Copyright: Copyright© 1999 Symantec Corporation.  All rights reserved.
Citation: Copyright© 1999 Symantec Corporation.  All rights reserved.


An Introduction to the User Window Editor

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The User Window Editor helps you build graphical displays that appear in the Procomm Plus Terminal workspace. The editor allows you to create and edit your User windows with a visual approach that is much easier than making a uwincreate statement group manually.

With familiar Windows elements like pushbuttons, icons, bitmaps and metafiles, as well as special ASPECT objects like dllobjects and hotspots, User windows can give your script applications a strong graphical presentation. For example, with a User window, you might create a background map of the United States displaying your sales regions and key cities. hotspots placed on those map locations could activate scripts to dial up host systems at regional sales headquarters.

After you’ve designed your User window and its objects, the User Window Editor generates the code to recreate it within a script. The editor produces a standard uwincreate statement group that you can easily modify or port between scripts.

The uwincreate statement group generated by the editor can be inserted into a .was source file in one of two ways:

•	By pasting it directly into the source file.

You can copy the User window from the editor to the Windows Clipboard, then paste it directly into your .was file.

If you need to modify an existing dialog in an ASPECT source file, you can copy it to the Windows Clipboard, then paste it directly into the User Window Editor. The editor recreates your User window, allowing you to make your changes.

•	By saving it as a User Window Source or ".uws" file.

You can save your User window to disk, then embed it in the main script’s source as an #include file.

If you need to modify an existing User window in a .uws file, simply select the editor’s File | Open command, and select the file. The editor loads and recreates your window, and you can make your changes.

Regardless of the method you use to insert the statement group into your script, you’ll need to write supporting statements that process the User window variables and act upon the user’s responses.


Bitmap Object Options

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Double click on a bitmap to view or modify its properties and ID value in the Bitmap Object Options dialog.

Initial Values

These fields must be constants, specifying the start-up values for the bitmap. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the bitmap.

Label

This field specifies the initial text displayed beneath the bitmap object. To include a keyboard accelerator in the bitmap’s label text, simply place an ampersand (&) in front of the desired character. To display an ampersand in the text, use two ampersands. For example, the label "&R&&D" would display as "R&D", with the R appearing as an underlined accelerator.

Filename

This field specifies the bitmap file to display. Click on the Browse button to locate the file.

ID

This field requires a constant in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the bitmap, and is returned to the $OBJECT system variable when the bitmap is clicked in the User window. Each object within a User window must have a control ID, and each ID must be unique.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the bitmap’s filename, ID, size and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the bitmap’s size and location values in its uwincreate statement. If you do not specify variable names, the bitmap’s filename, size, position and ID will remain constant throughout its life.

Position

If you select the Fixed option in the Position groupbox, the bitmap will remain in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the bitmap will always maintain the same position relative to the User window background.

When you’re satisfied with the settings you’ve selected for your bitmap object, click on OK to save them and return to the main editing window. If you want to close the Bitmap Object Options dialog without saving any changes you may have made, click on Cancel.


DLLObject Options

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Double click on a dllobject to view or modify its properties and ID value in the DLL Object Options dialog.

Initial Values

These fields must be constants, specifying the start-up values for the dllobject. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the dllobject.

Global Filename

This field requires a string constant specifying the drive, path and filename of the .dll to be associated with all dllobjects used by the script. You may click on Browse to search for the .dll you want.

ID

This field requires a constant in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the dllobject. Each object within a User window must have a control ID, and each ID must be unique.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the dllobject’s filename, id, size and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the dllobject’s size and location values in its uwincreate statement. If you do not specify variable names, the dllobject’s properties will remain constant throughout its life.

Position

If you select the Fixed option in the Position groupbox, the dllobject will remain the same size and in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the dllobject will always maintain the same position and size relative to the User window background.

When you’re satisfied with the settings you’ve selected for your dllobject, click on OK to save them and return to the main editing window. If you want to close the DLLObject Options dialog without saving any changes you may have made, click on Cancel.


Deleting an Object

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To delete the currently selected object, press the Del key, or click on the Delete Action Bar button. The User Window Editor will remove the object without prompting you to confirm the action.


