BASIC Menus
Volume Number: | | 7
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Issue Number: | | 1
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Column Tag: | | BASIC School
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Related Info: Menu Manager
Menus in QuickBASIC
By Steven Leach, Santa Clara, CA
Using MENU Resources in Microsoft QuickBASIC
Now that Microsoft has released QuickBASIC for the Macintosh it has become possible to access the entire Macintosh ROM using the ToolBox call. This article describes the use of these ToolBox calls to utilize MENU resources. This use is not described at all in the QuickBASIC manual, nor in any of the example programs that are supplied with QuickBASIC. I have supplied actual tested code, that will allow you to see how each of the routines are used, and will describe the pitfalls that await the user of these calls.
Warning!! This type of programming is not for the faint of heart, make any mistakes, and the best you can expect is that nothing happens. The more likely result of not following the rules that I describe later is an instant bomb, and the need for a manual reset using the programmers switch. You may be asking yourself at this point why should I go to all this trouble when QuickBASIC gives me the MENU functions to perform these operations already? My answer is no reason at all unless you want to follow the Macintosh interface guidelines, put icons in your menus, or access the full power of the Macintosh menu system.
Resource Rules
Before I describe the routines and how to use them let me state the rules of using these calls, and how to avoid problems. I will also describe some of the resources that I will discuss.
The following rules apply only if you are going to use your routines in the interpreter mode of QuickBASIC
1) Never use a MENU resource that has the same ID number as one of the QuickBASIC MENU resources, or the same MenuID as QuickBASIC. This means that the resource IDs of your MENU resources should not be in the range 256-262 , and the number of the MenuID should not be in the range of 1-7. This last number is the one that is returned in the function MENU(0). The first number is the unique ID that is seen when you open up the MENU resource inside ResEdit.
2) Never use a DLOG resource that has the same ID number as one of the DLOG resources used by QuickBASIC. That means that dialog boxes that you use in your program should not have a resource ID number in the range 128-145. The reason for this is that if you need to perform a search and your DLOG resource has the same ID number as the search DLOG, your dialog box will be shown not the one that QuickBASIC uses for searching. As you can imagine this can cause all sorts of problems, and funny situations.
3) Always initialize any and all variables that you use in any ToolBox call. Failure to do so will result in many spectacular bombs. Because of this, and other reasons I suggest that you always save your program before you tell the interpreter to start running the program. If this program is a minor revision and you can keep the changes in your head, then go for it. I always manage somehow.
The following rules apply whether you are using the interpreter or a compiled version of your program.
1)The MENU(0) function will always return one less than the ResEdit MenuID. For example, in my example program, my file menu has a ResEDit MenuID of 10, but the QuickBASIC MENU(0) function returns an ID of 9. This is because QuickBASIC, starts numbering the menus from zero. The MENU(1) function returns the proper code, so no problem here.
2)Do Not remove the open and close braces which I have placed around many of the variables that are referenced in the various ToolBox functions. Without the braces the information is not passed properly, and so you will get nothing but garbage in your menus.
3)If you place these toolbox calls in subroutines be sure to use braces around the same information when you call the subroutine.
4) If you use ICONs in you MENU resources remember they must be numbered in the range 256-512, and you access them as 1,2,.... 255 not by their resource ID. This basically means the number you feed to the ToolBox routines is the icon resource ID - 255.
5) Be sure to transfer the resources over using ResEdit when you compile the application. QuickBasic doesnt do this for you except for a few resources.
6) Note the subroutines which I have provided to convert from BASIC variable to Pascal variable types the Macintosh ROMs require. These routines are necessary to convert the 4 character resource string that is used in BASIC to the 4 byte variable that is used by the Macintosh ROM. The other routines convert the style string that is customarily used in the resource compilers into an integer that is compatible with the Macintosh ROM and vice versa. Also note the intermittent use of the BASIC SADD function in order to send the address of a string variable to the ROM routine, in some cases using the SADD function is deadly. I have experimented with all these routines on a Mac Plus, Mac SE and a Mac II to make sure they work properly. The lesson is change them at your own risk.
The Calls
Those are the rules to follow, if you follow them diligently all will be well, if you dont; good luck. Now for a description of the Calls and what they can be used for. In each of the QuickBASIC calls you must specify the type of return if any by using a single or double letter code. As you can see from the listing only four of the functions associated with Menus return a value, in most cases a handle to a menu, in the other case an integer number corresponding to the number of items in the menu. I have used a Q following each function in order to disable the argument checking function that is built into QuickBASIC. If you wish you may use the specially converted ResEdit that is supplied with the QuickBASIC to create argument checking functions for each of these calls.
