private static MenuBarManager.CallbackStatus PartGen(MenuButtonEvent ev) { //Get data from block dialog block_dialog bracket_parameters = new block_dialog(); bracket_parameters.Show(); double base_thick = bracket_parameters.BaseThickness; double base_length = bracket_parameters.BaseLength; double back_thick = bracket_parameters.BackThickness; double back_height = bracket_parameters.BackHeight; double fillet_rad = bracket_parameters.FilletRadius; //Pass to "journal" NXJournal bracket = new NXJournal(); bracket.SetBracketDimensions(base_thick, base_length, back_thick, back_height, fillet_rad); return(MenuBarManager.CallbackStatus.Continue); }
//------------------------------- DIALOG LAUNCHING --------------------------------- // // Before invoking this application one needs to open any part/empty part in NX // because of the behavior of the blocks. // // Make sure the dlx file is in one of the following locations: // 1.) From where NX session is launched // 2.) $UGII_USER_DIR/application // 3.) For released applications, using UGII_CUSTOM_DIRECTORY_FILE is highly // recommended. This variable is set to a full directory path to a file // containing a list of root directories for all custom applications. // e.g., UGII_CUSTOM_DIRECTORY_FILE=$UGII_ROOT_DIR\menus\custom_dirs.dat // // You can create the dialog using one of the following way: // // 1. Journal Replay // // 1) Replay this file through Tool->Journal->Play Menu. // // 2. USER EXIT // // 1) Create the Shared Library -- Refer "Block UI Styler programmer's guide" // 2) Invoke the Shared Library through File->Execute->NX Open menu. // //------------------------------------------------------------------------------ public static void Main() { block_dialog theblock_dialog = null; try { theblock_dialog = new block_dialog(); // The following method shows the dialog immediately theblock_dialog.Show(); } catch (Exception ex) { //---- Enter your exception handling code here ----- theUI.NXMessageBox.Show("Block Styler", NXMessageBox.DialogType.Error, ex.ToString()); } finally { if (theblock_dialog != null) { theblock_dialog.Dispose(); } theblock_dialog = null; } }