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+
+:mod:`FrameWork` --- Interactive application framework
+======================================================
+
+.. module:: FrameWork
+ :platform: Mac
+ :synopsis: Interactive application framework.
+
+
+The :mod:`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 :mod:`FrameWork` has pretty much stopped, now that :mod:`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 :mod:`FrameWork`:
+
+
+.. epigraph::
+
+ The strong point of :mod:`FrameWork` is that it allows you to break into the
+ control-flow at many different places. :mod:`W`, for instance, uses a different
+ way to enable/disable menus and that plugs right in leaving the rest intact.
+ The weak points of :mod:`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.
+
+The :mod:`FrameWork` module defines the following functions:
+
+
+.. function:: Application()
+
+ An object representing the complete application. See below for a description of
+ the methods. The default :meth:`__init__` routine creates an empty window
+ dictionary and a menu bar with an apple menu.
+
+
+.. function:: MenuBar()
+
+ An object representing the menubar. This object is usually not created by the
+ user.
+
+
+.. function:: Menu(bar, title[, after])
+
+ An object representing a menu. Upon creation you pass the ``MenuBar`` the menu
+ appears in, the *title* string and a position (1-based) *after* where the menu
+ should appear (default: at the end).
+
+
+.. function:: MenuItem(menu, title[, 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 ``'domenu_'``
+ prepended.
+
+ Calling the ``MenuBar`` :meth:`fixmenudimstate` method sets the correct dimming
+ for all menu items based on the current front window.
+
+
+.. function:: Separator(menu)
+
+ Add a separator to the end of a menu.
+
+
+.. function:: SubMenu(menu, label)
+
+ Create a submenu named *label* under menu *menu*. The menu object is returned.
+
+
+.. function:: Window(parent)
+
+ Creates a (modeless) window. *Parent* is the application object to which the
+ window belongs. The window is not displayed until later.
+
+
+.. function:: DialogWindow(parent)
+
+ Creates a modeless dialog window.
+
+
+.. function:: windowbounds(width, height)
+
+ Return a ``(left, top, right, 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.
+
+
+.. function:: setwatchcursor()
+
+ Set the mouse cursor to a watch.
+
+
+.. function:: setarrowcursor()
+
+ Set the mouse cursor to an arrow.
+
+
+.. _application-objects:
+
+Application Objects
+-------------------
+
+Application objects have the following methods, among others:
+
+
+.. method:: Application.makeusermenus()
+
+ Override this method if you need menus in your application. Append the menus to
+ the attribute :attr:`menubar`.
+
+
+.. method:: Application.getabouttext()
+
+ Override this method to return a text string describing your application.
+ Alternatively, override the :meth:`do_about` method for more elaborate "about"
+ messages.
+
+
+.. method:: Application.mainloop([mask[, wait]])
+
+ This routine is the main event loop, call it to set your application rolling.
+ *Mask* is the mask of events you want to handle, *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 *self* to exit the mainloop is still supported
+ it is not recommended: call ``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 ``1`` if the event is fully handled
+ and ``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 :func:`MacOS.HandleEvent`
+ is not allowed within *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.
+
+
+.. method:: 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
+ *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 *async_dispatch* will immediately
+ call *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.
+
+
+.. method:: Application._quit()
+
+ Terminate the running :meth:`mainloop` call at the next convenient moment.
+
+
+.. method:: Application.do_char(c, event)
+
+ The user typed character *c*. The complete details of the event can be found in
+ the *event* structure. This method can also be provided in a ``Window`` object,
+ which overrides the application-wide handler if the window is frontmost.
+
+
+.. method:: 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
+ ``DialogWindow`` object involved). Override if you need special handling of
+ dialog events (keyboard shortcuts, etc).
+
+
+.. method:: 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).
+
+
+.. _window-objects:
+
+Window Objects
+--------------
+
+Window objects have the following methods, among others:
+
+
+.. method:: Window.open()
+
+ Override this method to open a window. Store the MacOS window-id in
+ :attr:`self.wid` and call the :meth:`do_postopen` method to register the window
+ with the parent application.
+
+
+.. method:: Window.close()
+
+ Override this method to do any special processing on window close. Call the
+ :meth:`do_postclose` method to cleanup the parent state.
+
+
+.. method:: Window.do_postresize(width, height, macoswindowid)
+
+ Called after the window is resized. Override if more needs to be done than
+ calling ``InvalRect``.
+
+
+.. method:: 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.
+
+
+.. method:: Window.do_update(macoswindowid, event)
+
+ An update event for the window was received. Redraw the window.
+
+
+.. method:: Window.do_activate(activate, event)
+
+ The window was activated (``activate == 1``) or deactivated (``activate == 0``).
+ Handle things like focus highlighting, etc.
+
+
+.. _controlswindow-object:
+
+ControlsWindow Object
+---------------------
+
+ControlsWindow objects have the following methods besides those of ``Window``
+objects:
+
+
+.. method:: ControlsWindow.do_controlhit(window, control, pcode, event)
+
+ Part *pcode* of control *control* was hit by the user. Tracking and such has
+ already been taken care of.
+
+
+.. _scrolledwindow-object:
+
+ScrolledWindow Object
+---------------------
+
+ScrolledWindow objects are ControlsWindow objects with the following extra
+methods:
+
+
+.. method:: ScrolledWindow.scrollbars([wantx[, wanty]])
+
+ Create (or destroy) horizontal and vertical scrollbars. The arguments specify
+ which you want (default: both). The scrollbars always have minimum ``0`` and
+ maximum ``32767``.
+
+
+.. method:: ScrolledWindow.getscrollbarvalues()
+
+ You must supply this method. It should return a tuple ``(x, y)`` giving the
+ current position of the scrollbars (between ``0`` and ``32767``). You can return
+ ``None`` for either to indicate the whole document is visible in that direction.
+
+
+.. method:: ScrolledWindow.updatescrollbars()
+
+ Call this method when the document has changed. It will call
+ :meth:`getscrollbarvalues` and update the scrollbars.
+
+
+.. method:: ScrolledWindow.scrollbar_callback(which, what, value)
+
+ Supplied by you and called after user interaction. *which* will be ``'x'`` or
+ ``'y'``, *what* will be ``'-'``, ``'--'``, ``'set'``, ``'++'`` or ``'+'``. For
+ ``'set'``, *value* will contain the new scrollbar position.
+
+
+.. method:: ScrolledWindow.scalebarvalues(absmin, absmax, curmin, curmax)
+
+ Auxiliary method to help you calculate values to return from
+ :meth:`getscrollbarvalues`. You pass document minimum and maximum value and
+ topmost (leftmost) and bottommost (rightmost) visible values and it returns the
+ correct number or ``None``.
+
+
+.. method:: 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.
+
+
+.. method:: ScrolledWindow.do_postresize(width, height, window)
+
+ Moves scrollbars to the correct position. Call this method initially if you
+ override it.
+
+
+.. method:: 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.
+
+
+.. _dialogwindow-objects:
+
+DialogWindow Objects
+--------------------
+
+DialogWindow objects have the following methods besides those of ``Window``
+objects:
+
+
+.. method:: DialogWindow.open(resid)
+
+ Create the dialog window, from the DLOG resource with id *resid*. The dialog
+ object is stored in :attr:`self.wid`.
+
+
+.. method:: DialogWindow.do_itemhit(item, event)
+
+ Item number *item* was hit. You are responsible for redrawing toggle buttons,
+ etc.
+