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EXAMPLES
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DIALOGBO.H
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C/C++ Source or Header
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1991-12-20
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5KB
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175 lines
/*
* Copyright (c) 1987, 1988, 1989 Stanford University
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of Stanford not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. Stanford makes no representations about
* the suitability of this software for any purpose. It is provided "as is"
* without express or implied warranty.
*
* STANFORD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
* IN NO EVENT SHALL STANFORD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
* WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
// $Header: dialogbox.h,v 1.12 90/01/25 16:29:11 interran Exp $
// declares class DialogBox and DialogBox subclasses.
#ifndef dialogbox_h
#define dialogbox_h
#include <InterViews/filechooser.h>
// Declare imported types.
class ButtonState;
class IMessage;
class StringEditor;
// A DialogBox knows how to set its message and warning text and how
// to pop up itself over the underlying Interactor.
class DialogB : public MonoScene {
public:
void SetMessage(const char* = nil, const char* = nil);
void SetWarning(const char* = nil, const char* = nil);
void SetUnderlying(Interactor*);
protected:
DialogB(Interactor*, const char* = nil);
void PopUp();
void Disappear();
IMessage* message; // displays message text
IMessage* warning; // displays warning text
Interactor* underlying; // we'll insert ourselves into its parent
};
// A Messager displays a message until it's acknowledged.
class Messager : public DialogB {
public:
Messager(Interactor*, const char* = nil);
~Messager();
void Display();
protected:
void Init();
void Reconfig();
ButtonState* ok; // stores status of "ok" button
Interactor* okbutton; // displays "ok" button
};
// A Confirmer displays a message until it's confirmed or cancelled.
class Confirmer : public DialogB {
public:
Confirmer(Interactor*, const char* = nil);
~Confirmer();
char Confirm();
protected:
void Init();
void Reconfig();
ButtonState* yes; // stores status of "yes" button
ButtonState* no; // stores status of "no" button
ButtonState* cancel; // stores status of "cancel" button
Interactor* yesbutton; // displays "yes" button
Interactor* nobutton; // displays "no" button
Interactor* cancelbutton; // displays "cancel" button
};
// A Namer displays a string until it's edited or cancelled.
class Namer : public DialogB {
public:
Namer(Interactor*, const char* = nil);
~Namer();
char* Edit(const char*);
protected:
void Init();
void Reconfig();
ButtonState* accept; // stores status of "accept" button
ButtonState* cancel; // stores status of "cancel" button
Interactor* acceptbutton; // displays "accept" button
Interactor* cancelbutton; // displays "cancel" button
StringEditor* stringeditor; // displays and edits a string
};
// A NamerNUnit displays a string until it's edited or cancelled and
// appends an unit to the string when returning the string.
class NamerNUnit : public DialogB {
public:
NamerNUnit(Interactor*, const char*, const char*, const char*);
~NamerNUnit();
char* Edit(const char*);
protected:
void Init();
void Reconfig();
ButtonState* accept; // stores status of "accept" button
ButtonState* cancel; // stores status of "cancel" button
ButtonState* unit; // stores current unit
Interactor* acceptbutton; // displays "accept" button
Interactor* cancelbutton; // displays "cancel" button
Interactor* unit1button; // displays first unit button
Interactor* unit2button; // displays second unit button
StringEditor* stringeditor; // displays and edits a string
};
// A Finder browses the file system and returns a file name.
class Finder : public FileChooser {
public:
Finder(Interactor*, const char*);
const char* Find();
protected:
Interactor* Interior();
boolean Popup(Event&, boolean = true);
protected:
Interactor* underlying; // we'll insert ourselves into its parent
};
#endif