f6bcfd974e
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@7748 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
333 lines
16 KiB
TeX
333 lines
16 KiB
TeX
\section{The wxWindows resource system}\label{resourceformats}
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wxWindows has an optional {\it resource file} facility,
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which allows separation of dialog, menu, bitmap and icon specifications
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from the application code.
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It is similar in principle to the Windows resource file (whose ASCII form is
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suffixed .RC and whose binary form is suffixed .RES). The wxWindows resource
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file is currently ASCII-only, suffixed .WXR. Note that under Windows,
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the .WXR file does not {\it replace} the native Windows resource file,
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it merely supplements it. There is no existing native resource format in X
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(except for the defaults file, which has limited expressive power).
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For details of functions for manipulating resource files and loading
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user interface elements, see \helpref{wxWindows resource functions}{resourcefuncs}.
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You can use Dialog Editor to create resource files. Unfortunately neither
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Dialog Editor nor the .WXR format currently cover all wxWindows controls;
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some are missing, such as wxSpinCtrl, wxSpinButton, wxListCtrl, wxTreeCtrl and others.
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Note that in later versions of wxWindows, this resource format will be replaced
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by XML specifications that can also include sizers.
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\subsection{The format of a .WXR file}
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A wxWindows resource file may look a little odd at first. It is C++
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compatible, comprising mostly of static string variable declarations with
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wxExpr syntax within the string.
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Here's a sample .WXR file:
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\begin{verbatim}
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/*
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* wxWindows Resource File
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*
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*/
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#include "noname.ids"
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static char *my_resource = "bitmap(name = 'my_resource',\
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bitmap = ['myproject', wxBITMAP_TYPE_BMP_RESOURCE, 'WINDOWS'],\
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bitmap = ['myproject.xpm', wxBITMAP_TYPE_XPM, 'X']).";
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static char *menuBar11 = "menu(name = 'menuBar11',\
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menu = \
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[\
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['&File', 1, '', \
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['&Open File', 2, 'Open a file'],\
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['&Save File', 3, 'Save a file'],\
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[],\
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['E&xit', 4, 'Exit program']\
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],\
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['&Help', 5, '', \
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['&About', 6, 'About this program']\
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]\
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]).";
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static char *project_resource = "icon(name = 'project_resource',\
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icon = ['project', wxBITMAP_TYPE_ICO_RESOURCE, 'WINDOWS'],\
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icon = ['project_data', wxBITMAP_TYPE_XBM, 'X']).";
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static char *panel3 = "dialog(name = 'panel3',\
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style = '',\
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title = 'untitled',\
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button_font = [14, 'wxSWISS', 'wxNORMAL', 'wxBOLD', 0],\
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label_font = [10, 'wxSWISS', 'wxNORMAL', 'wxNORMAL', 0],\
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x = 0, y = 37, width = 292, height = 164,\
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control = [1000, wxButton, 'OK', '', 'button5', 23, 34, -1, -1, 'my_resource'],\
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control = [1001, wxStaticText, 'A Label', '', 'message7', 166, 61, -1, -1, 'my_resource'],\
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control = [1002, wxTextCtrl, 'Text', 'wxTE_MULTITEXT', 'text8', 24, 110, -1, -1]).";
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\end{verbatim}
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As you can see, C++-style comments are allowed, and apparently include files
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are supported too: but this is a special case, where the included file
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is a file of defines shared by the C++ application code and resource file
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to relate identifiers (such as FILE\_OPEN) to integers.
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Each {\it resource object} is of standard \helpref{wxExpr}{wxexpr} syntax, that is,
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an object name such as {\bf dialog} or {\bf icon}, then an open
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parenthesis, a list of comma-delimited attribute/value pairs, a closing
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parenthesis, and a full stop. Backslashes are required to escape newlines,
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for the benefit of C++ syntax. If double quotation marks are used to
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delimit strings, they need to be escaped with backslash within a C++ string
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(so it is easier to use single quotation marks instead).
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\normalbox{{\it A note on string syntax:} A string that begins with
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an alphabetic character, and contains only alphanumeric characters,
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hyphens and underscores, need not be quoted at all. Single quotes and double
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quotes may be used to delimit more complex strings. In fact, single-quoted
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and no-quoted strings are actually called {\it words}, but are treated
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as strings for the purpose of the resource system.}
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A resource file like this is typically included in the application main file,
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as if it were a normal C++ file. This eliminates the need for a separate
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resource file to be distributed alongside the executable. However, the
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resource file can be dynamically loaded if desired (useful for non-C++
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languages such as Python).
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Once included, the resources need to be `parsed' (interpreted), because
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so far the data is just a number of static string variables. The function\rtfsp
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{\bf ::wxResourceParseData} is called early on in initialization of the application
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(usually in {\bf wxApp::OnInit}) with a variable as argument. This may need to be
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called a number of times, one for each variable. However, more than one
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resource `object' can be stored in one string variable at a time, so you can
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get all your resources into one variable if you want to.
