home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Software Vault: The Gold Collection
/
Software Vault - The Gold Collection (American Databankers) (1993).ISO
/
cdr01
/
jock.zip
/
TOTDOC11.ZIP
/
CHAPT12.TXT
< prev
next >
Wrap
Text File
|
1991-02-11
|
59KB
|
1,430 lines
Menus
Menus
Menus
"Ninety-eight percent of the adults in this country are decent, hard-
working Americans. It's the other lousy two percent that get all the
publicity. But then we elected them."
Lily Tomlin
Introduction
You want menus, we got menus!
The Toolkit includes three main menu types: pop-up menus, Lotus-style
menu bars and pull-down menus. All the menus can be nested many levels
deep, i.e. when the user selects an item from a menu, another menu can
be automatically displayed. You may optionally specify a description
for any menu item, and when the user highlights the item, the descrip-
tive text is automatically displayed. All the menus provide full mouse
support, and if the mouse cursor drifts across a specific item, it is
automatically highlighted. Menu items can also be selected with the
cursor keys or by pressing a menu item hotkey.
The object hierarchy includes a number of abstract objects, as illus-
trated in figure 12.1. You should never declare an instance of type
BaseMenuOBJ, WinMenuOBJ, BarMenuOBJ or KwikPullOBJ, as these are
abstract. Use one of the following objects to display a menu:
MenuOBJ This object displays a simple menu in a window. This
object is commonly used for a program's main menu
which is displayed when the program starts.
MoveMenuOBJ This object is similar to MenuOBJ, except that the
user can drag the menu around the screen to view the
contents of the screen below.
LotusMenuOBJ The LotusMenuOBJ provides a 1-2-3 (or Paradox!)
style menu bar. The user scrolls left and right
along the menu bar.
PullMenuOBJ This is an "IDE-like" pull-down menu which supports
multiple levels of sub-menus.
EZPullArrayOBJ This objects provides a quick and easy way of
creating a sophisticated pull-down menu. All you
have to do is update a string array with the
individual item details, and instruct the Toolkit to
display the menu.
12-2 User's Guide
--------------------------------------------------------------------------------
EZPullLinkOBJ This object is similar to the EZPullArrayOBJ, except
that the menu item details are added to a linked
list (of type DLLOBJ or descendant).
Figure 12.1 [PICTURE]
Menu
Object Hierarchy
Common Methods
All menus contain items, hotkeys, descriptions, and the like. The Tool-
kit's varied menu objects share a variety of common methods which are
used to construct the menu details and characteristics.
Adding Menu Item Details
The following methods are used to set the individual menu details:
Init;
The Init method is passed no parameters, and should be called before
any other menu method.
AddItem(Txt:StrVisible);
This method is used to add an item to the menu. The method is passed
one parameter identifying the menu text to be displayed. The item
string may include embedded highlight characters to indicate that a
specific character is designated as a hot key -- refer to the WriteHi
method on page 5-3 for further information. Special strings can be
passed to force blanks or lines in the menu item list - see the note at
the end of this section.
The following methods may be called to further define the settings for
each item. Note, however, that the item must have been added with AddI-
tem (or AddFullItem) before these additional settings can be specified.
SetHK(Item:byte; HK:word);
Any item can be assigned a hotkey, which provides a way for the user to
select the item without scrolling to the item. All the user does is
press the hotkey. The de facto standard is to use normal alphabet char-
acters as the hotkeys. (Lotus and pull-down menus support additional
hotkeys which can be pressed even when the appropriate menu is not on
display -- this subject is discussed in detail later).
Menus Menus Menus 12-3
--------------------------------------------------------------------------------
SetMessage(Item:byte; Msg:StrVisible);
The SetMessage method is used to define a message for an item. When the
item is highlighted, the message will be automatically displayed, and
when the user moves to a different item, the message is removed. The
Toolkit does not save the contents of the screen where the message is
displayed.
SetID(Item:byte; ID:word);
In a menu system, which includes sub-menus, this method can be used to
assign each topic in the menu a unique ID. The method is passed two
parameters; the item number and the item ID. This ID is of type word,
and will be returned by the menu method Activate if the item is
selected by the user. Note that you should not use IDs greater than
65000, because some of these IDs are used internally by the Toolkit.
SetStatus(Item:byte, On:boolean);
Sometimes, certain menu items will not be selectable. For example, a
File Save option may not be operative until a file has been loaded or
created. The SetStatus method is used to control whether an option is
selectable. The method is passed two parameters; the item number and a
boolean parameter. Set the boolean to TRUE to enable the item and FALSE
to disable it.
SetSubMenu(Item:byte; SubMenu:BaseMenuPtr);
This method is used to indicate that another menu should be displayed,
if the item is selected by the user. The Toolkit will automatically
display the new menu below and to the right of the active menu. The
method is passed two parameters; the item number and the address of the
sub-menu object. Normally, you will call another menu instance of the
same type as the parent, e.g. if the parent menu is of type MenuOBJ,
then the sub-menu is usually of type MenuOBJ. This, however, is not
mandatory, and any menu item can display a sub-menu of any type in the
menu object hierarchy. Note that the second parameter is the address of
the sub-menu, and is normally specified by preceding the menu object
with the Turbo Pascal "@" address symbol. For example:
SetSubMenu(5,@FileMenu);
When you want to specify all the menu item details, e.g. message, HK,
sub-menu, etc., you can use the following all-in-one method:
AddFullItem(Txt:StrVisible;ID,Hk:word; Msg:StrVisible; SubM:Baseme-
nuPtr);
12-4 User's Guide
--------------------------------------------------------------------------------
As you may have guessed, this method is used to add a new item and
specify its settings in one heavy statement! This method is a single
replacement for five of the previous six methods. The only method that
is not accommodated by AddFullItem is SetStatus, and the Status is set
to true by default. Use one of the following values to suppress the
setting of one or more of the item elements:
No ID 0
No hotkey 0
No message ''
No sub-menu nil
Listed below are two code fragments, both of which define the same
three-item menu. The first code block uses the individual methods, and
the second block takes advantage of AddFullItem. It doesn't matter
which technique you use, so use the one which seems easiest to you.