With each of the functions I have provided a Trap value that is used to call the particular ROM routine, an example template of the ToolBox call, and the argument checking template that can be inputted using the QuickBASIC converted ResEdit. At this point I would like to thank Stephen Chernicoff the author of Macintosh Revealed, which I used extensively, and of course the authors and editors of Inside Macintosh.
The example program I have included starts off by reading the MENU resources from its own resource fork, and then sets up a processing loop to perform the various functions when the user selects an item from the function menu. I dont perform any cut,copy paste so I just trap this function and print out the choice you made. The Graph Menu and File Menus show some of the reasons you may decide that using resource MENUs instead of application built ones are more fun and just as easy to use.
By using the function provided in the Function Menu you can change any of the current menus,load another resource menu that you have created in ResEdit, or create a new menu and add items to it. This simple program does not allow you to save your work, although you could change the File Menu to include a save function and then use the WriteRes or AddRes functions that are described in the QuickBASIC manual.
The general procedure that I have implemented in using these functions in any of my QuickBASIC programs is as follows:
1) Create a BASIC program with a minimal amount of code to act as a holding place for the resources.
2) Use ResEDit to create the necessary resources in that QuickBASIC file. Remembering to write down the Resource ID numbers and other IDs. For example, in the dialog boxes I use to prompt the user for information to feed the ToolBox calls, I must specifically reference each element by number.
3) Save my work when ResEdit asks me to save the work I have done.
4) Use the ToolBox functions instead of the BASIC Menu functions to change the state and look of the menus. If you try to use the QuickBASIC Menu function, to change any of the menus you have brought in as resources you will only cause problems for yourself. Its OK to use the MENU(0) and MENU(1) functions to determine which menus the user has selected.
REM Define function to get MenuID from MenuHandle that is in memory
DEF FN GetMenuID(MenuHandle&) = PEEKW(PEEKL(MenuHandle&))
REM initialize QuickBASIC toolBox routines This is a must !!!!
ToolBox I
REM these are the Toolbox Trap values and examples of how to use the
ToolBox calls
REM I have also included the Values for the MTBS resource template for
error checking
REM In that case you can elect not to put in the Q i.e. use P not PQ
ReleaseResource% = &HA9A3
REM ToolBox PQ,ReleaseResource%,(MenuHandle&)
DrawMenuBar% = &HA937
REM ToolBox PQ,DrawMenuBar%
NewMenu% = &HA931
REM ToolBox LQ,NewMenu%,(MenuID%),SADD(Pascal.MenuTitle$),MenuHandle&
GetMenu% = &HA9BF
REM ToolBox LQ,GetMenu%,(MenuRsrcID%),MenuHandle&
DisposeMenu% = &HA932
REM ToolBox PQ,DisposeMenu%,(MenuHandle&)
InsertMenu% = &H935
REM ToolBox PQ,InsertMenu%, (MenuHandle&),(beforeID%)
ClearMenuBar% = &HA934
REM ToolBox PQ,ClearMenuBar%
AppendMenu% = &HA933
REM ToolBox PQ,AppendMenu%,(MenuHandle&),SADD(Pascal.defString$)
AddResMenu% = &HA94D
REM ToolBox PQ,AddResMenu%,(MenuHandle&),(ResType&)
InsertResMenu% = &HA951
REM ToolBox PQ,InsertResMenu%,(MenuHandle&),(ResType&),(afterItem%)
CountMItems% = &HA950
REM ToolBox WQ,CountMItems%,(MenuHandle&),NMenuItems%
DeleteMenu% = &HA936
REM ToolBox PQ,DeleteMenu%,(MenuID%)
GetMHandle% = &HA949
REM ToolBox LQ,GetMHandle%,(MenuID%),MenuHandle&
SetItem% = &HA947
