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.!****************************************************************************
.!
.! ANTIC PUBLISHING INC., COPYRIGHT 1985. REPRINTED BY PERMISSION.
.!
.! ** Professional GEM ** by Tim Oren
.!
.! Proff File by ST enthusiasts at
.! Case Western Reserve University
.! Cleveland, Ohio
.! uucp : decvax!cwruecmp!bammi
.! csnet: bammi@case
.! arpa : bammi%case@csnet-relay
.! compuserve: 71515,155
.!
.!****************************************************************************
.!
.!
.!****************************************************************************
.!
.! Begin Part 3
.!
.!****************************************************************************
.!
.PART III THE DIALOG HANDLER
.SH A MEANINGFUL DIALOG
This issue of ST PRO GEM begins an exploration of ST GEM's dialog handler. I
will discuss basic system calls for presenting the dialog, and then continue
with techniques for initializing and reading on/off button and "radio" button
objects. We will also take some short side-trips into the operation
of the GEM Resource Construction Set to assist you in building these dialogs.
.PP
There are a number of short C routines which accompany this column. These are
stored as file GEMCL3.XMO in DL 5 on SIG*ATARI. Before reading this column, you
should visit SIG*ATARI (go pcs-132) and download this file.
.PP
.SH DEFINING TERMS
A dialog box is an "interactive form" in which the user may enter text and
indicate selections by pointing with the mouse. Dialogs in GEM are
"modal", that is, when a dialog is activated other screen functions
such as menus and window controls are suspended until the dialog is completed.
.PP
In most cases, the visual structure of a GEM dialog is specified within your
application's resource file. The GEM Resource Construction Set (RCS)
is used to build a picture of the dialog.
.PP
When the RCS writes out a resource, it converts that picture into a tree of
GEM drawing objects and stores this data structure within the resource. Before
your application can display the dialog, it must load this resource file and
find the address of the tree which defines the dialog.
.PP
To load a resource, the AES checks its size and allocates memory for the
load. It then reads in the resource, adjusting internal pointers to
reflect the load address. Finally, the object sizes stored in the
resource are converted from characters to pixels using the system font size.
.PP
A note for those with Macintosh experience: Although Mac and GEM resources
share a name, there are fundamental differences which can be misleading. A Mac
resource is a fork within a file; a GEM resource is a TOS file by itself. Mac
resources may be paged in and out of memory; GEM resources are monolithic. GEM
resources are internally tree structured; Mac resources are not. Finally, Mac
resources include font information, while ST GEM does this with font loading at
the VDI level.
.PP
The resource load is done with the GEM AES call:
.FB rsrc_load()
ok = rsrc_load(ADDR("MYAPP.RSC"));
.FE
"MYAPP" should be replaced with the name of your program. Resources
conventionally have the same primary name as their application, with the RSC
extent name instead of PRG. The ok flag returned by rsrc_load will be FALSE is
anything went wrong during the load.
.PP
The most common causes of failure are the resource not being in the
application's subdirectory, or lack of sufficient memory for GEM to allocate
space for the resource. If this happens, you must terminate the program
immediately.
.PP
Once you have loaded the resource, you find the address of a dialog's object
tree with:
.FB rsrc_gaddr()
rsrc_gaddr(R_TREE, MYDIALOG, &tree);
.FE
Tree is a 32-bit variable which will receive the address of the root
node of the tree.
.PP
The mnemonic MYDIALOG should be replaced with the name you gave your dialog
when defining it in the RCS. At the same time that it writes the resource, RCS
generates a corresponding .H file containing tree and object names.
In order to use these mnemonics within your program, you must include
the name file in your compile: #include "MYAPP.H"
.SH BUG ALERT!
When using the DRI/Alcyon C compiler, .H files must be in the compiler's home
directory or they will not be found. This is especially annoying using a two
floppy drive ST development system. The only way around this is to explicitly
reference an alternate disk in the #include, for instance: "B:MYAPP.H".
[Ed. Note: Use the -i flag with the C pre-processor to name the include
directories].
.PP
Now that the address of the dialog tree has been found, you are ready to
display it. The standard (and minimal) sequence for doing so is given in
routine hndl_dial() in the download. We will now walk through each
step in this procedure.
.PP
The form_center call establishes the location of the dialog on the screen.
Dialog trees generated by the RCS have an undefined origin (upper-left corner).
.PP
Form_center computes the upper-left location necessary to center the dialog
on the screen, and inserts it into the OB_X and OB_Y fields of the ROOT object
of the tree. It also computes the screen rectangle which the dialog
will occupy on screen and writes its pixel coordinates into variables
xdial, ydial, wdial, and hdial.
.PP
There is one peculiarity of form_center which occasionally causes trouble.
Normally the rectangle returned in xdial, etc., is exactly the same size as the
basic dialog box.
