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REBOL for COBOL programmers

VID for COBOL programmers

This is documentation for the REBOL Video Interface Dialect re-ordered
in a way to accomplish two goals. One goal is to get a person going right
away writing programs. The other goal is to provide a complete reference
so a person can know all the possible things that can be done with VID.
This is the same information provided in two documents on the REBOL web
site, "Beginner's Guide to REBOL Visual Interfaces" and
"REBOL/VIew/VID Developer's Guide." What this document offers is a slightly
different angle of view. If the documentation on the REBOL site seems
confusing, try here for an alternate approach. If this document seems
confusing, try the REBOL web site. Everyone has a different paradigm in
their heads. A tutorial is very good for getting a person going fast,
but not as good for a reference. A reference is good for looking up
things you have forgotten, but not as good for learning if you have no
prior exposure.

Important note: The ultimate goal of this document would be a complete
VID reference manual. However, the official VID documentation seems
to be incomplete. In addition, some of the GUI concepts and operations
are, shall we say, "outside the scope" of the authors' experience and
understanding. So this document was created by reading the official
documentation plus the code for the graphical objects, and by
experimenting. The adjectives to describe this document might be
"correct," "adequate," and "incomplete." "Correct" means that nothing
was put in that was not tested and found to be correct. "Adequate"
means that the document is complete enough so a person can use it to
write VID program and use all the VID styles. "Incomplete" means
that things that could not be understood or made to work were left out
deliberately in the interest of a cleaner result.

Contents:

1. The target audience
2. The really really basic basic overview overview
3. Preparation for using this documentation
3.1 Get REBOL/View running on your computer
3.2 Set up a test area
3.3 Possible problems
4. Overview of doing windows in REBOL
4.1 Putting a window on the screen
4.2 Making the window items do stuff
4.3 Getting data from a window
4.4 Positioning items in windows
5. VID terminology
5.1 Keyword
5.2 Style
5.3 Face
5.4 Facet
5.5 Variable
5.6 Styledef
6. Overview of all styles (the things you put on windows)
7. Facets: The attributes of styles
7.1 Size facet: Specifying the size of a style
7.2 Text facet: Putting text on a style
7.3 Color facet: Coloring a style
7.4 Image facet: Putting a picture on a style
7.5 Action facet: Making a style do something
7.6 Character facet: Creating a shortcut key
7.7 Font facet block: Controlling font appearance
7.8 Edge facet block: Framing a style
7.9 Para facet block: Formatting text paragraphs
7.10 Feel facet block: Advanced look and feel
7.11 Effect facet block: Decorating a backdrop
7.12 Rate facet: Timing things
7.13 Data facet: Loading data
7.14 Pane facet: Making sub-layouts
8. Positioning items (styles) in windows
8.1 Below: The default positioning
8.2 Return: Starting a new row (or column)
8.3 Across: Left-to-right positioning
8.4 At: Absolute positioning
8.5 Tab: Lining things up
8.6 Tabs: Setting tab stops
8.7 Space: Space between styles
8.8 Pad: One-time spacing
8.9 Indent: Horizontal spacing only
8.10 Guide: Window margins
8.11 Size: Specifying the window size
8.12 Origin: The window starting point
9. Styles: The things you put on windows
9.1 Banner
9.2 Title
9.3 Vh1 through vh4
9.4 H1 through h4
9.5 Label, vlab, lbl, lab
9.6 Text, body, vtext, txt, code, tt
9.7 Info
9.8 Image
9.9 Box
9.10 Button
9.11 Btn, btn-cancel, btn-enter, btn-help
9.12 Bar
9.13 Icon
9.14 logo-bar
9.15 Led
9.16 Arrow
9.17 Progress
9.18 Field
9.19 Area
9.20 Text-list
9.21 List
9.22 Drop-down
9.23 Rotary
9.24 Choice
9.25 Toggle, tog
9.26 Check, check-mark, check-line
9.27 Radio, radio-line
9.28 Scroller, slider
9.29 Sensor
9.30 Anim
10. Functions: Doing things with the styles
10.1 Center-face
10.2 Layout
10.3 Stylize
10.4 View
10.5 Unview
10.6 Viewed?
10.7 Show
10.8 Hide
10.9 Get-face, set-face
10.10 Alert
10.11 Request-file
10.12 Request-dir
10.13 Request-color
10.14 Request-date
10.15 Request-text
10.16 Request-pass
10.17 Request-list
10.18 Request-download
10.19 Request
10.20 Flash
10.21 Inform, hide-popup
10.22 Load-image
10.23 Focus, unfocus
10.24 Dump-face
10.25 In-window?
10.26 Clear-fields
10.27 Size-text
10.28 Caret-to-offset
10.29 Offset-to-caret
10.30 Insert-event-func, remove-event-func
10.31 Editor
10.32 Browse
10.33 Launch
11. Some common operations
11.1 Putting a clock on a window
11.2 Basic data entry
11.3 Get a valid date in a field
11.4 Scrolling a text field
11.5 Scrolling a layout
11.6 Embedding an image
11.7 Getting all file names of a particular type
11.8 Using the clipboard
11.9 Playing a sound and showing progress
11.10 Playing an alert sound
11.11 Playing a key click sound
11.12 Changing languages
11.13 Saving the window position
12. Appetizers
12.1 List-view: enhanced list style
12.2 Area-scroll-style: enhanced area style
12.3 Layout-1.8.r: GUI layout builder
12.4 Gui-crud-app-builder.r: GUI program generator
12.5 Toolt4vid.r: Tool tips
12.6 Easy-vid.r: VID documenting itself
12.7 Rebolusers.r: More than just data entry

1. The target audience

The target audience for this document is someone in one of the following groups.

When you read the official VID documentaion, you will spot things like, "VID can make various window items such as..." followed by a list of things VID can do, but it doesn't really say that this is all the things it can do. Or, you might see something that says some feature is explained in some other document, and be unable to find that other document. This document tries to rework the main VID documents into a form that says, this is VID, this is all of VID, this is what VID can do, and this is how you do it.

However, since this document is based on existing VID documentation, it is NOT going to accomplish the above goals. It can't provide any new information. What it can do is present what documentation is available and what information can be discovered into a reference-manual-like format that can provide a stable platform for writing REBOL GUI programs. What "stable platform" means is that you can use it to find quickly if VID can do something and how to do it, without having to hunt around and experiment. It also means that you can pretend that this is the truth, the whole truth, and nothing but the truth about VID. Of course this is not true, but because this document contains only stuff we can find and verify, you can pretend it is a complete manual. That is useful because having a manual you can use handily and trust makes writing programs faster because you can reduce the trial and error.

Since the goal of this document is to complement existing documentation and not to replace it or compete with it, you really should go to the REBOL web site, click the "Documents" links at the top, look for the link to REBOL 2 documentation, and see what is there. You also should read some very detailed instruction material by a well-known REBOL programmer who has used REBOL for real live money-making enterprises (which shows, by the way, that REBOL can be used for real live applications). The following documents are almost in the category of "required reading."

A Beginner's Guide to REBOL Visual Interfaces (VID)

REBOL/View VID Developer's Guide

REBOL/Core Users Guide

REBOL Function Dictionary

Creating Business Applications With REBOL

The Easiest Programming Language: REBOL

Starting to Learn Computer Programming with Rebol

Rebol For Programmers

And finally, there is a web site for REBOL programmers that contains a lot of sample programs. It would be redundant to mention them here, so you should go there and look around. A few are mentioned, however, at the end of this document to point out that REBOL/View and the Video Interface Dialect have a lot more capability than is obvious from reading this document.

REBOL Programmer web site rebol.org

2. The really really basic basic overview overview

GUI in REBOL is done by describing windows in the program code, using various keywords and values. It does not use a drag-and-drop style of screen building. It uses language, because that is one of the design goals of REBOL's creator.

There are keywords for the various things you might want to put on a window, like buttons and fields.

Where relevant, items on a window can be given names, so that attributes of those items can be referred to in program code. For example, a field can have a name, and then one would use that name to refer to the contents of the field, or maybe to set a value in the field.

There are other keywords to modify the appearance of things on a window, like its color, size, or maybe font size if the item is text.

There are keywords to control the positioning of things on a window if you don't want the default top-to-bottom left-to-right placement.

All these keywords are put into a code structure like this:

view layout [
    (screen-description-keywords)
]

This document tries to describe all those screen description keywords, in an orderly manner that should seem familiar to someone who has read programming reference manuals.

This "manual" as it were can't be quite like a traditional language reference manual because some of the syntax elements of a traditional manual are not compatible with documentation on the internet (like the less-than/greater-than angle brackets) or are already claimed as part of the REBOL syntax (like the square brackets and the curly braces). So we will have to make do with what we have and hope that context makes things clear.

3. Preparation for using this documentation

This document will have a lot of examples, but it will not show the output of the examples. The reason for that is that documentation with images is harder to maintain. Therefore, if you want to see the output of examples, you should read this document on a computer with REBOL/View present. Installation is optional. Then you can create a test script, paste the examples into it, and run them. More specifically:

3.1 Get REBOL/View running on your computer

Download it from the www.rebol.com. It comes as an executable. When you first run it, it will ask if you want to install it. The recommended procedure is to do so, because if you do, then testing will be easier. You will be able to double-click a script file and run it. If you don't install, then put the executable somewhere convenient.

3.2 Set up a test area

Exactly how you do this is up to you, but here is an idea. Put the REBOL executable into some folder somwehere. If you installed it, and you use Windows, it will be in "C:\Program Files (x86)\rebol\view" but we won't use that as an example because if you use Windows 7 there might be some security fussing you would have to do to get permission in place test scripts in that area. Of course you could have the REBOL interpreter in one place and your test scripts in another, but this is supposed to be a simple example to use as a basis for something else of your own choosing. For the sake of example, let's say the test area is a folder called "C:\REBOLtest."

This folder also will be where you place REBOL scripts that you will be testing. Keep in mind that if you installed REBOL you will be able to run scripts by just double-clicking them, but in either case, installed or not, you want to get things set up for running a test script. So do two things.

Make a test script. This is a REBOL program into which you will paste code from this document. You will use the same script over and over, pasting new code over the old. Of course you don't have to do it this way; this is just an idea. The test script could be called VIDtest.r and could look like this:

REBOL [
    Title: "VID test harness"
]
;; Paste test code below this line and run this script. 
view layout [
    banner "test"
]

The other step would be to make it easy to run the test script. For Windows, a simple idea is to make a DOS batch file to run it. It could look like this:

C:\REBOLtest\rebol.exe -i -s --script %VIDtest.r

The "-i" switch means don't install REBOL. The "-s" switch means don't give a security check message. The "--script" switch identifies the script you want to run. This script name could be a full path name to a script in some other folder.

Put this DOS batch file in the test area. Give it name, maybe something like "VIDtest.bat." When you have made that DOS batch file, test it by double-clicking it. REBOL should run and produce a little window in the upper left corner of the monitor. If it works, you are ready to test examples. Examples will be given without the REBOL header. You will open VIDtest.r in a text editor, paste in test code in the indicated spot, save the file, double-click the batch file and see the results. If some test program is an example you want to save, you could use the "save as" feature of the text editor to save that version of VIDtest.r under a different name and then re-open VIDtest.r to continue testing other code.

Alternatively, if the above is too fussy, you can run the REBOL interpreter, activate its command console, and, to test your scripts, enter the command

do %VIDtest.r

Then, when you are done viewing the results, close the test window, not the command console. For the next test, you will be able to go to the command console and press the up-arrow key, the "do" command will reappear, press "enter" to run the test again.

3.3 Possible problems

With Windows 7, problems of an unknown nature have been experienced if files are not on the local computer, but are on, perhaps, a network drive. Also, REBOL 2 is a 32-bit program, and so on Windows 7 it might be necessary to locate some option for "32-bit mode" or something like that. Unfortunately, REBOL 2 is not under development anymore, so if you get some strange error you are a bit on your own for fixing it. All examples in this document have been run on at least one computer running Windows 7. One would expect no problems with Windows XP. For GNU/Linux, you would write a one-line shell script similar to the DOS batch file and might have to do a bit of fussing with permissions. As for Macintosh, the author of this document does not have easy access to a Macintosh. Theoretically, things should work. The Crossover Office product is not "free as in beer" but does not cost much, and is an idea for using REBOL on Macintosh.

4. Overview of doing windows in REBOL

A REBOL program (as well a program in other interpreted languages like Python) is referred to as a "script" because it is a file of instructions that are executed starting at the beginning of the script and proceeding to the end, generally. So what do you do if you want the script to display a window? What you do is use syntax in the language to define the window and the things on it, and then later in the script perform a function to display that window. The Video Interface Dialect (VID) is that syntax used to define a window.

4.1 Putting a window on the screen

The VID code that defines a window is a bunch of keywords (like "button") and attributes (like "red") that define the items in the window. There also are other key words for positioning the window items. These keywords and attributes are written in a block, that is, inside square brackets, and then passed to a function (the "layout" function) to transform them into a displayable entity. Then that displayable entity is displayed with another function (the "view" function). That's why you see in the examples something like this:

view layout [
    button red
]

The block that contains the syntax of "button red" is the VID code. That block is passed to the "layout" function to make the window, which then is passed to the "view" function to show the window.

Code like the above example, where the window is defined, created, and displayed, in practically one line of code, is how a lot of examples are done, for conciseness. In real life one might want to organize the code a bit more, and do something like this:

MAIN-WINDOW: layout [
    button red
]
view MAIN-WINDOW

One could go even further, like this:

MAIN-WINDOW-CODE: [
    button red
]
MAIN-WINDOW: layout MAIN-WINDOW-CODE
view MAIN-WINDOW

but you don't often see that. Sometimes too much "organization" is just too much.

4.2 Making the window items do stuff

An item on a window is made to do something when "clicked" by putting a block of code after its definition, like this:

view layout [
    button red [print "clicked"]
]

That block of code can be anything. More specifically, it can be a lot of code, so often, to keep things organized, one might code it like this:

BUTTON-CODE: does [
    print "clicked"
]
view layout [
    button red [BUTTON-CODE]
]

What this means is that when you click the red button you call the function BUTTON-CODE to do something. This technique can tidy up the code so you can put all your button functions in one area, all your windows in another area, and have the layout code easier to read by the absence of all the procedure code. But none of that organizaional stuff is necessary.

4.3 Getting data from a window

A window is an interface with a person, and one common operation of that interface is to get data entered by a person. This is done by giving the screen items names, and referring to those names, in various ways depending on the kind of window item. For example, for a simple field, you could have this:

view layout [
    FIELD-1: field 100
]

FIELD-1 (note the colon) is the name of the field. With that name, you now can refer to the contents of the field. The exact syntax for doing that varys with the kind of window item. For a field, there is a function to get its value. For example:

view layout [
    FIELD-1: field 100 [print get-face FIELD-1]
]

Notice that you can have a code block attached to a field. What this means is that when you press the "enter" key after entering data, the code block will be executed. The code block gets the value of FIELD-1 by means of the "get-face" function which requires the name of the field as an argument. You also can do other things with the values of fields and similar data entry items. You could copy them from the window, print them, build html pages with them, store them in database or files, and so on.

4.4 Positioning items in windows

A design philosophy of REBOL is to make simple things easy and complicated things possible. In the area of making windows, how this is expressed is that in the layout block, you can just code the things you want on the window, that is, buttons, fields, etc., and REBOL will put them there in a reasonable way. If you don't like that way, then you can do something more complicated like specifying exactly where you want them, with appropriate keywords. The default way of positioning items is to put one below the other. Of course that can't go on forever, so you can cause the positioning to go back to the top of the window and start a second column, with the positioning keyword of "return." For example:

view layout [
    button "button 1"
    button "button 2"
    button "button 3"
    return
    button "button 4"
    button "button 5"
    button "button 6"
]

If you don't like the default arrangement and prefer the "left to right top to bottom" way, you can invoke that with the keyword "across" near the top of the layout code. Then the "return" keyword will create a new row instead of a new column. For example:

view layout [
    across
    button "button 1"
    button "button 2"
    button "button 3"
    return
    button "button 4"
    button "button 5"
    button "button 6"
]

There is a keyword to explicitly specify the default positioning. That keyword is "below." If you like to specify every detail, including the default ones, you would put "below" in place of "across" in the above example.

There are other keywords to affect positioning. The above two are presented to show the concept. The othe keywords will be presented later. The concept is that you use keywords to control positioning.

5. VID terminology

REBOL has its terminology for the items on windows, and we should use it in the interest of all speaking the same language. This terminology is explained in the official VID documentation on the REBOL web site. In brief:

5.1 Keyword

The words like "above" and "below" explained previously, used to control positioning on the layout, are called "keywords."

5.2 Style

An item on a window is called, generally, an "interface object" or "face" for short. All these objects inherit various characteristics from a "master face" to make them similar and have their own characteristics to make them different. In other words, any item on the screen, like a button or a field, is a different style of an interface object. So, the term used for the words that identify things in a window is "style." For example, the word "button" is a "style" of interface object, or a "style" for short.

5.3 Face

As mentioned above, an item on a window is called an "interface object" or "face" for short. In "the literature" as it were, you will see an item on a window referred to a "face" as well as a "style." You also will see the entire window referred to as a "face." It seems that all windows and window objects are descendents, so to speak, of a master "face" object, which leads to the use of "face" to refer to anything on a window.

5.4 Facet

Any style on a window can have an assortment of attributes. For example, a button can have a color, a field can have a length. The words that indicate these attributes are called "facets." So the coding of "button red" means that on the window there is a red button, or, a button "style" with a color facet of "red."

5.5 Variable

Any style on a window can have a name attached so that you can refer to it in the code. This name is called a "variable." In the earlier example of "FIELD-1: field 100" there is a field "style" with a length "facet" of 100 pixels, named for later reference with the "variable" of "FIELD-1."

5.6 Styledef

It is possible (a bit more advanced topic) to define custom styles. For example, there is syntax to define a red button so that instead of always having to code "button red" you could code a shorthand for that. This syntax is called a "styledef" and is a topic deferred to the advanced section of VID usage.

A nomenclature change can be a nuisance. In the beginning, just remember that the things in a window are called "styles" and their attributes are called "facets."

6. Overview of all styles (the things you put on windows)

This is just an overview

This section is just an overview of all the items you can put on a window. It is not the details. The details are later.

This section shows, by example, all the styles that are available. In other words, these are all the things you can put into a window. They are presented in code examples for you to try. These are not functioning examples except for the fact that the code does run and produce a window. The purpose of these examples is to inform you of all the things (styles) that are available for constructing a GUI interface. There is only enough other code to make the window work (that is, appear on the screen).

Might want to adjust your test harness...

In the example below, and in all following examples, the "view layout [" and the ending square bracket at the end of the layout are omitted. This saves just two lines of code per example, but over hundred of examples this is hundreds of lines. You might want to adjust your test script to include those lines, so that you can paste the following examples between those lines.

To assist in running the examples, you could copy and save the following program. Then, when you want to test one of the examples, you still would copy it to the clipboard, but instead of pasting it into your test harness, you would just double-click the following program which you saved somewhere. What this program does is "load" the clipboard, which turns the clipboard contents into a REBOL block. Then it feeds that block to the "layout" function and "view"s the resulting window.

REBOL [
    Title: "Run clipboard VID example"
]
VID-CLIP: load clipboard://
view center-face layout VID-CLIP

Some of the examples below require code outside the layout code. For those, you will have to paste them under just a REBOL header and not inside a layout block. To assist in running those, you could save the following program to a name of your choosing, and then copy the code samples to the clipboard and run the program below. What this program does is, again, load the contents of the clipboard to a block, and then run that block as if it were a REBOL program (which is it). This is an example of how REBOL mixes code and data. The data read from the clipboard is code, the "load" function brings it in as a block, and the "do" function executes it.

REBOL [
    Title: "Run clipboard VID example"
]
VID-CLIP: load clipboard://
do VID-CLIP

The following styles were obtained by interrogating the REBOL intperpreter itself, using a script from Carl's blog. The script is:

foreach [name obj] system/view/vid/vid-styles [
    print [name "-" obj/doc/info]
]

You can paste above code into a script of your own to save for future use, or you can paste it into the REBOL console and run it for immediate results.

Here is a script to make a window using each one of these, so you can see generally what they look like. Remember to paste it between an opening line of "view layout [" and and ending line of "]". Logically, this is one script, however, because there are so many styles and monitor sizes can vary, the code is broken down into several scripts so the generated window doesn't overflow the physical screen size.

