v4.0
Adds a button to a layout. Unlike other controls a button
doesn't have to be associated with any particular Parameter on the inspected object. Instead it
basically serves the purpose of executing some script code when
pressed.
By default, the width of the button is automatically determined
based on the text of the Label. However this can be overridden with
the siUICX attribute. (See PPGItem.SetAttribute)
oReturn = PPGLayout.AddButton( ScriptName, [Label] ); |
Parameter | Type | Description |
---|---|---|
ScriptName | String | A unique name for the button, which should not contain any space characters. This name is used to determine the logic subroutine to call when the button is pressed. |
Label | String | Label of the button. If not specified then the ScriptName is displayed. |
/* This example creates a custom property with a single parameter called "Data" and a button. Each time you click the button the value is randomized */ var oPSet = ActiveSceneRoot.AddProperty( "CustomProperty", false, "ButtonExample" ) ; oPSet.AddParameter3( "Data", siDouble, 0, 0, 1 ) ; var oLayout = oPSet.PPGLayout oLayout.AddRow() ; oLayout.AddItem( "Data" ) ; oLayout.AddButton( "Randomize" ) ; oLayout.EndRow() ; oLayout.Logic = Randomize_OnClicked.toString() ; oLayout.Language = "JScript" ; InspectObj( oPSet ) ; function Randomize_OnClicked() { PPG.Data.Value = Math.random() ; } |
' ' This example creates a custom property with a single parameter called "Data" and a button. ' Each time you click the button the value is randomized ' set oPSet = ActiveSceneRoot.AddProperty( "CustomProperty", false, "ButtonExample" ) oPSet.AddParameter3 "Data", siDouble, 0, 0, 1 set oLayout = oPSet.PPGLayout oLayout.AddRow oLayout.AddItem "Data" oLayout.AddButton "Randomize" oLayout.EndRow 'Store a little VBScript code to react to the button press. 'If this code was more sophisticated we could read it out 'of a file oLayout.Logic = "sub Randomize_OnClicked" & vbCrlf & " PPG.Data.Value = Rnd" & vbCrlf & "end sub" oLayout.Language = "VBScript" 'Optional because this is the default InspectObj oPSet |
/* Example showing how to disable a button Often certain buttons should be disabled if they don't apply in the current context. In this case a button is only enabled if there is text entered in a edit box. The button gets enabled and disabled by the SomeText_OnChanged() callback. This callback is not called as characters are actually entered in the text box, but as soon as that edit box loses focus (for example if the tab key is pressed ) */ var oPSet = ActiveSceneRoot.AddProperty( "CustomProperty", false, "ButtonExample" ) ; oPSet.AddParameter3( "SomeText", siString ) ; var oLayout = oPSet.PPGLayout oLayout.AddRow() ; oLayout.AddItem( "SomeText" ) ; var oItem = oLayout.AddButton( "ClickMe", "Click Me" ) ; // Set a PPGItem attribute to disable the control // (because initially there is no text inside SomeText) oItem.SetAttribute( "buttondisable", true ) ; oLayout.EndRow() ; oLayout.Logic = SomeText_OnChanged.toString() + ClickMe_OnClicked.toString() ; oLayout.Language = "JScript" ; InspectObj( oPSet ) ; // PPG Logic that is provided to the PPG function SomeText_OnChanged() { // Button will be disabled until some text is entered bDisableButton = ( PPG.SomeText.Value.length == 0 ) ; // Get the layout oPPGLayout = PPG.PPGLayout ; // Lookup the PPGItem associated with the button oPPGItem = oPPGLayout.Item( "ClickMe" ) ; bAlreadyDisabled = oPPGItem.GetAttribute( "buttondisable" ) ; if ( bDisableButton != bAlreadyDisabled ) { oPPGItem.SetAttribute( "buttondisable", bDisableButton ) ; // We only call refresh if we determine the state has // actually changed PPG.Refresh() ; } } function ClickMe_OnClicked() { // Will never be called if the SomeText is empty XSIUIToolkit.MsgBox( "Value of text is " + PPG.SomeText.Value ) ; } |