.PP
However, when the OUTLINED enhancement has been specified for the box,
form_center adds a three pixel margin to the rectangle returned. This
causes the screen area under the outline to be correctly redrawn later
(see below). Note that OUTLINED is part of the standard dialog box in
the RCS. Other enhancements, such as SHADOWED or "outside" borders
are NOT handled in this fashion, and you must compensate for them in
your code.
.PP
The next part of the sequence is a form_dial call with a zero parameter.
This reserves the screen for the dialog action about to occur. Note that the C
binding given for form_dial in the DRI documents is in error: there are nine
parameters, not five. The first set of xywh arguments is actually used with
form_dial calls 1 and 2 only, but place holders must be supplied in all cases.
.PP
The succeeding form_dial call (parameter one) animates a "zoom box" on the
screen which moves and grows from the first screen rectangle given to
the second rectangle, where the dialog will be displayed.
.PP
The use of this call is entirely optional. In choosing whether to use it or
not, you should consider whether the origin of the "zoom" is relevant to the
operation. For instance, a zoom from the menu bar is relatively meaningless,
while a zoom from an object about to be edited in the dialog provides visual
feedback to the user, showing whether the correct object was chosen.
.PP
If the origin is not relevant, then the zoom is just a time-waster. If you
decide to include these effects, consider a "preferences" option in your app
which will allow the experienced and jaded user to turn them off in the
interests of speed.
.PP
The objc_draw call actually displays the dialog on the screen. Note that the
address of the tree, the beginning drawing object, and the drawing depth are
passed as arguments, as well as the rectangle allotted for the dialog.
.PP
In general, dialogs (and parts of dialogs) are ALWAYS drawn beginning at the
ROOT (object zero). When you want to draw only a portion of the
dialog, adjust the clipping rectangle, but not the object number.
This ensures that the background of the dialog is always drawn correctly.
.PP
The objc_xywh() utility in the download can be used to find the clipping
rectangle for any object within a dialog, though you may have to allow an extra
margin is you have used shadows, outlines, or outside borders with the object.
.PP
Calling form_do transfers control to the AES, which animates the dialog for
user interaction. The address of the dialog tree is passed as a
parameter. The second paramter is the number of the editable object
at which the text cursor will first be positioned. If you have no text
fields, pass a zero. Note that again the DRI documents are in error:
passing a -1 default may crash the system. Also be careful that the
default which you specify is actually a text field; no error checking
is performed.
.PP
The form_do call returns the number of the object on which the clicked to
terminate the dialog. Usually this is a button type object with the EXIT and
SELECTABLE attributes set. Setting the DEFAULT attribute as well will cause an
exit on that object is a carriage return is struck while in the dialog.
.PP
If the top bit of the return is set, it indicates that the exit object had
the TOUCHEXIT attribute and was selected with a double-click. Since very few
dialogs use this combination, the sample code simply masks off the top bit.
.PP
The next form_dial call reverses the "zoom box", moving it from the dialog's
location back to the given x,y,w,h. The same cautions apply here as above.
.PP
The final form_dial call tells GEM that the dialog is complete, and that the
screen area occupied by the dialog is now considered "dirty" and needs to be
redrawn. Using the methods described in our last column, GEM then
sends redraws to all windows which were overlaid, and does any
necessary redrawing of the menu or desktop itself.
.PP
There is one notable "feature" of form_dial(3): It always redraws an area
which is two pixels wider and higher than your request! This was probably
included to make sure that drop-shadows were cleaned up, and is usually
innocuous.
.SH A HANDY TRICK
Use of the form_dial(3) call is not limited to dialogs. You can use
it to force the system to redraw any part of the screen. The
advantage of this method is that the redraw area need not lie entirely
within a window, as was necessary with the send_redraw method detailed
in the last column. A disadvantage is that this method is somewhat
slower, since the AES has to decide who gets the redraws.
.SH CLEAN UP
As a last step, you need to clear the SELECTED flag in the object which was
clicked. If you do not do this, the object will be drawn inverted the next
time you call the dialog. You could clear the flag with the GEM objc_change
call, but it is inefficient since you do not need to redraw the object.
.PP
Instead, use the desel_obj() code in the download, which modifies the
object's OB_STATE field directly. Assuming that ret_obj contains the exit
object returned by hndl_dial, the call:
.FB desel_obj()
desel_obj(tree, ret_obj);
.FE
will do the trick.
.SH RECAP
The basic dialog handling method I have described contains three steps:
initialization (rsrc_gaddr), dialog presentation (hndl_dial), and cleanup
(desel_obj).
.PP
As we build more advanced dialogs, these same basic steps will be performed,
but they will grow more complex. The initialization will include setting up
proper object text and states, and the cleanup phase will also interrogate the
final states of objects to find out what the user did.