Here are styles that are generally used for decorating the window, that is, pictures, labels, text. The first word of each line is the style. What follows each style is enough facets to show what the style looks like.

banner "banner: Banner text"
vh1 "vh1: Video heading 1"
vh2 "vh2: Video heading 2"
vh3 "vh3: Video heading 3"
vh4 "vh4: Video heading 4"
title "title: Title text"
h1 "h1: Document heaading 1"
h2 "h2: Document heaading 2"
h3 "h2: Document heaading 3"
h4 "h4: Document heaading 4"
h5 "h5: Document heaading 5"
label 300 "label: for dark background left aligned"
vlab 300 "vlab: label for dark forms right aligned"
lbl 300 "lbl: label for light backgrounds left aligned"
lab  300 "lab: label for light backgrounds right aligned"
text 300 "text: basic text"
body 300 "body: body text"
vtext 300 "vtext: video text"
txt 300 "txt: document text"
code 300 "code: monospaced text"
tt 300 "tt: typewriter text" 
info 300 "info: non-entry text field" 
return
image http://www.rebol.com/graphics/reb-logo.gif
box 20x20 red
bar
icon
logo-bar 40x100
led
arrow 
progress 300x16

Here are styles that are generally used for entering data or making things happen.

button 
field 100 
area 100x60 
text-list data ["item 1" "item 2"] 
list 200x50 [across text 80 text 80] data [
    ["item 1-1" "item 1-2"] 
    ["item 2-1" "item 2-2"]
]
return
drop-down rows 5 "choice 1" "choice 2" "choice 3" "choice 4" "choice 5"
rotary "choice 1" "choice 2" "choice 3" "choice 4" 
choice "choice 1" "choice 2" "choice 3" "choice 4" 
toggle "on" "off" 
tog "on" "off"
btn
btn-enter
btn-cancel
btn-help 
check
check-mark
check-line
radio
radio-line
scroller 200x16
slider 200x16

Here are two other styles that can be useful. The "key" style doesn't really put anything on the window, but defines a "hot key" so that if you press that key something will happen. The sensor defines an invisible area on the window. If the area is invisible, it is hard to hit it with a mouse. So, you could give it a size of 0x0 and assign a hot key to it, or you could make it really big so you can't miss it.

key #"k" [print "k pressed"]
sensor 100x100 [print "sensor activated"]

There are two styles used for window backgrounds. Here is the one for using a scaled image as a background. We have to include some other items to make the window big enough to show the effect.

backdrop http://www.rebol.com/graphics/reb-logo.gif
box 500x16 red
box 16x500 green

Here is the style for filling the background with a tiled image.

backtile http://www.rebol.com/graphics/reb-logo.gif
box 500x16 red
box 16x500 green

The above items are what you have available to create a visual interface. The above lists are just summaries, to show all the possibilities. Following chapters explain in detail how to use each one.

And finally there is a style for creating sub-layouts within layouts. This is called "panel" and takes a block of VID code as an argument:

view layout [
    panel 300x200 beige [
        button "button 1"
        button "button 2"
    ]
]

7. Facets: The attributes of styles

Why we are explaining facets before styles

A later chapter is going to list all the styles that you can put on a window. For any style, you can specify attributes ("facets" as explained in this chapter), AND, many if not all the facets can apply to multiple styles. That is the reason that facets are explained first. When you get to the explanations of the styles, we can say that a style has a "text facet" and you will know what that means, and we will not have to explain the "text facet" every time it occurs.

As mentioned above, a GUI window is composed of styles of interface objects, the buttons, fields, and so on. In a GUI window, you are going to want to specify attributes of these sytles, that is, things like size, color, font. Those attributes are specified by words called "facets" written after the style name, like "button red" for a red button. In the chapter that describes styles in detail, it will be necessary to indicate which facets can be used with a given style. To make that easier, this chapter explains all the facets. This is similar to the railroad diagrams used to describe programming languages. In other words, you might have something like:

---> button ---> (color-facet) ---
             |------------------^

which would indicate that the word "button" could be followed by an optional "color-facet" whatever that was. The "color-facet" would be defined elsewhere, so that its definition would not have to be repeated for every situation where a colof-facet was called for. This chapter defines all those facets, and these descriptions will be referred to in later chapters where relevant.

Two things complicate the following definitions. Number one, it is hard to use the traditional angle brackets in an html document. Number two, the traditional square brackets used in documentation to indicate optional items can't be used clearly in REBOL documentation because the square brackets are part of REBOL syntax. In addition, parentheses can be used in certain VID situations to indicate REBOL code that is to be executed. What we will do is use parentheses to indicate things that are defined elsewhere, and if the item being documented uses parentheses as part of its syntax, we will expalain that on a case-by-case basis.

7.1 Size facet: Specifying the size of a style

Syntax: (horizontal-dimension)x(vertical-dimension)

Here is an example of our documentation difficulties and how we are resolving them. The above specification is not quite accurate. The vertical dimension is optional, and if omitted, will be calculated automatically or given a default value. So a more correct specification would be

(horizontal-dimenstion) [ x (vertical-dimension) ]

which indicates that the vertical dimenstion is optional. But we don't want to use the square brackets because they have meaning in REBOL. We could do this:

---> (horizontal-dimension) --|------------------------------>
                              |--> x (vertical-dimension --|

but the problem with this method is the effort to draw it. Also, it must be confessed, there is a bit of mental effort in breaking down things into the railroad diagram entities in the most useful way. The primary goal of documentation is to make something people can understand and use, and not necessarily to perform an exercise in logical purity, unless the logical purity is necessary for adequate understanding.

The size facet is used in a number of places, such as button size, field length, window dimenstions. For example:

box 50x50

7.2 Text facet: Putting text on a style

Syntax: " (any-text) " or { (any-text) }

The text facet is what you use to specify the text of a heading, or a text field, or the label on a button, any text that appears anywhere. You just type the text after the style name. Optionally, you can use a word as a text facet if that word refers to text from elsewhere. For example:

text "Sample text in a text area"
text {This is a longer multi-line text item.  REBOL will make
    the required amount of space for it.}

You also could have coded something like

text text-from-elsewhere

where text-from-elsewhere would be coded elsewhere in the program, maybe like this:

text-from-elsewhere: "Text to display on window"

You will see later that the text facet can be used in a surprising number of places besides text fields and button labels.

7.3 Color facet: Coloring a style

Syntax: (red-value).(green-value).(blue-value) or (color-word)

The color facet is used to color many things. The red-value, green-value, and blue-value are numbers from 0 to 255 indicating the amount of each color. You also may use a predefined color. the colors are (presented in an example of colored boxes):

across
box 90x50 black      "black"
box 90x50 coal       "coal"
box 90x50 gray       "gray"
box 90x50 pewter     "pewter"
box 90x50 silver     "silver"
box 90x50 snow       "snow"
box 90x50 white      "white"
box 90x50 blue       "blue"
box 90x50 green      "green"
box 90x50 cyan       "cyan"
return
box 90x50 red        "red"
box 90x50 yellow     "yellow"
box 90x50 magenta    "magenta"
box 90x50 navy       "navy"
box 90x50 leaf       "leaf"
box 90x50 teal       "teal"
box 90x50 maroon     "maroon"
box 90x50 olive      "olive"
box 90x50 purple     "purple"
box 90x50 orange     "orange"
return
box 90x50 oldrab     "oldrab" 
box 90x50 brown      "brown"  
box 90x50 coffee     "coffee" 
box 90x50 sienna     "sienna" 
box 90x50 crimson    "crimson"
box 90x50 violet     "violet" 
box 90x50 brick      "brick"  
box 90x50 pink       "pink"   
box 90x50 gold       "gold"   
box 90x50 tan        "tan"    
return
box 90x50 beige      "beige"  
box 90x50 ivory      "ivory"  
box 90x50 linen      "linen"  
box 90x50 khaki      "khaki"  
box 90x50 rebolor    "rebolor"
box 90x50 wheat      "wheat"  
box 90x50 aqua       "aqua"   
box 90x50 forest     "forest" 
box 90x50 water      "water"  
box 90x50 papaya     "papaya" 
return
box 90x50 sky        "sky"    
box 90x50 mint       "mint"   
box 90x50 reblue     "reblue" 
box 90x50 base-color "base-color"        
box 90x50 yello      "yello"  
return

If you don't like the predefined colors and want to create your own with a color tuple, you can, at the REBOL console, enter the function "request-color" to bring up a color requestor dialog window. You operate three sliders for red, green, and blue, click the OK button, and get back the color tuple for the color you created.

7.4 Image facet: Putting a picture on a style

Syntax: (Name-of-image-file) | (url-address-of-image-file) | (word-referring-to-image-file)

The image facet is how you get an image onto a style on a window. In the most obvious situation, you have

image %picture.jpg

In the above code, the word "image" is a style, namely, the "image" style, and "%picture.jpg" is the image facet applied to that style, in other words, an image that will be placed on that image style. That might sound a bit confusing until you see

button "test" %picture.jpg

in which case you will get a button with the text "test" printed on it AND the picture in the file picture.jpg as a background on the button. The image facet can be applied to some surprising things.

7.5 Action facet: Making a style do something

Syntax: [ (REBOL-code) ]

The action facet is a block, written after the style name, containing REBOL code that is executed when you click on the style, or maybe, in the case of the field style, press the "enter" key. For example:

button "Click" [print "Button pressed"]

In addition, you may provide a second action facet to be executed on a right click:

button "Click" [print "left"] [print "right"]

The code in the action facet can be long. It might be more helpful to put a function name in the block, and then define that function elsewhere. It is not required, but it will make the window layout cleaner.

7.6 Character facet: Creating a shortcut key

Syntax: REBOL character code

A REBOL characer code is a pound sign followed by a character in quotes, as in: #"t" for the letter "t."

The character facet is a way to specify a single keystroke that will be detected and interpreted as a mouse click. It is like the familiar shortcut keys in many window systems. For example:

button "test" #"t" [print "left"]

7.7 Font facet block: Controlling font appearance

Syntax: font [ (font-attributes) ]

(font-attributes) is a block of word-value pairs. The word is one of the items below with a colon after it. The value depends on the word, as follows:

name: font-serif | fons-sans-serif | font-fixed

size: (integer)

style: none | [ bold | italic | underline ]

color: (color-tuple) | (color-word)

align: none | 'left | 'right | 'center

valign: 'top | 'bottom | 'middle

offset: (pair)

space: (pair)

shadow: none | (pair)

Explanation and default values:

name: This is a system-independent font family chosen from the values shown. The default is font-sans-serif.

size: This is a point size value. Default is 12.

style: If used, must be one of the indicated values. The values are specified in a block, however, if you want to use just one, like bold, you may specify it without the square brackets but you must put the single quote in front to make it a REBOl work, as in: style: 'bold. Default is none.

color: You may make your own color with a color tuple, or use a pre-defined REBOL color word. Default is black.

align: This controls the horizontal alignment of the text within the size of the are where the text is placed. Note that the value must be a REBOL word as indicated by the single quote in front of the left/right/middle choice. Default is left.

valign: This controls the vertical alignment, similar to the horizontal alignment controlled by "align." Default is top.

offset: It appears that this is supposed to be for positioning text with more control that just the align and valign options. However, it does not seem to work.

space: This controls extra space, in pixels between letters, or between lines of multi-line text. Default is 0x0. Values my be negative to compress text.

shadow: This creates a shadow effect on the text, as if a light were shining on it from some direction. Positive values project to the right and negative to the left. For the vertical direction, negative projects up and positive down. An example follows.

Example:

text 600x100 "This is some test text set with all default values" 
    font [
        name: font-sans-serif
        size: 12
        style: none
        color: black
        align: none
        valign: none
        offset: 2x2
        space: 0x0
        shadow: none
    ]
text 600x100 "This is text with all values non-defualt" 
    font [
        name: font-serif
        size: 24
        style: [bold italic underline]
        color: red
        align: 'center
        valign: 'middle
        offset: 10x10
        space: 4x4
        shadow: 4x4
    ]

Here is a special example to show the shadow only because of the number of combinations.

text "No shadow" font [size: 40 shadow: none]
text "Right only" font [size: 40 shadow: 6x0 ]
text "Left only" font [size: 40 shadow: -6x0 ]
text "Up only" font [size: 40 shadow: 0x-6 ]
text "Down only " font [size: 40 shadow: 0x6 ]
text "Right and up" font [size: 40 shadow: 6x-6 ]
text "Right and down" font [size: 40 shadow: 6x6 ]
text "Left and up" font [size: 40 shadow: -6x-6 ]
text "Left and down" font [size: 40 shadow: -6x6 ]

A note about the font facet concept: It might be best not to think too hard about this. A "text" style is a graphical item on the window. The actual value of the text is the "facet." The "font" facet is called a "facet," but if you follow out that definition and consider that the "font" facet is applying to the actual text, which itself is a "facet" of the text "style," then you have the "font" facet being a facet of a facet. Accept that desinging a language probably is not an easy job when you get down to the actual details, and that some logical purity might have slipped through the cracks.

7.8 Edge facet block: Framing a style

Syntax: edge [ (edge-attributes) ]

(edge-attributes) is a block of work-value pairs. The word is one of the items with a colon after it. The value depends on the word, as follows:

size: (pair)

color: (color-tuple) | (color-word)

effect: 'bevel | 'ibevel | 'bezel | 'ibezel | 'nubs

Explanation and default values:

size: A pair, in pixels. The x value is the thickness of the vertical edges, and the y value of the horizontal.

color: Standard color tuple or word, for the color of the edge.

effect: These are shown in the following examples. Note that the official VID documentation says the "effect"can be a block, but in actual practice that does not work, and you must use the REBOL word to describe the effect.

Example:

box 100x60 "bevel" edge [size: 10x10 color: red effect: [bevel]] 
box 100x60 "ibevel" edge [size: 10x10 color: red effect: [ibevel]] 
box 100x60 "bezel" edge [size: 10x10 color: red effect: [bezel]] 
box 100x60 "ibezel" edge [size: 10x10 color: red effect: [ibezel]] 
box 100x60 "nubs" edge [size: 10x10 color: red effect: [nubs]] 
return
box 100x60 "bevel" edge [size: 10x10 color: green effect: 'bevel]
box 100x60 "ibevel" edge [size: 10x10 color: green effect: 'ibevel]
box 100x60 "bezel" edge [size: 10x10 color: green effect: 'bezel]
box 100x60 "ibezel" edge [size: 10x10 color: green effect: 'ibezel]
box 100x60 "nubs" edge [size: 10x10 color: green effect: 'nubs]

7.9 Para facet block: Formatting text paragraphs

Syntax: para [ (paragraph-attributes) ]

(paragraph-attributes) is a block of word-value pairs. The word is one of the items with a colon after it. The value depends on the word, as follows:

origin: (pair)

margin: (pair)

indent: (pair)

scroll: (pair)

tabs: (integer) | (block of integers)

wrap?: true | false

Explanation and default values:

origin: An offset in pixels from the upper left corner of the style that contains the text. Default is 2x2.

margin: This is an offset for the right and the bottom of the text in a face (a style). It is like a "buffer zone" to keep the text a certain number of pixels from the right and the bottom of the face. It is not obvious of the text is too big for what holds it, but an example below shows how it works. Default is 2x2.

indent: The x part of the pair is the offset of the first line of a paragraph, that is, the number if pixels by which the first line is indented. The y part is the number of pixels between paragraphs. Default is 0x0.

scroll: An offset, left-right and up-down, of the text in within the style. This attribute usually is change dynamically to control scrolling of text in a style. You change the x or y value, and then re-display the style, and the text is moved. Default is 0x0.

tabs: This is a single number, or a block of numbers, for setting tab stops inside a style that can contain text. Default is 40 for tab stops every 40 pixels.

wrap?: This is a true/false value that controls whether or not text in a face (style) will be wrapped, or just run off to the right. Default is false.

Example follows. Note that this example includes the "view layout" line because of the need for some test text. This text is just something copied from an internet news story. There are two paragraphs, separated by pressing the "enter" key. If the "enter" key doesn't make it through all the layers of the internet, you might have to type it manually after "U.S Army Recruiting Command." It is possible that you also will have to re-type the text to eliminate line-feeds after all lines except the one where you want the paragraphs to separate. Otherwise, every line of text will be its own paragrpah.

TEST-TEXT: {In about five years, so many young Americans will be grossly 
overweight that the military will be unable to recruit enough qualified 
soldiers. That alarming forecast comes from Maj, Gen. Allen Batschelet, 
who is in charge of U.S. Army Recruiting Command.
Of the 195,000 young men and women who signed up to fight for our country, 
only 72,000 qualified. Some didn't make the cut because they had a 
criminal background, or a lack of education, or too many tattoos. 
But a full 10% didn't qualify because they were overweight.}
view layout [
area 100x200 TEST-TEXT
area 100x200 TEST-TEXT para [
    origin: 2x2
    margin: 2x2
    indent: 0x0
    scroll: 0x0
    tabs: 40
    wrap?: false
]
area 100x200 TEST-TEXT para [
    origin: 20x20
    wrap?: true
]
return
area 300x200 TEST-TEXT para [
margin 20x20
indent: 20x20
wrap?: true 
]  
area 300x200 TEST-TEXT para [
indent: 20x20
wrap?: true
scroll: -30x-30 
] 
]

Here is an example to show just the tab attribute. In the string in the code, the words in the string are separated by a single tab. If the tab character didn't make it through all the layers to get to your example, you might have to re-type the TEST-TEXT line and place a single tab after aatab, bbtab, and cctab. That is done as you might imagine, by pressing the "tab" key on the keyboard. Note that this example includes the "view layout" line because there is a line of code outside of the layout, needed to create the example.

TEST-TEXT: {aatab   bbtab   cctab} ;; single tab between words
view layout [
area 700x100 TEST-TEXT para [
    origin: 2x2
    margin: 2x2
    indent: 0x0
    scroll: 0x0
    tabs: 100
    wrap?: false
]
area 700x100 TEST-TEXT para [
    origin: 2x2
    margin: 2x2
    indent: 0x0
    scroll: 0x0
    tabs: [150 350 550]
    wrap?: false
]
]

Here is an example of just the margin. As above, you almost certainly will have to re-type the text so that it is two long lines with a line feed after "U.S Army Recruiting Command." What you will see then will be two text areas with two paragraphs of text. The margin feature will not be obvious because the text is too big for the boxes, but, if you put the mouse pointer into each box and use the down arrow to move to the bottom of each area, you will see the 20-pixel buffer at the bottom of the second box.

TEST-TEXT: {In about five years, so many young Americans will
be grossly overweight that the military will be unable to recruit 
enough qualified soldiers. That alar    ming forecast comes from 
Maj, Gen. Allen Batschelet, who is in charge 
of U.S. Army Recruiting Command.
Of the 195,000 young men and women who signed up to fight for our 
country, only 72,000 qualified. Some didn't make the cut because 
they had a criminal background, or a lack of education, or too 
many tattoos. But a full 10% didn't qualify because they were 
overweight.}
view layout [
area 300x200 TEST-TEXT para [
    origin: 2x2
    margin: 2x2
    indent: 20x20
    scroll: 0x0
    tabs: 40
    wrap?: true 
]
area 300x200 TEST-TEXT para [
    origin: 2x2
    margin: 20x20
    indent: 20x20
    scroll: 0x0
    tabs: 40
    wrap?: true 
]
]

7.10 Feel facet block: Advanced look and feel

Advanced "look and feel" operations are a bit outside the scope of this document, which is intended to cover enough of the basic VID features to do useful things. REBOL has the ability to do many fancier things, like detecting mouse-overs, responding to timers for animation, having windows modify themselves before being displayed. Someone interested in that should read:

REBOL/View Graphic System Reference

How to Handle User Interface Events

In summary, the "feel" facet will be the keyword "feel" followed by a block that contains functions for doing advanced things. These functions are activated at various times in the processing of a window.

7.11 Effect facet block: Decorating a backdrop

Syntax: effect [ (effect-attributes) ]

(effect-attributes) are words that indicate some processing to be done on the image you are "effecting." This image can be the backdrop of a whole window, or the backdrop on some item, like a button. The block can contain any number of words, and the effects are applied in order. Some words require arguments, as indicated.

Because there are so many words, and any number can be used at one time, the number of permutations is huge. So examples of all combinations is not reasonable possible. In addition, the words are documented in the REBOL/View VID Developer's Guide linked at the front of this document, so reproducing that information here is not productive unless we have any additional information to present. The words are summarized below. Effects are not necessary to provide functionality in your program; they are for appearance. You could experiment at your leisure while still writing productive REBOL programs.

As an idea for experimenting, find some picture for testing and put it into your test area. Then make a test script like this:

size 600x480
backdrop %TestImage.jpg
    effect [
        aspect
]

The code above creates a window 600 by 480 pixels and puts your picture into the background. The single specified effect, "aspect," preserves the "aspect ratio" so that the picture looks correct. When you have this test script ready, add more effect words after (or in place of) "aspect" and see what happens.

