLE, chkbox) && chkbox) \>           { \>                //do something \>                GePrint("create apple"); \>           } \>      } \> \>      return TRUE; \> } \>

cheers,
Matthias

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On 19/01/2009 at 05:41, xxxxxxxx wrote:

matthias,

thank you again! this is exciting!

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On 19/01/2009 at 08:02, xxxxxxxx wrote:

Howdy,

Just to clarify why your line of code:

> if(id==IDC_TYPE && id==IDC_SELECT)

... will always return FALSE, is that "id" is a single variable with a single value, and assuming that both IDC_TYPE and IDC_SELECT are members of an enumeration and have different constant values, "id" could only equal IDC_TYPE or it could only equal IDC_SELECT, but it couldn't equal both. ;o)

Adios,
Cactus Dan

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On 19/01/2009 at 08:16, xxxxxxxx wrote:

CD,

understood. it makes sense...