Duplicating Objects

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You can duplicate an existing pushbutton, dllobject or hotspot by holding the <Ctrl> key down, then dragging the selected object. The new object will have the same size and characteristics as the original. You can resize it, and double click on it to modify its settings.


Editing a User Window

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Before you begin placing objects in your User window, it’s a good idea to specify the window’s properties. This is especially important if you’ll be using a background graphic in the window. For example, if you intend to place buttons over particular areas on a background graphic, you’ll need the graphic in place before you add the buttons.

The User window’s properties are specified in dialogs accessed from the User Window menu:

User Window Placement and Size

User Window Background


Hotspot Object Options

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Double click on a hotspot object to view or modify its properties and ID value in the Hotspot Object Options dialog.

Initial Value ID

This field requires a constant in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the hotspot, and is returned to the $OBJECT system variable when the hotspot is clicked-on in the User window. Each object within a User window must have a control ID, and each ID must be unique.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the hotspot’s ID, size and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values ID field and the hotspot’s size and location values in its uwincreate statement. Otherwise, the hotspot’s size, position and ID will remain constant throughout its life.

When you’re satisfied with the settings you’ve selected for your hotspot object, click on OK to save them and return to the main editing window. If you want to close the Hotspot Object Options dialog without saving any changes you may have made, click on Cancel.


Icon Object Options

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Double click on an icon to view or modify its properties and ID in the Icon Object Options dialog.

Initial Values

These fields must be constants, specifying the start-up values for the icon. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the icon.

Filename

This field specifies the file from which to access the icon graphic. Click on the Browse button to locate the file. Note that icon graphics can be accessed in executable programs (.exe), DLL modules (.dll) and icon libraries (.ico, .icl and .nil files).

ID

This field requires a constant, in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the icon. Each object within a User window must have a control ID, and each ID must be unique.

Index

Windows programs or icon files often contain multiple icons. You can use the Next and Previous buttons to search through the selected file for the icon you want to use. The Index field reflects the location of the selected graphic within the source file. If the file is a simple icon file (.ico), this value is zero.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the icon’s filename, id, index and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the icon’s location values in its uwincreate statement.  If you do not specify variable names, the icon’s position and ID will remain constant throughout its life.

Position

If you select the Fixed option in the Position groupbox, the icon will remain in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the icon will always maintain the same position and size relative to the User window background.

When you’re satisfied with the settings you’ve selected for your icon object, click on OK to save them and return to the main editing window. If you want to close the Icon Object Options dialog without saving any changes you may have made, click on Cancel.


Iconbutton Object Options

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Double click on an icon button to view or modify its properties and ID value in the IconButton Object Options dialog.

Initial Values

The fields in the Initial Values groupbox must be constants, specifying the start-up values for the icon button. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the object.

Label

This edit field specifies the initial text displayed beneath the icon button. To include a keyboard accelerator in the icon button’s label text, simply place an ampersand (&) in front of the desired character. To display an ampersand in the text, use two ampersands. For example, the label "&R&&D" would display as "R&D", with the R appearing as an underlined accelerator.

ID

This field requires a constant, in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the icon button, and is returned in the $OBJECT system variable when the icon button is selected. Each object within a User window must have a control ID, and each ID must be unique.

Filename

This edit field specifies the file that contains the icon graphic. Click on the Browse button to locate the desired file. Note that icon graphics can be accessed in executable programs (.exe), DLL modules (.dll) and icon libraries (.ico, .icl and .nil files).

Index

Windows programs or icon files often contain multiple icons. You can use the Next and Previous buttons to search through the selected file for the icon you want to use. The Index field reflects the location of the selected graphic within the source file. If the file is a simple icon file (.ico), this value is zero.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the icon button’s label, filename, ID, index and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the icon button’s location values in its uwincreate statement. If you do not specify variable names, the icon button's properties and location will remian constant throughout its life.

Position.

If you select the Fixed option in the Position groupbox, the icon button will remain in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the icon button will always maintain the same position relative to the User window background.

