基于对话框的UPDATE_COMMAND_UI的响应问题

问题:一般情况下我们用UPDATE_COMMAND_UI来修改菜单的状态(enable/disable,check/uncheck, change text),但这个方法在一个基于对话框上的菜单却没有效果。

void CTestDlg::OnUpdateFileExit(CCmdUI* pCmdUI)

{

    pCmdUI->Enable(FALSE);

    pCmdUI->SetCheck(TRUE);

    pCmdUI->SetRadio(TRUE);

    pCmdUI->SetText("Close");

//以上方法在MDI、SDI程序中都能起作用,在对话框中却没有效果,根本没有调用这个函数。

}

               

原因分析:当显示一个下拉的菜单的时候,在显示菜单前会发送WM_INITMENUPOPUP消息。而CFrameWnd::OnInitMenuPopup函数会刷新这个菜单项,同时如果有UPDATE_COMMAND_UI响应函数,则调用它。通过它来更新反应每个菜单的外观效果(enabled/disabled, checked/unchecked).

在一个基于对话框的程序中,因为没有OnInitMenuPopup函数,所以不会调用UPDATE_COMMAND_UI响应函数,而是使用了CWnd类的默认处理, 这种处理没有调用UPDATE_COMMAND_UI响应函数。

 

解决方法如下:

第一步:

在对话框类的.cpp文件,添加一个ON_WM_INITMENUPOPUP入口到消息映射里面

BEGIN_MESSAGE_MAP(CTestDlg, CDialog)

    //}}AFX_MSG_MAP

    ON_WM_INITMENUPOPUP()

END_MESSAGE_MAP()

第二步:

在对话框类的.h文件添加消息函数声明。

// Generated message map functions

    //{{AFX_MSG(CDisableDlgMenuDlg)

    afx_msg void OnInitMenuPopup(CMenu *pPopupMenu, UINT nIndex,BOOL bSysMenu);

    //}}AFX_MSG

DECLARE_MESSAGE_MAP()

第三步:

在对话框类的.cpp文件添加如下函数代码(大部分代码取自WinFrm.cpp文件的函数CFrameWnd::OnInitMenuPopup):

void C******Dlg::OnInitMenuPopup(CMenu *pPopupMenu, UINT nIndex,BOOL bSysMenu)

{

    ASSERT(pPopupMenu != NULL);

    // Check the enabled state of various menu items.

 

    CCmdUI state;

    state.m_pMenu = pPopupMenu;

    ASSERT(state.m_pOther == NULL);

    ASSERT(state.m_pParentMenu == NULL);

 

    // Determine if menu is popup in top-level menu and set m_pOther to

    // it if so (m_pParentMenu == NULL indicates that it is secondary popup).

    HMENU hParentMenu;

    if (AfxGetThreadState()->m_hTrackingMenu == pPopupMenu->m_hMenu)

        state.m_pParentMenu = pPopupMenu;    // Parent == child for tracking popup.

    else if ((hParentMenu = ::GetMenu(m_hWnd)) != NULL)

    {

        CWnd* pParent = this;

           // Child windows don't have menus--need to go to the top!

        if (pParent != NULL &&

           (hParentMenu = ::GetMenu(pParent->m_hWnd)) != NULL)

        {

           int nIndexMax = ::GetMenuItemCount(hParentMenu);

           for (int nIndex = 0; nIndex < nIndexMax; nIndex++)

           {

            if (::GetSubMenu(hParentMenu, nIndex) == pPopupMenu->m_hMenu)

            {

                // When popup is found, m_pParentMenu is containing menu.

                state.m_pParentMenu = CMenu::FromHandle(hParentMenu);

                break;

            }

           }

        }

    }

 

    state.m_nIndexMax = pPopupMenu->GetMenuItemCount();

    for (state.m_nIndex = 0; state.m_nIndex < state.m_nIndexMax;

      state.m_nIndex++)

    {

        state.m_nID = pPopupMenu->GetMenuItemID(state.m_nIndex);

        if (state.m_nID == 0)

           continue; // Menu separator or invalid cmd - ignore it.

 

        ASSERT(state.m_pOther == NULL);

        ASSERT(state.m_pMenu != NULL);

        if (state.m_nID == (UINT)-1)

        {

           // Possibly a popup menu, route to first item of that popup.

           state.m_pSubMenu = pPopupMenu->GetSubMenu(state.m_nIndex);

           if (state.m_pSubMenu == NULL ||

            (state.m_nID = state.m_pSubMenu->GetMenuItemID(0)) == 0 ||

            state.m_nID == (UINT)-1)

           {

            continue;       // First item of popup can't be routed to.

           }

           state.DoUpdate(this, TRUE);   // Popups are never auto disabled.

        }

        else

        {

           // Normal menu item.

           // Auto enable/disable if frame window has m_bAutoMenuEnable

           // set and command is _not_ a system command.

           state.m_pSubMenu = NULL;

           state.DoUpdate(this, FALSE);

        }

 

        // Adjust for menu deletions and additions.

        UINT nCount = pPopupMenu->GetMenuItemCount();

        if (nCount < state.m_nIndexMax)

        {

           state.m_nIndex -= (state.m_nIndexMax - nCount);

           while (state.m_nIndex < nCount &&

            pPopupMenu->GetMenuItemID(state.m_nIndex) == state.m_nID)

           {

            state.m_nIndex++;

           }

        }

        state.m_nIndexMax = nCount;

    }

}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值