REM ToolBox PQ,SetItem%,(MenuHandle&),(theItem%),SADD(Pascal.itemString$)
GetItem% = &HA946
REM ToolBox PQ,GetItem%,(MenuHandle&),(theItem%),itemString$
DisableItem% = &HA93A
REM ToolBox PQ,DisableItem%,(MenuHandle&),(theItem%)
EnableItem% = &HA939
REM ToolBox PQ,EnableItem%,(MenuHandle&),(theItem%)
SetItemStyle% = &HA942
REM ToolBox PQ,SetItemStyle%,(MenuHandle&),(theItem%),(theStyle%)
GetItemStyle% = &HA941
REM ToolBox PQ,GetItemStyle%,(MenuHandle&),(theItem%),theStyle%
CheckItem% = &HA945
REM ToolBox PQ,CheckItem%,(MenuHandle&),(theItem%),(Checked%) ( 0,1)
SetItemMark% = &HA944
REM ToolBox PQ,SetItemMark%,(MenuHandle&),(theItem%),(markChar%)
GetItemMark% = &HA943
REM ToolBox PQ,GetItemMark%,(MenuHandle&),(theItem%),markChar%
SetItemIcon% = &HA940
REM ToolBox PQ,SetItemIcon%,(MenuHandle&),(theItem%),(iconNum%)
GetItemIcon% = &HA93F
REM ToolBox PQ,GetItemIcon%,(MenuHandle&),(theItem%),iconNum%
SetMenuFlash% = &HA94A
REM ToolBox PQ,SetMenuFlash%,(flashCount%)
FlashMenuBar% = &HA94C
REM ToolBox PQ,FlashMenuBar%,(MenuID%)
True% = (1<2)
False% = (1>2)
REM Initialize some variables and arrays that are used to keep track
of the Menus, and their states
res.ref% = 0
DIM MenuHandle&(10),ResMenu%(10),MenuID%(10)
ResType& = 0&
Dialog.Hnd& = 0&
tMenuHandle& = 0&
Num.of.Menu% = 5
res.ref% = SYSTEM(7)
REM Delete File and Edit Menu that QuickBASIC pout up when you are using
the interpretor
REM Remove these lines if you complie the program with the No Default
Menus Option.
ToolBox PQ,DeleteMenu%,(2)
ToolBox PQ,DeleteMenu%,(3)
REM Load in my resource Menus that included in this BASIC program
FOR indx% = 0 TO Num.of.Menu%-1
MenuRsrcID% = 263+indx%
ToolBox LQ,GetMenu%,(MenuRsrcID%),tMenuHandle&
IF (tMenuHandle& > 0) THEN
MenuHandle&(indx%+1) = tMenuHandle&
ToolBox PQ,InsertMenu%, (MenuHandle&(indx%+1)),(0)
ResMenu%(indx%+1) = True%
MenuID%(indx%+1) = FN GetMenuID(MenuHandle&(indx%+1))
ELSE
PRINT indx% Has an invalid Menu handle
STOP
END IF
NEXT
REM now that all the MENU resources are in memory Draw the Menu Bar to
show them.
ToolBox PQ,DrawMenuBar%
REM This is the Main processing loop that checks for Menu activity
Quit% = False%
CLS
WHILE MOUSE(0) <> 0 : WEND
WHILE NOT Quit%
Menu0 = MENU(0)+1
menu1 = MENU(1)
MENU
IF (Menu0 >=10 ) THEN
ON Menu0 - MenuID%(1)+1 GOSUB FileMenu,EditMenu,menu1,Menu2,Menu3
PRINT Menu0,MENU(1)
END IF
WEND
REM Dispose of all menu handles to free memory that was allocated by
program and user
REM Note the use of two forms of memory deallocation
REM One to resource MENUs and one for menus built from scratch.
FOR indx% = 1 TO Num.of.Menu%
IF (ResMenu%(indx%)) THEN
ToolBox PQ,ReleaseResource%,(MenuHandle&(indx%))
ELSE
ToolBox PQ,DisposeMenu%,(MenuHandle&(indx%))
END IF
NEXT
ToolBox PQ,ClearMenuBar%
REM finally end the program
END
FileMenu:
Quit% = True%
RETURN
EditMenu:
Nothing:
RETURN
menu1: REM My Icon MENU
PRINT You have Chosen Menu #;Menu0; Item Number ;menu1
RETURN
Menu2: REM My Sample Menu and Menu to try the various dialog boxes that
REM I use TO entry of information
Entry0$ = Entry 0
Entry1$ = Entry 1
Entry2$ = Entry 3
ON MENU(1) GOSUB singleEntry,DoubleEntry,TripleEntry
PRINT You have Chosen Menu #;Menu0; Item Number ;menu1
RETURN
Menu3: REM Function Menu
IF (MENU(1) <= 10) THEN
ON MENU(1) GOSUB GetMenu,NewMenu,AppendMenu,AddResMenu,InsertResMenu,DeleteMenu,
GetMenuHandle,CountMItems,SetItem,GetItem,DisableItem,EnableItem
ELSE
ON MENU(1)-12 GOSUB SetItemStyle,GetItemStyle,CheckItem,SetItemMark,GetItemMark,
SetItemIcon,GetItemIcon,FlashMenuBar
END IF
RETURN
GetMenu: REM Get a MENU resource that is sitting in this file
IF Num.of.Menu% >= 10 THEN
PRINT You have too many Menus already
RETURN
END IF
Entry0$ = ID of MENU resource ?
