PCE version 4C man_modulenamespaceid_tablemodified current_idOIxN class/buttonN referenceC hash_tablerefersizeOIxNbothIsNV.button.show_focus_borderCman_variable_card identifiermodule last_modifiednamesummary descriptionsee_alsoinheritdefaultsOIxNV.button.show_focus_borderRICdateOIxlabel switches this flag automatically to @off if the label is set to an image.nnnsNM.button.S.eventCman_method_card identifiermodule last_modifiednamesummary descriptionsee_alsoinherit diagnosticsdefaultsbugsOIxNM.button.S.eventRIOIx,A’GNeventnOIxsFirst calls `dialog_item ->event'. If this fails it passes the event to @_button_gesture (a click_gesture object).nnnnnsNC.buttonCman_class_card identifiermodule last_modifiednamesummary descriptionsee_alsoinherituser_interfacebugsOI xNC.buttonRIOI x,A‰>NbuttonnOI xÀA button appears on the screen as a rectangle with a textual label. When the user presses the button, it will execute its associated message with the following parameters: @receiver The button itself If <-message is @default, the button will send its <-name to its <-device. Thus, a button named `apply' will invoke ->apply on the dialog box it is displayed on. A button may be assigned a key-sequence to activate it. See <-accelerator. If the <-accelerator is "RET" the button is the `default' button of its device and will be highlighted. See also `dialog ->default_button'). A button may be assigned a popup menu using ->popup. Existence of a popup menu is indicated using a small triangle.CchainsizeOI xIeN$$class/click_gesture$C.click_gestureEN $examples$5XnnOI x‰It is not possible to use an arbitrary bitmap as a button. Class label provides a (conceptually inferior) way to create `active' images.sNM.button.S.forwardOIxNM.button.S.forwardRIOIx6=¯ÉNforwardnOIxæPerform associated action. The action depends in <-message: # @nil No action is performed # @default <-name is sent to <-device # a code object The code object is executed, while @receiver is bound to the button object.nnnnnsNM.button.S.popupOIxNM.button.S.popupRIOIx,B{ÞNpopupnOIxfAssign <-popup and update (add/remove) the indication on the button for the existence of a popup menu.nnnnnsNM.button.S.statusOIxNM.button.S.statusRIOIx,A“ŒNstatusnOIx‡Assign <-status and redraw: active and inactive `Normal' appearance preview Inverted inside execute Grey inside backgroundnnnnnsNM.button.S.default_buttonOIxNM.button.S.default_buttonRIOIx,B|.Ndefault_buttonnnnOIxIeNV.button.default_buttonENM.button.G.default_buttonXnnnsNM.button.G.popupOIxNM.button.G.popupRIOIx->}5NpopupnOIx{Get the popup object associated with the button. If the -popup slot has value @nil and `create' is @on, a popup is associated with the button. This popup has one item with the following attributes: `menu_item <-value' <-name `menu_item <-label' <-label `menu_item <-message' message(@arg1, execute) The message will ->execute the button when the first item is selected.nnnnnsNM.button.S.selectionOIxNM.button.S.selectionRIOIx,AŽ{N selectionnnnOIxIENM.button.G.selectionXnnnsNV.button.default_buttonOI xNV.button.default_buttonRIOI!x26—Ndefault_buttonnOI"x\Button is default button for its <-device. This implies two things. First of all, if an item in the dialog is modified, the item will invoke `dialog ->modified_item'. If the dialog finds a `dialog <-default_button', it will make the default button ->active. If the RETURN key is hit in the dialog window, the default button will be ->execute'd.nnnsNV.button.popup_imageOI#xNV.button.popup_imageRIOI$x,Û½´N popup_imagenOI%xlIndication that button has a popup menu. If present this image is painted right-of the label of the button.nnnsNM.button.S.executeOI&xNM.button.S.executeRIOI'x6=¯bNexecutenOI(xæIf <-message is not @nil, ->execute acts as a wrapper around ->forward, dealing with the visual feedback. The visual feedback consist of switching ->status to `execute' and setting the busy-cursor (using `display ->busy_cursor').nnnnnsNM.button.S.computeOI)xNM.button.S.computeRIOI*x5}TúNcomputenOI+x˜Computes the <-width and <-height using the <-name and <-font. If the required size turns out to be smaller than button.size this size is used instead.nnnnnsNV.button.acceleratorOI,xNV.button.acceleratorRIOI-x+ùaVN acceleratornOI.x{Activate when ->key: name is received. See `dialog ->typed' for an explanation on handling accelerators in dialog windows.nnnsNM.button.G.selectionOI/xNM.button.G.selectionRIOI0x,AŽªN selectionnOI1xuEquivalent to <->label. For compatibility with older versions as well as for compatibility with other dialog_item's.nnnnnsNM.button.S.initialiseOI2xNM.button.S.initialiseRIOI3x*Ç~N initialisenOI4xÿCreate a button with the specified <-name. The displayed <-label is computed from this name using `char_array <-label_name' from the <-name. When the button is depressed (using the left-button) it will ->execute itself, activating the given code object.nnnnnsNM.button.S.keyOI5xNM.button.S.keyRIOI6x,B|øNkeynOI7x¡Normally invoked from `dialog ->typed'. `Key' is the symbolic name of the key(-sequence) typed. If this `key' is equal to <-accelerator, ->execute the button.nnnnnXaCnumber O I8xx