e3a43801df
changes.txt files git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@1292 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
201 lines
9.5 KiB
TeX
201 lines
9.5 KiB
TeX
\chapter{Introduction}\label{introduction}
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\pagenumbering{arabic}%
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\setheader{{\it CHAPTER \thechapter}}{}{}{}{}{{\it CHAPTER \thechapter}}%
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\setfooter{\thepage}{}{}{}{}{\thepage}%
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The wxWindows Dialog Editor is a tool for creating dialog resource files, in {\tt .wxr} format.
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It differs from wxBuilder in the following respectes:
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\begin{enumerate}\itemsep=0pt
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\item Scope. It is written for dialog editing only, and is therefore more convenient than wxBuilder for this purpose.
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\item File format. Dialog editor reads and writes wxWindows resource files (extension {\tt .wxr}) and has
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no independent file format.
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\item Robustness. It is written in a more principled way than wxBuilder, and is less ambitious.
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\item Ease of use. Windows are edited using the mouse or via consistent {\it property editors}, which
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provide immediate visual feedback of changed properties.
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\end{enumerate}
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Dialog Editor 2.0 should be compiled and used with wxWindows 2.0.
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\section{Current status}
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Dialog Editor currently runs under wxMSW and wxGTK. It has yet to
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be tested under wxMotif.
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\section{Future developments}
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\begin{itemize}\itemsep=0pt
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\item Motif compilation.
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\item It would be nice to have a dialog browser, showing thumbnails of
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all dialogs in a particular directory.
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\item Maybe add a menubar editor (from wxBuilder).
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\item Maybe convert Windows .rc files.
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\end{itemize}
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\chapter{Commands}\label{commands}
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\setheader{{\it CHAPTER \thechapter}}{}{}{}{}{{\it CHAPTER \thechapter}}%
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\setfooter{\thepage}{}{}{}{}{\thepage}%
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\section{Dialog editor menu bar}
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\subsection{File menu}
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\begin{twocollist}\itemsep=0pt
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\twocolitem{New dialog}{Creates a new dialog resource.}
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\twocolitem{New project}{Creates a new project (clears index and resets project name).}
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\twocolitem{Open}{Opens an existing resource file.}
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\twocolitem{Save}{Saves the current resources.}
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\twocolitem{Save As...}{Saves the current resources in a named file.}
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\twocolitem{Clear}{Clears the current resources.}
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\twocolitem{Exit}{Exits the program.}
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\end{twocollist}
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\subsection{Edit menu}
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\begin{twocollist}\itemsep=0pt
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\twocolitem{Test Dialog}{Creates the current dialog for test purposes.}
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\twocolitem{Recreate}{Recreates the currently selected control from the underlying resource. This may be necessary
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to regenerate items that cannot be changed dynamically, and which have got out of sync with the displayed
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item.}
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\twocolitem{Delete}{Deletes the currently selected resource.}
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\end{twocollist}
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\subsection{Help menu}
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\begin{twocollist}\itemsep=0pt
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\twocolitem{Help topics}{Displays on-line help at the contents page.}
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\twocolitem{About}{Displays an dialog showing the Dialog Editor version and author.}
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\end{twocollist}
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\latexonly{\newpage}
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\section{Command toolbar}
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The command toolbar consists of the following tools:
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\begin{twocollist}%\itemsep=0pt
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\twocolitem{\icon{new.eps}{New}}{Clears the project.}
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\twocolitem{\icon{open.eps}{Open}}{Opens an existing resource file.}
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\twocolitem{\icon{save.eps}{Save}}{Saves the current resources.}
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\twocolitem{\icon{vert.eps}{Horizontal align}}{Aligns the centre of the selected items horizontally.}
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\twocolitem{\icon{alignt.eps}{Horizontal top-align}}{Aligns the top sides of the selected items horizontally.}
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\twocolitem{\icon{alignb.eps}{Horizontal bottom-align}}{Aligns the bottom sides of the selected items horizontally.}
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\twocolitem{\icon{horiz.eps}{Vertical align}}{Aligns the centre of the selected items vertically.}
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\twocolitem{\icon{alignl.eps}{Vertical left-align}}{Aligns the left sides of the selected items vertically.}
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\twocolitem{\icon{alignr.eps}{Vertical right-align}}{Aligns the right sides of the selected items vertically.}
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\twocolitem{\icon{copysize.eps}{Copy size}}{Copies the size of the first selected item to the subsequently selected item(s).}
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\twocolitem{\icon{tofront.eps}{To front}}{Puts the selected item(s) to the front of the display list.}
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\twocolitem{\icon{toback.eps}{To back}}{Puts the selected item(s) to the back of the display list.}
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\twocolitem{\icon{help.eps}{Help}}{Invokes Dialog Editor help.}
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\end{twocollist}
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\latexonly{\newpage}
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\section{Tool palette}
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The tool palette is used to select a type of control to create on the dialog.