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{\bf ::wxResourceParseData} parses the contents of the resource, ready for use
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by functions such as {\bf ::wxResourceCreateBitmap} and {\bf wxPanel::LoadFromResource}.
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If a wxWindows resource object (such as a bitmap resource) refers to a
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C++ data structure, such as static XPM data, a further call ({\bf ::wxResourceRegisterBitmapData}) needs
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to be made on initialization to tell
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wxWindows about this data. The wxWindows resource object will refer to a
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string identifier, such as `project\_data' in the example file above.
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This identifier will be looked up in a table to get the C++ static data
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to use for the bitmap or icon.
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In the C++ fragment below, the WXR resource file is included,
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and appropriate resource initialization is carried out in {\bf OnInit}.
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Note that at this stage, no actual wxWindows dialogs, menus, bitmaps or
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icons are created; their `templates' are merely being set up for later
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use.
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\begin{verbatim}
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/*
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* File: project.cpp
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* Purpose: main application module
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*/
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#include "wx/wx.h"
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#include "project.h"
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// Includes the dialog, menu etc. resources
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#include "project.wxr"
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// Includes XPM data
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#include "project.xpm"
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IMPLEMENT_APP(AppClass)
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// Called to initialize the program
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bool AppClass::OnInit()
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{
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wxResourceRegisterBitmapData("project_data", project_bits, project_width, project_height);
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wxResourceParseData(menuBar11);
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wxResourceParseData(my_resource);
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wxResourceParseData(project_resource);
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wxResourceParseData(panel3);
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...
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return TRUE;
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}
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\end{verbatim}
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The following code shows a dialog:
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\begin{verbatim}
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// project.wxr contains dialog1
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MyDialog *dialog = new MyDialog;
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if (dialog->LoadFromResource(this, "dialog1"))
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{
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wxTextCtrl *text = (wxTextCtrl *)wxFindWindowByName("text3", dialog);
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if (text)
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text->SetValue("wxWindows resource demo");
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dialog->ShowModal();
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}
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dialog->Destroy();
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\end{verbatim}
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Please see also the resource sample.
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\subsection{Dialog resource format}
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A dialog resource object may be used for either panels or dialog boxes, and
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consists of the following attributes. In the following, a {\it font specification}\rtfsp
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is a list consisting of point size, family, style, weight, underlined, optional facename.
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\begin{twocollist}\itemsep=0pt
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\twocolitemruled{Attribute}{Value}
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\twocolitem{id}{The integer identifier of the resource.}
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\twocolitem{name}{The name of the resource.}
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\twocolitem{style}{Optional dialog box or panel window style.}
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\twocolitem{title}{The title of the dialog box (unused if a panel).}.
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\twocolitem{modal}{Whether modal: 1 if modal, 0 if modeless, absent if a panel resource.}
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\twocolitem{use_dialog_units}{If 1, use dialog units (dependent on the dialog font size) for control sizes and positions.}
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\twocolitem{use_system_defaults}{If 1, override colours and fonts to use system settings instead.}
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\twocolitem{button\_font}{The font used for control buttons: a list comprising point size (integer),
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family (string), font style (string), font weight (string) and underlining (0 or 1).}
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\twocolitem{label\_font}{The font used for control labels: a list comprising point size (integer),
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family (string), font style (string), font weight (string) and underlining (0 or 1). Now obsolete; use button\_font instead.}
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\twocolitem{x}{The x position of the dialog or panel.}
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\twocolitem{y}{The y position of the dialog or panel.}
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\twocolitem{width}{The width of the dialog or panel.}
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\twocolitem{height}{The height of the dialog or panel.}
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\twocolitem{background\_colour}{The background colour of the dialog or panel.}
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\twocolitem{label\_colour}{The default label colour for the children of the dialog or panel. Now obsolete; use button\_colour instead.}
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\twocolitem{button\_colour}{The default button text colour for the children of the dialog or panel.}
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\end{twocollist}
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Then comes zero or more attributes named `control' for each control
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(panel item) on the dialog or panel. The value is a list of further
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elements. In the table below, the names in the first column correspond to
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the first element of the value list, and the second column details the
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remaining elements of the list. Note that titles for some controls are obsolete
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(they don't have titles), but the syntax is retained for backward compatibility.