with MainMenu do
begin
Init;
AddItem(' ~L~oad file ')
SetID(1,1);
SetHK(1,76);
SetMessage(1,'Load a database file from disk');
AddItem(' ~S~ave file ');
SetID(2,2);
SetHK(83);
SetMessage(2,'Save the current database to disk');
AddItem(' ~Q~uit ');
SetID(3,99);
SetHK(3,81);
Setmessage(3,'Let''s party!');
...
end;
with MainMenu do
begin
Init;
AddFullItem(' ~L~oad file ',1,76,'Load a database file from disk',-
nil);
AddFullItem(' ~S~ave file ',2,83,'Save the current database to
disk',nil);
AddFullItem(' ~Q~uit ',99,81,'Let''s party!',nil);
...
end;
Having created a menu, the following methods can be used to display,
start, remove and dispose of the menu.
Menus Menus Menus 12-5
--------------------------------------------------------------------------------
Draw;
This method instructs the object to draw itself. As soon as the menu is
drawn, the method returns control back to your program, i.e. the object
does not process any user input.
Activate: word;
This is the main "DO-IT!" method. If the menu is not already visible,
the menu is drawn, and then the Toolkit processes user input until the
user selects a menu item or ESCapes (if ESC is enabled). The function
method returns the ID of the selected item. If the ID was never speci-
fied, i.e. it is set to zero, the Toolkit will return the actual item
number. Note, however, that this number is the item number in the
currently displayed menu. In a system with sub-menus you will not know
which sub-menu was on display. In a system with sub-menus, you should
therefore always assign a unique ID to each selectable item. A zero is
returned if the user escaped.
Remove;
This methods removes the menu. If the menu is of type MenuOBJ or Move-
MenuOBJ, the underlying screen contents are restored. All other menu
objects do not restore any underlying screen contents -- they simply
erase the menu text.
Done;
When the menu is no longer required, call this method to dispose of the
memory used internally by the menu.
Changing Menu Characteristics
The following methods are used to control the general display charac-
teristics of the menu:
SetGap(G:byte);
This method is used to create a space (or gap) to the left and right of
each menu item. In a pop-up menu, this can be used to create a space
between the menu border and the menu text. With Lotus and pull-down
menus, this method creates a space between each item along the top menu
bar. The method is passed one parameter; a byte representing the number
of characters space to allow on either side of each menu item.
SetMenuXY(X,Y: byte);
12-6 User's Guide
--------------------------------------------------------------------------------
This method is used to set the specific location of the menu on the
screen. The method is passed two byte parameters representing the (X,Y)
coordinate of the top left corner of the menu. With pop-up menus, the
menu will be centered laterally and vertically if the X or Y parameter
is set to zero.
SetMesssageXY(X,Y:byte);
This method is used to specify the location of the optional message
which is displayed when a topic is highlighted. The method is passed
two parameters representing the (X,Y) coordinate of the first character
in the message.
SetAllowEsc(On:boolean);
This method is used to control whether the user may escape from the
menu. It is passed a single boolean parameter, which should be set to
TRUE to enable escape (the default), or FALSE to disable it.
SetActiveItem(Item:byte);
Normally, the first item in a menu is highlighted when the menu is
first displayed. If this item is non-selectable, or if you want to
highlight a different item, use the method SetActiveItem. The method is
passed one byte parameter identifying the topic number of the item to
be highlighted.
The display colors are controlled by the menu item colors, and (in the
case of pop-up and pull-down menus) the window display colors. All the
colors default to values established by LookTOT. To change the look and
feel of your menus, you should assign new default values to LookTOT.
Refer to page 3-12 for a description of how to control the LookTOT
defaults. The following two methods can be used to control the display
colors of any individual menu:
SetColors(HiHot,HoNorm,LoHot,LoNorm,Off:byte);
This method changes the display colors of the individual menu items.
The procedure is passed five byte parameters: the first two parameters
control the display color of the menu highlight bar -- the first param-
eter is the attribute of any highlighted text, e.g. the 'Q' in
'~Q~uit', and the second parameter is the standard display color, e.g.
the 'uit' part. The third and fourth parameters are the display attrib-
utes for the un-selected (or normal) menu items, and the fifth parame-
ter is the display attribute of inactive items. Note that this method
automatically sets the window body display color to the parameter
LoNorm.
Menus Menus Menus 12-7
--------------------------------------------------------------------------------
Win^.SetColors(Border,Body,Title,Icons: byte);
In the case of pop-up and pull-down menus, this method sets the colors
of the underlying window. Refer to page 7-6 for a general description
of this window method.
