Edittext with password from resource.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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++  ;

---------
Hi

Simply, 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

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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...