/* * Copyright (c) 1987, 1988, 1989 Stanford University * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided * that the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation, and that the name of Stanford not be used in advertising or * publicity pertaining to distribution of the software without specific, * written prior permission. Stanford makes no representations about * the suitability of this software for any purpose. It is provided "as is" * without express or implied warranty. * * STANFORD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. * IN NO EVENT SHALL STANFORD BE LIABLE FOR ANY SPECIAL, INDIRECT OR * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION * WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ // $Header: /users/server/faculty/chow/iv/nice/RCS/dialogbox.h,v 1.1 1992/10/15 18:15:51 chow Exp $ // declares class DialogBox and DialogBox subclasses. #ifndef dialogbox_h #define dialogbox_h #include // Declare imported types. class ButtonState; class IMessage; class StringEditor; // A DialogBox knows how to set its message and warning text and how // to pop up itself over the underlying Interactor. class DialogBox : public MonoScene { public: void SetMessage(const char* = nil, const char* = nil); void SetWarning(const char* = nil, const char* = nil); void SetUnderlying(Interactor*); protected: DialogBox(Interactor*, const char* = nil); void PopUp(); void Disappear(); IMessage* message; // displays message text IMessage* warning; // displays warning text Interactor* underlying; // we'll insert ourselves into its parent }; // A Messager displays a message until it's acknowledged. class Messager : public DialogBox { public: Messager(Interactor*, const char* = nil); ~Messager(); void Display(); protected: void Init(); void Reconfig(); ButtonState* ok; // stores status of "ok" button Interactor* okbutton; // displays "ok" button }; // A Confirmer displays a message until it's confirmed or cancelled. class Confirmer : public DialogBox { public: Confirmer(Interactor*, const char* = nil); ~Confirmer(); char Confirm(); protected: void Init(); void Reconfig(); ButtonState* yes; // stores status of "yes" button ButtonState* no; // stores status of "no" button ButtonState* cancel; // stores status of "cancel" button Interactor* yesbutton; // displays "yes" button Interactor* nobutton; // displays "no" button Interactor* cancelbutton; // displays "cancel" button }; // A Namer displays a string until it's edited or cancelled. class Namer : public DialogBox { public: Namer(Interactor*, const char* = nil); ~Namer(); char* Edit(const char*); protected: void Init(); void Reconfig(); ButtonState* accept; // stores status of "accept" button ButtonState* cancel; // stores status of "cancel" button Interactor* acceptbutton; // displays "accept" button Interactor* cancelbutton; // displays "cancel" button StringEditor* stringeditor; // displays and edits a string }; // A Finder browses the file system and returns a file name. class Finder : public FileChooser { public: Finder(Interactor*, const char*); const char* Find(); protected: Interactor* Interior(); boolean Popup(Event&, boolean = true); protected: Interactor* underlying; // we'll insert ourselves into its parent }; #endif