.SH BUTTON, BUTTON
The simple dialogs described above contain only exit buttons as active objects.
As such, they are little more than glorified alert boxes.
.PP
We will now increase the complexity a little by considering non-exit buttons.
These are constructed by setting the SELECTABLE attribute on a button object.
At run-time, such an object will toggle its state between selected
(highlighted) and non-selected whenever the user clicks on it. (You
can set the SELECTABLE attribute of other types of objects and use
them instead of actual buttons, but be sure that the user will be
able to figure out what you intend!)
.PP
Having non-exit buttons forces us to consider the problem of initializing
them before the dialog, and interrogating and resetting them afterward.
.PP
Since a button is a toggle, it is usually associated with a flag variable in
the program. As part of the initialization, you should test the flag variable,
and if true call:
.FB sel_obj()
sel_obj(tree, BTNOBJ);
.FE
which will cause the button to appear highlighted when the dialog is first
drawn. Sel_obj() is in the download. BTNOBJ is replaced with the name you
gave your button when you defined it in the RCS. Since the button starts out
deselected, you don't have to do anything if your flag variable is false.
.PP
After the dialog has completed, you need to check the object's state. The
selectp() utility does so by masking the OB_STATE field. You can simply assign
the result of this test to your flag variable, but be sure that the dialog was
exited with an OK button, not with a CANCEL! Again, remember to clean up the
button with desel_obj(). (It's often easiest to deselect all buttons
just before you leave the dialog routine, regardless of the final
dialog state.)
.SH WHO'S GOT THE BUTTON?
Another common use of buttons in a dialog is to select one of a set
of possible options. In GEM, such objects are called radio buttons.
This term recalls automobile radio tuners where pushing in one button
pops out any others. In like fashion, selecting any one of a set of
radio buttons automatically deselects all of the others.
.PP
To use the radio button feature, you must do some careful work with the
Resource Construction Set.
.PP
First, each member of a set of radio buttons must be children of the same
parent object within the object tree. To create this structure, put a hollow
box type object in the dialog, make it big enough to hold all of the buttons,
and then put the buttons into the box one at a time.
.PP
By nesting the buttons within the box object, you force them to be its
children. Each of the buttons must have both the SELECTABLE and RADIO BUTTON
attributes set. When you are done, you may make the containing box
invisible by setting its border to zero, but do not FLATTEN it!
.PP
Since each radio button represents a different option, you must usually
assign a name to each object. When initializing the dialog, you must check
which option is currently set, and turn on the corresponding button only. A
chain of if-then-else structures assures that only one button will be selected.
.PP
At the conclusion of the dialog, you must check each button with selectp()
and make the appropriate adjustments to internal variables. Again, an
if-then-else chain is appropriate since only one button may be
selected. Either deselect the chosen button within this chain or do
them all at the end.
.PP
There is one common use of radio buttons in which you may short-cut this
procedure. If the buttons each represent one possible value of a numeric
variable, for instance, a set of selector buttons representing colors
from zero to seven, then you can compute the initial object directly.
.PP
In order for this technique to work, you must use a special capability of the
RCS. Insert the object corresponding to a zero value at the top (or left) of
your array of buttons, then put the "one" button below (or right) of it, and so
on.
.PP
When the buttons are complete, the SORT operation is used to guarantee that
the top/left object is in fact the first child of the parent box with
the others following in order. Due to the details of object tree
structure (to be discussed in the next column), this will guarantee
that these objects are contiguous in the resource.
.PP
If you assign a name (say BUTTON1) to the first button, then you can
initialize the correct button with the call:
.FB sel_obj()
sel_obj(tree, BUTTON1 + field);
.FE
where field is the variable of interest.
.PP
When the dialog is complete, you can scan the radio buttons to compute the
new value for the underlying variable. The encode() procedure in the download
will do this. As always, remember to deselect the buttons at the end.
.PP
You can use offsets or multipliers if your variable's values don't start with
zero or increment by one. If the values are irregular you may be able to use a
lookup table, at the cost of additional code.
.SH COMING UP NEXT
In the next column, I will discuss the internal structure of object
trees. Then we'll use that knowledge to build a piece of code which
will "walk" an entire tree and apply a function to each object. We'll
apply this code to do all of the button deselects with a single call!
I'll also look at handling editable text fields and discuss some ways
to alter a dialog's appearance at run-time.
.SH DISPELL GREMLINS
An editing error caused an omission in the first installment of ST PRO
GEM. The window components RTARROW and DNARROW should have been
listed along with HSLIDE as the horizontal equivalents of the vertical
slider components which were discussed.
.!
.!
.!*****************************************************************************
.!* *
.!* End Part 3 *
.!* *
.!*****************************************************************************