Thanks for reading, but I just figured it out. I just need to apply the MOD() returned value...

    This.value = this.value - MOD(this.value,this.increment)

will force it to the next lower desired value. (And adding the increment value would push it up instead.)

Mike

Mike Copeland wrote:
I think I'm having an old-timer's spell...

I have a spinner that I need to force into the following values...
0 minimum
    2.50
    5.00
    7.50
        etc.
60.00 maximum

So, I set
    .KeyboardLowValue and .SpinnnerLowValue = 0
    .increment = 2.50
    .KeyboardHighValue and .SpinnerHighValue = 60.00
    .InputMask = '99.99'
and it works great...IF you use the spinner buttons.

But if you key in a value like "6.00" then the spinner, dutifully and accurately, goes through
    3.50
    6.00
    8.50
        etc.

Now, if you use the spinner buttons to increment all the way down to 0 then it, effectively, does a reset and the incremental values work fine.
    0.
    2.50
    5.00
    7.50
        etc.

So, I'm going to add a "VALID" check, like
    if mod(this.value,2.50)<>0
            * do something here
    endif

Which brings me to my Question...
What can I insert in the "* do something here" to bump the value up (or down) to the next acceptable increment? So, if the user keys in 6.00, I want it to auto-update to either 5.00 or 7.50...not picky which.

What am I missing?
(I've already Googled this for me and read several posts without success...therefore I awaken the gods of VFP!)
Thanks!

Mike Copeland


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