When you’re satisfied with the settings you’ve selected for your iconbutton object, click on OK to save them and return to the main editing window. If you want to close the IconButton Object Options dialog without saving any changes you may have made, click on Cancel.


Metafile Object Options

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Double click on a metafile object to view or modify its properties and ID value in the Metafile Object Options dialog.

Initial Values

These fields must be constants, specifying the start-up values for the metafile. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the metafile.

Filename

This field specifies the metafile to display. Click on the Browse button to locate the desired file.

ID

This field requires a constant in the range of 1 to 2147483647. The ID is used within a uwincreate statement group to reference the metafile. Each object within a User window must have a control ID, and each ID must be unique.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify variable names for the metafile’s filename, id, size and location parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the metafile’s size, position and id values in its uwincreate statement. If you do not specify variable names, the metafile’s filename, size, location and ID will remain constant throughout its life.

Position

If you select the Fixed option in the Position, the metafile will remain the same size and in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the metafile will always maintain the same position and size relative to the User window background.

When you’re satisfied with the settings you’ve selected for your metafile object, click on OK to save them and return to the main editing window. If you want to close the Metafile Object Options dialog without saving any changes you may have made, click on Cancel.


Moving an Object

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If the object you want to move doesn’t have drag handles, click on it once to select it. To move the currently selected object, place the mouse pointer inside the area bounded by its drag handles, and drag it to its new location. The mouse pointer changes to indicate that you are moving the object.

The editor draws an outline around the mouse pointer to indicate the object’s new position. The control’s original position is unaffected until you release the mouse button.

You can also use the cursor keys for more precise positioning. Select the object you want to move, then use the cursor keys to move the object up, down, left or right, one pixel or UWU value at a time.

The second field of the editor’s status line will always report the selected control’s position with respect to the User Window Editor’s client area. The x and y values represent the number of pixels or UWUs from the left and top of the editor’s client area to the left top corner of the object, respectively. These values are updated continuously as you move the object.


Pushbutton Object Options

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Double click on a button to view or modify its properties and ID value in the PushButton Object Options dialog.

Initial Values

The fields in the Initial Values groupbox must be constants, specifying the start-up values for the button label and its control id. If you do not specify variable names in the corresponding fields within the Variable Names groupbox, the Initial Values will remain constant for the life of the object.

Label

This edit field accepts either a string constant or variable to be displayed as the button label.

To provide a keyboard accelerator for the button, simply place an ampersand (&) in front of the desired character within the label text. To display an ampersand in the text, use two ampersands. For example, the label "&R&&D" would display as "R&D", with the R appearing as an underlined accelerator.

ID

This field requires a constant, in the range of 1 to 2147483647. The id is used within a uwincreate statement group to reference the button. Its value is returned in the $OBJECT system variable when the button is selected. Each object within a User window must have a control id, and each id must be unique.

Variable Names

The fields in the Variable Names groupbox are optional. They allow you to specify ASPECT variable names for the button’s label, id, location and size parameters.

If you supply variable names in these fields, the variables will be initialized with the appropriate values from the Initial Values groupbox and the button’s size and location values in its uwincreate statement. Otherwise, the button’s size, position, label and id will remain constant throughout its life.

Position

If you select the Fixed option in the Position groupbox, the button will remain the same size and in the same location on your window, even if the window is re-sized. If you select the Bkg Relative option, the button will always maintain the same position and size relative to the User window background.

When you’re satisfied with the settings you’ve selected for your pushbutton object, click on OK to save them and return to the main editing window. If you want to close the PushButton Object Options dialog without saving any changes you may have made, click on Cancel.


Resizing an Object

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New User window objects are initially drawn by the editor in a default size that is determined by the object’s type. To resize an object, move the mouse pointer over one of the "drag handles" on its corners or sides. The mouse pointer changes to indicate the directions you can drag each particular handle.

If the mouse pointer does not change when placed over a handle, it means that the object is not re-sizable. In particular, icons and icon buttons are not re-sizable.

If the object you want to resize doesn’t have drag handles, click on it once with the mouse to "select" it. Once selected, the object can be moved or resized.