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\begin{twocollist}\itemsep=0pt
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\twocolitemruled{Control}{Values}
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\twocolitem{wxButton}{id (integer), title (string), window style (string), name (string), x, y, width, height, button bitmap resource (optional string), button font spec}
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\twocolitem{wxCheckBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
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\twocolitem{wxChoice}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), label font spec, button font spec}
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\twocolitem{wxComboBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, default text value, values (optional list of strings), label font spec, button font spec}
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\twocolitem{wxGauge}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer), range (optional integer), label font spec, button font spec}
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\twocolitem{wxStaticBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, label font spec}
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\twocolitem{wxListBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), multiple (optional string, wxSINGLE or wxMULTIPLE),
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label font spec, button font spec}
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\twocolitem{wxStaticText}{id (integer), title (string), window style (string), name (string), x, y, width, height, message bitmap resource (optional string), label font spec}
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\twocolitem{wxRadioBox}{id (integer), title (string), window style (string), name (string), x, y, width, height, values (optional list of strings), number of rows or cols,
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label font spec, button font spec}
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\twocolitem{wxRadioButton}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional integer, 1 or 0), label font spec}
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\twocolitem{wxScrollBar}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer),
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page length (optional integer), object length (optional integer), view length (optional integer)}
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\twocolitem{wxSlider}{id (integer), title (string), window style (string), name (string), x, y, width, height, value (optional integer), minimum (optional integer), maximum (optional integer),
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label font spec, button font spec}
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\twocolitem{wxTextCtrl}{id (integer), title (string), window style (string), name (string), x, y, width, height, default value (optional string),
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label font spec, button font spec}
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\end{twocollist}
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\subsection{Menubar resource format}
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A menubar resource object consists of the following attributes.
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\begin{twocollist}\itemsep=0pt
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\twocolitemruled{Attribute}{Value}
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\twocolitem{name}{The name of the menubar resource.}
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\twocolitem{menu}{A list containing all the menus, as detailed below.}
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\end{twocollist}
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The value of the {\bf menu} attribute is a list of menu item specifications, where each menu
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item specification is itself a list comprising:
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\begin{itemize}\itemsep=0pt
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\item title (a string)
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\item menu item identifier (a string or non-zero integer, see below)
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\item help string (optional)
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\item 0 or 1 for the `checkable' parameter (optional)
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\item optionally, further menu item specifications if this item is a pulldown menu.
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\end{itemize}
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If the menu item specification is the empty list ([]), this is interpreted as a menu separator.
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If further (optional) information is associated with each menu item in a future release of wxWindows,
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it will be placed after the help string and before the optional pulldown menu specifications.
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Note that the menu item identifier must be an integer if the resource is being
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included as C++ code and then parsed on initialisation. Unfortunately,\rtfsp
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\verb$#$define substitution is not performed inside strings, and
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therefore the program cannot know the mapping. However, if the .WXR file
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is being loaded dynamically, wxWindows will attempt to replace string
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identifiers with \verb$#$defined integers, because it is able to parse
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the included \verb$#$defines.
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\subsection{Bitmap resource format}
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A bitmap resource object consists of a name attribute, and one or more {\bf bitmap} attributes.
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There can be more than one of these to allow specification of bitmaps that are optimum for the
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platform and display.
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\begin{itemize}\itemsep=0pt
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\item Bitmap name or filename.
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\item Type of bitmap; for example, wxBITMAP\_TYPE\_BMP\_RESOURCE. See class reference under {\bf wxBitmap} for
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a full list).
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\item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
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\item Number of colours (optional).
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\item X resolution (optional).
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\item Y resolution (optional).
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\end{itemize}
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\subsection{Icon resource format}
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An icon resource object consists of a name attribute, and one or more {\bf icon} attributes.
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There can be more than one of these to allow specification of icons that are optimum for the
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platform and display.
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\begin{itemize}\itemsep=0pt
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\item Icon name or filename.
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\item Type of icon; for example, wxBITMAP\_TYPE\_ICO\_RESOURCE. See class reference under {\bf wxBitmap} for
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a full list).
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\item Platform this bitmap is valid for; one of WINDOWS, X, MAC and ANY.
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\item Number of colours (optional).
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\item X resolution (optional).
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\item Y resolution (optional).
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\end{itemize}
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\subsection{Resource format design issues}
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The .WXR file format is a recent addition and subject to change.
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The use of an ASCII resource file format may seem rather inefficient, but this
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choice has a number of advantages:
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\begin{itemize}\itemsep=0pt
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\item Since it is C++ compatible, it can be included into an application's source code,
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eliminating the problems associated with distributing a separate resource file
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with the executable. However, it can also be loaded dynamically from a file, which will be required
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for non-C++ programs that use wxWindows.
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\item No extra binary file format and separate converter need be maintained for the wxWindows project
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(although others are welcome to add the equivalent of the Windows `rc' resource
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parser and a binary format).
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\item It would be difficult to append a binary resource component onto an executable
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in a portable way.
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\item The file format is essentially the \helpref{wxExpr}{wxexpr} object format, for which
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a parser already exists, so parsing is easy. For those programs that use wxExpr
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anyway, the size overhead of the parser is minimal.
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\end{itemize}
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The disadvantages of the approach include:
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\begin{itemize}\itemsep=0pt
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\item Parsing adds a small execution overhead to program initialization.
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\item Under 16-bit Windows especially, global data is at a premium.
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Using a .RC resource table for some wxWindows resource data may be a partial solution,
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although .RC strings are limited to 255 characters.
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\item Without a resource preprocessor, it is not possible to substitute integers
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for identifiers (so menu identifiers have to be written as integers in the resource
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object, in addition to providing \verb$#$defines for application code convenience).
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\end{itemize}
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\subsection{Compiling the resource system}
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To enable the resource system, set {\bf wxUSE\_WX\_RESOURCES} to 1 in setup.h.
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