(effect-attributes) in summary: (Note that these are not name-value pairs like in, for example, the para effect. The colon in the examples below are just like you would us a colon normally and are not part of the VID syntax.)

fit: Expand or shrink the image to fit the face.

aspect: Expand or shrink the image to fit, and preserve aspect ratio.

extend (offset-pair) (distance-pair): Extend an image by starting it at the location indicated by the offset-pair and extending it a number of pixels in the x and y directions as indicated by the distance-pair.

tile: Tile the image in it the face to which it is applied.

tile-view:

clip: Clip the image to fit the face.

crop (offset-to-start-pair) (size-of-clip-pair): Crop the image by starting at an offset indicated by the first pair, and taking a cropping of a size indicated by the second pair.

flip (direction-pair): Flip the image as indicated by the direction-pair. The direction-pair can be 1x0 for horizontal, 0x1 for vertical, 1x1 for both.

rotate (degrees): Rotate 0, 90, 180, or 270 degrees as indicated by the supplied number of degrees.

reflect (direction-pair): Reflect the image around an axis through the middle of the image, either a horizontal axis or a vertical. The direction-pair can be 1x0, 0x1, or 1x1.

invert: Reverse the colors of the image, like making it into a negative.

luma (integer): Lighten or darken the image based on the integer, which may be positive or negative.

contrast (integer): Increase or decrease the contrast.

tint (integer): Change the tint based on the integer.

grayscale: Make the image black and white.

colorize (color-tuple):

multiply (integer) | (color-tuple) | (image-file-name):

difference (image-file-name):

blur:

sharpen:

emboss:

gradient (pair) (color-tuple) (color-tuple):

gradcol (pair) (color-tuple) (color-tuple):

gradmul (pair) (color-tuple) (color-tuple):

key (integer) | (color-tuple):

shadow (integer) | (color-tuple):

arrow (color-tuple) | (color-word): Generates a big arrow on the underlying face.

cross (color-tuple) | (color-word): Generates a big cross on the underlying face.

oval (color-tuple) | (color-word): Generates a big oval on the underlying face.

tab:

grid (spacing-pair) (offset-pair) (thickness-pair) (color-tuple): This puts a grid on the face. The (spacing-pair) is the number of pixels between lines. The (offset-pair) is an offset from the top left corner, if you don't want the top left grid rectangle to start at the top left pixel. The grid, however, will go all the way to the edge. The (thickness-pair) is the thickness of the lines in pixels. The (color-tuple) is the color of the grid lines (which might not work).

draw [ (draw-dialect-block) ]: This allows you to draw custom stuff on the face. There is a special REBOL dialect for drawing that is beyond the scope of this document. Check this link: REBOL/View Draw Dialect 1.3

7.12 Rate facet: Timing things

Syntax: rate (seconds) | (elapsed-time)

seconds: An integer for a number of seconds.

elapsed-time: A time (hh:mm:ss) to wait between time interrupts.

It appears that the "rate" can be applied to any style, and a timer interrupt will take place according to the time specified. Now, what to do with that interrupt. This is a case where the "feel" facet can be used. The "engage" option in the "feel" facet catches the timer interrupt. This seems to be a somewhat common operation in REBOL. Here is an example of how it works.

box 200x200 red rate 00:00:01
    feel [
        engage: [
            print "interrupted"
        ]
    ]

As for how to use it in a real situation, the "engage" function can be quite involved. This operation is at the heart of some of the clock demos available on the internet. If you set a rate of 1, meaning one second, then, the engage function can, at that time, display the current time. What this accomplishes is to refresh a display of the current time every second, giving the appearance of a running clock.

7.13 Data facet: Loading data

Syntax: data [ (data-block) ]

The (data-block) is a block of whatever data is appropriate for the stle of face. Data is not a concept that makes sense for all styles. However, it appears you can load the data facet for all styles, it just doesn't have any use outside of a style where it does have use. A common use is the text list, as follows: (Don't paste this inside a layout block as you have done for other samples.)

LIST-DATA: [
    "text line 1"
    "text line 2"
    "text line 3"
]
view layout [
    across
    text-list 200x300
        data LIST-DATA
]

7.14 Pane facet: Making sub-layouts

There is a special style, and a special facet to go with it, for making layouts within layouts. The style is "panel" and the facet is "pane," although one does not use the keyword "pane." Instead, one supplies a block of VID code as an argument after the "panel" keyword, as shown below:

BUTTON-PANE: [
    size 196x396
    below
    button "Button 1" [print "Button 1"]
    button "button 2" [print "Button 2"]
    button "button 3" [print "Button 3"]
    button "button 4" [print "Button 4"]
    button "button 5" [print "Button 5"]
    button "button 6" [print "Button 6"]
    button "button 7" [print "Button 7"]
    button "button 8" [print "Button 8"]
    button "button 9" [print "Button 9"]
]
view layout [
    across
    TEXT-INPUT: area 200x400
    CONTROL-BUTTONS: panel 200x400 beige 
        BUTTON-PANE     
        edge [size: 4x4 color: red effect: 'bevel]
    return
    button "Button 0" [print "Button 0"]
]

8. Positioning items (styles) in windows

Why we are explaining positioning here

As with facets, we are explaining how to position things on windows before we explain what you actually CAN position on a window. The reason for this is so that when we make examples of the various styles, any positioning keywords we might need to make the examples work will be familiar.

If you start writing the VID code, placing items on the window without caring where they go, they will go in a default order which is top to bottom, on into eternity. To override that default placement, you use various keywords, explained below.

8.1 Below: The default positioning

If you specify the keyword "below" in the VID code, then from that point on, a new style will be placed below the previously-defined one.

below
button "button 1"
button "button 2"
button "button 3"

You may leave off the word "below" if you like because that is the default.

8.2 Return: Starting a new row (or column)

If you keep adding items to a window you will run out of room, so to go back to the top, use the word "return."

below
button "button 1"
button "button 2"
button "button 3"
return
button "button 4"
button "button 5"
button "button 6"

8.3 Across: Left-to-right positioning

If you prefer to think left-to-right first, you can use the word "across" to make things go that way. With "across," the "return" keyword will start a new row instead of a new column.

across 
button "button 1"
button "button 2"
button "button 3"
return
button "button 4"
button "button 5"
button "button 6"

8.4 At: Absolute positioning

If you don't want to take the automatic positioning, you can specify exactly where to put things with the "at" keyword. In the following example, we will place 100-pixel boxes every 100 pixels.

at 0x0     box  100x100 red
at 100x0   box  100x100 green
at 200x0   box  100x100 blue
at 0x100   box  100x100 black
at 100x100 box  100x100 white
at 200x100 box  100x100 beige 
at 200x100 text 100 "text on top"

Note that one could use the "at" keyword to place one style on top of another.

8.5 Tab: Lining things up

One way to line up things is with the "tab" keyword. This will advance the positioning to the next tab stop. Where are the tab stops? They are at default locations, and can be set with the "tabs" keyword.

across
label "Field 1"
tab
FIELD-1: field 200
return
label "Need longer label"
tab
FIELD-1: field 300

8.6 Tabs: Setting tab stops

In the above example, the "tab" keyword did not line up the fields because the tab stops were too close together. You can specify tab stops with the "tabs" keyword. If you want just a standard number of pixels between each tab stop, you specify that number as an integer. If you want more specific tab stops, you can provide a block of integers. Tabs are either horizontal tabs (as you probably would think of them) if the automatic positioning is set to "across," or vertical tabs if the automatic positioning is set to "below."

tabs 100 
across
label "Field 1"
tab
FIELD-1: field 200
return
label "Need longer label"
tab
FIELD-1: field 300

Notice that the above example is the same as the prior example except that the number of pixels between tab stops is large enough so that the single "tab" keyword goes out to a tab stop that is the same for both fields.

8.7 Space: Space between styles

There is a default number of pixels between items on a window, which can be change with the "space" keyword. The attribute of "space" can be a pair to adjust horizontal and vertical positioning, or it can be just an integer in which case it will apply in the direction currently in use for automatic placement (across or below).

across
button "button 1"
button "button 2"
return
button "button 3"
button "button 4"
return 
space 50x50
button "button 5"
button "button 6"
return
button "button 7"
button "button 8"

8.8 Pad: One-time spacing

You can insert some space between one style and the next (horizonatlly or vertically) with the "pad" keyword followed by either a pair (for both directions) or an integer (for whatever direction you are going, across or below).

across
button "button 1"
pad 100x100
button "button 2"
return
button "button 3"
button "button 4"

8.9 Indent: Horizontal spacing only

The "indent" keyword adds horizontal space.

across
button "button 1"
indent 100
button "button 2"
return 
button "button 3"
button "button 4"

8.10 Guide: Window margins

The "guide" keyword followed by a pair can be used to set a margin inside a window, sort of like margins on a page.

across
guide 100x100
button "button 1"
button "button 2"
button "button 3"
return
button "button 4"
button "button 5"
button "button 6"
return
below
button "button 7"
button "button 8"
button "button 9"
return
button "button 10"
button "button 11"
button "button 12"

This example shows (to some, at least) how it can be easy to get confused with the various placement options. If you are trying to make a basic functional layout, it might be best to take a basic boring approach to doing it. Specify "across," maybe set some tab stops, and then start laying out a window left-to-right top-to-bottom, and don't do fancy things unless you must. Realize that there are no perfect choices, only choices and trade-offs, and if you want to be fancy you might have to suffer mentally with some complexity.

8.11 Size: Specifying the window size

When you start specifying things you want on a window, the final window size will be whatever it takes to hold whatever you specified. If you want to make sure the final window is a certain size, you can specify that.

size 600x480
across
button "button 1"
button "button 2"
return
button "button 3"
button "button 4"

8.12 Origin: The window starting point

When you start specifying items in a window, they will start near the top left corner, 20x20 pixels in. That origin point can be changed. Note that this is not the place on the screen where the window is displayed, but rather the place inside the window where the styles are displayed.

size 600x480
origin 100x100
across
button "button 1"
button "button 2"
return
button "button 3"
button "button 4"

9. Styles: The things you put on windows

This chapter explains all the styles of interface objects, "styles" for short, that you can put in windows. That means the fields, buttons, check-boxes, and such that comprise a GUI. We are trying to make this description as complete and correct as possible so you could use it as a reference manual for a "target" language for writing programs. In other words, if you want to write a program to do something, you could look at this document and see exactly what VID can do, and how to make it do it, and decide if you want to use VID.

If your investigation of REBOL is starting here...

Remember that this document does not describe REBOL. It describes that part of REBOL that is used for making windows. The target audience of this document is someone who knows REBOL but needs a clear idea of exactly what can be accomplished with VID. The non-GUI part of REBOL is described in great detail on the REBOL web site. Attention should be directed to the documentation mentioned at this start of this document.

This chapter will contain a section for each style of interface object that can be put on a GUI window. For each style, we will try to provide:

Because of the way REBOL is written, all styles of interface objects are like instances of a master interface object, a "face." That means that potentially all of the facets could apply to any style of a face. In other words, you could put an image on a button, you can make some action happen when you enter data in a field; things that might make sense. As much as possible, all possible combinations will be noted.

An exception to the principle of complete examples

We are not going to try to explain whether or not the "effect" facet is available for a style, unless it is something really commonly used. The reason for that is that there are so many combinations of effects. Take as a given that you probably can apply an effect to any style if it seems to make sense, and then try it if you like. There are just too many combinations to try to document all combinations for all styles. The effects seem to be mainly for decoration, and you don't need decoration to make a functioning program.

Another facet we will not explain is the "feel" facet. Because this facet is used for things like detecting window events, you should assume that it can be applied to anything on a window. Then, if you think you want this facet, put it on the style and use the REBOL documentation to create the feel, as explained in the documentation noted above under the "feel" definition. Once again, this area is too large to provide documentation for every combination.

At some point it might be helpful to perform the following exercise. Make a folder somewhere; doesn't matter where. Copy the following script to an editor, save it, and run it:

REBOL [
    Title: "Extract code for all VID styles"
]

;; [---------------------------------------------------------------------------]
;; [ This is a little utility program for extracting the code behind all the   ]
;; [ VID styles and writing the code for each style into a text file named     ]
;; [ <style-name>.txt.  These files then can be examined with a text editor.   ]
;; [---------------------------------------------------------------------------]

CODE-FILENAME: none  ;; will generate name based on style word (dot-txt) 

CODE-DIR: request-dir
if not CODE-DIR [
    alert "No folder selected for output"
    quit
]
change-dir CODE-DIR
foreach [STYLE-WORD STYLE-CODE] svv/vid-styles [
    CODE-FILENAME: copy ""
    CODE-FILENAME: to-file rejoin [
        to-string STYLE-WORD
        ".txt"
    ]
    write CODE-FILENAME STYLE-CODE
]
alert rejoin [
    "Code files created in " 
    CODE-DIR
]

When you run it, it will ask for a folder. Select the one you created. You will get an alert box indicating that the program is done, and in that folder you will see the source code for all the styles, one style per file, with the file name being the style name. It appears that a lot of REBOL is written in REBOL. If you stare at these file enough, you could start to get a vague idea of how things work. If you are handy with programming, you might get a clearer idea.

9.1 Banner

The banner style is generally used for some big text like a window heading.

Commonly-used facets:

banner "Default window heading text"
banner "Non-shadowed text" font [shadow: none size: 36]
banner "Banner colored by color word" black 
banner "Text can be clickable" [print "left-clicked"] [print "right-clicked"]
banner "Banner with surrounding space" 500x100

9.2 Title

The title style is another option for window text.

Commonly-used facets:

title "Default title text"
title "Titles can be made small" font [size: 12]
title "And clickable" [print "left-clicked"] [print "right-clicked"]

9.3 Vh1 through vh4

The video heading styles are for some variations of the kinds of text available for dressing up a window.

Commonly-used facets:

vh1 "Video heading 1 default appearance"
vh2 "Video heading 1 default appearance"
vh3 "Video heading 1 default appearance"
vh4 "Video heading 1 default appearance"
vh4 "vh4 can be big" font [size: 36 shadow: none]
vh1 "vh1 can be small" font [size: 12 shadow: none]
vh2 "All can be clicked" [print "left-clicked"] [print "right-clicked"] 
vh3 "And of course colored" red

9.4 H1 through h4

The document heading styles are for some variations of the kinds of text available for dressing up a window.

Commonly-used facets:

h1 "Document heading 1 default appearance"
h2 "Document heading 1 default appearance"
h3 "Document heading 1 default appearance"
h4 "Document heading 1 default appearance"
h4 "h4 can be big" font [size: 36 shadow: none]
h1 "h1 can be small" font [size: 12 shadow: none]
h2 "All can be clicked" [print "left-clicked"] [print "right-clicked"] 
h3 "And of course colored" red

9.5 Label, vlab, lbl, lab

These styles are different looks for labels for things, usually fields. The label and vlab styles are left- and right- justified labels for dark backgrounds. The lbl and lab styles are for left- and right- justified labels on light backgrounds.

Commonly-used facets:

label "Default label style"
vlab "Default vlab style"
lbl "Default lbl style"
lab "Default lab style" 
label "Longer labels need sizes" 500
vlab "vlab is right justified" 500 font [size: 16]
lbl "Actions are allowed" 500 [print "left-clicked"] [print "right-clicked"] 
lab "lab is right justified also" 500 
label "label styles can be colored" 500 red

9.6 Text, body, vtext, txt, code, tt

These styles are used for putting text on the window. The styles that are not "text" are basically "text" styles with some pre-defined features for common uses.

Commonly-used facets:

text 500 "Default text style"
body 500 "Default body style"
vtext 500 "Default vtext style" 
txt 500 "Default txt style"
code 500 "Default code style"
tt 500 "Default tt style"
text 500x40 "The text styles can be colored" blue
body 500x40 "Fonts can be controlled" font [size: 24]
vtext 500x40 "Text can be clickable" [print "left-clicked"] [print "right-clicked"] 
txt 500x40 "Space on window can be set"

9.7 Info

This style is used for text in a field-like border that makes it look like a grayed-out entry field, which it is not. It is used for displaying text.

Commonly-used facets:

info 500 "Informational text in a field-like box."
info 500 red "Color facet will color the field, not the text."
info 500x40 "Font size can be controlled" font [size: 24]
info 500 "info field can have only left-click actions"
     [print "left-clicked"] [print "right-click does not work"]

9.8 Image

This style puts an image on a window. The source of the image is specified by the image "facet," which is a file name or a url that points to an image file. You may use jpeg, bmp, or gif images.

Commonly-used facets:

image 100x100 http://www.rebol.com/graphics/reb-logo.gif red
    "test" font [color: blue]
    [print "left-clicked"] [print "right-clicked"]

There is a bit of definitial fuzziness here that might cause confusion. It might be best not to expect definitional purity, but to accept what works. A "text" style is the word "text" followed by the text "facet" which is the actual text. The "font" facet is another facet which can be applied to the "text" style to specify attributes of the text. So really, the "font" facet is a facet of another facet, namely, the text facet, and not a facet of the "text" style. This shows up more clearly in the "image" sytle which can have a "text" facet, namely, some text on top of the image, and that "text" facet can have its own "font" facet to change, for example, the color. This might be confusing if you are looking for a clean and rigorous heirarchy where styles have facets. How can an image have a "font" facet since an image is not text? This seems to be related to the idea that all styles are variations of a master "face" or "interface object," and so any style can have all possible facets in theory, but not all facets make sense so not all will work. But a surprising number will. So if you are making a window and wonder if you can put a picture on the window and some red text on top of it, just try it because it might work

9.9 Box

This style puts a box on a window. You can use it for a box to put stuff in, or you can use a colored box like a bar if you make it long and narrow.

Commonly-used facets:

As noted above, because of the design of VID, almost all facets can be applied to almost all styles, so the "rate" facet could be applied to any style besides a box. However, other styles have specific main uses, so the box is a good candidate for applying a timer if you have a need for that kind of operation.

across
box red 600x20 "A long and narrow box can be used as a bar"
return
box green 20x300 
box 200x200 http://www.rebol.com/graphics/reb-logo.gif
box "default" [print "left-clicked"] [print "right-clicked"] 
box 100x100 beige "some text" font [color: black shadow: none]
return 
TIMER: box 300x40 black rate 1 feel [engage: [TIMER/text: to-string now show TIMER]]

9.10 Button

The button style is a clickable button.

Commonly-used facets:

Size, color, and text examples:

button "Default look"
button 200x100 red "Large button, default text"
button 500x100 blue "Long button, larger text"
    font [size: 20 align: 'left shadow: none colors: [255.0.0 0.255.0]]
    edge [size: 4x4 color: green effect: 'bevel]
button 200x60 %TestImage.jpg

Note that you will have to provide your own picture called "TestImage.jpg" to show an image on a button. Note also the "colors" attribute, which is not clearly mentioned in the official documentation. This attribute controls the color of the text when the button is displayed, and the color the text changes to when the mouse moves over the button.

There is another attribute of the font facet that seems to work on Windows and might or might not work on other platforms. If you use the Windows control panel to get into the "fonts" area, you can see a list of fonts, listed by name. Those names can be used to control the font of the button text as shown in this example:

banner "Button font and color test"
button 300x40 "Default"
button 300x40 "Times New Roman" font [
    colors: [255.0.0 0.255.0]  
    name: "Times New Roman"
    size: 20
]
button 300x40 "Bauhaus 93 Regular" font [
    colors: [255.0.0 0.255.0]  
    name: "Bauhaus 93 Regular"
    size: 20
]
button 300x40 "Brush Script MT Italic" font [
    colors: [255.0.0 0.255.0]  
    name: "Brush Script MT Italic"
    size: 20
]
button 300x40 "Haettenschweiler Regular" font [
    colors: [255.0.0 0.255.0]  
    name: "Haettenschweiler Regular"
    size: 20
]
button 300x40 "Showcard Gothic Regular" yellow font [
    colors: [0.255.0 0.0.255]  
    name: "Showcard Gothic Regular"
    size: 20
]
button 300x40 "Quit" [quit]

Action examples:

button "button 1" 
    #"b" 
    [print "Left click"] 
    [print "Right click"]

9.11 Btn, btn-cancel, btn-enter, btn-help

These are buttons with some attributes pre-set, for specific uses. That does not mean that they can't have other facets set, or that they can't have other uses. It means they are pre-made buttons for some uses that are so common you are highly likely to need one of these buttons.

Commonly-used facets:

Examples:

btn "Click" [print "btn left click"] [print "btn right click"]
btn-cancel  [print "btn-cancel left click"] [print "btn-cancel right click"]
btn-enter  [print "btn-enter left click"] [print "btn-enter right click"]
btn-help  [print "btn-help left click"] [print "btn-help right click"]
btn 100
btn-cancel 100 
btn-enter 100 
btn-help 100

Remeber again, that because all styles are descendents of a master interface object, you can specify other facets for these pre-made buttons, but why use a pre-made button if you want to make it into something different?

9.12 Bar

This is a basic horizontal bar, for window decoration.

Commonly-used facets:

Examples:

bar
bar 300
bar 200x30
bar red

9.13 Icon

This style displays a specified image file as a standard-size icon with a caption.

Commonly-used-facets:

Examples (You will have to provide your own image file):

icon %testimage.jpg "test image" 
    [print "Left click"] [print "Right click"] 
icon 100x100 %testimage.jpg "test image" 
icon 150x150 %testimage.jpg "test image" 
    font [color: black size: 20]

Note again. You can control some facets of the icon, but why bother. VID is very handy for quick GUI windows. If you insist on tweaking every little attribute of everything, you are negating some of the benefits of VID.