When you’ve located the handle you want to use, drag it in the desired direction. As you drag the handle, the editor leaves the object in its current state, but draws an outline to show you the object’s new size. When you’re satisfied with the object’s size, release the mouse button, and the editor will update its display.

For more precise sizing, you can also use the cursor keys. Select the object you want to re-size, and hold the <Shift> key down while pressing the cursor keys. The up and down keys move the bottom of the object , while the left and right keys move the object’s right side one pixel or UWU at a time.

The editor’s status line will always report the size of an object in its third field; the dx and dy values represent the object’s width and height, respectively. These values will update as the object is being expanded or contracted.


Running the User Window Editor

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You can launch the User Window Editor in one of three ways:

•	By selecting Tools | Scripts | User Window Editor... in the Terminal window.

•	By clicking on the User Window Editor button on the Tools-related Action Bar.

•	By clicking on the User Window Editor icon in the Procomm Plus Utilites group on the Start menu.

The editor’s main window opens with an untitled User window:

The editor’s main window is composed of four elements: a menu bar, an Action Bar, a User window "work area" and an Object Description status line. It can also display the Terminal window’s Metakeys and Quick Select line.

While the Quick Select line and Metakeys appear similar to the Terminal window’s, they are only shown to illustrate how a given User window will appear with these features enabled in actual use. They have no other function within the User Window Editor.

The User Window Editor’s menus and Action Bar are covered together in The User Window Editor's Action Bar and Menus. The use of its work area is discussed later, beginning with Editing a User Window.

The Object Description status line appears at the bottom of the editor window.  It displays information about the currently selected object on the status line. If no object is selected, the status line fields will be blank.

The first field of the status line always displays the type of the currently selected object. For example, if a button is selected, the name "Pushbutton" appears in this field.

The values in the second and third status line fields reflect the location and size of the currently selected object. The x and y values indicate the horizontal and vertical coordinates of the upper left corner of the item in screen pixels, while the dx and dy values refer to the horizontal and vertical dimensions of the object in screen pixels. These values are converted to User Window Units, or UWUs when the ASPECT code is created. The Coordinates item on the User window menu toggles the status line display between the default Pixels values and UWUs.

The final status line field displays the id value of the currently selected object.

For further information on how UWUs are used in ASPECT, and other aspects of User windows and their objects, see the uwincreate command.


Step-by-Step: Placing a User Window Object

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With the User Window Editor’s "point and click" interface, placing and sizing any object is a simple task:

1.	Select the object from the editor’s Objects menu.

2.	Move the mouse pointer to the control’s approximate location in the User window.

As you move the pointer over the User window, you’ll notice that it changes into a crossbar, indicating that you’re placing an object. Move the crossbar to the approximate location for the object’s top left corner.

3.	Click once in the User window to place the object.

The object’s top left corner is placed in the location you clicked.

When you place a new object, the User Window Editor assigns it the default size and characteristics for that object. pushbutton objects, for example, are initially given a constant label of "Push".

4.	Adjust the object’s size or placement as needed.

After you place an object, it remains selected, allowing you to easily resize it or modify its characteristics. Drag handles are displayed on the selected object, allowing you to change its size by dragging a handle in the appropriate direction.

Some objects, such as icons and icon buttons, are not re-sizable. For more information, see Re-sizing an Object.

You can "fine tune" the object’s placement with the cursor keys, or use the mouse to drag the object to a new location. For more information, see Moving an Object.

5.	Modify the object’s characteristics or settings.

Double click on the object to open its options dialog and adjust its settings.

The Options dialog for each type of ASPECT User window object is discussed in User Window Object Options.

Depending on the type of object you’re placing, you may find that you need to adjust its size or placement after you’ve changed its settings.


The User Window Editor

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The User Window Editor helps you build graphical displays that appear in the Procomm Plus Terminal workspace. The editor allows you to create and edit your User windows with a visual approach that is much easier than making a uwincreate statement group manually.

