PropertyViewLib






4.89/5 (59 votes)
Apr 15, 2005
4 min read

476982

5835
A control for easy property control.
Introduction
This control lets you edit variables of objects. The control is designed to ease as much pain as possible, and as a result, only a single line of code is needed to represent each property in the control. Yes, other property controls are out there already, but this one, in my humble opinion, offers exceptional ease of use. Please comment in any way you like.
Using the code
I'll let the code speak for itself, one code strip tells more than a thousand words, so let's dig in.
The IPropertyHost interface
The control is all about implementing the IPropertyHost
interface. Objects that need be represented in the property control, must implement this interface. The control will talk to the represented object through this interface.
//To have objects represented in the control, implement this interface //and SetPropertyHost() on the control. The control will shortly after //call GetProperties() from the parsed in object, in where you list //the properties (data members) og the object. class IPropertyHost { public: //The control will ask hosts for propertylist here. This is done when //propertyhost is set in the control. Add property items to the list //through the parsed in list. virtual void GetProperties( EPropList& PropList ) { //add variables to the proplist } //Called from the view when the property is changing to allow veto from //property host. Return true if the change is ok, else false. Override //if special constraints are bound to the property. This default //implementation allows for any change. virtual bool PropertyChanging( const void* pProperty , void* pNewValue ) { return true; //yes, please change } //the control will ask you if the property is enabled each time it is //redrawn. This enables you to disable a property on the fly. virtual bool IsPropertyEnabled( const void* pProperty ) { return true; } }
Getting objects represented in the control
This example shows essentials. Overriding GetProperties()
is all that need be done to get started! As you can see, you pass the address of the variable, and the control will read and write to the member through this.
class SomeObject : public IPropertyHost { int m_nInteger; double m_dAngle; int m_nComboIndex; CString m_sText; public: // // IPropertyHost // virtual void GetProperties( EPropList& PropList ) { PropList.AddPropInt ( this , "Integer" , &m_nInteger ); PropList.AddPropDouble( this , "Angle" , &m_dAngle ); PropList.AddPropCombo ( this , "Combo" , &m_nComboIndex ) ->AddString( "Choise0" ) ->AddString( "Choise1" ) ->AddString( "Choise2" ); PropList.AddPropString( this , "String" , &m_sText ); } virtual bool PropertyChanging( const void* pProperty , void* pNewValue ); virtual bool IsPropertyEnabled( const void* pProperty ); };
To represent objects in the control, let that object implement the IPropertyHost
interface. In the above example, SomeObject
implements the IPropertyHost
interface and overrides GetProperties()
. Call SetPropertyHost()
on the control passing an instance of SomeObject
, to have that instance represented. The control will shortly after, ask the property host (the SomeObject
instance) to list its properties. This way, SomeObject
is itself responsible for listing the relevant properties, within its own scope, to the user. Nothing else than GetProperties()
function need be changed in order to add or remove properties.
Getting notified on changes
When the user edits a property, the property host itself is notified about the upcoming change, and can deny the change if inappropriate. The control will notify the host with a call to PropertyChanging()
. Return true if the property can change the value.
//To get notified on property changes, override this //function. If change is allowed, return true to the property //control, telling it to actually apply the change. virtual bool SomeObject::PropertyChanging( const void* pProperty , void* pNewValue ) { bool bPleaseChange = true; //yes, change is ok! //if the property being changed is the combo box, i //may want to do something with the new index. the index //corrosponds the order in which I called AddString() if( pProperty == &m_nComboIndex ) { int nNewIndex = *(int*)pNewValue; TRACE("combo index changing from %d to %d\n", m_nComboIndex , nNewIndex ); } //if angle is being edited, i'll allow change //only if new value is between 0 and 360. else if( pProperty == &m_dAngle ) { bPleaseChange = ( 0 <= m_dAngle && m_dAngle < 360 ); } //the property control will apply changes //to the variable if returning true here. return bPleaseChange; }
The default PropertyChanging()
implementation in IPropertyHost
returns true, allowing all changes. Override this, only if you as a property host need be notified on changes, or if you want to deny a certain change.
Enabling and disabling properties on the fly
It is possible to gray out, disable, properties on the fly. On refresh, the control will ask the host if a property is enabled or not.
//to dynamically enable or disable properties, override //this function. The control calls this function on //the property host, for each property it draws. virtual bool SomeObject::IsPropertyEnabled( const void* pProperty ) { bool bEnabled = true; //only enable angle property, if //combobox is at index 1. if( pProperty == &m_dAngle ) { bEnabled = (m_nComboIndex==1); } return bEnabled; }
The default IsPropertyEnabled()
implementation returns true, enabling all properties always. Only override this if you need dynamic enabling or disabling. You can disable a property by default when adding the property to the property list in GetProperties()
. This is useful if you have variables that the user can read, but never change. Additional information of some kind.
Points of Interest
Property types
There are more property types than those shown in the example. Custom property types are easily implemented by subclassing EProperty
or a descendant like EIconTextButtonProperty
.
Final words
If you find this code useful and use it in an application, I'd like to see a screenshot of your work. This will encourage me to continue working with the control, and make my day. Please send to 'ruskialt' at 'gmail' in the 'com' domain.
History
2005-07-27: Improved look and performance + various additional features
- Better look & feel
Strings that don't fit are now shortened and suffixed with "..." to fit. Flicker is reduced, now drawing on memory dc before copying to screen. Node openings now animated, nodes below parent nodes will fall to their new position. Splitters now change mouse cursor when hovering or dragging.
- Performance enhancements
The view will now totally skip drawing properties outside the view. Various calculations have been moved to only be calculated when 'dirty'.
- Various minor new features
Numeric types now support hex user input. Added 'special case text output' for all numeric types. Splitter added to enable comment pane resize.
Multidouble
property added to support monitoring a list ofdouble
s.SetType()
allows for specifying type of integers, just parse byte width and sign state of the integer in question. - Various bug fixes
Combo box now opens its menu correctly when the view is scrolled. Thousand separator bug fixed. Scrollbars now update their sizes to fit both open and closed node states. Hosts adding child hosts using
PropList.AddPropHost(this,&m_SomeHost)
are now notified on child change.
2005-04-15: Initial release
- Source and article released on CodeProject
Finally this code is released. Thank you CodeProject, for this being possible.