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author | cinap_lenrek <cinap_lenrek@localhost> | 2011-05-03 11:25:13 +0000 |
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committer | cinap_lenrek <cinap_lenrek@localhost> | 2011-05-03 11:25:13 +0000 |
commit | 458120dd40db6b4df55a4e96b650e16798ef06a0 (patch) | |
tree | 8f82685be24fef97e715c6f5ca4c68d34d5074ee /sys/src/cmd/python/Doc/mac/libframework.tex | |
parent | 3a742c699f6806c1145aea5149bf15de15a0afd7 (diff) |
add hg and python
Diffstat (limited to 'sys/src/cmd/python/Doc/mac/libframework.tex')
-rw-r--r-- | sys/src/cmd/python/Doc/mac/libframework.tex | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/sys/src/cmd/python/Doc/mac/libframework.tex b/sys/src/cmd/python/Doc/mac/libframework.tex new file mode 100644 index 000000000..692c31fe4 --- /dev/null +++ b/sys/src/cmd/python/Doc/mac/libframework.tex @@ -0,0 +1,314 @@ +\section{\module{FrameWork} --- + Interactive application framework} + +\declaremodule{standard}{FrameWork} + \platform{Mac} +\modulesynopsis{Interactive application framework.} + + +The \module{FrameWork} module contains classes that together provide a +framework for an interactive Macintosh application. The programmer +builds an application by creating subclasses that override various +methods of the bases classes, thereby implementing the functionality +wanted. Overriding functionality can often be done on various +different levels, i.e. to handle clicks in a single dialog window in a +non-standard way it is not necessary to override the complete event +handling. + +Work on the \module{FrameWork} has pretty much stopped, now that +\module{PyObjC} is available for full Cocoa access from Python, and the +documentation describes only the most important functionality, and not +in the most logical manner at that. Examine the source or the examples +for more details. The following are some comments posted on the +MacPython newsgroup about the strengths and limitations of +\module{FrameWork}: + +\begin{quotation} +The strong point of \module{FrameWork} is that it allows you to break +into the control-flow at many different places. \refmodule{W}, for +instance, uses a different way to enable/disable menus and that plugs +right in leaving the rest intact. The weak points of +\module{FrameWork} are that it has no abstract command interface (but +that shouldn't be difficult), that its dialog support is minimal and +that its control/toolbar support is non-existent. +\end{quotation} + + +The \module{FrameWork} module defines the following functions: + + +\begin{funcdesc}{Application}{} +An object representing the complete application. See below for a +description of the methods. The default \method{__init__()} routine +creates an empty window dictionary and a menu bar with an apple menu. +\end{funcdesc} + +\begin{funcdesc}{MenuBar}{} +An object representing the menubar. This object is usually not created +by the user. +\end{funcdesc} + +\begin{funcdesc}{Menu}{bar, title\optional{, after}} +An object representing a menu. Upon creation you pass the +\code{MenuBar} the menu appears in, the \var{title} string and a +position (1-based) \var{after} where the menu should appear (default: +at the end). +\end{funcdesc} + +\begin{funcdesc}{MenuItem}{menu, title\optional{, shortcut, callback}} +Create a menu item object. The arguments are the menu to create, the +item title string and optionally the keyboard shortcut +and a callback routine. The callback is called with the arguments +menu-id, item number within menu (1-based), current front window and +the event record. + +Instead of a callable object the callback can also be a string. In +this case menu selection causes the lookup of a method in the topmost +window and the application. The method name is the callback string +with \code{'domenu_'} prepended. + +Calling the \code{MenuBar} \method{fixmenudimstate()} method sets the +correct dimming for all menu items based on the current front window. +\end{funcdesc} + +\begin{funcdesc}{Separator}{menu} +Add a separator to the end of a menu. +\end{funcdesc} + +\begin{funcdesc}{SubMenu}{menu, label} +Create a submenu named \var{label} under menu \var{menu}. The menu +object is returned. +\end{funcdesc} + +\begin{funcdesc}{Window}{parent} +Creates a (modeless) window. \var{Parent} is the application object to +which the window belongs. The window is not displayed until