Adding Lines and Gaps
Sometimes, you may want to display a menu with some items separated
from others. By specifying special item text, you instruct the Toolkit
to draw special lines, or leave a gap. The following item text should
be used:
'' A null string creates a gap in the menu.
'-' A string comprising entirely of the minus sign will result in a
single horizontal line being drawn from the left to the right of
the menu.
'=' A string comprising entirely of the equals sign will result in a
double horizontal line being drawn from the left to the right of
the menu.
For example, the following code fragment will force a blank line
between the third and fourth selectable items, and draws a single line
between the last two picks:
AddItem('Whips');
AddItem('Chains');
Additem('Rubber');
AddItem('');
AddItem('Hard Disks');
AddItem('Floppies');
AddItem('-');
AddItem('Quit');
Note: even non-selectable menu items are recognized as items in
the menu list. When you use one of the Set methods (described
earlier), be sure to include the non-selectable items in the list.
For example, in the above code fragment, the "Quit" item is item
number 8 (not 6), and its hotkey could be set to "Q" with the
following method call:
SetHK(8,ord('Q'));
12-8 User's Guide
--------------------------------------------------------------------------------
Examples
Listed below is the demo file DEMMN1.PAS, which illustrates how to
create a simple menu using some of the methods already described. Fig-
ure 12.2 illustrates the resultant display.
program DemoMenuOne;
{DEMMN1 - a basic menu}
USES DOS, CRT,
totMENU, totFAST;
var
Main: MenuOBJ;
Choice: byte;
begin
Screen.Clear(white,'░'); {paint the screen}
with Main do
begin
Init;
AddItem('');
AddItem(' Load a file ');
AddItem(' Edit Date ');
AddItem(' Save the file ');
AddItem(' Change configuration ');
AddItem('-');
AddItem(' Quit ');
SetStyleTitle(1,' Main Menu ');
SetActiveItem(2);
Choice := Activate;
Done;
end;
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.2 [SCREEN]
A Simple Menu
Creating Pop-Up Menus
totMENU provides two objects for creating pop-up menus: MenuOBJ and
MoveMenuOBJ. Both these objects create menus which are displayed in a
window, the only difference being that MoveMenuOBJ creates moveable
menus, i.e. menus that the user can drag around the screen.
Menus Menus Menus 12-9
--------------------------------------------------------------------------------
Both objects are descendant from BaseMenuOBJ and inherit the following,
previously described, methods:
Init;
AddItem(Txt:StrVisible);
SetHK(Item:byte; HK:word);
SetMessage(Item:byte; Msg:StrVisible);
SetID(Item:byte; ID:word);
SetStatus(Item:byte, On:boolean);
SetSubMenu(Item:byte; SubMenu:BaseMenuPtr);
AddFullItem(Txt:StrVisible;ID,Hk:word; Msg:StrVisible; SubM:Baseme-
nuPtr);
Draw;
Activate: word;
Remove;
SetGap(G:byte);
SetMenuXY(X,Y: byte);
SetMessageXY(X,Y:byte);
SetAllowEsc(On:boolean);
SetActiveItem(Item:byte);
SetColors(HiHot,HoNorm,LoHot,LoNorm,Off:byte);
Done;
The menu is drawn on a window, and the following function methods can
be used to called any of the window methods:
Win: WinPtr;
Win: MoveWinPtr;
This function returns a pointer to the menu on which the menu is drawn.
For MenuOBJ instances the method returns a pointer to WinOBJ, and for
MoveWinOBJ it returns a pointer to MoveWinOBJ. Using the syntax
Win^.method you may call any of the window methods.
The menu window dimensions are automatically calculated from the width
and number of menu items. You should therefore avoid calling the window
method SetSize. As a convenience, the following method provides an easy
way to change the menu style and title.
SetStyleTitle(Style:byte; Tit:StrVisible);
This method sets the style and title of the menu window. The style
parameter is the same as the box style parameter discussed on page 5-7,
and the title supports the special title characters discussed on page
5-8.
12-10 User's Guide
--------------------------------------------------------------------------------
The first example shown at the end of the previous section illustrated
how to create a MenuOBJ menu. The on-disk demo file DEMMN2.PAS shows
how to create a moveable menu and control the display colors. Listed
below is the demo file DEMMN3.PAS, which illustrates how to create a
nested menu system. Figure 12.3 shows the generated menu.
program DemoMenuThree;
{DEMMN3 - nested pop-up menus}
USES DOS, CRT,
totMENU, totFAST, totLOOK, totSYS;
var
Main,
Load: MenuOBJ;
Choice: byte;
begin
Screen.PartClear(1,1,80,24,white,'░'); {paint the screen}
Screen.PartClear(1,24,80,25,30,' ');
with Load do
begin
Init;
AddItem('');
AddFullItem(' ~1~ Accounts Payable ',11,49,
'Load database ACTP1',nil);
AddFullItem(' ~2~ Accounts Receivable ',12,50,
'Load database ACTR7',nil);
AddFullItem(' ~3~ Net Assets Employed ',13,51,
'Load the ledger file',nil);
AddFullItem(' ~4~ Net Cash Flow ',14,52,
'Load the cash file',nil);
SetStyleTitle(6,'Load Menu');
SetActiveItem(2);
SetMessageXY(25,25);
SetGap(1);
Win^.SetClose(False);
end;
with Main do
begin
Init;
AddItem('');
AddFullItem(' ~1~ Load a file ',1,49,
'Loads a new database file',@Load);
AddFullItem(' ~2~ Edit Date ',2,50,
'Full screen editing of data base entries',nil);
AddFullItem(' ~3~ Save the file ',3,51,
'Save database file to disk',nil);
AddFullItem(' ~4~ Change configuration ',4,52,
'Modify colors and defaults',nil);
Menus Menus Menus 12-11
--------------------------------------------------------------------------------
AddItem('');
AddFullItem(' ~Q~ Quit ',99,81,
'Exit system and return to DOS',nil);
SetStyleTitle(6,'Main Menu');
SetActiveItem(2);
SetMenuXY(0,4);
SetMessageXY(25,25);
SetGap(1);
Win^.SetClose(False);
Choice := Activate;
Done;
Load.Done;
end;
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.3 [SCREEN]
Nested Pop-Up
Menus
Creating Lotus-style Menus
Lotus-style menus are menu bars which occupy a single line, and the
user scrolls left and right through the items. An optional description
of the highlighted item is usually displayed on the line immediately
below the menu bar.
