[comp.sys.atari.st] PROGEM 3

exodus@uop.UUCP (Freddy Kreuger) (10/06/87)

                       **Professional GEM**
                           by Tim Oren

                        THE DIALOG HANDLER
                             11/7/85


                       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.

   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.

                          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.

   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.

   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.

   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.

   (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.)

   The resource load is done with the GEM AES call:

   ok = rsrc_load(ADDR("MYAPP.RSC"));

   "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.

   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.

   Once you have loaded the resource, you find the address of a dialog's
object tree with:

   rsrc_gaddr(R_TREE, MYDIALOG, &tree);

Tree is a 32-bit variable which will receive the address of the root
node of the tree.

   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"

                            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"

   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.

   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).

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

   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.

                          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.

                             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.

   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:

   desel_obj(tree, ret_obj);

will do the trick.

                              RECAP

   The basic dialog handling method I have described contains three
steps: initialization (rsrc_gaddr), dialog presentation (hndl_dial),
and cleanup (desel_obj).

   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.

                          BUTTON, BUTTON

   The simple dialogs described above contain only exit buttons as
active objects.  As such, they are little more than glorified alert
boxes.

   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!)

   Having non-exit buttons forces us to consider the problem of
initializing them before the dialog, and interrogating and resetting
them afterward.

   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:

   sel_obj(tree, BTNOBJ);

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.

   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.)

                      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.

   To use the radio button feature, you must do some careful work with
the Resource Construction Set.

   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.

   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!

   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.

   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.

   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.

   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.

   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.

   If you assign a name (say BUTTON1) to the first button,  then you can
initialize the correct button with the call:

   sel_obj(tree, BUTTON1 + field);

where field is the variable of interest.

   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.

   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.

                          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.

                         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.