later. +\end{funcdesc} + +\begin{funcdesc}{DialogWindow}{parent} +Creates a modeless dialog window. +\end{funcdesc} + +\begin{funcdesc}{windowbounds}{width, height} +Return a \code{(\var{left}, \var{top}, \var{right}, \var{bottom})} +tuple suitable for creation of a window of given width and height. The +window will be staggered with respect to previous windows, and an +attempt is made to keep the whole window on-screen. However, the window will +however always be the exact size given, so parts may be offscreen. +\end{funcdesc} + +\begin{funcdesc}{setwatchcursor}{} +Set the mouse cursor to a watch. +\end{funcdesc} + +\begin{funcdesc}{setarrowcursor}{} +Set the mouse cursor to an arrow. +\end{funcdesc} + + +\subsection{Application Objects \label{application-objects}} + +Application objects have the following methods, among others: + + +\begin{methoddesc}[Application]{makeusermenus}{} +Override this method if you need menus in your application. Append the +menus to the attribute \member{menubar}. +\end{methoddesc} + +\begin{methoddesc}[Application]{getabouttext}{} +Override this method to return a text string describing your +application. Alternatively, override the \method{do_about()} method +for more elaborate ``about'' messages. +\end{methoddesc} + +\begin{methoddesc}[Application]{mainloop}{\optional{mask\optional{, wait}}} +This routine is the main event loop, call it to set your application +rolling. \var{Mask} is the mask of events you want to handle, +\var{wait} is the number of ticks you want to leave to other +concurrent application (default 0, which is probably not a good +idea). While raising \var{self} to exit the mainloop is still +supported it is not recommended: call \code{self._quit()} instead. + +The event loop is split into many small parts, each of which can be +overridden. The default methods take care of dispatching events to +windows and dialogs, handling drags and resizes, Apple Events, events +for non-FrameWork windows, etc. + +In general, all event handlers should return \code{1} if the event is fully +handled and \code{0} otherwise (because the front window was not a FrameWork +window, for instance). This is needed so that update events and such +can be passed on to other windows like the Sioux console window. +Calling \function{MacOS.HandleEvent()} is not allowed within +\var{our_dispatch} or its callees, since this may result in an +infinite loop if the code is called through the Python inner-loop +event handler. +\end{methoddesc} + +\begin{methoddesc}[Application]{asyncevents}{onoff} +Call this method with a nonzero parameter to enable +asynchronous event handling. This will tell the inner interpreter loop +to call the application event handler \var{async_dispatch} whenever events +are available. This will cause FrameWork window updates and the user +interface to remain working during long computations, but will slow the +interpreter down and may cause surprising results in non-reentrant code +(such as FrameWork itself). By default \var{async_dispatch} will immediately +call \var{our_dispatch} but you may override this to handle only certain +events asynchronously. Events you do not handle will be passed to Sioux +and such. + +The old on/off value is returned. +\end{methoddesc} + +\begin{methoddesc}[Application]{_quit}{} +Terminate the running \method{mainloop()} call at the next convenient +moment. +\end{methoddesc} + +\begin{methoddesc}[Application]{do_char}{c, event} +The user typed character \var{c}. The complete details of the event +can be found in the \var{event} structure. This method can also be +provided in a \code{Window} object, which overrides the +application-wide handler if the window is frontmost. +\end{methoddesc} + +\begin{methoddesc}[Application]{do_dialogevent}{event} +Called early in the event loop to handle modeless dialog events. The +default method simply dispatches the event to the relevant dialog (not +through the \code{DialogWindow} object involved). Override if you +need special handling of dialog events (keyboard shortcuts, etc). +\end{methoddesc} + +\begin{methoddesc}[Application]{idle}{event} +Called by the main event loop when no events are available. The +null-event is passed (so you can look at mouse position, etc). +\end{methoddesc} + + +\subsection{Window Objects \label{window-objects}} + +Window objects have the following methods, among others: + +\setindexsubitem{(Window method)} + +\begin{methoddesc}[Window]{open}{} +Override this method