For more information, see the following topics:

An Introduction to the User Window Editor

Running the User Window Editor

Editing a User Window

Step-by-Step: Placing a User Window Object

Resizing an Object

Moving an Object

Duplicating Objects

Deleting an Object

User Window Object Options

The User Window Editor's Menus and Action Bar


The User Window Editor's Action Bar and Menus
The User Window Editor's Menus and Action Bar

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Action Bar Button	Menu | Item	Description
	File |  New Window	Creates a new, untitled User window.
	File | Open...	Retrieves an existing .uws file.
	File | Save	Writes any changes you’ve made to a previously-named User window .uws file. If the current code is untitled, the File | Save Action Bar button will respond as a Save As... command.
	File | Save As...	Saves the current User window code under a new filename. The editor will prompt you for the new filename. If the current code is untitled, the File | Save Action Bar button will respond as a Save As... command.
	File |  Default Paths...	Opens the Default Paths dialog, where you can specify the paths searched by the editor when you load .uws files, or select graphics files for User window objects.
	File | Exit	Exits the User Window Editor. If you’ve made changes to the current User window, the editor will ask if you’d like to save your work.
	Edit | Cut Window	Cuts the current User window source code to the Windows Clipboard. <Ctrl><X> is the keyboard shortcut.
	Edit | Copy Window	Copies the current User window source code to the Windows Clipboard. <Ctrl><C> is the keyboard shortcut.
	Edit |  Paste Window	Pastes a uwincreate statement group from the Windows Clipboard to the User Window Editor window. <Ctrl><V> is the keyboard shortcut.
	Edit | Paste  Metafile to File	Converts a Windows-format metafile stored in the Windows Clipboard into an Aldus-format metafile and saves it to disk.  Since Procomm Plus supports only the Aldus format, you should use this command to prepare a Windows-format metafile before adding it to a User window.
	Edit | Paste to Enhanced Metafile...	Converts a Windows-format metafile stored in the Windows Clipboard into an enhanced format metafile and saves it to disk.
	Edit | Delete Object	Deletes the currently selected control from the dialogbox statement group. The <Delete> key is the keyboard shortcut. Note that the User window itself cannot be deleted. However, a new User window can be opened using the File | New Window... command.
	View | User Window | Placement...	Opens a dialog where you can specify the relative location of the User window within the Procomm Plus Terminal workspace. For more information, see User Window Placement and Size.
	View | User Window | Background...	Opens a dialog where you can assign a solid color, bitmap or metafile background for the User window. For more information, see User Window Background.
	View | User Window | Coordinates	Allows you to select either UWUs or Pixels as the units of measurement used by the User Window Editor.
	View | Action Bar	Toggles the display of the User Window Editor Action Bar, which contains buttons corresponding to the more-frequently used menu commands.
	View | Large Action Bar	Toggles between large and small buttons on the Action Bar.
	View | Meta Keys	Toggles the display of the "false" Meta Keys in the User Window Editor, which are helpful in designing User windows with meta keys.
	View | Quick Select Line	Toggles the display of the "false" Quick Select Line in the User Window Editor, which is helpful in designing User windows that will use the Quick Select Line.
	View | Status Line	Toggles the display of the status line in the User Window Editor.
	Objects	Each of the objects you place in a User window has an associated Options dialog, which you can access by double clicking on the object. See User Window Object Options.
	Objects |  PushButton	Places a standard button in the User window.
	Objects |  IconButton	Places an icon graphic that acts like a button in the User window.
	Objects | Icon	Places a non-responsive icon graphic in the User window.
	Objects | Metafile	Places a Windows metafile graphic in the User window.
	Objects | Bitmap	Places a Windows bitmap graphic in the User window.
	Objects |  DLL Object	Places a dllobject in the User window.
	Objects | Hotspot	Places a hotspot in the User window. Hotspots on a User window can be made visible by clicking on the window with the right mouse button.
	Help | Contents	Opens the Help Topics dialog for the editor.
	Help | How to use Help	Displays online help on how to use the Help system.
	Help | About User Window Editor...	Displays important information on this version of the User Window Editor.


