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/* Copyright (c) 2008-2013 Rexx Language Association. All rights reserved. */
/* This program and the accompanying materials are made available under */
/* the terms of the Common Public License v1.0 which accompanies this */
/* distribution. A copy is also available at the following address: */
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* Name: displayAnyMenu.rex
* Type: Example ooRexx program
* Description: Displays the menu hierarchy for a window that the user picks.
* The user is prompted for the title of an open, top-level,
* window. This program then parses the details of the menubar
* for that window and displays them graphically.
* The example uses a mixture of ooDialog and winsystm.
* In addition, the example uses some of the public functions
* provided by the windowsSystem.frm package. That framweowork
* is an example of how to extract common function into a
* package and share that function with any number of ooRexx
* The table below lists the external functions and classes used in this
* program and shows where to go to examine the source code for them.
* External function Source
* RcDialog ooDialog
* errorDialog() ooDialog
* askDialog() ooDialog
* infoDialog() ooDialog
* MenuDetailer windowsSystem.frm
* findTheWindow() windowsSystem.frm
-- Prompt the user for a window title
dlg = .UserPrompt~new("winSystemDlgs.rc", IDD_USER_PROMPT)
if dlg~initCode <> 0 then do
msg = "Error initializing the UserPrompt dialog." || '0d0a0d0a'x || -
"The dislplayAnyMenu example will have to quit."
j = errorDialog(msg)
-- A return of 2 means the user canceled, and we will just quit.
if dlg~execute("SHOWTOP") == 2 then return 2
-- The UserPrompt dialog validates the data, i.e. it enforces that either a
-- valid WindowObject is obtained, or that the user cancels. Here, we ask the
-- dialog for the window object that the user picked, create a MenuDetailer
-- object using that window object, and then display the menu.
topWnd = dlg~getUserPick
md = .MenuDetailer~new(topWnd)
-- Return 0 for okay
/** class UserPrompt
* Our user prompt dialog subclasses the RcDialog. The RcDialog class takes
* care of all the details of the dialog and we just over-ride the ok method
* to take care of validating the user input. We also add a method,
* getUserPick(), which is used to return the window object representing the
* window the user selected.
::class 'UserPrompt' subclass RcDialog inherit AdvancedControls MessageExtensions
* The over-ride of the ok() method is basically simple. It verifies that the
* user entered something in the edit control and then attempts to contstruct
* a .WindowObject using the text from the edit control as the title of a
* The method will only end the dialog with the 'ok' value if a valid window
* object is constructed. Otherwise it forces the user to either try again,
* or to cancel.
expose wnd edit
-- Get the edit control object and then the text the user entered. We only
-- instantiate the edit control object the first time through.
if \ edit~isA(.EditControl) then edit = self~newEdit(IDC_EDIT_NAME)
title = edit~getText~strip
-- Check that the user entered something.
if title~length == 0 then do
msg = "You must enter the title of a window whose menu" || '0d0a'x || -
"you want displayed." || '0d0a0d0a'x || -
"Would you rather cancel?"
if askDialog(msg) then return self~cancel
-- Warn the user that constructing the window object may take a little bit of
msg = "It may take a second or two find the window" || '0d0a'x || -
"you picked. Be patient." || '0d0a0d0a'x || -
"This dialog will be disabled during the search."
j = infoDialog(msg)
-- Disable the dialog so that an impatient user can not fiddle with it.
-- The big step, get a window object with the title entered by the user.
wnd = findTheWindow(title)
-- Re-enable the dialog.
-- If we don't have a window object, give the user a chance to try again, or
-- to cancel. If the user does not want to try again, we end the dialog by
-- invoking our cancel() method.
if wnd == .nil then do
msg = "Failed to find the window with title:" || '0d0a'x || -
" " title || '0d0a0d0a'x || -
"The window title has to match exactly." || '0d0a0d0a'x || -
if askDialog(msg) then return
else return self~cancel
-- Okay, we have a window object. We end the dialog by inoking the superclass
-- ok() method.
* Just to keep things tidy, if the user cancels, we make sure that wnd is .nil.
* Then if getUserPick() is called, .nil is returned. Presumably, if the user
* cancels, getUserPick() would not be invoked. However, if someone were to
* take this dialog class implementation and extend it, this simple detail might
* be overlooked.
wnd = .nil
/** getUserPick() Return the window object to the caller */