The LotusMenuOBJ object makes building Lotus-style menus easy. LotusMe-
nuOBJ is descendant from BaseMenuOBJ, and inherits the following, pre-
viously described, methods:
Init;
AddItem(Txt:StrVisible);
SetHK(Item:byte; HK:word);
SetMessage(Item:byte; Msg:StrVisible);
SetID(Item:byte; ID:word);
SetStatus(Item:byte, On:boolean);
SetSubMenu(Item:byte; SubMenu:BaseMenuPtr);
AddFullItem(Txt:StrVisible;ID,Hk:word; Msg:StrVisible; SubM:Baseme-
nuPtr);
Draw;
Activate: word;
Remove;
SetGap(G:byte);
SetMenuXY(X,Y: byte);
12-12 User's Guide
--------------------------------------------------------------------------------
SetMessageXY(X,Y:byte);
SetAllowEsc(On:boolean);
SetActiveItem(Item:byte);
SetColors(HiHot,HoNorm,LoHot,LoNorm,Off:byte);
Done;
Listed below are the contents of the file DEMMN4.PAS, which uses these
basic methods to build a simple single-level Lotus menu. Figure 12.4
shows the resultant menu display.
program DemoMenuFour;
{DEMMN1 - a simple lotus menu}
USES DOS, CRT,
totMENU, totFAST;
var
P: LotusMenuOBJ;
Choice: byte;
begin
Screen.Clear(white,'░'); {paint the screen}
with P do
begin
Init;
AddItem('Worksheet');
AddItem('Range');
AddItem('Copy');
AddItem('Move');
AddItem('File');
AddItem('Print');
AddItem('Graph');
AddItem('Data');
AddItem('System');
AddItem('Quit');
SetActiveItem(1);
SetGap(1);
Choice := Activate;
Done;
end;
GotoXY(1,5);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.4 [SCREEN]
A Simple Lotus
Menu
Menus Menus Menus 12-13
--------------------------------------------------------------------------------
If the user is using a mouse to select an item, the item is selected
when the user lets go of the mouse button. If the user holds down the
mouse button, and drifts away from the menu surface, none of the items
will be highlighted. If the user then releases the mouse button (while
the mouse cursor is not over the menu surface), a special ID DriftID is
returned by Activate. DriftID is declared as a constant in the totMENU
unit. To recap, if the ID 0 is returned, the user escaped, and if
DriftID is returned, the user drifted off the menu and selected no
item. All other values indicate that the user chose a specific item
from the menu.
In addition to the inherited methods, LotusMenuOBJ objects support the
following methods:
SetSpecialKey(HK:word; ID:word);
The hotkeys which are defined for each menu item allow the user to
select the item by pressing the appropriate hotkey. However, only the
hotkeys for the currently displayed menu are recognized. In a nested
menu system, the SetSpecialKey method can be used to define hotkeys
which will be recognized regardless of which menu level is being dis-
played. The method is passed two parameters; the keycode of the hotkey
and the ID which will be returned when the user presses this special
key. Special hotkeys can be added in any order, and they do not have to
correspond to any of the actual menu items. For example, you could add
an [KEYCAP] key to return the value of 1000 with the following state-
ment:
SetSpecialKey(301,1000);
If the menu is active, and the user presses [KEYCAP], the menu will
immediately end and return a value of 1000.
Menukey(K:word; X,Y: byte): boolean;
This method is passed three parameters defining the details of a key-
press, i.e. the keycode, and the (X,Y) coordinate of the mouse when the
key was pressed. The function method returns TRUE if the key's details
are recognized by the menu, i.e. if the details represent a menu
hotkey, or a mouse click on the menu surface.
Push(K:word; X,Y: byte);
The Activate method is used to start the menu and wait for user input.
The Push method is similar to activate, except that the procedure is
passed the key details for the first input to be processed. This method
can be used in conjunction with MenuKey to test for a menu key and then
12-14 User's Guide
--------------------------------------------------------------------------------
process it. For example, the following code fragment prompts the user
for input. If it is related to the menu, the menu is invoked, otherwise
SomeOtherTask is called:
var
Lmenu: LotusMenuOBJ;
K: word;
X,Y: byte;
Choice: word;
procedure SetUpLMenu;
{}
begin
with Lmenu do
begin
Init;
{...}
end;
end;
procedure SomeOtherTask(K:word;X,Y:byte);
{}
begin
{...}
end; {SomeOtherTask)}
begin
Screen.Clear(white,'░'); {paint the screen}
SetUpLmenu;
Choice := 0;
Lmenu.Draw;
Mouse.Show;
Repeat
K := Key.Getkey;
X := Key.LastX;
Y := Key.LastY;
if Lmenu.Menukey(K,X,Y) then
Choice := Lmenu.Push(K,X,Y)
else
SomeOtherTask(K,X,Y);
Until (Choice <> 0) and (Choice <> DriftID);
Mouse.Hide;
writeln(Choice);
end.