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To create a new control, select a tool with left-click, then left-click on the dialog.
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Select the pointer tool to use left-click for selecting and deselecting
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items.
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\section{Resource tree}
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The resource tree shows a list of the dialogs, controls and bitmaps currently loaded
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in Dialog Editor. Double-clicking on an item shows the associated resource.
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\chapter{Procedures}\label{procedures}
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\setheader{{\it CHAPTER \thechapter}}{}{}{}{}{{\it CHAPTER \thechapter}}%
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\setfooter{\thepage}{}{}{}{}{\thepage}%
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\section{Running Dialog Editor}
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To run Dialog Editor under Windows, click on the Program Manager or Explorer icon.
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Under UNIX, run from the command line.
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The main window shows a menu bar, command toolbar, tool palette, resource list, and
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status line.
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\section{Creating a dialog}
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To create a new dialog, click on the {\bf File: New} menu item, or equivalent
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toolbar button. A dialog will appear. To put a control on the dialog, left-click
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on the appropriate palette icon and then left-click on the dialog. A new item
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will appear at the place you clicked.
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You can edit any control or dialog by control-left clicking. A property editor
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will appear, allowing any property to be selected and edited (see \helpref{Using property editors}{propeditors}).
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You can also edit items by right-clicking to show a menu, and then selecting {\it Edit properties}.
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To move a control, drag the item with the left mouse button, or edit
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the position values in the property editor. To resize a control, you
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can either select it by left-clicking and then dragging on a selection
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handle, or edit the size values in the property editor.
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You can delete items from the right-click menu, or by selecting the item and
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choosing {\bf Edit: Delete} from the menu bar.
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\section{Using property editors}\label{propeditors}
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Property editors consist of a list of properties and current values, plus controls at the top of
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the editor. If the property is of an appropriate type, you can edit the value directly in the
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text field, and confirm or cancel the value using the two buttons to the left of it.
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If the property has a predefined range of values, such as labelFontFamily, you can
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see a list of permissable values by clicking on the button labelled with an ellipsis symbol ({\bf ...}).
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This will show a listbox with possible values and current selection. You may also be able
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to cycle through values by double-clicking the value in the listbox.
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Properties may have special editors appropriate to the type. Filename properties invoke
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the file selector, and properties containing list of user-definable strings use a
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string editor.
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When you change a property value, this value is immediately reflected in
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the dialog or control. If the item allows this value to be changed
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dynamically, the relevant wxWindows function will be called internally
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to effect the change. If the value cannot be changed dynamically, the
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item will be destroyed and re-created, which means that there will be
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more flickering associated with some kinds of property changes than
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others.
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\section{Saving and loading files}
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Use {\it File: Save} and {\it File: Save as} or the equivalent toolbar button
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to save the current dialog(s) in a wxWindows resource file (extension {\tt .wxr}).
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The {\tt .wxr} file can be used directly in a wxWindows program, if
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wxWindows resources have been enabled when building the wxWindows library.
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These files can be loaded dynamically, or included directly into program source
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with a \verb$#include$ directive. See the wxWindows user manual for further details.
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\section{Working with identifiers}
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Dialog Editor keeps track of identifiers in your resources, and reads and writes an include file of the
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form {\tt name.h} where 'name' is the root name of your {\tt .wxr} file. Dialog Editor
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knows about the predefined identifiers such as wxID\_OK.
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When you create a dialog or control, the identifier is initially generated. When you
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edit the identifier via a property editor, you can choose a new name, such as a predefined
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symbol and optionally change the integer assigned to the name (assuming it's not a
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predefined symbol).
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When you save the project, the identifier include file is saved as well. Include this file
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in your project so that you can refer to controls and dialogs by identifier rather than
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obscure integers. Note that the {\tt .wxr} file itself can only contain integer ids and not the symbols,
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due to way in which the resource file is loaded.
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\section{Multi-platform development}
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{\tt .wxr} files generated on one environment (e.g. Windows) can be used in another (e.g. GTK).
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If you use default fonts and colouring (set {\bf useSystemDefaults} to True in the dialog properties)
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then the dialog fonts and colours will take on the native values, rather than ones specified in the
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resource. Without this, colours in the dialog resource may not match system colours.
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Also, set {\bf useDialogUnits} to True whenever possible since this will cause the dialog
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to be created using a scale based on the current system font size, and will result in dialogs that are
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portable between screen resolutions as well as platforms.
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Because the same control can have different sizes on different GUIs,
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the user should be cautious in assuming that one resource file will work for all
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platforms. It may be better to plan to conditionally include or load different
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resource files for different platforms, with spacing modified to suit each
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environment. The best thing is to try your dialog resource on several platforms
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and see whether tweaking is required for some platforms.
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