9.14 logo-bar

This appears to be the REBOL logo in a vertical bar of a fairly fixed size.

Commonly-used facets:

None discovered at this time.

Examples:

logo-bar

9.15 Led

This is a little indicator button. It has a color of either red or green that toggles when left-clicked.

Commonly-used facets:

Examples:

led  [print "Left click small"] 
led 50x50 [print "Left click big"]

9.16 Arrow

This is a pre-defined graphic of an arrow similar to a "play" button or a navigation arrow. The direction of the arrow is specified by the keyword "up," "down," "left," or "right."

Commonly-used facets:

Examples:

arrow 
arrow 50x50
arrow 50x50 left
arrow 50x50 down
arrow 50x50 right
arrow 60x60 red [print "Left click"] [print "Right click"]

9.17 Progress

This is a progress bar like you are used to seeing on many applications.

Commonly-used facets:

The way this is used is that you set the "data" facet to a number from zero to one, and then refresh the progress bar with the "show" function.

Example (This is a complete program, so don't put this inside the "view layout." Put underneath a REBOL header.)

DELAY-COUNTER: 0
DELAY-LIMIT: 3        ;; 6.5 SECONDS
CHECK-DELAY: does [
    DELAY-COUNTER: DELAY-COUNTER + 1
    if DELAY-COUNTER > DELAY-LIMIT [
        DELAY-COUNTER: 0
    ]
]

PROGRESS-COUNT: 0
PROGRESS-END: 100000
PROGRESS-MSG: ""
PROGRESS-RUN: does [
    repeat n PROGRESS-END [
        PROGRESS-COUNT: PROGRESS-COUNT + 1
        CHECK-DELAY
        if (DELAY-COUNTER = 0) [
            PROGRESS-MSG: copy ""
            PROGRESS-MSG: rejoin [
                "Counting at "
                to-string PROGRESS-COUNT
                " of "
                to-string PROGRESS-END
            ]
            set-face PROGRESS-TEXT PROGRESS-MSG
            PROGRESS-BAR/data: n / PROGRESS-END
            show PROGRESS-BAR
        ]
    ]
]

view layout [
    PROGRESS-BAR: progress 620x40 white red
    PROGRESS-TEXT: h1 400
    button "Go" [PROGRESS-RUN]
]

9.18 Field

There is, on the REBOL web site, a very thorough article on how to use fields. It is much more detailed than what you see below.

This is the commonly-used sytle for entering short data items.

Commonly-used facets:

font: This controls the size of the text that is displayed as it is typed into the field.

edge: This allows for borders around the field.

There also are shortcut alignment words, as shown in the example.

Other facets can be used, but don't necessarily make sense. The "action" facet will cause some action to be performed when the "enter" key is pressed or when you move out of the field after entering text into it. You can put an image in the field background. If you want more than a basic field for data entry, do read the article about fields on the REBOL web site. You will note, at the end of the document, promises of more documentation to come, that never seemed to arrive. If you are not a designer, you can do more with fields than you can imagine.

Examples:

field 200 beige red
field 300x40 font [size: 16 style: 'bold]
field "left" left
field "center" center
field "rignt" right
field 200x40 "top" top
field 200x40 "middle" middle
field 200x40 "bottom" bottom

The obvious question that comes up is, how does one get one's hands on the data from a field. This is done be accessing the "text" facet. One assigns a name to a field, and then refers to field-name(slash)text, as shown in the examples below. It seems that in later versions of REBOL, a special function came into being called "get-face," with a matching one called "set-face" for changing the text facet. Note in the examples the use of the "copy" function. This seems to be related to the fact the words in REBOL are not "variables" in the same way they are in other languages. A word "refers" to a value, but does not "contain" it.

Examples:

across
label "FIELD-1"
FIELD-1: field 200 "Initial value"
return
label "FIELD-1-VALUE"
FIELD-1-VALUE: text 200
return
label "FIELD-2"
FIELD-2: field 200
return
button 200 "Show FIELD-1" [
    FIELD-1-VALUE/text: copy FIELD-1/text
    show FIELD-1-VALUE
]
return
button 200 "FIELD-1 := FIELD-2" [
    FIELD-1/text: copy FIELD-2/text
    show FIELD-1
]
return
label "FIELD-3"
FIELD-3: field 200 "Initial value"
return
label "FIELD-3-VALUE"
FIELD-3-VALUE: text 200
return
label "FIELD-4" 
FIELD-4: field 200
return
button 200 "Show FIELD-3" [
    set-face FIELD-3-VALUE copy get-face FIELD-3
]
return
button 200 "FIELD-3 := FIELD-4" [
    set-face FIELD-3 copy get-face FIELD-4
]

9.19 Area

As noted under "field," there is a more thorough document on the REBOL web site about text styles.

This is a style used for entry of larger amounts of text, like paragraphs of it.

Commonly-used facets:

There are two other words used to control text. The key word "wrap" indicates that text will be wrapped inside the area so lines of text don't run out of the area on the right side. The key word "as-is," which is the default state, indicates that the text will not wrap.

Examples (Put this under a REBOL header):

TEST-TEXT-1: {
The obvious question that comes up is, how does one get one's hands
on the data from a field.  This is done be accessing the "text" facet.
One assigns a name to a field, and then refers to field-name(slash)text,
as shown in the examples below.  It seems that in later versions of
REBOL, a special function came into being called "get-face," with a
matching one called "set-face" for changing the text facet.
Note in the examples the use of the "copy" function.  This seems to
be related to the fact the words in REBOL are not "variables" in the
same way they are in other languages.  A word "refers" to a value, 
but does not "contain" it.  
}
view layout [
    label "Default area size"
    AREA-1: area "Default area size"
    label "Another size with default text, not wrapped"
    AREA-2: area 300x200 as-is green black TEST-TEXT-1
    label "Area with wrapped text"
    AREA-3: area 300x200 wrap TEST-TEXT-1 font [size: 16]
]

To get and change the contents of an area, refer to the "text" facet. As with the "field," note the use of the "copy" function. Note also that when setting a value in a large text area, one must set an item called "line-list" as shown in the example below.

TEST-TEXT-1: {
The obvious question that comes up is, how does one get one's hands
on the data from a field.  This is done be accessing the "text" facet.
One assigns a name to a field, and then refers to field-name(slash)text,
as shown in the examples below.  It seems that in later versions of
REBOL, a special function came into being called "get-face," with a
matching one called "set-face" for changing the text facet.
Note in the examples the use of the "copy" function.  This seems to
be related to the fact the words in REBOL are not "variables" in the
same way they are in other languages.  A word "refers" to a value, 
but does not "contain" it.  
}
TEST-TEXT-2: {
Other facets can be used, but don't necessarily make sense.  The "action"
facet will cause some action to be performed when the "enter" key is
pressed or when you move out of the field after entering text into it.
You can put an image in the field background.  If you want more than
a basic field for data entry, do read the article about fields on the
REBOL web site.  You will note, at the end of the document, promises of
more documentation to come, that never seemed to arrive. 
If you are not a designer, you can do more with fields than you can
imagine.  
}
view layout [
    AREA-1: area 500x300 wrap TEST-TEXT-1
    CONTENTS: text 500x300 wrap 
    button "Load text 1" [
        AREA-1/text: TEST-TEXT-1
        AREA-1/line-list: none
        show AREA-1
    ]
    button "Load text 2" [
        AREA-1/text: TEST-TEXT-2
        AREA-1/line-list: none
        show AREA-1
    ]
    button "Show contents" [
        CONTENTS/text: copy AREA-1/text
        CONTENTS/line-list: none
        show CONTENTS 
    ]
]

9.20 Text-list

This is a style used for picking things from a list. The list is a block of single text items.

Commonly-used facets:

Examples:

label "Default text-list size"
text-list
label "Other text-list attributes"
text-list 400x100 green black 
    font [size: 16 name: font-fixed]
    data [
    "Item 01-01"
    "Item 01-02"
    "Item 01-03"
    "Item 01-04"
    "Item 01-05"
    "Item 01-06"
    "Item 01-07"
    "Item 01-08"
    "Item 01-09"
    "Item 01-10"
    "Item 01-11"
    "Item 01-12"
    "Item 01-13"
    "Item 01-14"
    "Item 01-15"
    "Item 01-16"
    "Item 01-17"
    "Item 01-18"
    "Item 01-19"
    "Item 01-20"
]

To load a list, set the "data" refinement and re-show the list. To get the item that is selected from the list, use the "picked" refinement:

LIST-1-DATA: [
    "Item 01-01"
    "Item 01-02"
    "Item 01-03"
    "Item 01-04"
    "Item 01-05"
    "Item 01-06"
    "Item 01-07"
    "Item 01-08"
    "Item 01-09"
    "Item 01-10"
]
LIST-2-DATA: [
    "Item 02-01"
    "Item 02-02"
    "Item 02-03"
    "Item 02-04"
    "Item 02-05"
    "Item 02-06"
    "Item 02-07"
    "Item 02-08"
    "Item 02-09"
    "Item 02-10"
]
view layout [
     label "Default text-list"
     LIST-1: text-list data LIST-1-DATA [
        set-face CONTENTS copy LIST-1/picked
    ]
    CONTENTS: info 200
    button "Load list 1" [
        LIST-1/data: LIST-1-DATA
        show LIST-1
    ]
    button "Load list 2" [
        LIST-1/data: LIST-2-DATA
        show LIST-1
    ]
]

If you are adding to the list as the program runs, then it seems that if you put more data into the list than was there initially, you have to make an adjustment to the built-in scroller. In the following example, Click the "Load list 2" button first, and you will see that the scroller is inoperative. Then click the "Load list 3" button which loads a larger block of data and also has a line of code to adjust the scroller. You should see that the scroller now works. If you go back to loading either "list 1" or "list 2," you will see that the scroller remains operative.

LIST-1-DATA: [
    "Item 01-01"
    "Item 01-02"
    "Item 01-03"
    "Item 01-04"
    "Item 01-05"
    "Item 01-06"
    "Item 01-07"
    "Item 01-08"
    "Item 01-09"
    "Item 01-10"
]
LIST-2-DATA: [
    "Item 02-01"
    "Item 02-02"
    "Item 02-03"
    "Item 02-04"
    "Item 02-05"
    "Item 02-06"
    "Item 02-07"
    "Item 02-08"
    "Item 02-09"
    "Item 02-10"
    "Item 02-11"
    "Item 02-12"
    "Item 02-13"
    "Item 02-14"
    "Item 02-15"
    "Item 02-16"
    "Item 02-17"
    "Item 02-18"
    "Item 02-19"
    "Item 02-20"
]
LIST-3-DATA: [
    "Item 03-01"
    "Item 03-02"
    "Item 03-03"
    "Item 03-04"
    "Item 03-05"
    "Item 03-06"
    "Item 03-07"
    "Item 03-08"
    "Item 03-09"
    "Item 03-10"
    "Item 03-11"
    "Item 03-12"
    "Item 03-13"
    "Item 03-14"
    "Item 03-15"
    "Item 03-16"
    "Item 03-17"
    "Item 03-18"
    "Item 03-19"
    "Item 03-20"
]
view layout [
     label "Default text-list"
     LIST-1: text-list data LIST-1-DATA [
        set-face CONTENTS copy LIST-1/picked
    ]
    CONTENTS: info 200
    button "Load list 1" [
        LIST-1/data: LIST-1-DATA
        show LIST-1
    ]
    button "Load list 2" [
        LIST-1/data: LIST-2-DATA
        show LIST-1
    ]
    button "Load list 3" [
        LIST-1/data: LIST-3-DATA
        LIST-1/sld/redrag LIST-1/lc / max 1 length? LIST-3-DATA
        show LIST-1
    ]
    button "Quit" [quit]
]

9.21 List

The list style is a general style for multi-column lists of data. Because it is more general than a text-list, it is more complicated. There is a very thorough lesson on using lists at this link:

Creating Multi-Column GUI Text Lists (Data Grids) From Scratch

To create a list, you use the "list" keyword followed by three things.

The first thing is a size pair, since there is no default size.

The second thing is a block that is a mini-layout defining the items in a row of the list. It uses regular layout keywords. Usually there is the keyword "across" to cause the list columns to run across the window, because that is the kind of thing we are trying to create with a list. Other facets can be specified, like fonts, and also action facets to cause things to happen when list items are clicked.

The third thing is a block of blocks, identified by the keyword "data". Each block in that data block contains items that match the columns defined in the layout block. This example shows this basic setup:

LIST-DATA: [
    ["Item 01-01" "Item 02-01"]
    ["Item 01-02" "Item 02-02"]
    ["Item 01-03" "Item 02-03"]
    ["Item 01-04" "Item 02-04"]
    ["Item 01-05" "Item 02-05"]
    ["Item 01-06" "Item 02-06"]
    ["Item 01-07" "Item 02-07"]
    ["Item 01-08" "Item 02-08"]
    ["Item 01-09" "Item 02-09"]
    ["Item 01-10" "Item 02-10"]
    ["Item 01-11" "Item 02-11"]
    ["Item 01-12" "Item 02-12"]
    ["Item 01-13" "Item 02-13"]
    ["Item 01-14" "Item 02-14"]
    ["Item 01-15" "Item 02-15"]
    ["Item 01-16" "Item 02-16"]
    ["Item 01-17" "Item 02-17"]
    ["Item 01-18" "Item 02-18"]
    ["Item 01-19" "Item 02-19"]
    ["Item 01-20" "Item 02-20"]
]
view layout [
    label "No default list size"
    across
    DEMO-LIST: list 200x200 [
           across
           text 100 [print ["clicked " value]]
           text 100 [print ["clicked " value]]
        ]
        data LIST-DATA
]

As seen in the above example, the data block has more data than will fit in the list window, and no scroll bar is provided. To fix that, you have to manage it yourself. Here is how.

In the layout, replace the "data" block with a function, called "supply." This function will be executed when you "show" the list, and it will be executed for each "cell" so to speak, that is, for row 1 column 1, then row 1 column 2, then row 2 column 1, row 2 column2, and so on. Two variables will be available during that process. The variable "count" refers to the row being filled, and the variable "index" refers to the column being filled. You use "count" and "index" along with the "pick" function to pull data items out of a block of blocks, and use the keyword "face" to refer to the current item of the list being filled. This is shown in the example coming up.

Because you are using the "supply" function to load the list, you can make use of that by using a scroller to adjust the starting point in the block of data. The scroller's value, identified by the keyword "value," contains a number from zero to one. Multiplying the total length of the data block by the scroller's value (which is a fraction between zero and one) will give a starting point for pulling data out of the data block. You can add that starting point to the "count" variable in the "supply" function.

As a final thing to remember, as shown in the example below, what happens you hit the end of the data block before the list is filled? This is handled by checking for "none" when picking a row of data. If you get "none," set that data item you are trying to fill to "none" and exit the supply function.

This example tries to show all of the above:

STARTING-DATA-ROW: 0 
LIST-DATA: [
    ["Item 01-01" "Item 02-01"]
    ["Item 01-02" "Item 02-02"]
    ["Item 01-03" "Item 02-03"]
    ["Item 01-04" "Item 02-04"]
    ["Item 01-05" "Item 02-05"]
    ["Item 01-06" "Item 02-06"]
    ["Item 01-07" "Item 02-07"]
    ["Item 01-08" "Item 02-08"]
    ["Item 01-09" "Item 02-09"]
    ["Item 01-10" "Item 02-10"]
    ["Item 01-11" "Item 02-11"]
    ["Item 01-12" "Item 02-12"]
    ["Item 01-13" "Item 02-13"]
    ["Item 01-14" "Item 02-14"]
    ["Item 01-15" "Item 02-15"]
    ["Item 01-16" "Item 02-16"]
    ["Item 01-17" "Item 02-17"]
    ["Item 01-18" "Item 02-18"]
    ["Item 01-19" "Item 02-19"]
    ["Item 01-20" "Item 02-20"]
]
view layout [
    label "No default list size"
    across
    DEMO-LIST: list 200x200 [
           across
           text 100 [print ["clicked " value]]
           text 100 [print ["clicked " value]]
        ]
        supply [
            count: count + STARTING-DATA-ROW 
            ;; Pick the row to load, if none, set cell to "none" and exit
            if none? PICKED-ROW: pick LIST-DATA count [face/text: none exit]
            ;; Use index to pick data out of current row, then set cell value
            face/text: pick PICKED-ROW index  ;; "face" refers to current cell
        ]
    slider 20X200 [    ;; Code executed when slider is moved
        STARTING-DATA-ROW: (length? LIST-DATA) * value
        show DEMO-LIST
    ]
]

Because the "list" style is analyzed so thoroughly in the above link, no more documentation is presented here. Because of the layout block that is part of the "list" definition, and the fact that is is VID layout code, you can have lists of other things besides text. You could have a list of buttons, for example, and the buttons could have actions. Because of the "supply" function that loads the list, you can take various actions depending on the values of "count" and "index." A common example is to vary the color of the cell being loaded, so that maybe for the even rows you use one color and the odd rows another. Many ideas are presented in the above linked document.

9.22 Drop-down

This is the regular drop-down list. The data comes from a block which may be coded in-line for small lists or may be elsewhere for longer ones.

Commonly-used facets:

size: The horizontal size can be set, but trying to use a pair does not give expected results.

rows: This seems to be how to set the number of items if you want more than the default of 4.

color: One or two colors may be specified for text and background.

data: This is a block used to populate the list.

font: This controls the appearance of the chosen item, but not the items in the list when you drop it down.

action: You may take action as soon as an item is chosen, or you may not, and just refer to the choice later.

text: This is the facet used when you want to refer to the item that was chosen from the list.

It seems that the vertical size of the drop-down list can be controlled with the "rows" facet, but it will not go down beyond the bottom of the window. So, in the example below, there is a box below the drop-down, just so that the resulting window has enough vertical size to allow the list to drop down far enough to show the choices.

Example (Use under a REBOL header.):

DROP-DOWN-CHOICES: [
    "Choice 01"
    "Choice 02"
    "Choice 03"
    "Choice 04"
    "Choice 05"
    "Choice 06"
    "Choice 07"
    "Choice 08"
    "Choice 09"
    "Choice 10"
    "Choice 11"
    "Choice 12"
    "Choice 13"
    "Choice 14"
    "Choice 15"
    "Choice 16"
    "Choice 17"
    "Choice 18"
    "Choice 19"
    "Choice 20"
]
view layout [
    CHOICE-LIST: drop-down 200 green black data DROP-DOWN-CHOICES  
        [set-face SELECTED-CHOICE CHOICE-LIST/text]     
        font [style: 'bold size: 14] 
    box 200x200 yellow 
    SELECTED-CHOICE: text 200 
]

9.23 Rotary

This is an item similar to the drop-down, except that it is a button, and every click of the button rotates through a list of choices.

Commonly-used facets:

size: The size can be set similarly to setting a button size.

color: One or two colors may be specified for text and background.

data: This is a block used to populate the list.

font: This controls the appearance of text on the button.

action: You may take action as soon as an item is chosen, or you may not, and just refer to the choice later.

text: This is the facet used when you want to refer to the item that was chosen from the list.

Example (Put this under a REBOL header.):

ROTARY-CHOICES: [
    "Choice 01"
    "Choice 02"
    "Choice 03"
    "Choice 04"
    "Choice 05"
    "Choice 06"
    "Choice 07"
    "Choice 08"
    "Choice 09"
    "Choice 10"
    "Choice 11"
    "Choice 12"
    "Choice 13"
    "Choice 14"
    "Choice 15"
    "Choice 16"
    "Choice 17"
    "Choice 18"
    "Choice 19"
    "Choice 20"
]
view layout [
    CHOICE-LIST: rotary 200x50 green black data ROTARY-CHOICES  
        [set-face SELECTED-CHOICE CHOICE-LIST/text]     
        font [style: 'bold size: 14] 
    SELECTED-CHOICE: text 200 
]

9.24 Choice

This is another way to get a data item from a window. A "choice" style looks like a button, and when you click the button all the specified choices appear below it for selection.

Commonly-used facets:

size: The size can be set similarly to setting a button size. If you specify a vertical size, all the choices that appear will have that size, but the list will not extend below the bottom of the window.

color: It appears that only one color can be specified, and that is for the background color of the choice button.

data: This is a block used to populate the list.

font: This controls the appearance of text on the button.

action: You may take action as soon as an item is chosen, or you may not, and just refer to the choice later.

text: This is the facet used when you want to refer to the item that was chosen from the list.

