L_TBAddButton

#include "ltTLB.h"

L_LTTLB_API L_INT L_TBAddButton( pToolbar, uButtonRefId, pButtonInfo, dwFlags )

pTOOLBARHANDLE pToolbar;

pointer to a toolbar handle

L_UINT uButtonRefId;

button ID

const pLBUTTONINFO pButtonInfo;

pointer to a structure

L_UINT32 dwFlags;

flags

Adds a new button to the toolbar.

Parameter Description
pToolbar Pointer to a toolbar handle that references the toolbar to which to add the button.
uButtonRefId Reference to use for positioning new button inside the toolbar.
pButtonInfo Point to a LBUTTONINFO structure containing data for the new button.
dwFlags Flag that indicates where to add the new button, with respect to the button specified in uButtonRefId. Possible values are:
  Flag Meaning
  TOOLBAR_ADD_BEFORE Add this button before the button specified by uButtonRefId in the toolbar.
  TOOLBAR_ADD_AFTER Add this button after the button specified by uButtonRefId in the toolbar.
  TOOLBAR_ADD_TOOL If this flag is specified, the toolkit will create a new tool and make this button the first button of the new tool.
  If this flag is not specified, the toolkit will add the new button to the same tool as uButtonRefId.
  Note, if the toolbar contains no buttons, both uButtonRefId and dwFlags will be ignored and the new tool and button will be added to the toolbar.

Comments

As an example, if dwFlags is set to TOOLBAR_ADD_BEFORE | TOOLBAR_ADD_TOOL, then a new tool will be added before the button specified by uButtonRefId. If dwFlags is set to TOOLBAR_ADD_BEFORE, then the new button will be added before the button specified by uButtonRefId and it will become part of the same tool as the button specified by uButtonRefId.

For adding a new button to an existing toolbar, you should use one of the existing buttons' uButtonRefId that you can retrieve by calling the L_TBGetToolbarInfo. You can then use the flags to either add the new button before or after any existing buttons.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes

Required DLLs and Libraries

LTTLB

For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application.

See Also

Functions:

L_TBRemoveButton, L_TBGetButtonInfo, L_TBSetButtonInfo, L_TBGetToolbarInfo, L_TBSetToolbarInfo

Topics:

Getting and Setting Toolbar Button Information

Example

This example will create a new toolbar and add 2 tools with 2 buttons each.

#include "commctrl.h" 
L_INT TBAddButtonExample(HWND hWndParent, HINSTANCE hInst, ppTOOLBARHANDLE ppToolbar) 
{ 
   L_INT nRet; 
   /* assume these resource IDs contain valid bitmaps */ 
   const L_INT nResId[ 4 ] = { IDB_BITMAP1, IDB_BITMAP2, IDB_BITMAP3, IDB_BITMAP4 }; 
   const L_TCHAR *szToolTipText[ 4 ] = { TEXT("Button 1"), TEXT("Button 2"), TEXT("Button 3"), TEXT("Button 4") }; 
   LBUTTONINFO ButtonInfo; 
   L_INT i; 
   L_UINT uRefId; 
   L_UINT32 dwFlags; 
   nRet = L_TBInit ( ppToolbar ); 
   if(nRet != SUCCESS) 
      return nRet; 
   nRet = L_TBCreate ( *ppToolbar, hWndParent, TEXT("Toolbar"), TOOLBAR_EMPTY ); 
   if(nRet != SUCCESS) 
      return nRet; 
   uRefId = 0;  /* we dont need a reference button when adding the first one */ 
   for( i = 0; i < 4; i++ ) 
   { 
      ZeroMemory(&ButtonInfo, sizeof(LBUTTONINFO)); 
      ButtonInfo.uStructSize = sizeof(LBUTTONINFO); 
      ButtonInfo.uID = i + 1; 
      ButtonInfo.hBitmap = LoadBitmap( hInst, MAKEINTRESOURCE( nResId[ i ] ) ); 
      lstrcpy( ButtonInfo.szToolTipText, szToolTipText[ i ] ); 
      ButtonInfo.dwTag = 0L; 
      ButtonInfo.fsState = TBSTATE_ENABLED; 
      dwFlags = TOOLBAR_ADD_AFTER; 
      if( i == 0 || i == 2 ) 
         dwFlags |= TOOLBAR_ADD_TOOL; 
      nRet = L_TBAddButton( *ppToolbar, uRefId, &ButtonInfo, dwFlags ); 
      if(nRet != SUCCESS) 
         return nRet; 
      DeleteObject( ButtonInfo.hBitmap );  /* the toolbar toolkit keeps its own copy */ 
      uRefId = ButtonInfo.uID;  /* save last button ID */ 
   } 
   if(SUCCESS == L_TBIsValid(*ppToolbar)) 
   { 
      L_TBSetVisible(*ppToolbar, TRUE); 
   } 
   return SUCCESS; 
} 

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