to open a window. Store the MacOS window-id in +\member{self.wid} and call the \method{do_postopen()} method to +register the window with the parent application. +\end{methoddesc} + +\begin{methoddesc}[Window]{close}{} +Override this method to do any special processing on window +close. Call the \method{do_postclose()} method to cleanup the parent +state. +\end{methoddesc} + +\begin{methoddesc}[Window]{do_postresize}{width, height, macoswindowid} +Called after the window is resized. Override if more needs to be done +than calling \code{InvalRect}. +\end{methoddesc} + +\begin{methoddesc}[Window]{do_contentclick}{local, modifiers, event} +The user clicked in the content part of a window. The arguments are +the coordinates (window-relative), the key modifiers and the raw +event. +\end{methoddesc} + +\begin{methoddesc}[Window]{do_update}{macoswindowid, event} +An update event for the window was received. Redraw the window. +\end{methoddesc} + +\begin{methoddesc}{do_activate}{activate, event} +The window was activated (\code{\var{activate} == 1}) or deactivated +(\code{\var{activate} == 0}). Handle things like focus highlighting, +etc. +\end{methoddesc} + + +\subsection{ControlsWindow Object \label{controlswindow-object}} + +ControlsWindow objects have the following methods besides those of +\code{Window} objects: + + +\begin{methoddesc}[ControlsWindow]{do_controlhit}{window, control, + pcode, event} +Part \var{pcode} of control \var{control} was hit by the +user. Tracking and such has already been taken care of. +\end{methoddesc} + + +\subsection{ScrolledWindow Object \label{scrolledwindow-object}} + +ScrolledWindow objects are ControlsWindow objects with the following +extra methods: + + +\begin{methoddesc}[ScrolledWindow]{scrollbars}{\optional{wantx\optional{, + wanty}}} +Create (or destroy) horizontal and vertical scrollbars. The arguments +specify which you want (default: both). The scrollbars always have +minimum \code{0} and maximum \code{32767}. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{getscrollbarvalues}{} +You must supply this method. It should return a tuple \code{(\var{x}, +\var{y})} giving the current position of the scrollbars (between +\code{0} and \code{32767}). You can return \code{None} for either to +indicate the whole document is visible in that direction. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{updatescrollbars}{} +Call this method when the document has changed. It will call +\method{getscrollbarvalues()} and update the scrollbars. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{scrollbar_callback}{which, what, value} +Supplied by you and called after user interaction. \var{which} will +be \code{'x'} or \code{'y'}, \var{what} will be \code{'-'}, +\code{'--'}, \code{'set'}, \code{'++'} or \code{'+'}. For +\code{'set'}, \var{value} will contain the new scrollbar position. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{scalebarvalues}{absmin, absmax, + curmin, curmax} +Auxiliary method to help you calculate values to return from +\method{getscrollbarvalues()}. You pass document minimum and maximum value +and topmost (leftmost) and bottommost (rightmost) visible values and +it returns the correct number or \code{None}. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{do_activate}{onoff, event} +Takes care of dimming/highlighting scrollbars when a window becomes +frontmost. If you override this method, call this one at the end of +your method. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{do_postresize}{width, height, window} +Moves scrollbars to the correct position. Call this method initially +if you override it. +\end{methoddesc} + +\begin{methoddesc}[ScrolledWindow]{do_controlhit}{window, control, + pcode, event} +Handles scrollbar interaction. If you override it call this method +first, a nonzero return value indicates the hit was in the scrollbars +and has been handled. +\end{methoddesc} + + +\subsection{DialogWindow Objects \label{dialogwindow-objects}} + +DialogWindow objects have the following methods besides those of +\code{Window} objects: + + +\begin{methoddesc}[DialogWindow]{open}{resid} +Create the dialog window, from the DLOG resource with id +\var{resid}. The dialog object is stored in \member{self.wid}. +\end{methoddesc} + +\begin{methoddesc}[DialogWindow]{do_itemhit}{item, event} +Item number \var{item} was hit. You are responsible for redrawing +toggle buttons, etc. +\end{methoddesc} |