Example (Put this under a REBOL header.):

CHOICE-CHOICES: [
    "Choice 01"
    "Choice 02"
    "Choice 03"
    "Choice 04"
    "Choice 05"
    "Choice 06"
    "Choice 07"
    "Choice 08"
    "Choice 09"
    "Choice 10"
    "Choice 11"
    "Choice 12"
    "Choice 13"
    "Choice 14"
    "Choice 15"
    "Choice 16"
    "Choice 17"
    "Choice 18"
    "Choice 19"
    "Choice 20"
]
view layout [
    CHOICE-LIST: choice 200 green data CHOICE-CHOICES  
        [set-face SELECTED-CHOICE CHOICE-LIST/text]     
        font [style: 'bold size: 14]
    box 200x500 beige 
    SELECTED-CHOICE: text 200 
]

9.25 Toggle, tog

This is a way of obtaining "either/or" kind of input. A toggle looks like a button, and you specify two values. When you click the toggle, the text facet changes to the value on the toggle button, and then the visible value on the button changes to the other specified value.

It appears that the "tog" style is a toggle with some appearance attributes set, probably ones that are more commonly used.

Commonly-used facets:

size: The size can be set similarly to setting a button size.

color: It is appropriate to specifiy two color values, because the toggle, by nature of its two-valued state, needs two colors to differentiate the states.

font: This is used to specify attributes of the text on the button. It appears that not all values work.

action: You may take action as soon as an item is chosen, or you may not, and just refer to the choice later. Both left-button and right-button actions may be specified.

text: This is the facet used when you want to refer to the item that was chosen from the list. It is the text printed on the button.

Example:

TOGGLESWITCH: toggle 200x50 red green "ON" "OFF" 
    font [size: 20 color: black]
    [set-face SELECTED-CHOICE TOGGLESWITCH/text]   
    [set-face RIGHT-CLICK-CHOICE TOGGLESWITCH/text]   
SELECTED-CHOICE: text 200
RIGHT-CLICK-CHOICE: text 200   
tog "ON" "OFF"

9.26 Check, check-mark, check-line

These are check boxes for yes/no kind of data. The "check" style is a box that can be modified a bit with size and color. The "check-mark" and "check-line" appear to be "check" styles with some attributes pre-set.

Commonly-used facets:

color: For a "check" you can specify different colors for "checked" and "un-checked." Colors do little or nothing for the other styles.

data: This is a true or false value that is set when the item is checked or un-checked.

Examples:

across
CHECK-1: check 40x40 tan yellow [print CHECK-1/data]
return
CHECK-2: check-mark [print CHECK-2/data] 
return 
CHECK-3: check-line [print CHECK-3/data]

9.27 Radio, radio-line

The radio button is something for mutually-exclusive choices. The radio-line style seems to be the same as a radio button.

Commonly-used facets:

data: This is a true or false value depending on whether or not the button is checked. It seems that there is a difference between un-checked and never checked. A button that never has been checked has a value of none.

Examples (Put this under a REBOL header):

SHOW-ALL-VALUES: does [
    print ["RADIO-1: " RADIO-1/data]
    print ["RADIO-2: " RADIO-2/data]
    print ["RADIO-3: " RADIO-3/data]
    print ["RADIO-4: " RADIO-4/data]
    print "----------------"
]
view layout [
    RADIO-1: radio
    RADIO-2: radio
    bar
    RADIO-3: radio 
    RADIO-4: radio
    bar
    button "Show all values" [SHOW-ALL-VALUES]
]

In the above example, the buttons are mututally exclusive for the whole window. Often, one wants more than one group of buttons. This can be done by using a word to group buttons, as shown in this example:

SHOW-ALL-VALUES: does [
    print ["RADIO-1: " RADIO-1/data]
    print ["RADIO-2: " RADIO-2/data]
    print ["RADIO-3: " RADIO-3/data]
    print ["RADIO-4: " RADIO-4/data]
    print "----------------"
]
view layout [
    RADIO-1: radio of 'GROUP-1
    RADIO-2: radio of 'GROUP-1
    bar
    RADIO-3: radio of 'GROUP-2
    RADIO-4: radio of 'GROUP-2 
    bar
    button "Show all values" [SHOW-ALL-VALUES]
]

9.28 Scroller, slider

The scroller and slider are two variations of the same thing, that bar with the thing you grab and drag to scroll through some thing that is too big to show entirely in whatever you are trying to show it in. Usually, that means a block of text that is long, so that you have to scroll down to see it all. The scroller and slider differ in the presence of the arrows at the ends.

Commonly-used facets:

size: Normally one would set the lengh of the scroller/slider to match the length of what is being scrolled, and set the width to something that is grabbable with a mouse pointer, like around 16 pixels.

data: This is a numeric value that varies from zero to one as the slider is operated.

action: An action block is executed every time the slider moves so much as a pixel.

Examples (Put this under a REBOL header):

SHOW-SCROLLER-3-VAL: does [
    set-face SCROLLER-3-VAL to-string SCROLLER-3/data
]
SHOW-SLIDER-4-VAL: does [
    set-face SLIDER-4-VAL to-string SLIDER-4/data
]
view layout [
    across
    SCROLLER-1: scroller [set-face SCROLLER-1-VAL to-string value]
    tab
    SLIDER-1: slider [set-face SLIDER-1-VAL to-string value]
    tab
    SCROLLER-3: scroller [SHOW-SCROLLER-3-VAL]
    tab
    SLIDER-4: slider [SHOW-SLIDER-4-VAL]
    return
    SCROLLER-1-VAL: text 40
    tab
    SLIDER-1-VAL: text 40
    tab
    SCROLLER-3-VAL: text 40
    tab
    SLIDER-4-VAL: text 40
]

Another question that will come up is, can one do horizontal scrolling? If the scroller is wider than it is high, it appears that VID can make the proper adjustment.

across
SCROLLER-1: scroller 200x16 [set-face SCROLLER-1-VAL to-string value]
SCROLLER-1-VAL: text 40
return
SLIDER-1: slider 200x16 [set-face SLIDER-1-VAL to-string value]
SLIDER-1-VAL: text 40

The next obvious question is, what does one actually DO with a slider or scroller? The answer is, it depends. In general, there is some item on a window that one wants to scroll through, and there is an action block on the slider. The action block is executed every time the scroller moves, and the value of the scroller, from zero to one, is available in the "data" facet. The program has to use that value to find out where the scrollable item is to be positioned, at the beginning (a data value of zero), at the end (a data value of one), or somewhere in the middle. Then the program has to calculate what part of the scrollable item should be showing, set the visible part of the data to the correct value, and re-show the scrollable item using the "show" function. Exactly how that is done varies with the kind of data item being scrolled. Examples later in this document will show some ideas.

Here is a very basic example to show the idea. Since a progress bar uses a value from zero to one to show progress, and a slider or scroller gets a value from zero to one as it is moved, we can make a simple demo to get the value from a slider and use it to set the value of a progress bar.

PROGRESS-BAR: progress 400x40
PROGRESS-SLIDER: slider 400x40
    [PROGRESS-BAR/data: PROGRESS-SLIDER/data show PROGRESS-BAR]

9.29 Sensor

The sensor is an invisible thing on the window. Because it is invisible it is hard to click on it. The sensor is another good candidate for the "rate" facet for taking action at time intervals.

box 100x100 red
sensor 0x0 rate 00:00:05 feel [
    engage: [
        alert "Time is up"
        quit
    ]
]

9.30 Anim

The anim is a way to make something like an animated GIF. It uses a block of image file names to rotate through those images on the screen at a specifiec rate.

Commonly-used facets:

rate: This seems to be slightly different than the regulare "rate." It appears to be an integer that represents the number of times per second that the image will change. This can be shown by specifying a rate of 1 and watching the image change about once a second. Specifying a larger number makes it change faster.

frames: This appears to be a special facet related to the anim style. It is a block of file names of image files. The indicated images will be shown in the style, change as specified in the rate.

Examples:

anim rate 1 frames [
    %GreenCheck.png
    %RedX.png
]

In the above example, the images specified in "frames" are basiclly some image file just "lying around" when this example was created. To run the example for yourself, you will have to find your own images. The number is not limited to just two as shown in the example. You can use more. An upper limit is not known at this time. The "rate" of 1 will change the image every second. A higher number will change it faster.

10. Functions: Doing things with the styles

The previous chapter listed all the things that one can put on a window, but that is not the full story of a graphical interface. Besides the "layout" function which transforms VID dialect code into a displayable window, and the "view" function which displays a window created by "layout," there are other functions used for making a GUI work. This section explains those functions.

This document should not be your only source of VID knowledge. Refer to the REBOL function dictionary where there is a section of REBOL/View functions, and refer to the VID manual mentioned at the beginning of this document. The reason for that is that the official documentation is not totally complete or clear, and the goal of this manual is to make something that IS complete and clear, which is an impossible goal. So to make it clear if not complete, things that are not understood are not mentioned.

In the examples to follow, paste them under a REBOL header and not inside the "view layout" structure as you did for the style samples. The stuff inside a layout block is VID code and not REBOL code, but the functions to follow are REBOL functions and NOT VID code, so they do not belong inside a layout block.

10.1 Center-face

This function is mentioned at the beginning because it is used to center a displayed window in the middle of the screen. Some examples below work better if centered. No example is provided here. Look for this function to be used in the examples for the following function. When you see it, know that it is there to cause the window to appear in the middle of the screen.

10.2 Layout

This function takes a block of VID code and returns an interface object that can be viewed with the "view" function. The result of the "layout" function can be piped right into the "view" function or it can be set as a value of a word, and then the word can be viewed.

Here is a basic example:

MAIN-WINDOW: layout [
    button red
    button red
]
view MAIN-WINDOW

If you don't like the default position of up in the corner, you can center it with the center-face function as explained above.

Notice that there is a default amount of space around the edges of the window. Sometimes you might not want this. It can be eliminated with the "tight" refinement:

MAIN-WINDOW: layout/tight [
    button red
    button red
]
view center-face MAIN-WINDOW

Notice that "tight" refers just to the space around the edges. If you want things right up next to each other, you can control the spacing with the "space" keyword:

MAIN-WINDOW: layout/tight [
    space 0x0
    button red
    button green
    return
    button yellow
    button blue
]
view center-face MAIN-WINDOW

10.3 Stylize

The "stylize" function allows you to make a style sheet, which is a set of styles with pre-defined facets so you don't have to code things over and over again. The function takes a block of styles, similar to the "layout" function, but the styles are given labels. Then, in a the "layout" function, you can place those custom styles. Here is a basic example. Note that the style sheet is defined with the "stylize" function, and then invoked in a layout with the "styles" keyword.

LOCAL-STYLES: stylize [
    WINDOW-HEADER: banner yellow font [shadow: none size: 30]
    GO-BUTTON: button 40x40 green
    STOP-BUTTON: button 40x40 red
]
MAIN-WINDOW: layout [
    styles LOCAL-STYLES 
    WINDOW-HEADER "Custom style window"
    GO-BUTTON
    STOP-BUTTON
]
view center-face MAIN-WINDOW

10.4 View

The "view" function has been shown, because it was necessary to show anything else. There are a few options.

In this example, the border and title bar are eliminated, and the outer border can be resized. If you use these options, you better provide your own "close" button because there won't be one on the window.

MAIN-WINDOW: layout/tight [
    space 0x0
    button red
    button green
    return
    button yellow
    button blue
    return
    button "quit" [quit]
]
view/options center-face MAIN-WINDOW [no-title no-border resize]

If you do use the title bar, the text can be specified:

MAIN-WINDOW: layout [
    button red
    button green
    return
    button yellow
    button blue
    return
    button "quit" [quit]
]
view/title center-face MAIN-WINDOW "Custom title window"

If you want to specify where the window should be placed on the screen, you can use the "offset" refinement of the "layout" function:

view layout/offset [
    size 600x480
    across
    button "button 1"
    button "button 2"
    return
    button "button 3"
    button "button 4"
] 300x300

10.5 Unview

The "unview" function closes a previously-viewed window. This would be used perhaps with the "/new" refinement of the "view" function which would open a new window, which would be closed later by "unviewing" it. "Unview" by itself will close the most-recently-opened window. "Unview/all" will unview all windows. "Unview/only? with a window name will unview a specified window. For example (Put this under a REBOL header since it has several layouts.):

GREEN-WINDOW: layout [
    box 200x200 green
    button "Unview me" [unview/only GREEN-WINDOW]
]
RED-WINDOW: layout [
    box 200x200 red
    button "Unview me" [unview/only RED-WINDOW]
]
MAIN-WINDOW: layout [
    button 200 green "View green window" [view/new GREEN-WINDOW]
    button 200 green "Unview green window" [unview/only GREEN-WINDOW]
    button 200 red "View red window" [view/new RED-WINDOW]
    button 200 red "Unview red window" [unview/only RED-WINDOW]  
    button 200 "Unview whatever" [unview]  
    button 200 "Unview all" [unview/all]  
    button 200 "Quit" [quit]    
]
view center-face MAIN-WINDOW

10.6 Viewed?

This is a function for testing if a windows is in view. You might use this if you had some complicated program with many windows and interactions that moved from window to window.

GREEN-WINDOW: layout [
    box 200x200 green
    button "Unview me" [unview/only GREEN-WINDOW]
]
RED-WINDOW: layout [
    box 200x200 red
    button "Unview me" [unview/only RED-WINDOW]
]
MAIN-WINDOW: layout [
    button 200 green "View green window" [view/new GREEN-WINDOW]
    button 200 green "Unview green window" [unview/only GREEN-WINDOW]
    button 200 green "Green window status" [print viewed? GREEN-WINDOW]
    button 200 red "View red window" [view/new RED-WINDOW]
    button 200 red "Unview red window" [unview/only RED-WINDOW]  
    button 200 red "Red window status" [print viewed? RED-WINDOW] 
    button 200 "Unview whatever" [unview]  
    button 200 "Unview all" [unview/all]  
    button 200 "Quit" [quit]    
]
view center-face MAIN-WINDOW

10.7 Show

The "show" function is what you use to change things on a window. You can "show" a whole layout, or you can "show" individual items on a layout. To reference a layout or a style that you want to show, you have to assign the item to a word, that is, give a name to the layout or style.

TEXT-DISPLAY: text 500
TEXT-FIELD: field 500
button 500 "Change text to field value" [
    TEXT-DISPLAY/text: copy get-face TEXT-FIELD
    show TEXT-DISPLAY
]

If you have update a bunch of styles and want to show them all, you don't have to code one "show" function for each; you may put the style names in a block and "show" the block.

10.8 Hide

The "hide" function is used to make a style invisible. The style is not permanently removed; it can be shown again. As with "show," you may hide a single style, or specify a block of style names and hide them all with one call to the hide function.

TEST-BOX: box 200x200 red [print "Box still is here"] 
button "Show box" [show TEST-BOX]
button "Hide box" [hide TEST-BOX]
button "Show window" [show MAIN-WINDOW]

10.9 Get-face, set-face

It seems that later versions of REBOL/View added special functions for accessing the certain values of certain styles. It appears that these apply mainly to sytles that hold text. Earlier documentation indicates that the text facet of a style is accessed with (style-name)/text. To set the text facet, one sets (style-name)/text and "shows" the style. Now, with the "set-face" function, the setting of the value and the showing of the style are one operation. The "set-face" function as a "no-show" refinement to suppress the re-showing. With get-face, note that one must use the "copy" function or one obtains a reference to the sytle instead of the value of it.

TEST-FIELD-VALUE: none
MAIN-WINDOW: layout [
    ENTRY-FIELD: field 400
    ENTRY-VALUE: info 400
    button "Test" [
        TEST-FIELD-VALUE: copy get-face ENTRY-FIELD
        set-face ENTRY-VALUE TEST-FIELD-VALUE
    ]
]
view center-face MAIN-WINDOW

10.10 Alert

This function is used for popping up a message that the operator must respond to. The official documentation says that the only choice for responding to an alert message is "OK," but a little trial an error indicates that you can add a second button to the alert message that will return a "false" result as shown in the example:

ALERT-MSG-1: "An alert message"
ALERT-MSG-2: "can be constructed"
alert "Basic alert message"
alert rejoin [
    ALERT-MSG-1
    " "
    ALERT-MSG-2
]
ALERT-RESULT: alert "Alert function returns what?"
print ALERT-RESULT
GO?: alert [
    "OK to continue?"
    "OK"
    "Cancel"
]
if not GO? [
    alert "Operation canceled"
    print GO?
    halt
]
print GO? 
halt

10.11 Request-file

This is function to pop up the appropriate file requestor window for the host operating system. The REBOL documentation shows a number of options, but some of those don't seem to work as expected. But, the things most commonly done do work, and here they are.

Normally one would set a word to the result of the function, as shown in the examples. That is because when you want to request a file name, you want to get your hands on it. If the operator cancels the request, the returned result is "none" and the word would be set to that value.

A plain "request-file" returns a block containing all the file names selected. The refinement of "path" returns a block, but the first item is the folder and the other items are the file names in a relative form.

If you want just one file, use the /only refinement.

If you want the request window to limit the choices only to certain file types, use the "filter" refinement.

Examples:

FILE-ID-1: request-file
print ["FILE-ID-1 is a " type? FILE-ID-1 " value is " FILE-ID-1]
FILE-ID-2: request-file/only 
print ["FILE-ID-2 is a " type? FILE-ID-2 " value is " FILE-ID-2] 
FILE-ID-3: request-file/path
print ["FILE-ID-3 is " FILE-ID-3]
FILE-ID-4: request-file/only/filter ["*.txt"]
print ["FILE-ID-4 is " FILE-ID-4]
halt

As hinted above, if the operator cancels the request, you have to take appropriate action because you won't have a file name to work with. A common approach would be to check the result of the function for "none" and then quit the program, or, if you are inside a function, exit the function, as shown below:

FILE-ID: request-file/only
if not FILE-ID [
    alert "No file requested"
    quit ;; or "exit" if inside a function 
]

10.12 Request-dir

Similar to request-file is the request-dir function to select a folder. The result is either a folder name or "none" if the request is canceled.

FOLDER-ID: request-dir
either FOLDER-ID [
    print ["Selected folder is " FOLDER-ID]
    halt
] [
    alert "No folder selected"
    quit
]

10.13 Request-color

The "request-color" function pops up a device with sliders so you can select a color, visually, and then, when the function exits, it returns a color tuple for the color you selected.

The function has refinements to control the placement of the device, and a default color, as shown in the example. Put this example under a REBOL header.

REQUESTED-COLOR: request-color
print REQUESTED-COLOR 
REQUESTED-COLOR: request-color/offset 50x50
print REQUESTED-COLOR
REQUESTED-COLOR: request-color/color brick 
print REQUESTED-COLOR
REQUESTED-COLOR: request-color/color/offset yellow 200x200 
print REQUESTED-COLOR  
halt

10.14 Request-date

The "request-date" function pops up a little date requestor box like you probably have seen elsewhere. When you select a date, the funtion returns it as a return value. If you don' select a date, the function returns "none." A "offset" refinement lets you position the box somewhere other than the center of the physical screen. Try the example under a REBOL header:

REQUESTED-DATE: request-date/offset 200x200  
print REQUESTED-DATE 
halt

10.15 Request-text

The "request-text" function is for requesting a small amount of text from the operator. An "offset" refinement allows positioning of the window. A "title" refinement allows a title on the title bar. A "default" refinement allows pre-filled text in the field. If the operator enters nothing, the function returns "none." This example shows all the refinements at once:

REQUESTED-TEXT: request-text/offset/title/default
    200x200
    "Enter text here"
    "Default text"  
print REQUESTED-TEXT 
halt

10.16 Request-pass

The "request-pass" function pops up a window for entering a user ID and password, which are returned in a two-element block, as shown in the example. There is a "user" refinement to pre-fill the user ID. There is an "offset" refinement to position the window. There is a "title" refinement to load the title bar. THere is an "only" refinement to get a password only in which case the function returns a string instead of a block. If the operator enters nothing, "none" is returned.

CREDENTIALS: request-pass
print ["CREDENTIALS is a " type? CREDENTIALS]
print ["User ID is " CREDENTIALS/1]
print ["Password is "CREDENTIALS/2]
CREDENTIALS: request-pass/user "defaultuser" 
print ["CREDENTIALS is a " type? CREDENTIALS]
print ["User ID is " CREDENTIALS/1]
print ["Password is "CREDENTIALS/2]
CREDENTIALS: request-pass/offset/title/only 200x200 "Password for defaultuser" 
print ["CREDENTIALS is a " type? CREDENTIALS]
print ["User ID is " CREDENTIALS]
halt

The examples above are written in sort of a plodding manner, where the result of a function is assigned as the value of a word, and then something is done with that value. Because of REBOL's structure, where you have the right-to-left evaluation and functions return values which go into other functions, these examples, and other code like it, can be condensed. If, for example, you want to get a password for a known user ID, store it, check to see if it was entered, and then take some other actions, you could code a lot of that in one line:

either PASSWORD: request-pass/title/only "Password for defaultuser" [
    alert rejoin [
        PASSWORD
        " is correct"
    ] 
] [
    alert "No password entered"
]

10.17 Request-list

The "request-list" function is for picking one item from a list of items. The list of items is provided in a block. There is an "offset" refinement to control positioning of the window. A title for the selection window is required:

SELECTED-ITEM: request-list/offset 200x200 "Pick an item" [
    "Item 01-01"
    "Item 01-02"
    "Item 01-03"
    "Item 01-04"
    "Item 01-05"
    "Item 01-06"
    "Item 01-07"
    "Item 01-08"
    "Item 01-09"
    "Item 01-10"
    "Item 01-11"
    "Item 01-12"
    "Item 01-13"
    "Item 01-14"
    "Item 01-15"
    "Item 01-16"
    "Item 01-17"
    "Item 01-18"
    "Item 01-19"
    "Item 01-20"
]  
print SELECTED-ITEM
halt

10.18 Request-download

The "request-download" function reads a file on the internet, as specified by a URL. With no refinements, the function will return the files as a binary data item. With the "to" refinement and a file name, the function will store the downloaded file on disk.