GOSUB singleEntry
IF (LEN(Entry0$) < 1 ) THEN RETURN
MenuRsrcID% = VAL(Entry0$)
tMenuHandle& = 0&
ToolBox LQ,GetMenu%,MenuRsrcID%,tMenuHandle&
IF (tMenuHandle& <> 0) THEN
Num.of.Menu% = Num.of.Menu%+1
MenuHandle&(Num.of.Menu%) = tMenuHandle&
ResMenu%(Num.of.Menu%) = True%
MenuID%(Num.of.Menu%) = 10
ToolBox PQ,InsertMenu%, (MenuHandle&(Num.of.Menu%)),(0)
ToolBox PQ,DrawMenuBar%
ELSE
PRINT Resource was not valid
END IF
RETURN
NewMenu: REM create a whole new menu and append it to the Menu bar
Entry0$ = Menu Title ?
Entry1$ = Menu ID% ?
GOSUB DoubleEntry
IF (LEN(Entry0$) < 1) THEN RETURN
MenuID% = VAL(Entry1$)
FOR indx% = 1 TO Num.of.Menu%
IF(MenuID%(indx%) = MenuID%) THEN
PRINT The Menu Id Conflicts with a Previous Menu
RETURN
END IF
NEXT
Pascal.MenuTitle$ =
B2PStr Entry0$,Pascal.MenuTitle$
ToolBox LQ,NewMenu%,(MenuID%),SADD(Pascal.MenuTitle$),tMenuHandle&
IF (tMenuHandle& <> 0) THEN
Num.of.Menu% = Num.of.Menu% +1
MenuHandle&(Num.of.Menu%) = tMenuHandle&
ResMenu%(Num.of.Menu%) = False%
MenuID%(Num.of.Menu%) = MenuID%
ToolBox PQ,InsertMenu%, (tMenuHandle&),(0)
ToolBox PQ,DrawMenuBar%
ELSE
PRINT The Menu Handle returned was not valid
END IF
RETURN
AppendMenu: REM Append a string to a currently defined menu wether visible
or not
Entry0$ = Which Menu ?
Entry1$ = String to Append ?
GOSUB DoubleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
Pascal.defString$ =
B2PStr Entry1$,Pascal.defString$
ToolBox PQ,AppendMenu%,(MenuHandle&(MenuID%)),SADD(Pascal.defString$)
ToolBox PQ,DrawMenuBar%
RETURN
AddResMenu: REM add a menu to the Menu bar that contains the names of
the resources of the
REM type specified by User, examples are FONT, DRVR, ICON etc.
CLS
IF (Num.of.Menu% >=10) THEN RETURN
Entry0$ = Which Resource to put in Menu +STR$(Num.of.Menu%+1)
Entry1$ = Title of Menu ?
Entry2$ = Menu ID (integer) ?
GOSUB TripleEntry
IF LEN(Entry0$) <1 THEN RETURN
IF (LEN(Entry0$) < 1 OR LEN(Entry0$) > 4) THEN RETURN
IF (LEN(Entry1$) < 1) THEN Entry1$ = Empty
MenuID% = VAL(Entry2$)
Num.of.Menu% = Num.of.Menu%+1
CALL StringtoResType(Entry0$,ResType&)
Pascal.MenuTitle$ =
B2PStr Entry1$,Pascal.MenuTitle$
tMenuHandle& = 0
ToolBox LQ,NewMenu%,(MenuID%),SADD(Pascal.MenuTitle$),tMenuHandle&
IF (tMenuHandle& <> 0) THEN
MenuHandle&(Num.of.Menu%) = tMenuHandle&
ResMenu%(Num.of.Menu%) = False%
MenuID%(Num.of.Menu%) = MenuID%
ToolBox PQ,AddResMenu%,(tMenuHandle&),(ResType&)
ToolBox PQ,InsertMenu%, (tMenuHandle&),(0)
ToolBox PQ,DrawMenuBar%
ELSE
PRINT The Menu Handle returned was not valid
END IF
RETURN
InsertResMenu: REM Insert roesource Menu at a place in a currently defined
menu
Entry0$ = Which Menu ?