Lotus menus can be nested many levels deep. Listed below is the demo
file DEMMN5.PAS, which shows how to create nested menus. Figure 12.5
shows the resultant display.
Menus Menus Menus 12-15
--------------------------------------------------------------------------------
program DemoMenuFive;
{DEMMN5 - a nested Lotus menu}
USES DOS, CRT,
totMENU, totFAST;
var
Main,
Worksheet,
Range: LotusMenuOBJ;
Choice: word;
procedure Pretend;
begin
Screen.Clear(31,' '); {paint the screen}
Screen.WriteAt(1,4,48,replicate(80,' '));
Screen.WriteCenter(4,48,'Not 1-2-3!');
Screen.PartClear(1,5,4,25,48,' ');
end; {Pretend}
begin
Pretend;
with Worksheet do
begin
Init;
AddFullItem('~G~lobal',100,71,'Global stuff',nil);
AddFullItem('~I~nsert',101,73,'Insert stuff',nil);
AddFullItem('~D~elete',102,68,'Delete stuff',nil);
AddFullItem('~C~olumn',103,67,'Column stuff',nil);
AddFullItem('~E~rase',104,69,'Erase stuff',nil);
AddFullItem('~T~itles',105,84,'Titles stuff',nil);
AddFullItem('~W~indow',106,87,'Window stuff',nil);
AddFullItem('~S~tatus',107,83,'Status stuff',nil);
AddFullItem('~P~age',108,80,'Page stuff',nil);
AddFullItem('~H~ide',109,72,'Hide things',nil);
SetActiveItem(1);
SetGap(1);
end;
with Range do
begin
Init;
AddFullItem('~F~ormat',200,70,'Format stuff',nil);
AddFullItem('~L~abel',201,76,'Label stuff',nil);
AddFullItem('~E~rase',202,69,'Erase stuff',nil);
AddFullItem('~N~ame',203,78,'Name stuff',nil);
AddFullItem('~J~ustify',204,74,'Justify stuff',nil);
AddFullItem('~P~rot',205,80,'Protect stuff',nil);
AddFullItem('~U~nprot',206,85,'Unprotect stuff',nil);
AddFullItem('~I~nput',207,73,'Input stuff',nil);
AddFullItem('~V~alue',208,86,'Value stuff',nil);
12-16 User's Guide
--------------------------------------------------------------------------------
AddFullItem('~T~rans',209,84,'Transpose stuff',nil);
AddFullItem('~S~earch',209,83,'Search for things',nil);
SetActiveItem(1);
SetGap(1);
end;
with Main do
begin
Init;
AddFullItem('~W~orksheet',1,87,
'Worksheet and global operations',@Worksheet);
AddFullItem('~R~ange',2,82,
'Commands for manipulating data ranges',@Range);
AddFullItem('~C~opy',3,67,
'Cell and range copying commands',nil);
AddFullItem('~M~ove',4,77,'Cell and range moving commands',nil);
AddFullItem('~F~ile',5,70,'File loading and saving operation-
s',nil);
AddFullItem('~P~rint',6,80,'Graph and spreadsheet printing',nil);
AddFullItem('~G~raph',7,71,'Spreadsheet charting',nil);
AddFullItem('~D~ata',8,68,'Database operations',nil);
AddFullItem('~S~ystem',9,83,'Drop to the Operating System',nil);
AddFullItem('~Q~uit',99,81,'Miller Time!',nil);
SetActiveItem(1);
SetGap(1);
Choice := Activate;
Done;
Worksheet.Done;
Range.Done;
end;
gotoxy(1,5);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.5 [SCREEN]
Nested Lotus
Menus
Pull Down Menus
The totMENU unit provides a number of objects to help you create pull-
down menus like the one used in the Turbo Pascal integrated environ-
ment. The main pull-down menu object is PullMenuOBJ, and it is a
Menus Menus Menus 12-17
--------------------------------------------------------------------------------
descendant of LotusMenuOBJ -- a pull-down menu is really a Lotus menu
which calls pop-up menus when an item is selected from the main menu
bar. The other pull-down menus are EZPullArrayOBJ and EZPullLinkOBJ,
which allow you to quickly create a pull-down menu based on the con-
tents of a string array or linked list, respectively. Hence the prefix,
EZ!
PullMenuOBJ
99% of Toolkit users will use the EZ objects, but before moving on to
explain such shortcuts, the PullMenuOBJ object needs to be described in
detail.
