TweetFollow Us on Twitter

November 93 - TDialogBehaviors

TDialogBehaviors

Bob Hablutzel

This article is the first article in what I hope will be a regular series of technical questions and answers on object oriented programming. The intent of this column is to go beyond simple answers. I intend to take a question, answer it, and then use that question as a springboard to a more general discussion on programming. I hope you find the results interesting.

The first articles will be culled from frequently asked questions on MacApp3Tech$, but I need your questions! I can be reached electronically at AppleLink: B.HABLUTZEL; by telephone at 708.328.0130; or by post at Bob Hablutzel, Hablutzel Consulting, 606 Asbury, Evanston, IL, USA 60202.

Q: I need to create a modal dialog using MacApp 3.0. I create the dialog using ViewEdit, but when I attempt to pose the dialog it opens briefly and immediately closes. How can I create a modal dialog?

A: Modal dialogs in MacApp 3.0 are handled with a TDialogBehavior, which is attached to the dialog window. This behavior is responsible for receiving and handling keystrokes, looking for keystrokes that dismiss the dialog, and sending events off to the appropriate control.

The problem with ViewEdit (in this case) is that it does not attach a TDialogBehavior to the dialog when it is created. When TWindow::PoseModally() is called, the first thing it does is attempt to locate the dialog behavior; if this lookup fails it closes the window and returns immediately (returning kNoIdentifier as the dismisser).

There are a few work-arounds for this. In ViewEdit, you can add a TDialogView to the window. TDialogView is really not required in MacApp 3.0; it is a holdover from the old mechanisms in MacApp 2.0. However, if there is one in the window, it will cause the TDialogBehavior to be added when the window is opened.

Alternatively, you can create the TDialogBehavior yourself, and attach it to the window before the TWindow::PoseModally() method is called. When you create the dialog behavior, you have to supply the identifiers for the default and cancel items (in the call to IDialogBehavior()). Once this behavior is added to the window, TWindow::PoseModally() can be called.

You can also call TWindow::SetModality() before calling TWindow::PoseModally(). This method will create the dialog behavior if none exists. However, this routine may not properly set up the default and cancel identifiers; you would then have to call TWindow::GetDialogBehavior() to retrieve the dialog, and stuff the identifiers into its fCancelItem and fDefaultItem fields.

Even if you do all of this, the dialog will still not dismiss properly unless you change the default event for the dismissing control to mDismiss (==34). So if you use ViewEdit to create the dialog, you need to change the event number for the control by hand. If you leave the control at its default event number (mButton for TButtons), the control will activate, but the dialog will not dismiss.

Finally, the best solution is to avoid using ViewEdit. Either AdLib or IcePick (3.0) will add the dialog behavior to the window when you use them to create the dialog. Using either of these products will ensure that the dialog has the appropriate behavior. These programs will also take care of changing the event number for the dismissing controls to mDismiss for you. (Both these applications are available from MADA).

More About TDialogBehavior

It is somewhat interesting to notice the actual mechanism used to handle the dismissing of the modal dialogs. The TDialogBehavior does not in itself dismiss the dialog, which as we will see in a second has some interesting implications. The TDialogBehavior simply activates the control that is designated as the default (or cancel) item. It does this by sending the control its default event number. The control then accepts the event, reacts appropriately (in the case of a TButton, it flashes), and sends the event up the event chain.

The event eventually reaches the TDialogBehavior attached to the window, which checks the see if the event is mDismiss. Notice that this is the first time that the behavior checks the event type. If the event is mDismiss, the behavior records the identifier of the source of the event in the fDismisser field, and ends the modal posing. TWindow::PoseModally(), which started the modal posing in the first place, retrieves the value of the TDialogBehavior::fDismisser field, and returns that as the result of the modal posing.

What is interesting about all this is that TDialogBehavior does not necessarily have to be used with modal dialogs; it can be used with modeless dialogs just as easily. When the return key is struck, for example, the default item will be invoked. If you attach a behavior to the default control that intercepts that control's default event number, you can quickly and easily create modeless dialogs that contain default (and closing) items.

Take, for example, a drawing application that supports 1° rotations. A modeless dialog could be created that presents the user with the number of degrees of rotation, and a default Rotate button. Every time the user strikes the return key, the Rotate button would be activated. You could attach a behavior to the Rotate button that checks for events where (a) the source of the event is the owner of the behavior, and (b) the event number matches the default event number (fEventNumber) of the owner. When it receives an event that matches this criteria, it would create whatever command was responsible for the rotation of the object, and post it to the application.

The question of where to attach the behavior is an interesting one. The behavior can be attached anywhere in the event chain and still function properly. It is mostly a question of style to decide where the behavior best fits.

For example, if the behavior is attached to the button itself, it will clearly get the event that the button generates. However, if the button does not handle the event, it will pass the event up the event chain; for views this means that the superview will receive the event. This passing along continues through each respective superview until someone handles the event, the TWindow used to draw the dialog will get the event eventually, provided no-one else has handled it.

In the example above, there are two ways of designing the interface. If the TNumberText used to hold the rotation amount is just a generic TNumberText, then it would make sense to have the behavior attached to the dialog. This would allow the dialog access to a child view to retrieve the rotation amount. (If the behavior were attached to the button, it would have to access a sibling view to retrieve the rotation amount; there is nothing actually wrong with this but it forces the dialog to have additional information about its environment, which will limit its overall reusability).

However, if the TNumberText holding the rotation amount where overridden to set a value in the application (fRotationAmount, e.g.) when stopping editing, then the behavior could be attached to the button. In this case, the button would be set to want to become the target of the view. When the user clicks this button, the TNumberText would resign its target, which would cause it to stop editing, which in turn would cause it to update the application value. The button would then be free to post a command using this value.