Entry1$ = Which Item to Insert after ?
Entry2$ = Which Resource ?
GOSUB TripleEntry
IF(LEN(Entry0$) < 1) THEN RETURN
MenuID% = VAL(Entry0$)
afterItem% = VAL(Entry1$)
ResType& = 0&
CALL StringtoResType(Entry2$,ResType&)
ToolBox PQ,InsertResMenu%,(MenuHandle&(MenuID%)), (ResType&),(afterItem%)
RETURN
DeleteMenu: REM Delete a currently shown Menu and deallocate the memory
for it
Entry0$ = ID of Menu to Delete ?
GOSUB singleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% =VAL(Entry0$)
WhichMenu% = 0
FOR indx% = 1 TO Num.of.Menu%
IF MenuID% = MenuID%(indx%) THEN WhichMenu% = indx%
NEXT
IF WhichMenu% = 0 THEN RETURN
ToolBox PQ,DeleteMenu%,(MenuID%)
IF (ResMenu%(WhichMenu%)) THEN
ToolBox PQ,ReleaseResource%,(MenuHandle&(WhichMenu%))
ELSE
ToolBox PQ,DisposeMenu%,(MenuHandle&(WhichMenu%))
END IF
PRINT Menu MenuID% has been deleted
FOR indx% = WhichMenu% TO Num.of.Menu%-1
MenuHandle&(indx%) =MenuHandle&(indx%+1)
NEXT
Num.of.Menu% = Num.of.Menu% -1
ToolBox PQ,DrawMenuBar%
RETURN
GetMenuHandle: REM return the Handle for a currently shown menu
Entry0$ = Which Menu ?
GOSUB singleEntry
IF (LEN(Entry0$) < 1) THEN RETURN
tMenuHandle& = 0
MenuPlace% = VAL(Entry0$)
ToolBox LQ,GetMHandle%,(MenuID%(MenuPlace%)),tMenuHandle&
PRINT The Handle for Menu MenuID% is tMenuHandle& the ID is
MenuID%(MenuPlace%)
RETURN
CountMItems: REM Count the number of items in a currently defined menu
NMenuItems% = 0
Entry0$ = Count Items in Which Menu ?
GOSUB singleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
ToolBox WQ,CountMItems%,(MenuHandle&(MenuID%)),NMenuItems%
PRINT Number of Menu Items in ;MenuID%; is NMenuItems%
RETURN
SetItem: REM Set the Item string for a currently defined menu
REM you may use all of formating characters permissible in MENU resources
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
Entry2$ = String to change Item to
GOSUB TripleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
Pascal.itemString$ =
B2PStr Entry2$,Pascal.itemString$
ToolBox PQ,SetItem%,(MenuHandle&(MenuID%)),(theItem%), SADD(Pascal.itemString$)
RETURN
GetItem: REM Retrieve the item string for a currently defined MENU resource
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
GOSUB DoubleEntry
IF (LEN(Entry0$) < 1) THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
itemString$ =
ToolBox PQ,GetItem%,(MenuHandle&(MenuID%)),(theItem%),itemString$
PRINT The Item theItem% in Menu MenuID% is itemString$
RETURN
DisableItem: REM Disable or Grey out an Item in a currently defined Menu
Entry0$ = Disable Which Item ?
Entry1$ = Which Menu ?
GOSUB DoubleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry1$)
theItem% = VAL(Entry0$)
ToolBox PQ,DisableItem%,(MenuHandle&(MenuID%)),(theItem%)
PRINT Item theItem% in Menu # MenuID% was disabled
RETURN
EnableItem:REM Enable of make active an item in a currently defined menu
Entry0$ = Enable Which Item ?
Entry1$ = Which Menu ?
GOSUB DoubleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry1$)
theItem% = VAL(Entry0$)
ToolBox PQ,EnableItem%,(MenuHandle&(MenuID%)),(theItem%)
PRINT Item theItem% in Menu # MenuID% was enabled
RETURN
SetItemStyle: REM Set the style of an item in a currently defined Menu
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
Entry2$ = The Style String ?
