\section{Standard Module \sectcode{EasyDialogs}} \label{module-EasyDialogs} \stmodindex{EasyDialogs} The \code{EasyDialogs} module contains some simple dialogs for the Macintosh, modelled after the \code{stdwin} dialogs with similar names. All routines have an optional parameter \var{id} with which you can override the DLOG resource used for the dialog, as long as the item numbers correspond. See the source for details. The \code{EasyDialogs} module defines the following functions: \renewcommand{\indexsubitem}{(in module EasyDialogs)} \begin{funcdesc}{Message}{str} A modal dialog with the message text \var{str}, which should be at most 255 characters long, is displayed. Control is returned when the user clicks ``OK''. \end{funcdesc} \begin{funcdesc}{AskString}{prompt\optional{\, default}} Ask the user to input a string value, in a modal dialog. \var{Prompt} is the promt message, the optional \var{default} arg is the initial value for the string. All strings can be at most 255 bytes long. \var{AskString} returns the string entered or \code{None} in case the user cancelled. \end{funcdesc} \begin{funcdesc}{AskYesNoCancel}{question\optional{\, default}} Present a dialog with text \var{question} and three buttons labelled ``yes'', ``no'' and ``cancel''. Return \code{1} for yes, \code{0} for no and \code{-1} for cancel. The default return value chosen by hitting return is \code{0}. This can be changed with the optional \var{default} argument. \end{funcdesc} \begin{funcdesc}{ProgressBar}{\optional{label\, maxval}} Display a modeless progress dialog with a thermometer bar. \var{Label} is the textstring displayed (default ``Working...''), \var{maxval} is the value at which progress is complete (default 100). The returned object has one method, \code{set(value)}, which sets the value of the progress bar. The bar remains visible until the object returned is discarded. The progress bar has a ``cancel'' button, but it is currently non-functional. \end{funcdesc} Note that \code{EasyDialogs} does not currently use the notification manager. This means that displaying dialogs while the program is in the background will lead to unexpected results and possibly crashes. Also, all dialogs are modeless and hence expect to be at the top of the stacking order. This is true when the dialogs are created, but windows that pop-up later (like a console window) may also result in crashes. \section{Standard Module \sectcode{FrameWork}} \stmodindex{FrameWork} \label{module-FrameWork} The \code{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. The \code{FrameWork} is still very much work-in-progress, 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 \code{FrameWork} module defines the following functions: \renewcommand{\indexsubitem}{(in module FrameWork)} \begin{funcdesc}{Application}{} An object representing the complete application. See below for a description of the methods. The default \code{__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 crate the item it, 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. In stead 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} \code{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{(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. The window will however always be exact the 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} Application objects have the following methods, among others: \renewcommand{\indexsubitem}{(Application method)} \begin{funcdesc}{makeusermenus}{} Override this method if you need menus in your application. Append the menus to \code{self.menubar}. \end{funcdesc} \begin{funcdesc}{getabouttext}{} Override this method to return a text string describing your application. Alternatively, override the \code{do_about} method for more elaborate about messages. \end{funcdesc} \begin{funcdesc}{mainloop}{\optional{mask\, 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 \code{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 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 \code{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{funcdesc} \begin{funcdesc}{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 immedeately 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{funcdesc} \begin{funcdesc}{_quit}{} Terminate the event \code{mainloop} at the next convenient moment. \end{funcdesc} \begin{funcdesc}{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{funcdesc} \begin{funcdesc}{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 the \code{DialogWindow} object involved). Override if you need special handling of dialog events (keyboard shortcuts, etc). \end{funcdesc} \begin{funcdesc}{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{funcdesc} \subsection{Window Objects} Window objects have the following methods, among others: \renewcommand{\indexsubitem}{(Window method)} \begin{funcdesc}{open}{} Override this method to open a window. Store the MacOS window-id in \code{self.wid} and call \code{self.do_postopen} to register the window with the parent application. \end{funcdesc} \begin{funcdesc}{close}{} Override this method to do any special processing on window close. Call \code{self.do_postclose} to cleanup the parent state. \end{funcdesc} \begin{funcdesc}{do_postresize}{width\, height\, macoswindowid} Called after the window is resized. Override if more needs to be