Finally, we can take this one step further, and change the default event number of the button from mButtonHit to some application defined event (mRotate, e.g. ). We could then attach a behavior to the application that looks for the mRotate event and creates the appropriate command. This would allow us the flexibility of generating the mRotate command in multiple places in our interface, and handling them all identically. (Remember that the dialog we are discussing is modeless; this would not work in a modal dialog as it requires the event number of the default button to be mDismiss).

Once you understand how they function, TDialogBehaviors provide a simple, generic means of handling a common user interface problem. By carefully using them in cooperation with other built-in mechanisms, powerful interfaces can be designed with a minimum of coding. They can be used with modeless as well as modal dialogs, giving you complete freedom in designing your interface.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links... | Read more »
Price of Glory unleashes its 1.4 Alpha u...
As much as we all probably dislike Maths as a subject, we do have to hand it to geometry for giving us the good old Hexgrid, home of some of the best strategy games. One such example, Price of Glory, has dropped its 1.4 Alpha update, stocked full... | Read more »
The SLC 2025 kicks off this month to cro...
Ever since the Solo Leveling: Arise Championship 2025 was announced, I have been looking forward to it. The promotional clip they released a month or two back showed crowds going absolutely nuts for the previous competitions, so imagine the... | Read more »
Dive into some early Magicpunk fun as Cr...
Excellent news for fans of steampunk and magic; the Precursor Test for Magicpunk MMORPG Crystal of Atlan opens today. This rather fancy way of saying beta test will remain open until March 5th and is available for PC - boo - and Android devices -... | Read more »
Prepare to get your mind melted as Evang...
If you are a fan of sci-fi shooters and incredibly weird, mind-bending anime series, then you are in for a treat, as Goddess of Victory: Nikke is gearing up for its second collaboration with Evangelion. We were also treated to an upcoming... | Read more »
Square Enix gives with one hand and slap...
We have something of a mixed bag coming over from Square Enix HQ today. Two of their mobile games are revelling in life with new events keeping them alive, whilst another has been thrown onto the ever-growing discard pile Square is building. I... | Read more »
Let the world burn as you have some fest...
It is time to leave the world burning once again as you take a much-needed break from that whole “hero” lark and enjoy some celebrations in Genshin Impact. Version 5.4, Moonlight Amidst Dreams, will see you in Inazuma to attend the Mikawa Flower... | Read more »
Full Moon Over the Abyssal Sea lands on...
Aether Gazer has announced its latest major update, and it is one of the loveliest event names I have ever heard. Full Moon Over the Abyssal Sea is an amazing name, and it comes loaded with two side stories, a new S-grade Modifier, and some fancy... | Read more »
Open your own eatery for all the forest...
Very important question; when you read the title Zoo Restaurant, do you also immediately think of running a restaurant in which you cook Zoo animals as the course? I will just assume yes. Anyway, come June 23rd we will all be able to start up our... | Read more »
Crystal of Atlan opens registration for...
Nuverse was prominently featured in the last month for all the wrong reasons with the USA TikTok debacle, but now it is putting all that behind it and preparing for the Crystal of Atlan beta test. Taking place between February 18th and March 5th,... | Read more »

Price Scanner via MacPrices.net

AT&T is offering a 65% discount on the ne...
AT&T is offering the new iPhone 16e for up to 65% off their monthly finance fee with 36-months of service. No trade-in is required. Discount is applied via monthly bill credits over the 36 month... Read more
Use this code to get a free iPhone 13 at Visi...
For a limited time, use code SWEETDEAL to get a free 128GB iPhone 13 Visible, Verizon’s low-cost wireless cell service, Visible. Deal is valid when you purchase the Visible+ annual plan. Free... Read more
M4 Mac minis on sale for $50-$80 off MSRP at...
B&H Photo has M4 Mac minis in stock and on sale right now for $50 to $80 off Apple’s MSRP, each including free 1-2 day shipping to most US addresses: – M4 Mac mini (16GB/256GB): $549, $50 off... Read more
Buy an iPhone 16 at Boost Mobile and get one...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering one year of free Unlimited service with the purchase of any iPhone 16. Purchase the iPhone at standard MSRP, and then choose... Read more
Get an iPhone 15 for only $299 at Boost Mobil...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering the 128GB iPhone 15 for $299.99 including service with their Unlimited Premium plan (50GB of premium data, $60/month), or $20... Read more
Unreal Mobile is offering $100 off any new iP...
Unreal Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering a $100 discount on any new iPhone with service. This includes new iPhone 16 models as well as iPhone 15, 14, 13, and SE... Read more
Apple drops prices on clearance iPhone 14 mod...
With today’s introduction of the new iPhone 16e, Apple has discontinued the iPhone 14, 14 Pro, and SE. In response, Apple has dropped prices on unlocked, Certified Refurbished, iPhone 14 models to a... Read more
B&H has 16-inch M4 Max MacBook Pros on sa...
B&H Photo is offering a $360-$410 discount on new 16-inch MacBook Pros with M4 Max CPUs right now. B&H offers free 1-2 day shipping to most US addresses: – 16″ M4 Max MacBook Pro (36GB/1TB/... Read more
Amazon is offering a $100 discount on the M4...
Amazon has the M4 Pro Mac mini discounted $100 off MSRP right now. Shipping is free. Their price is the lowest currently available for this popular mini: – Mac mini M4 Pro (24GB/512GB): $1299, $100... Read more
B&H continues to offer $150-$220 discount...
B&H Photo has 14-inch M4 MacBook Pros on sale for $150-$220 off MSRP. B&H offers free 1-2 day shipping to most US addresses: – 14″ M4 MacBook Pro (16GB/512GB): $1449, $150 off MSRP – 14″ M4... Read more

Jobs Board

All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.