User Window Background

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By default, User windows are assigned a white, blank background. To specify a different background, select View | User Window | Background... to open the the User Window Background dialog:

Set up your background before you place any objects! Changing background options after you’ve added your objects can cause them to move unpredictably if the background is re-sized.

Color

To specify a background color for the User window, simply enter the appropriate values in the Red, Green and Blue edit fields. Values from 0 to 255 are accepted. For example, for a neutral gray background, enter 128, 128, 128.

Graphics

Blank

If you select a Blank background, you can specify how objects move when the User window is re-sized. Click on Options... to open the Blank Background Options dialog.  Select Act like Bitmap Background to have objects remain in a fixed position in the User window. Select Act like Metafile Background if objects should automatically resize and/or move relative to the User window size. Click on OK to close the dialog.

Bitmap

If you specify a bitmap background, you can browse for a bitmap file by clicking on New.

After you have selected a bitmap file, you can specify its placment and other properties. Click on Options to open the Bitmap Background Options dialog.

The options in the Horizontal Positioning group allow you to center the bitmap horizontally, or align it either to the left or right of the User window. You can also choose to tile the bitmap to cover the window background.

The options in the Vertical Positioning group allow you to center the bitmap vertically, or align it either to the top or bottom of the User window.

Objects cannot be re-sized automatically on top of a bitmap background.

The options in the Graphic Mapping group allow you to specify how the graphic is to be loaded into the User window. If you select Load into Memory, the graphic is displayed and repainted faster, but it occupies more of your system memory. If you select Load from File, the graphic requires no extra system memory to load, but displays and repaints will be somewhat slower.

Metafile

If you specify a metafile background, you can browse for the metafile you want to use by clicking on New. After you have selected a metafile, you can click on Options... to open the Metafile Background Options dialog.

The options in the Horizontal Positioning group allow you to center the metafile horizontally, or align it to the left or right of the User window.

The options in the Vertical Positioning group allow you to center the metafile vertically, or align it to the top or bottom of the User window.

The options in the Graphic Mapping group allow you to specify how the graphic will appear in the User window. If you select Fill Window, the metafile will fill the User window. If necessary, the metafile will be stretched or contracted.

The Horizontal and Vertical Positioning groupboxes are grayed if Fill Window is selected.

If you choose Maintain Aspect Ratio, the metafile’s original proportions will be retained, no matter how the User window is re-sized. With this method, you can assign a horizontal alignment for the background as well as align it vertically at the top, bottom or center of the window.

If Maintain Aspect Ratio is selected, the display graphic may not fill the entire User window if it’s re-sized.

In order for the User window and its objects to be moveable and re-sizeable, two conditions must be met: the objects must be set to Bkg Relative, and the background itself must be a Metafile or, if Blank, set to Act Like a Metafile Background in Blank Background Options. However, if a Bitmap background is used, and the bitmap is not located in the upper left corner, the bitmap will move when the User window re-sizes, and any background-relative objects will move with it.


User Window Object Options

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After you’ve placed an object in the User window, you can modify its settings by double clicking on it to open its associated Options dialog. The selections you make in an object’s Options dialog are reflected in the object’s ASPECT command in the uwincreate statement group generated by the editor. Each object type’s Options dialog is discussed below.

Pushbutton Object Options

Iconbutton Object Options

Icon Object Options

Metafile Object Options

Bitmap Object Options

DLLObject Options

Hotspot Object Options


User Window Placement and Size

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By default, User windows fill the entire Terminal window. To specify a different size and position, select View | User Window | Placement... to open the User Window Placement dialog:

Window Position

The options in the Window Position group determine the User window’s placement within the Terminal window. Select Full Screen to have the User window fill the entire window, or one of the Relative ... options to align the User window with one of the four Terminal window borders.

Window Size

If you’re not creating a Full Screen User window, you can use the Window Size options to determine the size of the User window.

Size

You can specify the size of the window measured in the Units of your choice. If you specify a Full Screen User window, the Size field is disabled.

Units

By default, User windows are measured as a percentage of the Terminal window. However, you can also choose to measure windows as a percentage of the display screen, or as a specific number of pixels by selecting one of the Units options.