done than calling \code{InvalRect}. \end{funcdesc} \begin{funcdesc}{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{funcdesc} \begin{funcdesc}{do_update}{macoswindowid\, event} An update event for the window was received. Redraw the window. \end{funcdesc} \begin{funcdesc}{do_activate}{activate\, event} The window was activated (\code{activate==1}) or deactivated (\code{activate==0}). Handle things like focus highlighting, etc. \end{funcdesc} \subsection{ControlsWindow Object} ControlsWindow objects have the following methods besides those of \code{Window} objects: \renewcommand{\indexsubitem}{(ControlsWindow method)} \begin{funcdesc}{do_controlhit}{window\, control\, pcode\, event} Part \code{pcode} of control \code{control} was hit by the user. Tracking and such has already been taken care of. \end{funcdesc} \subsection{ScrolledWindow Object} ScrolledWindow objects are ControlsWindow objects with the following extra methods: \renewcommand{\indexsubitem}{(ScrolledWindow method)} \begin{funcdesc}{scrollbars}{\optional{wantx\, 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{funcdesc} \begin{funcdesc}{getscrollbarvalues}{} You must supply this method. It should return a tuple \code{x, 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{funcdesc} \begin{funcdesc}{updatescrollbars}{} Call this method when the document has changed. It will call \code{getscrollbarvalues} and update the scrollbars. \end{funcdesc} \begin{funcdesc}{scrollbar_callback}{which\, what\, value} Supplied by you and called after user interaction. \code{Which} will be \code{'x'} or \code{'y'}, \code{what} will be \code{'-'}, \code{'--'}, \code{'set'}, \code{'++'} or \code{'+'}. For \code{'set'}, \code{value} will contain the new scrollbar position. \end{funcdesc} \begin{funcdesc}{scalebarvalues}{absmin\, absmax\, curmin\, curmax} Auxiliary method to help you calculate values to return from \code{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{funcdesc} \begin{funcdesc}{do_activate}{onoff\, event} Takes care of dimming/highlighting scrollbars when a window becomes frontmost vv. If you override this method call this one at the end of your method. \end{funcdesc} \begin{funcdesc}{do_postresize}{width\, height\, window} Moves scrollbars to the correct position. Call this method initially if you override it. \end{funcdesc} \begin{funcdesc}{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{funcdesc} \subsection{DialogWindow Objects} DialogWindow objects have the following methods besides those of \code{Window} objects: \renewcommand{\indexsubitem}{(DialogWindow method)} \begin{funcdesc}{open}{resid} Create the dialog window, from the DLOG resource with id \var{resid}. The dialog object is stored in \code{self.wid}. \end{funcdesc} \begin{funcdesc}{do_itemhit}{item\, event} Item number \var{item} was hit. You are responsible for redrawing toggle buttons, etc. \end{funcdesc} \section{Standard Module \sectcode{MiniAEFrame}} \stmodindex{MiniAEFrame} \label{module-MiniAEFrame} The module \var{MiniAEFrame} provides a framework for an application that can function as an OSA server, i.e. receive and process AppleEvents. It can be used in conjunction with \var{FrameWork} or standalone. This module is temporary, it will eventually be replaced by a module that handles argument names better and possibly automates making your application scriptable. The \var{MiniAEFrame} module defines the following classes: \renewcommand{\indexsubitem}{(in module MiniAEFrame)} \begin{funcdesc}{AEServer}{} A class that handles AppleEvent dispatch. Your application should subclass this class together with either \code{MiniAEFrame.MiniApplication} or \code{FrameWork.Application}. Your \code{__init__} method should call the \code{__init__} method for both classes. \end{funcdesc} \begin{funcdesc}{MiniApplication}{} A class that is more or less compatible with \code{FrameWork.Application} but with less functionality. Its eventloop supports the apple menu, command-dot and AppleEvents, other events are passed on to the Python interpreter and/or Sioux. Useful if your application wants to use \code{AEServer} but does not provide its own windows, etc. \end{funcdesc} \subsection{AEServer Objects} \renewcommand{\indexsubitem}{(AEServer method)} \begin{funcdesc}{installaehandler}{classe\, type\, callback} Installs an AppleEvent handler. \code{Classe} and \code{type} are the four-char OSA Class and Type designators, \code{'****'} wildcards are allowed. When a matching AppleEvent is received the parameters are decoded and your callback is invoked. \end{funcdesc} \begin{funcdesc}{callback}{_object\, **kwargs} Your callback is called with the OSA Direct Object as first positional parameter. The other parameters are passed as keyword arguments, with the 4-char designator as name. Three extra keyword parameters are passed: \code{_class} and \code{_type} are the Class and Type designators and \code{_attributes} is a dictionary with the AppleEvent attributes. The return value of your method is packed with \code{aetools.packevent} and sent as reply. \end{funcdesc} Note that there are some serious problems with the current design. AppleEvents which have non-identifier 4-char designators for arguments are not implementable, and it is not possible to return an error to the originator. This will be addressed in a future release.