GOSUB TripleEntry
IF(LEN(Entry0$) < 1 ) THEN RETURN
theStyle% = 0
CALL StringtoStyle(Entry2$,theStyle%)
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
ToolBox PQ,SetItemStyle%,(MenuHandle&(MenuID%)),(theItem%),(theStyle%)
RETURN
GetItemStyle: REM retrieve the stryle string for a particular item in
a currently defined Menu
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
GOSUB DoubleEntry
IF(LEN(Entry0$) < 1) THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
theStyle% = 0
ToolBox PQ,GetItemStyle%,(MenuHandle&(MenuID%)),(theItem%),theStyle%
CALL StyletoString(StyleString$,theStyle%)
PRINT The Style of item theItem% in Menu MenuID% is theStyle%,StyleString$
RETURN
CheckItem:REM Put a check by an item in a currently defined Menu
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
Entry2$ = Check (1) or Uncheck(0) Item ?
GOSUB TripleEntry
IF (LEN(Entry0$) < 1 ) THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
Checked% = 256*ABS(VAL(Entry2$) = 1) acount for using 2 bytes
instead on one
ToolBox PQ,CheckItem%,(MenuHandle&(MenuID%)),(theItem%),(Checked%)
RETURN
SetItemMark:REM mark a particular item ina currently defined menu
REM with the character whose ASCII code is given by the user
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
Entry2$ = What is the mark ASCII code ?
GOSUB TripleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
markChar% = VAL(Entry2$) account for use of integer instead of
single byte
ToolBox PQ,SetItemMark%,(MenuHandle&(MenuID%)),(theItem%),(markChar%)
REM markChar% = markChar%/256
PRINT Item theItem% of Menu MenuID% was marked with CHR$(markChar%),markChar%
RETURN
RETURN
GetItemMark:REM get the Marking character if any
REM FOR a particular item in a currently defined MENU
markChar% = 0
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
GOSUB DoubleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
ToolBox PQ,GetItemMark%,(MenuHandle&(MenuID%)),(theItem%),markChar%
PRINT The Mark Character for item theItem% in Menu Number MenuID%
is markChar%,CHR$(markChar%)
RETURN
SetItemIcon: REM Give a particular item in a currently defined Menu an
ICON that
REM already exists in the resources of this program.
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
Entry2$ = Resource # of ICON
GOSUB TripleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
iconRsrcID% = VAL(Entry2$)
iconNum% = ABS((iconRsrcID% -256)*(iconRsrcID% > 256))
ToolBox PQ,SetItemIcon%,(MenuHandle&(MenuID%)),(theItem%),(iconNum%)
RETURN
GetItemIcon:REM Retrieve the ICON number of a particular item in a currently
defined Menu
REM If there is no ICON it will return 0
iconNum% = 0
Entry0$ = Which Menu ?
Entry1$ = Which Item ?
GOSUB DoubleEntry
MenuID% = VAL(Entry0$)
theItem% = VAL(Entry1$)
ToolBox PQ,GetItemIcon%,(MenuHandle&(MenuID%)),(theItem%),iconNum%
iconRsrcID% = iconNum%+256
PRINT The Icon Number assiciated with Item theItem% in Menu MenuID%
is iconNum%
PRINT The resource number of this icon is iconRsrcID%
RETURN
FlashMenuBar: REM Flash a Particular Menu, or inver the entire Menu bar
REM if the MenuID is 0 then the entire Menu Bar is inverted
Entry0$ = Enter Menu ID (integer)
GOSUB singleEntry
IF LEN(Entry0$) <1 THEN RETURN
MenuID% = VAL(Entry0$)
ToolBox PQ,FlashMenuBar%,(MenuID%)
RETURN
REM Dialog Box to single additional parameter for calling func
