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X-Hacker.org- FiveWin 1.9.2 - January 97 - <b>bar commands</b> http://www.X-Hacker.org [<<Previous Entry] [^^Up^^] [Next Entry>>] [Menu] [About The Guide]
 Bar Commands
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 Creating a Button Bar    DEFINE BUTTONBAR [ <oBar> ] ;
 from source code            [ SIZE | BUTTONSIZE | SIZEBUTTON <nWidth>,;
                               <nHeight> ] ;
                             [ 3D | 3DLOOK ] ;
                             [ TOP | LEFT | RIGHT | DOWN | FLOAT ] ;
                             [ OF | WINDOW | DIALOG <oWnd> ] ;
                             [ CURSOR <oCursor> ]

 Creating a ButtonBar     @ <nRow>, <nCol> BUTTONBAR [ <oBar> ] ;
 from source code and        [ SIZE <nWidth>, <nHeight> ] ;
 placing it at a specific    [ BUTTONSIZE <nBtnWidth>, <nBtnHeight> ] ;
 location                    [ 3D | 3DLOOK ] ;
                             [ TOP | LEFT | RIGHT | BOTTOM | FLOAT ] ;
                             [ OF | WINDOW | DIALOG <oWnd> ] ;
                             [ CURSOR <oCursor> ] ;

 Defining a               DEFINE BUTTON [<oBtn>] ;
 button of the                   [ OF | BUTTONBAR <oBar> ] ;
 buttonbar                       [ NAME | RESNAME | RESOURCE <cResName1>;
                                 [,<cResName2>] ] ;
                                 [ FILE | FILENAME | DISK <cBmpFile1>;
                                 [,<cBmpFile2>] ] ;
                                 [ ACTION | EXEC <uAction> ] ;
                                 [ GROUP ] ;
                                 [ MESSAGE <cMsg> ] ;
                                 [ ADJUST ] ;
                                 [ WHEN <uWhen> ] ;
                                 [ TOOLTIP <cToolTip> ]
                                 [ ON DROP <bDrop>]

 To redefine a button     REDEFINE BUTTON [<oBtn>] ;
 placed on a dialogbox       [ ID <nId> ] ;
 in a resource.              [ OF | BUTTONBAR <oBar> ] ;
 (just a button, not a       [ NAME | RESNAME | RESOURCE <cResName1> [,<cResName2>] ] ;
  buttonbar)                 [ FILE | FILENAME | DISK <cBmpFile1> [,<cBmpFile2>] ] ;
                             [ ACTION | EXEC <uAction> ] ;
 This lets you have buttons  [ MESSAGE <cMsg> ] ;
 with bitmaps inside         [ ADJUST ] ;
 DialogBoxes without         [ WHEN <uWhen> ] ;
 having to use Borland's     [ UPDATE <lUpdate> ] ;
 BWCC.DLL                    [ TOOLTIP <cToolTip> ] ;

 To create a bitmap       @ <nRow>, <nCol> BUTTON [<oBtn>] ;
 button from source code,    [ NAME | RESNAME | RESOURCE <cResName1> [,<cResName2>] ] ;
 and place it at any         [ FILE | FILENAME | DISK <cBmpFile1> [,<cBmpFile2>] ] ;
 container window            [ SIZE <nWidth>, <nHeight> ] ;
                             [ ACTION <uAction> ] ;
                             [ OF | WINDOW | DIALOG <oWnd> ] ;
                             [ MESSAGE <cMsg> ] ;
                             [ WHEN <uWhen> ] ;
                             [ ADJUST ] ;
                             [ UPDATE ] ;

 Comment:        You may also place a buttonbar on a
                 DialogBox. To do it, just create the buttonbar
                 from the ON INIT clause when activating the
                 DialogBox.

                 At the ON INIT clause, a DialogBox behaves like
                 a standard window.

 <oBar>          A reference to the Bar Object.

 <nWidth>        The width and height of the buttons of the bar.
 <nHeight>       By default is 28x28 pixels.

 <oWnd>          A reference to the container Window of the bar.

 <oCursor>       A reference to the mouse cursor object to use for
                 the bar.

 <oBtn>          A reference to the BitmapButton Object.

 <cBmpFile1>     The name of the Bitmap to display. Optionally
 <cBmpFile2>     you may specify a second bitmap for animation.
                     This is used for accessing bitmaps stored on the
                     hard disk (my.bmp)

 <cResName1>     The resource name of the Bitmap to display. Optionally
 <cResName2>     you may specify a second bitmap for animation.
                     This is used for accessing bitmaps stored in a
                     Resource file (and .rc file or a .dll file)

 <uAction>       The action to be performed when clicking the Button.

 <cMsg>          The message to display on the message bar of the
                     container Window of the Bar Object which contains
                     the BitmapButton.

 <uWhen>         An expression that indicates if the button of
                     the buttonbar is enabled or not.

 <nId>           The identifier for the button placed at a DialogBox.

 <cToolTip>      The text to show on a associated floating tooltip.

 <bDrop>         The action to be performed when


 CLAUSES

 3D              To display the buttonbar with a gray 3D look.
 3DLOOK

 TOP             The position of the buttonbar respect its window
 LEFT            container. Right clicking on the buttonbar also popups
 RIGHT           a menu to select dinamically a new position.
 DOWN

 FLOAT           Places the buttonbar on a floating window.

 For the buttons on the buttonbar

 ADJUST          To automatically adjust the bitmap to the size of
                 button.

 GROUP           Starts a new "group" of buttons in the ButtonBar.
                 You may have as many groups as you need.

 UPDATE          For bitmap buttons placed on a DialogBox (without
                 a buttonbar). The button will update its image
                 automatically when doing a oDlg:Update().

 Example:        SAMPLES\TestBar.prg


See Also: TBar TBtnBmp Window.ch

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