PullMenuOBJ supports the following, previously described, methods:
Init;
AddItem(Txt:StrVisible);
SetHK(Item:byte; HK:word);
SetMessage(Item:byte; Msg:StrVisible);
SetID(Item:byte; ID:word);
SetStatus(Item:byte, On:boolean);
SetSubMenu(Item:byte; SubMenu:BaseMenuPtr);
AddFullItem(Txt:StrVisible;ID,Hk:word; Msg:StrVisible; SubM:Baseme-
nuPtr);
Draw;
Activate: word;
Remove;
SetGap(G:byte);
SetMenuXY(X,Y: byte);
SetMessageXY(X,Y:byte);
SetAllowEsc(On:boolean);
SetActiveItem(Item:byte);
SetColors(HiHot,HoNorm,LoHot,LoNorm,Off:byte);
SetSpecialKey(HK:word; ID:word);
Menukey(K:word; X,Y: byte): boolean;
Push(K:word; X,Y: byte);
Done;
To build a pull-down menu using PullMenuOBJ, you create an object of
type PullMenuOBJ, and one MenuOBJ object for each pull-down menu panel.
When you add the items to PullMenuOBJ, the sub-menu parameter should be
a pointer to the appropriate MenuOBJ instance. Listed below is the demo
program DEMMN6.PAS, followed by figure 12.6 showing the display.
program DemoMenuSix;
{DEMMN6 - a simple pullmenu}
USES DOS, CRT,
totMENU, totFAST;
12-18 User's Guide
--------------------------------------------------------------------------------
var
Fmenu,
Emenu: MenuOBJ;
Pmenu: PullMenuOBJ;
Choice: word;
procedure InitSubmenus;
{}
begin
with Fmenu do
begin
Init;
AddFullItem(' ~O~pen... ',101,79,'',nil);
AddFullItem(' ~N~ew ',102,78,'',nil);
AddFullItem(' ~S~ave... ',103,83,'',nil);
AddFullItem(' S~a~ve as ',104,65,'',nil);
AddFullItem(' Save a~l~l ',105,79,'',nil);
AddItem('-');
AddFullItem(' ~C~hange dir ...',106,67,'',nil);
AddFullItem(' ~P~rint ',107,80,'',nil);
AddFullItem(' ~G~et info... ',108,71,'',nil);
AddFullItem(' ~D~OS shell ',109,68,'',nil);
AddFullItem(' E~x~it ',110,88,'',nil);
SetForPull;
end;
with Emenu do
begin
Init;
AddFullItem(' ~R~estore line ',201,82,'',nil);
AddItem('-');
AddFullItem(' Cu~t~ ',202,84,'',nil);
AddFullItem(' ~C~opy ',203,67,'',nil);
AddFullItem(' ~P~aste ',204,80,'',nil);
AddFullItem(' Copy ~E~xample ',205,69,'',nil);
SetStatus(6,false);
AddFullItem(' ~S~how clipboard ',206,83,'',nil);
AddItem('-');
AddFullItem(' C~l~ear ',207,76,'',nil);
SetForPull;
end;
end; {InitSubMenus}
begin
Screen.Clear(white,'░'); {paint the screen}
Screen.PartClear(1,1,80,1,31,' ');
InitSubMenus;
with Pmenu do
begin
Init;
Menus Menus Menus 12-19
--------------------------------------------------------------------------------
AddFullItem(' ~F~ile ',1,70,'',@Fmenu);
AddFullItem(' ~E~dit ',2,69,'',@Emenu);
AddFullItem(' ~R~un ',3,82,'',nil);
SetID(3,3);
Choice := Activate;
Done;
end;
GotoXY(25,15);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.6 [SCREEN]
A Simple Pull-down
Menu
The demo program creates a pull-down menu with three elements on the
menu bar: File, Edit and Run. A sub-menu is displayed when either of
the first two items is selected. The program therefore requires three
menu objects: a PullMenuOBJ to define the main menu bar, and two
MenuOBJ objects to define the pull-down elements. Notice the method
call SetForPull in both the MenuOBJ set-up routines. This method sets
the characteristics of the MenuOBJ objects to fit in a pull-down menu
environment, e.g. the border is set to 1, any titles are removed, etc.
Also, notice that each selectable item is assigned a unique ID. When
the user chooses an Item (which doesn't call a sub-menu), the item ID
is returned by the method Activate or Push.
If you want to add more sub-sub-menus, simply create additional MenuOBJ
objects, and set a menu item to point to the sub-menu instance. For
example, the following code fragment will result in a sub-menu being
displayed when the Print option is selected from the file menu (it is
assumed that PrintMenu is an instance of MenuOBJ):
AddFullItem(' ~P~rint ',106,80,'',@PrintMenu);
As demonstrated by the third item "Run", items on the main menu bar do
not have to call sub-menus. If the user selects Run from the main menu,
an ID of three is returned.
12-20 User's Guide
--------------------------------------------------------------------------------
EZ Pull-Down Menus
The objects EZPullArrayOBJ and EZPullLinkOBJ provide a quick and easy
way of building powerful pull-down menus. The basic principle of the EZ
objects is that you define all the components of each menu item in a
string, and then instruct the Toolkit to build a pull-down menu from
the strings. The strings can either be stored in an array or in a
linked list.
Each string can have between one and four elements, with each element
being separated by a double-quote ("). The first element is the menu
item text, the second element is the message or menu description, the
third element is the item ID, and the fourth element is an optional
special hotkey which can be pressed anywhere in the menu hierarchy to
select the item. The syntax of the string is as follows:
'menu text"description"ID"SpecialHK'
For example, the following string declares the menu item "Open..." :
' ~O~pen... "Locate and open a file in an edit window"201"316'
You do not need to specify all four elements. For example, if the item
does not have a special hotkey, omit the fourth part. If the item text
includes a highlighted character, e.g. ~O~, the Toolkit will automati-
cally assign that letter as the standard item hotkey.