DOWNLOAD-PAGE: request-download http://www.rebol.com/what-rebol.html 
print ["DOWNLOAD-PAGE is " type? DOWNLOAD-PAGE]
request-download/to http://www.rebol.com/what-rebol.html %tempsave.html 
print "Check to see if tempsave.html exists" 
halt

10.19 Request

The "request" function brings up various forms of request boxes with buttons, and whatever the buttons are, the results are the same, which is, that a "true," "false," or "none" value is returned, and thus can be checked with an "if" or "either" function.

The function has an "offset" refinement to control positioning, and then other refinements that control the number of buttons and the appearance of an icon on the window. The function takes, as an argument, the text of a message for the request window. Running through the example is the best way to see what the results look like. Notice that for the "type" refinement, a REBOL "word" is expected. In other words, it needs that apostrophe in the front, so that it is not evaluated as a function or replaced with a value.

ANSWER: request "Question 1"
print ["The answer is " ANSWER] 
ANSWER: request/offset "Question 2" 200x200
print ["The answer is " ANSWER] 
ANSWER: request/ok "Question 3"
print ["The answer is " ANSWER] 
ANSWER: request/only "Question 4" 
print ["The answer is " ANSWER] 
ANSWER: request/confirm "Question 5" 
print ["The answer is " ANSWER] 
ANSWER: request/type "Question 6" 'alert
print ["The answer is " ANSWER] 
ANSWER: request/type "Question 7" 'help 
print ["The answer is " ANSWER] 
ANSWER: request/type "Question 8" 'info 
print ["The answer is " ANSWER] 
ANSWER: request/type "Question 9" 'stop 
print ["The answer is " ANSWER] 
halt

10.20 Flash

The "flash" function is for putting up a message to indicate that something is happending. It is the job of the program to use the "unview" function to close the flash window at the appropriate time. The "flash" function returns the flash window, so that the program can flash more than one thing, and then unview them one at a time by name.

flash "Basic flash window; wait three seconds."
wait 3
unview
request/ok "Done with basic flash demo." 
view layout [ 
    button 200  "Start demo" [
        FLASH-1: flash "Flash 1; drag off center."
        FLASH-2: flash "Flash 2; drag off center"
    ] 
    button 200 "Unview flash 1" [unview FLASH-1]
    button 200 "Unview flash 2" [unview FLASH-2]
    button 200 "Quit" [quit] 
]

10.21 Inform, hide-popup

The "inform" function pops up a dialog window of your own creation (with the layout function) and will not let you do anything else until you have used the "hide-popup" function to close the window. The window you show with "inform" is created with the "layout" function and can be as involved as you like. This is in contrast to some of the built-in functions for requesting small amounts of data, where you are restricted to small amounts of data. Put the following example under a REBOL header:

MODAL-TEXT: ""
MODAL-WINDOW: layout [
    MODAL-FIELD: field 500
    button "Close" [
        MODAL-TEXT: copy get-face MODAL-FIELD
        hide-popup
    ]
]
view layout [
    button "Get text" [
        inform MODAL-WINDOW
        print MODAL-TEXT
    ]
    button "Quit" [quit] 
]

10.22 Load-image

This function appears to be used for bringing into memory one copy of an image file, so it can be used multiple times without multiple copies in memory.

REBOL-LOGO: load-image %reb-logo.gif
view MAIN-WINDOW: layout [
    label "Copy 1 of the image"
    image REBOL-LOGO
    label "Copy 2 of the image"
    image REBOL-LOGO
    button "Close" [quit]
]

10.23 Focus, unfocus

These functions are used for putting the "focus" on a text-entry field, so that when you start typing, text appears there. You can focus a specified interface object, but the "unfocus" is general, in that it removes the focus from whatever currently has it. Put this under a REBOL header:

view center-face layout [
    across
    label "FIELD-1"
    FIELD-1: field 100
    return
    label "FIELD-2"
    FIELD-2: field 100
    return
    label "FIELD-3"
    FIELD-3: field 100
    return
    button 150 "Focus FIELD-1" [focus FIELD-1]
    return
    button 150 "Focus FIELD-2" [focus FIELD-2]
    return
    button 150 "Focus FIELD-3" [focus FIELD-3]
    return
    button 150 "Unfocus current" [unfocus] 
    return
    button 150 "Quit" [quit]

]

10.24 Dump-face

This is a debugging function that provides information about an interface object. The argument to the function can be a whole window, or just some part of a window, as shown (Put under a REBOL header):

view MAIN-WINDOW: layout [
    BANNER-TEXT: banner "Test window"
    FIELD-1: field 200 "Default text"
    BUTTON-1: button beige 200 "Dummy button"
    button 200 "Dump MAIN-WINDOW" [print dump-face MAIN-WINDOW]
    button 200 "Dump BANNER-TEXT" [print dump-face BANNER-TEXT]
    button 200 "Dump FIELD-1" [print dump-face FIELD-1]
    button 200 "Dump BUTTON-1" [print dump-face BUTTON-1]
    button 200 "Quit" [quit]
]

10.25 In-window?

This is a function that can tell, at run time, if some sytle is located in some window. This might seem like a strange thing to do, but remember that because REBOL is an iterpreted language, it is possible for a REBOL program to generate windows at run time. It seems that this function can NOT tell if a a window contains a style, only if an existing style is in a window. In other words, if you make a window, put a bunch of named styles in it, and then use the "in-window?" function on a style that does not exist, you will get an error. The function only checks to see if an existing style is in a specified window, not if a style exists in the first place. Put this example under a REBOL header:

MAIN-WINDOW: layout [
    label "BOX-1"
    BOX-1: box 200x200 red "BOX-1" font [align: 'center]
    button 200 tan "View secondary" [view/new SECONDARY-WINDOW]
    button 200 "BOX-1 in MAIN?" [print in-window? MAIN-WINDOW BOX-1]
    button 200 "BOX-1 in SECONDARY?" [print in-window? SECONDARY-WINDOW BOX-1]
    button 200 "BOX-2 in MAIN?" [print in-window? MAIN-WINDOW BOX-2]
    button 200 "BOX-2 in SECONDARY?" [print in-window? SECONDARY-WINDOW BOX-2]
    button 200 "Hide BOX-1" [hide BOX-1]
    button 200 "Hide BOX-2" [hide BOX-2]
    button 200 "Show BOX-1" [show BOX-1]
    button 200 "Show BOX-2" [show BOX-2]
    button 200 "Quit" [quit]
]
SECONDARY-WINDOW: layout [
    label "BOX-2"
    BOX-2: box 200x200 green "BOX-2" font [align: 'center]
    button 200 "Unview me" [unview SECONDARY-WINDOW]
]
view center-face MAIN-WINDOW

10.26 Clear-fields

This is a function that often is used on data-entry windows to clear out all fields, either after obtaining all fields, or maybe in response to a button for clearing fields. After clearing fields, it will be necessary to "show" the window, or you could have a window with data in fields, but in reality NOT have data in the fields.

MAIN-WINDOW: layout [
    across
    banner "Data entry form"
    return
    label "FIELD-1"
    FIELD-1: field 400
    return
    label "FIELD-2"
    FIELD-2: field 400
    return
    label "FIELD-3"
    FIELD-3: field 400
    return
    button "Clear" [
        clear-fields MAIN-WINDOW 
        show MAIN-WINDOW
    ]
    button "Submit" [
        print copy get-face FIELD-1
        print copy get-face FIELD-2
        print copy get-face FIELD-3
    ]
    button "Quit" [quit]
]
view center-face MAIN-WINDOW

10.27 Size-text

This is a function for obtaining the size of text inside of some style that holds text, like a text field or an area. The function is used a lot when scrolling text, because one has to know the size of the text, as well as the size of the style holding the text, to adjust a scroller to make the text scroll properly.

TEST-TEXT: {
This is a function that often is used on data-entry windows to clear
out all fields, either after obtaining all fields, or maybe in 
response to a button for clearing fields.  After clearing fields, it 
will be necessary to "show" the window, or you could have a window
with data in fields, but in reality NOT have data in the fields.
}
MAIN-WINDOW: layout [
    TEXT-FIELD-1-VALUE: text 200x400 TEST-TEXT
    TEXT-FIELD-1-SIZE: text 100
    TEXT-FIELD-2-VALUE: text 400x200 TEST-TEXT
    TEXT-FIELD-2-SIZE: text 100
    button 200 "Show size 1" [
        set-face TEXT-FIELD-1-SIZE to-string size-text TEXT-FIELD-1-VALUE
    ]
    button 200 "Show size 2" [
        set-face TEXT-FIELD-2-SIZE to-string size-text TEXT-FIELD-2-VALUE 
    ]
    button 200 "Quit" [quit]
]
view center-face MAIN-WINDOW

10.28 Caret-to-offset

This is a specialized function for working with styles that contain text. It converts an index of a string (remember that a string is a series and can have an index) to an x-y offset into the style that holds the string. An example from the REBOL function dictionary follows.

Here is a bit of explanation. In the layout as coded, the box called "bx" is about the size of one character, and is positioned by default at the top of the layout window, above "tx" which will hold some text in a 100x100 area. But before the window is "viewed" by the last line, we want to move that box on top of the letter "a" in the word "example." How do we do that? The "at" function applied to the text value of "tx" (tx/text) with a value of 14 will return the index into the text string that points to the 14th character, namely, the letter "a" in "example." Now we want to convert that index into an x-y pair that will locate the letter "a" inside the "tx" style. Remember now that the offset is going to be an x-y pair in pixels, which is why we have to apply some conversion to the index of the text string. The "caret-to-offset" function provides that conversion, and returns an x-y pair that points to the letter "a" in the "tx" style that holds the text. So now, to position the box, we have to adjust its offset. We adjust it to the offset of "tx" PLUS the calculated offset of the letter "a." AFTER we have made that adjustment, THEN we view the window. (The documentation notes that you also may do this kind of thing after the window has been made visible.)

out: layout [
    bx: box 10x15 red
    tx: body 100x100
]
tx/text: {This is an example character string.}
xy: caret-to-offset tx at tx/text 14
bx/offset: tx/offset + xy
view out

10.29 Offset-to-caret

This is a reverse function for caret-to-offset. It uses the offset of a text value in some text style and converts that offset into an index into the text value, so one can perhaps work with that text value at that position. For lack of a better example at this time, here is one from the REBOL documentation that shows some of the things that one could do if one wanted to dig into the "draw" dialect.

Here is a bit of explanation. At the top of the window is a small area of text. We want to put the mouse on some character of that text string and obtain the series index into that text, so we could potentially do something with the text at that point. It appears that the offset-to-caret function returns not an index value of the text, but the text itself from the point of the index value to the end.

The text area ("body") has an activated "look and feel" by the presence of the "feel" facet and its "engage" function which is activated by a mouse click on the area. The function operates with three things, which are indicated by the function parameters of "face," "act," and "event." If the action is the word "down" which indicates push of the mouse button, the function takes action. It appears that the event itself, that is, the mouse click, has an "offset" facet, which must be the offset in the text area where the pointer was when the mouse was clicked. The offset-to-caret function, when applied to the style itself (referred to by "face") and the offset of the event (the location of the mouse pointer when the mouse was clicked), returns the text from that point to the end, and with the "copy" function we load it into the text facet of "bx" and then re-show bx.

view layout [
    body 80x50 "This is an example string."
        feel [
            engage: func [face act event] [
                if act = 'down [
                    bx/text: copy offset-to-caret
                        face event/offset
                    show bx
                ]
            ]
        ]
    bx: body 80x50 white black
]

10.30 Insert-event-func, remove-event-func

These are two functions that are used to create user-defined functions that respond to GUI events. The documentation is a little sparse. The following example shows how one might trap the event of clicking the "close" X in the upper right corner of a Windows window. The program creates a function that is invoked when an event happens, and this function checks to see if the event is the "close" event that indicates the X is clicked. If it is the "close" event, the program removes that function it created and lets the event take place, which then closes the window. If the event is not the "close" event, it just lets the event take place.

REBOL [
]

CLOSER: insert-event-func [ 
    either event/type = 'close [ 
        if true = request "OK to close?" [
            remove-event-func :CLOSER
        ] 
    ] [
        event
    ] 
] 

view layout [
    box 200x200 red "Click the corner X to demo"
]

Note in the above code a little point about REBOL. In the line to remove the event function, it removes the function by name, that is, by the name of CLOSER. That name must be preceded by a colon to indicate that one is referring to the name CLOSER. Without that colon, the interpreter would try to evaluate the word CLOSER which would mean to run the CLOSER function, which would not make sense because the CLOSER function is running already.

10.31 Editor

This is not technically a function of REBOL/View, as in something that you call and that returns a result, but it is a very handy part of REBOL that you can make use of.

REBOL has a built-in text editor. If you call it with an argument of a file name, it will open that file and display it in its editing window. If you call it with an argument of "none" it will pop up a blank editing window.

editor none

A very handy feature of the editor is that if the file you are editing is a REBOL program, you can press the F5 key to run the program.

10.32 Browse

Another function that is not really a "view" function but is really handy is "browse." This takes the argument of a URL or a file name (in a format that makes sense, like html), and runs the default web browser to view it. This makes it handy to use the web browser for reporting, since REBOL does not have any native printing capability. Format a report in html, pop up a browser as a "print preview," and then use the browser's printing function to print it.

browse http://www.rebol.com

You can "browse" unexpected things. If you "browse" a PDF file, as an example, and the default web browser is configured with the propert helper program to handle a PDF file, it will come up.

10.33 Launch

This is not officially a "view" function, but has uses in a GUI program. If you have a GUI with, for example, a button that you want to use to open another window, you have a couple choices. You can use the "view" function to view a new window, and the new window will replace the old. You can use "view/new" which will make a second window. You could use the "call" function to run the interpreter with arguments to run another script. OR, you could use "launch" followed by the name of a REBOL script to run that other script.

11. Some common operations

This section shows some little things harvested from various places. They show some practical uses of VID, or maybe how to do something tricky, or maybe something you wouldn't immediately think of doing. But here is a question you should ask yourself.

VID provides default sizing and spacing and coloring for its various styles. All those can be changed. You have a lot of freedom to change how things look. But the question is, is it worth it?

Another very useful feature of VID is that it is very quick to whip up a window for some use, taking the default sizing and spacing and coloring. It is more valuable to you to be able to create a useful application quickly, or is it more valuable to fuss and tweak interminably to get the appearance just-so? If you look around on the internet, you might run into comments about REBOL that its interface looks "dated" and that it doesn't do menus, and other comments about its age. REBOL 2 is indeed frozen, it seems, but it still does what it does, and the ability to make a useful application quickly might be, for some people, a worthwhile trade-off for an appearance that some might call "better" only because it looks more like what is currently fashionable. "Different" is "better" only if it is better, not just because it is different.

11.1 Putting a clock on a window

Sometimes it is a nice touch to put a clock on a window. The code for that is a handful of lines and shows how to use the "rate" facet and the "feel" facet.

REBOL [
    Title: "VID test harness"
]

view layout [
    MAIN-TIME: h1 100 red black (to string! now/time) 
        rate 1                            
        feel [
            engage: [                     
                MAIN-TIME/text: now/time          
                show MAIN-TIME
            ]
        ]          
]

11.2 Basic data entry

A very common thing to do with a computer is to collect some data and do something with it. That could be one of the first things a person thinks of when learning a programming language. "OK, I understand that I can make a window with all these things in it, but now what do I actually DO to get something useful done?"

The example below shows one useful thing, namely, getting input from an operator and doing something with it. The example just feeds it back. Normally one would do more, but you can see in the example that the data from the window is available in some "variables" (WS-FIELD-1, etc.), so from that point you could do other stuff.

The example is laid out in one particular way, but that is not the "right" way or the only way. It just a "way" that is helpful to the author for keeping things organized. Notice for example that the field labels in the window have a standard prefix. That helps identify items when they are used elsewhere in a large program. Notice that the actions for the buttons are encapsulated in functions, and the action block for a button is just a function call. It would not have to be that way, that is, the code could all be in-line in the layout, but the function calls make things tidy.

Another thing that is not required is the pseudo-declarations of WS-FIELD-1 etc. You could just refer to MAIN-FIELD-1/text wherever you wanted to. Or, if you did want WS-FIELD-1, you still would not have to pseudo-declare it by setting an initial value. Doing so is just a personal preference. But, one thing it does accomplish is that by grabbing window data and putting it into WS-FIELD-1 etc., WS-FIELD-1 et al are global words that can be "probed" with the "probe" command at a command prompt if the program crashes, or at the command prompt that would become available if you clicked the "Halt" button.

In other words, the example is laid out in a rather plodding manner by design.

REBOL [
    Title: "VID test harness"
]

WS-FIELD-1: ""
WS-FIELD-2: ""
WS-FIELD-3: ""
WS-FIELD-4: ""
WS-FIELD-5: ""

GET-WINDOW-DATA: does [
    WS-FIELD-1: copy ""
    WS-FIELD-2: copy ""
    WS-FIELD-3: copy ""
    WS-FIELD-4: copy ""
    WS-FIELD-5: copy ""
    WS-FIELD-1: trim copy get-face MAIN-FIELD-1
;; or.. WS-FIELD-1: trim copy MAIN-FIELD-1/text
    WS-FIELD-2: trim copy get-face MAIN-FIELD-2
    WS-FIELD-3: trim copy get-face MAIN-FIELD-3
    WS-FIELD-4: trim copy get-face MAIN-FIELD-4
    WS-FIELD-5: trim copy get-face MAIN-FIELD-5
]

PROCESS-WINDOW-DATA: does [
    set-face MAIN-FEEDBACK-1 WS-FIELD-1
;; or.. MAIN-FEEDBACK-1/text: copy WS-FIELD-1
;; .... show MAIN-FEEDBACK-1
    set-face MAIN-FEEDBACK-2 WS-FIELD-2
    set-face MAIN-FEEDBACK-3 WS-FIELD-3
    set-face MAIN-FEEDBACK-4 WS-FIELD-4
    set-face MAIN-FEEDBACK-5 WS-FIELD-5
]

CLEAR-BUTTON: does [
    clear-fields MAIN-WINDOW
    show MAIN-WINDOW 
]

SUBMIT-BUTTON: does [
    GET-WINDOW-DATA
    PROCESS-WINDOW-DATA
]

MAIN-WINDOW: layout [
    across
    banner "Data entry window"
    return
    label "Field 1"
    tab
    MAIN-FIELD-1: field 200 
    MAIN-FEEDBACK-1: info 200
    return
    label "Field 2"
    tab
    MAIN-FIELD-2: field 200 
    MAIN-FEEDBACK-2: info 200
    return
    label "Field 3"
    tab
    MAIN-FIELD-3: field 200 
    MAIN-FEEDBACK-3: info 200
    return
    label "Field 4"
    tab
    MAIN-FIELD-4: field 200 
    MAIN-FEEDBACK-4: info 200
    return
    label "Field 5"
    tab
    MAIN-FIELD-5: field 200 
    MAIN-FEEDBACK-5: info 200
    return
    button "Submit" [SUBMIT-BUTTON]
    button "Clear" [CLEAR-BUTTON] 
    button "Quit" [quit]
    button "halt" [halt] ;; for debugging 
]

view center-face MAIN-WINDOW

11.3 Get a valid date in a field

A common field on a form is a date. If you let people enter dates as they like, you have many possible formats, and so you have to write code to make sense of the input and reformat it to some standard form, like a REBOL-compatible date or maybe YYYYMMDD. Here are some options for using the request-date function to make sure a field of date input is consistent.

Note that the date "field" is an "info" style so that direct input is not possible. The way to get a date is to left-click the info field which activates the request-date function and the fills in the field for you.

To test this script, copy the whole thing to a file on your computer and run it, since it includes the REBOL header.

Note also the code to request a date and put it into YYYYMMDD format. It uses the "year," "month," and "day" refinements to get the year, month, and day. But, REBOL will return those items as single digits if the value is less than ten. So to make sure we have two digits for the month and day, we reverse the number, add a zero to the end, reverse it again, and copy off the first two digits. That might be a clumsy way. Studying the REBOL documentation might turn up something better.