singleEntry:
ButtonPushed% = 0
GETNEWDIALOG res.ref%,146,Dialog.Hnd&
SetDialogText Dialog.Hnd&,4,Entry0$
ModalDialog Dialog.Hnd&,ButtonPushed%
REM if Cancel Button is pushed then send back nothing
IF ButtonPushed% = 2 THEN
DisposeDialog Dialog.Hnd&
Entry0$ =
RETURN
END IF
GetDialogText Dialog.Hnd&,3,Entry0$
DisposeDialog Dialog.Hnd&
RETURN
DoubleEntry:
ButtonPushed% = 0
GETNEWDIALOG res.ref%,147,Dialog.Hnd&
SetDialogText Dialog.Hnd&,3,Entry0$
SetDialogText Dialog.Hnd&,4,Entry1$
ModalDialog Dialog.Hnd&,ButtonPushed%
REM if Cancel Button is pushed then send back nothing
IF ButtonPushed% = 2 THEN
DisposeDialog Dialog.Hnd&
Entry0$ =
Entry1$ =
RETURN
END IF
GetDialogText Dialog.Hnd&,5,Entry0$
GetDialogText Dialog.Hnd&,6,Entry1$
DisposeDialog Dialog.Hnd&
RETURN
TripleEntry:
ButtonPushed% = 0
GETNEWDIALOG res.ref%,148,Dialog.Hnd&
SetDialogText Dialog.Hnd&,3,Entry0$
SetDialogText Dialog.Hnd&,4,Entry1$
SetDialogText Dialog.Hnd&,5,Entry2$
ModalDialog Dialog.Hnd&,ButtonPushed%
REM if Cancel Button is pushed then send back nothing
IF ButtonPushed% = 2 THEN
DisposeDialog Dialog.Hnd&
Entry0$ =
Entry1$ =
Entry2$ =
RETURN
END IF
GetDialogText Dialog.Hnd&,6,Entry0$
GetDialogText Dialog.Hnd&,7,Entry1$
GetDialogText Dialog.Hnd&,8,Entry2$
DisposeDialog Dialog.Hnd&
RETURN
REM Function to translate a string containing the name of a resource
into
REM the 4 byte packed character array that is required by the ROM routines
SUB StringtoResType(bString$,ResType&) STATIC
IF (LEN(bString$) < 4) THEN EXIT SUB
ResType& = ASC(RIGHT$(bString$,1))
ResType& = ResType& + &H100*ASC(MID$(bString$,3,1))
ResType& = ResType&+&H10000&*ASC(MID$(bString$,2,1))
ResType& = ResType&+&H1000000&*ASC(LEFT$(bString$,1))
END SUB
REM Subroutine to convert the Style integer into a string that is understandable
to us humans
SUB StyletoString(StyleString$,theStyle%) STATIC
IF (theStyle% = 0) THEN
StyleString$ = <P
EXIT SUB
END IF
StyleString$ =
IF (theStyle% AND 1) THEN StyleString$ =<B
IF (theStyle% AND 2) THEN StyleString$ = StyleString$+<I
IF(theStyle% AND 4) THEN StyleString$ = StyleString$+<U
IF (the Style% AND 8) THEN StyleString$ = StyleString$ +<O
IF(theStyle% AND 16) THEN StyleString$ = StyleString$ +<S
IF(theStyle% AND 32) THEN StyleString$ = StyleString$ +<C
IF(theStyle% AND 64) THEN StyleString$ = StyleString$+<E
END SUB
REM Subroutine to conver the Style String we humans understand into a
style byte that the ROIM routines want and use
SUB StringtoStyle(StyleString$,theStyle%) STATIC
IF (LEN(StyleString$) < 2) THEN
theStyle% = 0
EXIT SUB
END IF
strlen = LEN(StyleString$)
TmpString$ = LEFT$(StyleString$,2)
WHILE strlen > 0
TmpString$ = LEFT$(StyleString$,2)
IF (TmpString$ = <P) THEN theStyle% = 0 : EXIT SUB
IF (TmpString$ = <B) THEN theStyle% = theStyle% OR 1 Bold
Type
IF (TmpString$ = <I) THEN theStyle% = theStyle% OR 2 Italic
Type
IF (TmpString$ = <U) THEN theStyle% = theStyle% OR 4 Underline
type
IF (TmpString$ = <O) THEN theStyle% = theStyle% OR 8 Outline
type
IF (TmpString$ = <S) THEN theStyle% = theStyle% OR 16 Shadow
Type
IF (TmpString$ = <C) THEN theStyle% = theStyle% OR 32 Condensed
Type
IF (TmpString$ = <E) THEN theSytle% = theStyle% OR 64 Extended
type
StyleString$ = RIGHT$(StyleString$,LEN(StyleString$)-2)
strlen = LEN(StyleString$)
WEND
END SUB