The strings in the array or list must be specified in the order that
the picks will appear in the menu, and strings representing a main menu
item must begin with the backslash character. If you want a topic to be
non-selectable, start the string with an underscore, '_'. For example,
the following strings could be used to create a menu similar to the
DEMMN6.PAS program described earlier:
'\ ~F~ile ';
' ~O~pen... "101'
' ~N~ew "102'
' ~S~ave... "103'
' S~a~ve as "104'
' Save a~l~l "105'
'-'
' ~C~hange dir ..."106'
' ~P~rint "107'
' ~G~et info... "108'
' ~D~OS shell "109'
' E~x~it "110'
'\ ~E~dit '
' ~R~estore line "201'
'-'
' Cu~t~ "202'
' ~C~opy "203'
' ~P~aste "204'
Menus Menus Menus 12-21
--------------------------------------------------------------------------------
'_Copy ~E~xample "205'
' ~S~how clipboard "206'
'-'
' C~l~ear "207'
'\ ~R~un "3'
Note: the EZ objects can only be used to create a single-level
pull-down menu. Refer to the section Adding Sub-Menus to see how
to customize an EZ pull-down menu with sub-menus.
The EZ pull object dynamically creates an instance of PullMenuOBJ, and
as many MenuOBJ instances as needed to create the menu. The EZ pull
objects include the following two function methods which allow you to
directly access the internal PullMenuOBJ and MenuOBJ instances:
MainMenu: PullMenuPtr;
This function returns a pointer to the PullMenuOBJ instance used by the
EZ object. You may change the characteristics settings of the instance
by using the syntax Mainmenu^.method. For example, the following method
will draw the main menu bar: Mainmenu^.Draw.
SubMenu(MenuNumber: byte): SubMenuPtr;
This function returns a pointer to one of the MenuOBJ instances, i.e.
one of the first-level menu panels. You may change the characteristics
of the instance by using the syntax Submenu(num)^.method.
EZPullArrayOBJ
The EZPullArrayOBJ builds and displays a pull-down menu based on the
contents of a string array. After calling Init, the following method
should be called to pass the menu details to the object:
AssignList(var StrArray; Total:longint; StrLength:byte);
AssignList identifies the string array which contains the menu struc-
ture. The method is passed three parameters; the string array, the
total number of elements in the array, and the defined string length of
each array element.
Unlike other Toolkit objects such as List and Browse, the EZPullArray-
OBJ copies the data from the string array. This means that, after
assignment, you can dispose of the string array. The partial listing of
12-22 User's Guide
--------------------------------------------------------------------------------
the demo file DEMMN7.PAS (listed below), illustrates this technique.
The string array is created locally in the procedure CreateMenu, and is
automatically disposed of when the CreateMenu procedure finishes.
The demo program is a mock-up of Turbo Pascal's own IDE menu (see
Figure 12.7)
program DemoMenuSeven;
{DEMMN7 - using EZPull objects}
USES DOS, CRT,
totMENU, totFAST;
var
Menu: EZPullArrayOBJ;
Choice: word;
procedure CreateMenu;
{}
var
Mtxt: Array[1..84] of string[90];
begin
MTxt[1] := '\ p "System Commands';
MTxt[2] := ' ~A~bout... "Show version and copyright information-
"100';
MTxt[3] := ' ~R~efresh display "Redraw the screen"101';
MTxt[4] := ' ~C~lear desktop "Close all windows on the desktop,
clear history lists"102';
MTxt[5] := '\ ~F~ile "File management commands (Open, New, Save,
etc.)';
MTxt[6] := ' ~O~pen... "Locate and open a file in an edit
window"201';
{...}
MTxt[84] := ' ~H~elp on Help "How to use online Help"1005';
with Menu do
begin
Init;
AssignList(MTxt,84,90);
end;
end; {CreateMenu}
begin
Screen.PartClear(1,2,80,24,white,'░'); {paint the screen}
Screen.PartClear(1,1,80,1,31,' ');
Screen.PartClear(1,25,80,25,31,' ');
Screen.WritePlain(9,25,'│');
CreateMenu;
with Menu do
begin
Choice := Push(13,0,0); {Pass Enter to make menu pull down}
Done;
end;
Menus Menus Menus 12-23
--------------------------------------------------------------------------------
GotoXY(25,15);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.7 [SCREEN]
An EZ Pull-down
Menu
EZPullLinkOBJ
The EZPullLinkOBJ reads the menu definition from a linked list, i.e.
from an instance of DLLOBJ or one of its descendants. After calling
Init, the following method should be called to pass the menu details to
the object:
AssignList(var LinkList DLLOBJ);
AssignList identifies the linked list which contains the menu defini-
tion. The method is passed one parameter; an instance of DLLOBJ or a
descendant, e.g. StrDLLOBJ.