REBOL [
]

GET-YYYYMMDD: does [
    TEMP-DATE: request-date
    either TEMP-DATE [
        TEMP-YYYYMMDD: to-string rejoin [
            TEMP-DATE/year
            reverse copy/part reverse join 0 TEMP-DATE/month 2
            reverse copy/part reverse join 0 TEMP-DATE/day 2
        ]
    ] [
        TEMP-YYYYMMDD: "00000000"
    ]
    return TEMP-YYYYMMDD
]

GET-YYYYMMDD-DATE: does [
    set-face DATE-YYYYMMDD GET-YYYYMMDD 
]

GET-REBOL-DATE: does [
    set-face DATE-REBOL to-string request-date
] 

view layout [
    across
    label "Date in REBOL format" 
    DATE-REBOL: info 100 [GET-REBOL-DATE]
    return
    label "Date in YYYYMMDD format" 
    DATE-YYYYMMDD: info 100 [GET-YYYYMMDD-DATE]  
    return
    button "Quit" [quit]
    button "Debug" [halt] 
]

11.4 Scrolling a text field

Scrolling through things that don't fit in a window is a very common thing to do. Here is an example of scrolling a big text field. It would take very little work to modify this example for a general-purpose text viewer.

REBOL [
    Title: "Scrolling a text field"
]

TEXT-DATA: {SCROLLING A TEXT FIELD
This is a scroller demo from the REBOL cookbook, with annotations to      
describe some of the obscure points.
The key understanding is that TEXT-WINDOW it an interface object, and its text 
value can be envisioned as a rectangle of pixels, with the text "displayed" on   
it.
Only a part shows through the window. The para/scroll/y value shows the    
starting point from which text is displayed. This value starts at zero when 
the text is displayed at the top, and "increases" in a negative direction  
because the text area can be envisioned as a grid with the top left corner 
being 0x0--thus "down" the text would be in a negative y direction like    
the coordinates in algebra. The display window also is a rectangle of      
pixels, and displaying in it starts at 0x0.
The size/y value is the vertical size of the text window. The user-data     
value is the vertical size of the text. The (user-data minus size/y)       
expression is evaluated first. The result of that calculation represents   
a point in the text value somewhere back from the maximum value, that is,  
back from the end. That point, back from the end, is back by a distance    
equal to the size of the display window. In other words, it is the point   
in the text value where, if the text is displayed from that point forward, 
you will hit the end of the text when you hit the end of the window. In    
other words, it is the point where you start to display text when you are  
displaying the last page.
The para/scroll/y value is going to vary from zero (the top of the text)   
to the result of the above calculation (the last page), as you operate     
the scroller. That is why the (user-data minus size/y) result is           
multiplied by the data value of the scroller (which is a fraction in       
the range of zero to one). Somewhere in that range of zero through         
(user-data minus size/y) is where we want to start displaying a window     
of text.
The reason for the max function is that it could happen that the text      
is SMALLER than the window. In that case, (user-data minus size/y) will    
be negative (and will be negated later giving a positive value), and we    
don't want that. Instead, we want to display from the top all the time,    
and thus want para/scroll/y to be zero.
We negate the para/scroll/y value because we are going "down" the           
text in a negative y direction. 

In this example, we have a separate function to load the text into
the viewing window.  The reason for this is to show that this function
could be generalized and the viewing window could be reloaded with
a second batch of text, and to show what data items must be set up
to make the scrolling work.  There are a few things that must be done,
and they don't jump out of the regular VID documentation.

When we load a fresh batch of text, we set the para/scroll/y value
to zero so that when we do the first "show" of the text we are at
the top.

When we load a fresh batch of text, we set the "data" facet of the
scroller to zero to position it at the top.

When we load fresh text, the line-list must be set to none.

We store, in the user-data facet of the text area, the "y" size of
the text in the text area.  That is what the "size-text" function does,
it gets the size of the text that is in a text field.  We use the
"second" function because the size is a "pair" and the second part
of the pair is the "y" dimension.

The "TEXT-SCROLLER/redrag..." line sets the size of the little thing
that you grab and move in the scroller.  It must be sized appropriately
so it looks correct for the size of the text relative to the size of
the window.  The size/y item is the "y" size of the text window.
The user-data facet holds the "y" size of the whole chunk of text
in the text field.  Dividing the visible size by the total size gives
a result that is used to set the size of the scroll thing. 
(We are not exactly sure what is going on here.)

Another point to note about this example is how the TEXT-WINDOW and
TEXT-SCROLLER are objects in the layout, and they are passed as
arguments to the TEXT-SCROLL function.  You would not have to do it
that way, but it is interesting that you can.  That means that you 
could in theory write a general scrolling procedure for any text field.
---------------------------------------------------------------------------
}

TEXT-DISPLAY: center-face layout [
    across
    h3 "Scrolling a large text field" 
    return
    space 0
    TEXT-WINDOW: text 600x600 wrap green black font-name font-fixed 
    TEXT-SCROLLER: scroller 16x600 [TEXT-SCROLL TEXT-WINDOW TEXT-SCROLLER]
    return
    pad 0x5 
    space 5
    button "Close" [quit]                
]

TEXT-SCROLL: func [PASSED-TEXT PASSED-SCROLLER] [
    PASSED-TEXT/para/scroll/y: negate PASSED-SCROLLER/data *
        (max 0 PASSED-TEXT/user-data - PASSED-TEXT/size/y)
    show PASSED-TEXT
]

TEXT-LOAD: func [TEXT-TO-SHOW] [
    TEXT-WINDOW/text: TEXT-TO-SHOW 
    TEXT-WINDOW/para/scroll/y: 0
    TEXT-SCROLLER/data: 0
    TEXT-WINDOW/line-list: none
    TEXT-WINDOW/user-data: second size-text TEXT-WINDOW
    TEXT-SCROLLER/redrag TEXT-WINDOW/size/y / TEXT-WINDOW/user-data
]

TEXT-LOAD TEXT-DATA
view TEXT-DISPLAY

11.5 Scrolling a layout

Text is not the only thing that can be scrolled. With REBOL you can make sub-layouts, and they can be scrolled. This opens up interesting possibilities for windows that are too long to fit on a physical monitor. The following example was harvested from the internet, so the notes about how it works are comments in the code.

;; [---------------------------------------------------------------------------]
;; [ This script shows how one might make a scrolling panel of buttons and     ]
;; [ such.  This could be useful if one had an application that had a lot      ]
;; [ of buttons, and was run on a physical screen such that all those          ]
;; [ buttons could not show at one time.  One could put the buttons in a       ]
;; [ box and scroll through them.                                              ]
;; [                                                                           ]
;; [ The explanation below is a bit lengthy because at the time of writing     ]
;; [ I still am trying to get a firm understanding of the use of the scroller. ]
;; [ This was written after examining Carl's cookbook article number 36        ]
;; [ called "Scrolling a GUI panel."                                           ]
;; [                                                                           ]
;; [ Here are some concepts you probably know but must get firmly into your    ]
;; [ head so you don't continually have to remember them.                      ]
;; [                                                                           ]
;; [ When you display something, on a screen or in a window, that item has     ]
;; [ an "offset" which is a pair of numbers (x and y) that show where it       ]
;; [ is displayed starting from the top left corner of wherever you are        ]
;; [ displaying it.  The offset of the top left corner is 0x0.  As you move    ]
;; [ to the right, the first number (x) gets bigger; as you move down, the     ]
;; [ second number (y) gets bigger.  If you are displaying something on a      ]
;; [ screen, the offset refers to the position relative to the top left        ]
;; [ corner of the screen.  If you are displaying something in a box in a      ]
;; [ window, the offset refers to the position relative to the top left        ]
;; [ corner of that container inside which you are displaying it.              ]
;; [ You can refer to the x and y parts of the offset separately, as in        ]
;; [ offset/x and offset/y.  An offset can be negative, which seems to         ]
;; [ make no sense, but actually does, as will be shown below.                 ]
;; [                                                                           ]
;; [ A "face," or "interface object," (like a button, box, area, and so on)    ]
;; [ has an attribute called "pane" which is something that holds one or       ]
;; [ more interface objects inside the original face.                          ]
;; [ This is what allows you, in this example, to put a bunch of buttons       ]
;; [ inside a box, because the "pane" of the box holds all the buttons.        ]
;; [ The box is a "face" ("interface object") and the "pane" of the box        ]
;; [ can hold more "faces" ("interface objects").                              ]
;; [                                                                           ]
;; [ You can get your hands on the size (in pixels) of certain interface       ]
;; [ object ("faces") with the "size" property, and you can get the x and y    ]
;; [ sizes by referring to size/x and size/y, as shown below.                  ]
;; [                                                                           ]
;; [ When you activate a scroller, a property of the scroller called "data"    ]
;; [ changes from zero (when the scroller is at the low end) to one (when      ]
;; [ the scroller is at the high end.  In VID code, if you declare             ]
;; [ a scroller and put a block on it in which you have REBOL code (or a       ]
;; [ function call), that code or function will be executed every time you     ]
;; [ move that scroller.  In that code or function, you can access the         ]
;; [ "data" property to decide where the scroller is.                          ]
;; [                                                                           ]
;; [ The following item will show well only if you are displaying this         ]
;; [ code in a text editor with a fixed font.                                  ]
;; [                                                                           ]
;; [ If you have a box, and in the "pane" of that box you have more stuff      ]
;; [ than can show in the box, you have a situation that looks like this:      ]
;; [ (In this example, we are dealing only with an example of vertical         ]
;; [ scrolling.)                                                               ]
;; [                                                                           ]
;; [                                           +--------------+                ]
;; [                                           |1             |                ]
;; [                                           |2             |                ]
;; [                                           |3             |                ]
;; [                       Data when the       |4             |                ]
;; [                       scroller is at      |5             |                ]
;; [  Visible box          the top             |6             |                ]
;; [                                           |7             |                ]
;; [ +---------------+    +---------------+    |8             |                ]
;; [ |1              |    |1              |    |9             |                ]
;; [ |2              |    |2              |    |10            |                ]
;; [ |3              |    |3              |    |11            |                ]
;; [ |4              |    |4              |    |12            |                ]
;; [ |5              |    |5              |    |13            |                ]
;; [ |6              |    |6              |    |14            |                ]
;; [ |7              |    |7              |    |15            |                ]
;; [ |8              |    |8              |    |16            |                ]
;; [ |9              |    |9              |    |17            |                ]
;; [ |10             |    |10             |    |18            |                ]
;; [ |11             |    |11             |    |19            |                ]
;; [ |12             |    |12             |    |20            |                ]
;; [ +---------------+    |13             |    +--------------+                ]
;; [                      |14             |                                    ]
;; [                      |15             |     Data when the                  ]
;; [                      |16             |     scroller is at                 ]
;; [                      |17             |     the bottom                     ]
;; [                      |18             |                                    ]
;; [                      |19             |                                    ]
;; [                      |20             |                                    ]
;; [                      +---------------+                                    ]
;; [                                                                           ]
;; [ We will discuss this example in terms of lines rather than pixels for     ]
;; [ clarity.                                                                  ]
;; [                                                                           ]
;; [ On the left we have a box that shows 12 lines.  In the "pane" of that     ]
;; [ box we have 20 lines.  Not all lines can show at the same time.           ]
;; [ Somewhere we have a scroller that controls the display in that box.       ]
;; [ When the scroller is at the top, the data is displayed as shown in        ]
;; [ the middle area, where the first line is at the top of the box            ]
;; [ and lines 13-20 don't show.  When the scroller is at the bottom,          ]
;; [ the data is displayed as shown in the right area, where the last line     ]
;; [ is at the bottom of the box and lines 1-8 don't show.                     ]
;; [                                                                           ]
;; [ The question being answered by this script is, what do we do to make      ]
;; [ the contents of the pane scroll up and down properly inside the container ]
;; [ that contains that pane?                                                  ]
;; [                                                                           ]
;; [ What we do is conceptually very simple.  The "pane" is what contains      ]
;; [ the stuff we want to show.  We adjust the "offset" of that pane, the      ]
;; [ "y" (vertical) value only, and then redisplay (show) the container        ]
;; [ that contains that pane.                                                  ]
;; [                                                                           ]
;; [ To understand what to do, it helps to consider the boundaries.            ]
;; [ When the scroller is at the top, the offset/y of the pane will be zero.   ]
;; [ That means that the pane starts at the top of the container.              ]
;; [ What will the offset be when the scroller is at the end?                  ]
;; [ The answer is that the offset will be negative.  A negative number        ]
;; [ for the offset/y means that the display will start at some place          ]
;; [ above the box.  How far above the box?  Far enough so that the last       ]
;; [ line of the data will be at the bottom of the box.  How far is that?      ]
;; [ The answer is that it is an amount that is the difference between         ]
;; [ the size of the stuff you want to show and the space you have to show it. ]
;; [ In the above example, you have 20 lines you want to show, but only        ]
;; [ 12 lines to show it, so 20 minus 12 gives 8, which means that if you      ]
;; [ show the pane with an offset of negative 8, it will fall into the         ]
;; [ container such that line 20 of the data is at line 12 of the box.         ]
;; [                                                                           ]
;; [ The above is concept is very important.  When you scroll the box,         ]
;; [ the offset/y of the pane is going to vary from zero to a number that      ]
;; [ is the amount by which the data overflows the container.  If the data     ]
;; [ is smaller than the container, we want no scrolling to take place,        ]
;; [ so we will want to leave the offset/y at zero.                            ]
;; [                                                                           ]
;; [ So where does the scroller fit into this?  The scroller varies from       ]
;; [ zero to one.  It is a fraction.  It is the fractional amount of that      ]
;; [ total possible amount of scrolling.  In the above example, the total      ]
;; [ "travel" in that scroller is 8.  Eight is the amount that won't fit       ]
;; [ in the visible container.  Eight is the highest amount we will have       ]
;; [ to scroll, and a negative eight is the highest offset we will need        ]
;; [ to scroll to the bottom.  So what we do with the scroller is apply        ]
;; [ that fractional value to that maximimum possible offset to get the        ]
;; [ new offset represented by the scroller position.  When the scroller       ]
;; [ is at the half-way point, we multiply the maximum possible offset of      ]
;; [ eight by the scroller value of .5 to get a new offset of 4, or,           ]
;; [ actually, negative 4 because we are scrolling down and so want the        ]
;; [ data to display from a point four lines "higher" (a negative offset).     ]
;; [                                                                           ]
;; [ To put it all together into a tidy calculation, when we operate the       ]
;; [ scroller we want to do the following.                                     ]
;; [                                                                           ]
;; [ Subtract the size of the container from the size of the stuff we want     ]
;; [ to put in the container.  This gives us the maximum amount we possibly    ]
;; [ could have to scroll.  If the container is bigger that the stuff we       ]
;; [ want to show, use zero for that maximum amount because we don't want      ]
;; [ to do any scrolling.                                                      ]
;; [                                                                           ]
;; [ Multiply that maximum possible offset value by the fractional amount      ]
;; [ provided by the scroller.  That gives us the actual amount of offset      ]
;; [ we want to apply.                                                         ]
;; [                                                                           ]
;; [ Negate the amount we calculated, because if we are scrolling "down,"      ]
;; [ that means we have to start displaying the front of the data from         ]
;; [ some point "up," meaning the offset must be negative.                     ]
;; [                                                                           ]
;; [ When we calculate this new offset for the data inside the container       ]
;; [ (the "pane"), set that offset/y value of that pane and then               ]
;; [ redisplay the contiainer that contains the pane.                          ]
;; [                                                                           ]
;; [ The example below shows a screen with a bunch of buttons, so many         ]
;; [ buttons that we want to put them into a box and scroll the box with       ]
;; [ a scroller.                                                               ]
;; [---------------------------------------------------------------------------]

;; [---------------------------------------------------------------------------]
;; [ This is the function that is called when the operator moves the           ]
;; [ scroller so much as a pixel.                                              ]
;; [                                                                           ]
;; [ In REBOL examples on the internet, you usually see the scroller or        ]
;; [ its "data" property passed to such a procedure.  In this example,         ]
;; [ we just refer to the scroller based on its name in the layout.            ]
;; [ The reason for this is so that we don't have any local variables in       ]
;; [ this function.  And the reason for not having local variables is so       ]
;; [ that when the operator clicks the "Debug halt" button and the program     ]
;; [ halts, he then can examine the various words in this program.             ]
;; [ If those word were local, they would not be available.                    ]
;; [ Remember that this is a demo and not a "real" program.                    ]
;; [---------------------------------------------------------------------------]

SCROLL-BUTTON-LIST: does [

;;  -- Display the type of the pane inside the box.
    DEBUG-BUTTONBOX-TYPE/text: type? BUTTONBOX/pane
    show DEBUG-BUTTONBOX-TYPE

;;  -- Display the number from 0 to 1 produced by operating the scroller.
    DEBUG-SCROLLER-VALUE/text: to-string BUTTONSCROLLER/data
    show DEBUG-SCROLLER-VALUE

;;  -- Display the size of the box that holds the pane of buttons.
    DEBUG-BUTTONBOX-SIZE/text: to-string BUTTONBOX/size/y
    show DEBUG-BUTTONBOX-SIZE

;;  -- Display the size of the pane of buttons we put in the above box.
    DEBUG-BUTTONBOX-PANE-SIZE/text: to-string BUTTONBOX/pane/size/y
    show DEBUG-BUTTONBOX-PANE-SIZE

;;  -- Calculate the new button pane offset based on scroller input.
    NEW-OFFSET: negate BUTTONSCROLLER/data *
        (max 0 (BUTTONBOX/pane/size/y - BUTTONBOX/size/y))
    BUTTONBOX/pane/offset/y: NEW-OFFSET
    show BUTTONBOX

;;  -- Display the new offset for the button pane as we move the scroller
    DEBUG-BUTTONBOX-PANE-OFFSET/text: to-string NEW-OFFSET
    show DEBUG-BUTTONBOX-PANE-OFFSET

]

;; [---------------------------------------------------------------------------]
;; [ Below is a sub-layout, that is, a layout that we will put into a          ]
;; [ a box in the main window.  It is deliberately more buttons than will      ]
;; [ fit in the hard-coded size of the box.                                    ] 
;; [ The keyword "tight" causes this layout to be put into the box             ]
;; [ with no offset.                                                           ]
;; [---------------------------------------------------------------------------]
BUTTONLAYOUT: layout/tight [
    across
    button "button 01" [DEBUG-WHICH-BUTTON/text: "01" show DEBUG-WHICH-BUTTON]
    button "button 02" [DEBUG-WHICH-BUTTON/text: "02" show DEBUG-WHICH-BUTTON]
    button "button 03" [DEBUG-WHICH-BUTTON/text: "03" show DEBUG-WHICH-BUTTON]
    button "button 04" [DEBUG-WHICH-BUTTON/text: "04" show DEBUG-WHICH-BUTTON]
    button "button 05" [DEBUG-WHICH-BUTTON/text: "05" show DEBUG-WHICH-BUTTON]
    return
    button "button 06" [DEBUG-WHICH-BUTTON/text: "06" show DEBUG-WHICH-BUTTON]
    button "button 07" [DEBUG-WHICH-BUTTON/text: "07" show DEBUG-WHICH-BUTTON]
    button "button 08" [DEBUG-WHICH-BUTTON/text: "08" show DEBUG-WHICH-BUTTON]
    button "button 09" [DEBUG-WHICH-BUTTON/text: "09" show DEBUG-WHICH-BUTTON]
    button "button 10" [DEBUG-WHICH-BUTTON/text: "10" show DEBUG-WHICH-BUTTON]
    return
    button "button 11" [DEBUG-WHICH-BUTTON/text: "11" show DEBUG-WHICH-BUTTON]
    button "button 12" [DEBUG-WHICH-BUTTON/text: "12" show DEBUG-WHICH-BUTTON]
    button "button 13" [DEBUG-WHICH-BUTTON/text: "13" show DEBUG-WHICH-BUTTON]
    button "button 14" [DEBUG-WHICH-BUTTON/text: "14" show DEBUG-WHICH-BUTTON]
    button "button 15" [DEBUG-WHICH-BUTTON/text: "15" show DEBUG-WHICH-BUTTON]
    return
    button "button 16" [DEBUG-WHICH-BUTTON/text: "16" show DEBUG-WHICH-BUTTON]
    button "button 17" [DEBUG-WHICH-BUTTON/text: "17" show DEBUG-WHICH-BUTTON]
    button "button 18" [DEBUG-WHICH-BUTTON/text: "18" show DEBUG-WHICH-BUTTON]
    button "button 19" [DEBUG-WHICH-BUTTON/text: "19" show DEBUG-WHICH-BUTTON]
    button "button 20" [DEBUG-WHICH-BUTTON/text: "20" show DEBUG-WHICH-BUTTON]
    return
    button "button 21" [DEBUG-WHICH-BUTTON/text: "21" show DEBUG-WHICH-BUTTON]
    button "button 22" [DEBUG-WHICH-BUTTON/text: "22" show DEBUG-WHICH-BUTTON]
    button "button 23" [DEBUG-WHICH-BUTTON/text: "23" show DEBUG-WHICH-BUTTON]
    button "button 24" [DEBUG-WHICH-BUTTON/text: "24" show DEBUG-WHICH-BUTTON]
    button "button 25" [DEBUG-WHICH-BUTTON/text: "25" show DEBUG-WHICH-BUTTON]
    return
    button "button 26" [DEBUG-WHICH-BUTTON/text: "26" show DEBUG-WHICH-BUTTON]
    button "button 27" [DEBUG-WHICH-BUTTON/text: "27" show DEBUG-WHICH-BUTTON]
    button "button 28" [DEBUG-WHICH-BUTTON/text: "28" show DEBUG-WHICH-BUTTON]
    button "button 29" [DEBUG-WHICH-BUTTON/text: "29" show DEBUG-WHICH-BUTTON]
    button "button 30" [DEBUG-WHICH-BUTTON/text: "30" show DEBUG-WHICH-BUTTON]
    return
    button "button 31" [DEBUG-WHICH-BUTTON/text: "31" show DEBUG-WHICH-BUTTON]
    button "button 32" [DEBUG-WHICH-BUTTON/text: "32" show DEBUG-WHICH-BUTTON]
    button "button 33" [DEBUG-WHICH-BUTTON/text: "33" show DEBUG-WHICH-BUTTON]
    button "button 34" [DEBUG-WHICH-BUTTON/text: "34" show DEBUG-WHICH-BUTTON]
    button "button 35" [DEBUG-WHICH-BUTTON/text: "35" show DEBUG-WHICH-BUTTON]
    return
    button "button 36" [DEBUG-WHICH-BUTTON/text: "36" show DEBUG-WHICH-BUTTON]
    button "button 37" [DEBUG-WHICH-BUTTON/text: "37" show DEBUG-WHICH-BUTTON]
    button "button 38" [DEBUG-WHICH-BUTTON/text: "38" show DEBUG-WHICH-BUTTON]
    button "button 39" [DEBUG-WHICH-BUTTON/text: "39" show DEBUG-WHICH-BUTTON]
    button "button 40" [DEBUG-WHICH-BUTTON/text: "40" show DEBUG-WHICH-BUTTON]
    return
    button "button 41" [DEBUG-WHICH-BUTTON/text: "41" show DEBUG-WHICH-BUTTON]
    button "button 42" [DEBUG-WHICH-BUTTON/text: "42" show DEBUG-WHICH-BUTTON]
    button "button 43" [DEBUG-WHICH-BUTTON/text: "43" show DEBUG-WHICH-BUTTON]
    button "button 44" [DEBUG-WHICH-BUTTON/text: "44" show DEBUG-WHICH-BUTTON]
    button "button 45" [DEBUG-WHICH-BUTTON/text: "45" show DEBUG-WHICH-BUTTON]
    return
    button "button 46" [DEBUG-WHICH-BUTTON/text: "46" show DEBUG-WHICH-BUTTON]
    button "button 47" [DEBUG-WHICH-BUTTON/text: "47" show DEBUG-WHICH-BUTTON]
    button "button 48" [DEBUG-WHICH-BUTTON/text: "48" show DEBUG-WHICH-BUTTON]
    button "button 49" [DEBUG-WHICH-BUTTON/text: "49" show DEBUG-WHICH-BUTTON]
    button "button 50" [DEBUG-WHICH-BUTTON/text: "50" show DEBUG-WHICH-BUTTON]
] 