As with EZPullArrayOBJ, the data is copied from the linked list to the
internal menu objects. Listed below is the demo program DEMMN8.PAS,
which shows how EZPullLinkOBJ can be used to read a menu from disk.
program DemoMenuEight;
{DEMMN8 - reading a menu from disk}
USES DOS, CRT,
totMENU, totFAST, totLINK;
var
Menu: EZPullLinkOBJ;
Choice: word;
procedure CreateMenu;
{}
var
FileList: StrDLLOBJ;
Retcode: integer;
F: text;
Line:string;
begin
assign(F,'DEMMN8.TXT');
{$I-}
12-24 User's Guide
--------------------------------------------------------------------------------
reset(F);
{$I+}
if ioresult <> 0 then
begin
Writeln('Error: the file DEMMN8.TXT must be in the default
directory!');
halt(1);
end;
with FileList do
begin
Init;
Retcode := 0;
ReadLn(F,Line);
while not eof(F) and (Retcode = 0) do
begin
Readln(F,Line);
Retcode := Add(Line);
end;
close(F);
end;
with Menu do
begin
Init;
AssignList(FileList);
FileList.Done;
end;
end; {CreateMenu}
begin
Screen.PartClear(1,2,80,24,white,'░'); {paint the screen}
Screen.PartClear(1,1,80,1,31,' ');
Screen.PartClear(1,25,80,25,31,' ');
Screen.WritePlain(9,25,'│');
CreateMenu;
with Menu do
begin
Choice := Push(13,0,0); {Pass Enter to make menu pull down}
Done;
end;
GotoXY(25,15);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Menus Menus Menus 12-25
--------------------------------------------------------------------------------
Adding Sub-Menus
The EZ objects provide a quick way of building a single level pull-down
menu. If you want to have some sub-menus, you can still use the EZ
objects. First call the AssignList method to create the main pull-down
menu objects, and then create as many MenuOBJ instances as needed.
Finally, use the SubMenu function method to access individual menu ele-
ments and assign your own MenuOBJ instances to the appropriate menu
item.
Listed below is an extract of the demo file DEMMN9.PAS, which illus-
trates this technique:
program DemoMenuNine;
{DEMMN9 - using a EZPull object with sub menus and hotkeys}
USES DOS, CRT,
totMENU, totFAST;
var
Env,Watch: MenuOBJ;
Menu: EZPullArrayOBJ;
Choice: word;
procedure CreateSubMenus;
{}
begin
with Env do
begin
Init;
SetForPull;
AddFullItem(' ~P~references... ',8061,80,
'Specify desktop settings',nil);
AddFullItem(' ~E~ditor... ',8062,69,
'Specify editor settings',nil);
AddFullItem(' ~M~ouse... ',8063,77,
'Specify mouse settings',nil);
AddFullItem(' ~S~tartup... ',8064,83,
'Permanently change default startup options',nil);
AddFullItem(' ~C~olors... ',8065,67,
'Customize IDE colors for windows, menus, etc.',nil);
end;
with Watch do
begin
Init;
SetForPull;
AddFullItem(' ~A~dd watch... ',7021,65,
'Insert a watch expression into the Watch window',nil);
AddFullItem(' ~D~elete watch ',7022,68,
'Remove the current watch expression from the Watch window',-
nil);
AddFullItem(' ~E~dit watch... ',7023,69,
12-26 User's Guide
--------------------------------------------------------------------------------
'Edit the current watch expression in the Watch window',nil);
AddFullItem(' ~R~emove all watches ',7024,82,
'Delete all watch expressions from the Watch window',nil);
end;
end; {CreateSubMenus}
procedure CreateMenu;
{}
var
Mtxt: Array[1..84] of string[100];
begin
MTxt[1] := '\ p "System Commands';
{...}
MTxt[84] := ' ~H~elp on Help "How to use online Help"1005';
with Menu do
begin
Init;
AssignList(MTxt,84,100);
end;
end; {CreateMenu}
begin
Screen.PartClear(1,2,80,24,white,'░'); {paint the screen}
Screen.PartClear(1,1,80,1,31,' ');
Screen.PartClear(1,25,80,25,31,' ');
Screen.WritePlain(9,25,'│');
CreateMenu;
CreateSubMenus;
with Menu do
begin
SubMenu(7)^.SetSubMenu(2,@Watch);
SubMenu(8)^.SetSubMenu(7,@Env);
Choice := Activate
Done;
Env.Done;
Watch.Done;
end;
GotoXY(25,15);
if Choice = 0 then
Writeln('You escaped')
else
Writeln('You selected menu item ',Choice);
end.
Figure 12.8 [SCREEN]
Nested Pull-down
Menus
Menus Menus Menus 12-27
--------------------------------------------------------------------------------
Adding Help
Adding help to menu objects is very similar to the ways described for
other objects like DirWinOBJ. To add a help facility to any menu
object, all you have to do is create a procedure following some spe-
cific rules, and then call the menu method SetHelpHook to instruct the
Toolkit to use your procedure.
For a procedure to be eligible as a help hook, it must adhere to the
following rules:
Rule 1 The procedure must be declared as a FAR procedure. This can
be achieved by preceding the procedure with a {$F+} compiler
directive, and following the procedure with a {$F-} direc-
tive. Alternatively, Turbo 6 users can use the new keyword
FAR following the procedure statement.
Rule 2 The procedure must be declared with one passed parameter of
type word. This parameter indicates the ID of the high-
lighted item at the time the user requested help.
Rule 3 The procedure must be at the root level, i.e. the procedure
cannot be nested within another procedure.
The following procedure declaration follows these rules:
{$F+}
procedure MyHelpHook(ID:word);
.....{procedure statements}
end;
{$F-}
The following method SetHelpHook is then called to instruct the Toolkit
to call your procedure when the user asks for help:
SetHelpHook(PassedProc:HelpProc);
This method is passed the procedure name of a procedure declared using
the rules outlined above.
Remember that if you are using an EZ object, you must access the Pull-
MenuOBJ using the following statement:
Mainmenu^.SetHelpHook(YourProc);