;; [---------------------------------------------------------------------------]
;; [ This is the main window.                                                  ]
;; [ It has some buttons, and places for displaying debugging information,     ]
;; [ and then it has a box of a defined size into which we will place the      ]
;; [ above sub-layout of buttons.                                              ]
;; [ The above sub-layout of buttons is too big for this box.                  ]
;; [---------------------------------------------------------------------------]

MAIN-WINDOW: layout [
    across
    vh1 "Scrolling button panel test"
    return
    button "Quit" [quit]
    button "Debug halt" [halt]
    return
    vh2 "Start of sub-layout box"
    return
;;  -- Sub-panel and scroller
    BUTTONBOX: box 550x200
    BUTTONSCROLLER: scroller 16x200 [SCROLL-BUTTON-LIST]
;;  --
    return
    vh2 "End of sub-layout box"
    return
;;  -- Debugging data
    label "Button pressed: "
    DEBUG-WHICH-BUTTON: text "Button pressed"
    return
    label "type? BUTTONBOX/pane "
    DEBUG-BUTTONBOX-TYPE: text "Pane type"
    return
    label "BUTTONSCROLLER/data "
    DEBUG-SCROLLER-VALUE: text "Scroller value"
    return
    label "BUTTONBOX/size/y "
    DEBUG-BUTTONBOX-SIZE: text "Box y"
    return
    label "BUTTONBOX/pane/size/y "
    DEBUG-BUTTONBOX-PANE-SIZE: text "Pane y"
    return
    label "BUTTONBOX/pane/offset/y "
    DEBUG-BUTTONBOX-PANE-OFFSET: text "Pane offset"
]

;; [---------------------------------------------------------------------------]
;; [ Before we display the main window, load the box with the sub-layout       ]
;; [ of buttons.  This sub-layout goes into the "pane" property.               ]
;; [---------------------------------------------------------------------------]

BUTTONBOX/pane: BUTTONLAYOUT 

;; [---------------------------------------------------------------------------]
;; [ Display the main window and wait for input.                               ]
;; [---------------------------------------------------------------------------]

view MAIN-WINDOW

11.6 Embedding an image

As indicated earlier, you can put an image in a window by using the keyword "image" to specify an image, followed by a file name to identify a file that contains the image. There is another way to put an image on a window, and it is handy for something like a logo that always is present, or for a demo where you want everyting in one file, or some other similar situation.

There are a couple ways you could approach this, but here is one way. First, make yourself a little toolbox of utilities, and include the following function. This function reads a specified image file and converts it to base 64 encoding. It puts the resulting string on the clipboard.

IMAGE-STRING: does [
    system/options/binary-base: 64
    IMAGESTRING-FILE: request-file/only
    if not IMAGESTRING-FILE [
        alert "No file specified"
        exit
    ]
    IMAGESTRING-STRING: read/binary IMAGESTRING-FILE
    save clipboard:// IMAGESTRING-STRING
    alert "Hex representation of image is on the clipboard"
]

Then, in some script you would write, execute the above function as follows, which will result in a hex representation of a graphic file put on the clipboard.

IMAGE-STRING

Now, in the program where you want the embedded image, pick a name for the image and put it on a line of code. This example uses the REBOL logo, so we will pick a name of REBOL-LOGO. Code it like this, and press the enter key after the "load."

REBOL-LOGO: load

Finally, copy the clipboard. In windows, press the CTRL-V key. The result will look like this:

REBOL-LOGO: load
64#{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}

Now, when you make a layout, you can embed the REBOL logo with this line:

image REBOL-LOGO

11.7 Getting all file names of a particular type

Sometimes you might want to do something to all files of a particular type in a particular folder. Maybe you want to find all image files for viewing, or all text files for some sort of processing. Here is an example of how to do that. The procedure requests a folder name, then reads all the file names in that folder, resulting in a block, then goes through that block removing all file names that are not of the desired type.

The "print" at the end is just for demo purposes. Normally, one would create the list of files and do something with it besides just print it.

IMAGE-FILE?: func ["Returns true if file is an image" FILE-ID] [
    find [%.bmp %.jpg %.jpeg %.gif %.png] find/last FILE-ID "."
]
REQUESTED-FOLDER: request-dir
if not REQUESTED-FOLDER [
    quit     
]
FILE-LIST: read REQUESTED-FOLDER/.  
while [not tail? FILE-LIST] [
    either IMAGE-FILE? first FILE-LIST [ ;; always check the first one
        FILE-LIST: next FILE-LIST  ;; if an image, move on to the next one
    ] [
        remove FILE-LIST           ;; otherwise remove the non-image file
    ]
]
FILE-LIST: head FILE-LIST  ;; return the list at the head
if empty? FILE-LIST [
    inform layout [backdrop 140.0.0 text bold "No images found"]
    quit  
]
;; Show the results for demo purposes
print FILE-LIST
halt

11.8 Using the clipboard

REBOL seems to have limited access to the Windows clipboard. It appears that one can read and write only text to the clipboard. Here is a demo that shows how to reference the clipboard, and is a useful little program also. It was used in the preparation of this document to capture scripts and put them into this document with the indentation at the front of each line that marks them as code. The script would be run after loading the clipboard with lines of code, and the result of running the script would be that the clipboard is loaded with those same lines of code, but each line has four spaces in front. Adding the spaces is accomplished by replacing each line terminator with the line terminator plus four spaces (which would go on the next line since they are after the line terminator), and then, to take care of the first line which is not preceded by a line terminator, inserting four spaces at the front of the data. Inserting works because the stuff on the clipboard is a string, and a string is a variety of a series, and the insert function works on a series.

REBOL [
]
TEMP-LINES: read clipboard://
insert/dup TEMP-LINES " " 4
replace/all TEMP-LINES newline rejoin [newline "    "]
write clipboard:// TEMP-LINES
alert "Clipboard loaded"

11.9 Playing a sound and showing progress

This is a heavily-annotated script that shows a use of the progress bar to show how long a sound file has been playing. It is a pretty big program just to demo a progress bar, but it's a fun little demo that could be generalized.

rebol [
    Title: "Demo sound player"
    Author: "Rosemary de Dear annotated by SWW"
]
;;; thanks to Anton Rolls who helped me with slider
;;; also see Ch. 4 of Olivier and Peter's book.
;; [-----------------------------------------------------------------]
;; [ Because this is a demo, we have embedded a sound file into      ]
;; [ the code in base-64 encoding.  This item is "loaded" later      ]
;; [ in the program, in the same way it could be loaded from a       ]
;; [ file if one wanted to generalize this program and play any      ]
;; [ "wav" file loaded from disk.                                    ]
;; [ This embedded sound is short, because a long file would take    ]
;; [ huge number of lines and make the source file hard to work      ]
;; [ with.                                                           ]
;; [-----------------------------------------------------------------]
;WAVPLAYER-WAV-FILE: %incomingsig.wav
WAVPLAYER-WAV-FILE:
64#{
UklGRiaOAABXQVZFZm10IBAAAAABAAEAIlYAACJWAAABAAgAZGF0YQKOAACIiIeH
hoWEhISDg4OCgYGAgIB+fn19fHx8fHx7e3p5eXl5enp7e3t8e3t7e3t7fHx8fHx8
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}
;; [-----------------------------------------------------------------]
;; [ This function plays the sound file.                             ]
;; [                                                                 ]
;; [ The calculation seems to find the length of the sound in        ]
;; [ milliseconds, for compatibility with timer events.              ]
;; [ The length of the sound data is in bytes.                       ]
;; [ A sample of sound takes more than one byte.                     ]
;; [ The number of bits divided by 8 gives the number of bytes in    ]
;; [ a sample, BUT, that must be multiplied by the number of         ]
;; [ channels to give the total number of bytes used in a sample.    ]
;; [ Dividing the total number of bytes in the file by the number    ]
;; [ of bytes in a sample gives the number of samples in the file.   ]
;; [ Dividing the number of samples by the samples per second        ]
;; [ gives the number of seconds of sound in the file.               ]
;; [ Multiplying the number of seconds by 1000 gives the number      ]
;; [ of milliseconds that the sound will play.                       ]
;; [                                                                 ]
;; [ In this procedure we load the sound file from disk,             ]
;; [ calculate how long it will play (for the progress bar),         ]
;; [ set a flag to indicate that the playing is in progress,         ]
;; [ and launch the sound into the sound port.                       ]
;; [-----------------------------------------------------------------]
WAVPLAYER-PLAY: func [WAVPLAYER-WAV-FILE][
    WAVPLAYER-LOADED-WAV: load WAVPLAYER-WAV-FILE
    WAVPLAYER-PLAY-TIME: 1000 * (             ; milliseconds per second
        (length? WAVPLAYER-LOADED-WAV/data) / ; bytes in the file
        ((WAVPLAYER-LOADED-WAV/bits / 8) * WAVPLAYER-LOADED-WAV/channels) 
        / WAVPLAYER-LOADED-WAV/rate  ;; bytes per sample / samples per second
    )
    WAVPLAYER-PLAYING?: true
    insert WAVPLAYER-SOUND-PORT WAVPLAYER-LOADED-WAV
]
;; [-----------------------------------------------------------------]
;; [ This is the function behind the "Play" button.                  ]
;; [ Redisplay the progress bar with a value of zero so that it      ]
;; [ shows no progress.  Then call the function to actually play     ]
;; [ the sound file.                                                 ]
;; [-----------------------------------------------------------------]
WAVPLAYER-PLAY-BUTTON: does [
    set-face WAVPLAYER-PROGRESS-BAR 0
    WAVPLAYER-PLAY WAVPLAYER-WAV-FILE
]
;; [-----------------------------------------------------------------]
;; [ This is the function behind the "Stop" button.                  ]
;; [ Reset the indicator that says whether or not playing is in      ]
;; [ progress.  Reset the start time in case we play again.          ]
;; [ Empty out the sound port to make the sound stop playing.        ]
;; [-----------------------------------------------------------------]
WAVPLAYER-STOP-BUTTON: does [
    WAVPLAYER-PLAYING?: false
    WAVPLAYER-START-TIME: none
    clear WAVPLAYER-SOUND-PORT
]
;; [-----------------------------------------------------------------]
;; [ This is the window that is displayed when the script is run.    ]
;; [ It is a "play" button, a "stop" button, a progress bar that     ]
;; [ will change as the sound plays, and a decorative box.           ]
;; [                                                                 ]
;; [ The decorative box has a rate attached to it.                   ]
;; [ The rate of 1 will cause a timer event to occur every second.   ]
;; [ This event will be processed by the                             ]
;; [ WAVPLAYER-TIMER-EVENT function                                  ]
;; [ defined below.                                                  ]
;; [-----------------------------------------------------------------]
WAVPLAYER-MAIN-WINDOW: layout [
    button "play" [WAVPLAYER-PLAY-BUTTON]
    button "stop" [WAVPLAYER-STOP-BUTTON]
    WAVPLAYER-PROGRESS-BAR: progress
    box 200x50 pewter rate 1
]
;; [-----------------------------------------------------------------]
;; [ This defines a function that will respond to events             ]
;; [ produced by the "rate 1" declaration in the                     ]
;; [ "WAVPLAYER-MAIN-WINDOW" window.                                 ]
;; [ It gives the function a                                         ]
;; [ name so we can remove it later, and puts it where it must be    ]
;; [ (insert-event-func) so that it will be called when events       ]
;; [ take place.                                                     ]
;; [                                                                 ]
;; [ The purpose of this function is to catch timer interrupts so    ]
;; [ that we can update the progress bar.  We only update the        ]
;; [ progress bar if the sound is playing.  (We set a flag for       ]
;; [ that when we played the sound.)                                 ]
;; [                                                                 ]
;; [ We use the WAVPLAYER-START-TIME to tell us if this is the first ]
;; [ interrupt.  If the WAVPLAYER-START-TIME is not set              ]
;; [ (meaning this is the                                            ]
;; [ first interrupt), we will set it to the time of the             ]
;; [ interrupt.  For every subsequent interrupt, we will subtract    ]
;; [ the start time from the subsequent time to give the time that   ]
;; [ has WAVPLAYER-ELAPSED from the start time,                      ]
;; [ which also is the length of                                     ]
;; [ time the sound has been playing.                                ]
;; [                                                                 ]
;; [ When we divide the length of time the sound has been playing    ]
;; [ by the total length of the sound, we get a fraction             ]
;; [ (a number between zero and 1) showing how much of the sound     ]
;; [ has played.  That number can be used to update the progress     ]
;; [ bar.  A progress bar uses a number between zero and one to      ]
;; [ show no progress (0) to 100 percent progress (1).               ]
;; [                                                                 ]
;; [ If our calculation of the fraction that shows how much of the   ]
;; [ sound has played gives a result of 1, that means that the       ]
;; [ sound is done playing.  In that case, we can reset the          ]
;; [ indicator to show that the sound is done, and reset the         ]
;; [ start time in case we play again.                               ]
;; [-----------------------------------------------------------------]
WAVPLAYER-TIMER-EVENT: insert-event-func func [face event] [
    if event/type = 'time [
        if WAVPLAYER-PLAYING? [
            either none? WAVPLAYER-START-TIME [
                WAVPLAYER-START-TIME: event/time
            ] [
                WAVPLAYER-ELAPSED: event/time - WAVPLAYER-START-TIME
                WAVPLAYER-PCT-DONE: min 1.0 WAVPLAYER-ELAPSED / WAVPLAYER-PLAY-TIME
                if WAVPLAYER-PCT-DONE <= 1.0 [
                    set-face WAVPLAYER-PROGRESS-BAR WAVPLAYER-PCT-DONE
                ]
                if WAVPLAYER-PCT-DONE >= 1.0 [
                    WAVPLAYER-PLAYING?: false 
                    WAVPLAYER-START-TIME: none
                ]
            ]
        ]
    ] 
    event
]
;; [-----------------------------------------------------------------]
;; [ Start the program.                                              ]
;; [-----------------------------------------------------------------]
WAVPLAYER-PLAYING?: none                ; Show nothing playing
WAVPLAYER-START-TIME: none              ; Clear our start time indicator
WAVPLAYER-SOUND-PORT: open sound://     ; Necessary preparation to play
center-face WAVPLAYER-MAIN-WINDOW       ; Put the window in the center of screen
view WAVPLAYER-MAIN-WINDOW              ; Show the window
;; [-----------------------------------------------------------------]
;; [ Put the program in a state to respond to events (mouse clicks,  ]
;; [ button pushes, and, important here, timer interrupts).          ]
;; [ If an error happens, set the word "err" to the error object     ]
;; [ that is the result of an error.  Then, if we do have an error,  ]
;; [ "disarm" it to gain access to the values in it, "mold" it so    ]
;; [ that it looks like REBOL code, and then print it.               ]
;; [-----------------------------------------------------------------]
if error? set/any 'err try [do-events] [
    print mold disarm err
]
;; [-----------------------------------------------------------------]
;; [ When the "WAVPLAYER-MAIN-WINDOW" window is closed               ]
;; [ with the X in the corner,                                       ]
;; [ the program will resume running here.                           ]
;; [-----------------------------------------------------------------]
close WAVPLAYER-SOUND-PORT              ; Necessary cleanup
remove-event-func :WAVPLAYER-TIMER-EVENT () ; Inserted earlier, removed now
quit                          ; not quitting leaves rebol.exe in memory

11.10 Playing an alert sound

The highlight of the above example was the progress bar that accompanied the sound. Here is a demo of a program to play one sound. The program works on a Windows computer. It locates the folder of system sounds, provides a list, and lets you click on the different sounds to hear them. The script includes a function that is called for each sound, so you may copy out that one function and include it in another program. Then you could provide your own block of sound file names to play, and play an appropriate one at an appropriate time.

Note one thing about the example. If you try to play sounds too rapidly, the program will crash. It seems to have to wait for one sound to play before playing another. Click through the sounds slowly and it works. Click too quickly and it crashes. This would not be a problem in the expected use scenario, where you play a short sound in response to something like a button click. There is documentation about using sound on the REBOL web site in the section about the Software Development Kit. The sound capability used to be available only in the paid version of REBOL, but it was moved to the free version when development stopped.

REBOL [
    Title: "VID test harness"
]

IMAGE-FILE?: func ["Returns true if file is a wav file" FILE-ID] [
    find [%.wav] find/last FILE-ID "."
]
REQUESTED-FOLDER: request-dir/dir %/C/windows/Media
if not REQUESTED-FOLDER [
    alert "No folder requested" 
    quit     
]
change-dir REQUESTED-FOLDER
FILE-LIST: read %.  
while [not tail? FILE-LIST] [
    either IMAGE-FILE? first FILE-LIST [ ;; always check the first one
        FILE-LIST: next FILE-LIST  ;; if a wav, move on to the next one
    ] [
        remove FILE-LIST           ;; otherwise remove the non-wav file
    ]
]
FILE-LIST: head FILE-LIST  ;; return the list at the head
if empty? FILE-LIST [
    inform layout [backdrop 140.0.0 text bold "No images found"]
    quit  
]
;; FILE-LIST now is a block of wav file names. 

SOUND-PLAY: func [SOUND-FILE] [
    wait 0 ;; Must do; initializes event handler. 
    SOUND-PORT: open sound://
    SOUND-LOADED: load SOUND-FILE
    insert SOUND-PORT SOUND-LOADED
    wait SOUND-PORT ;; If you don't wait, you don't hear it. 
    close SOUND-PORT
]

MAIN-WINDOW: layout [
    text "Select a sound file to play it"
    MAIN-LIST: text-list 300x700 data FILE-LIST [
        SOUND-PLAY to-file MAIN-LIST/picked
    ]
    button "Quit" [quit] 
    button "Halt" [halt] 
]

view center-face MAIN-WINDOW

11.11 Playing a key click sound

This is another variation of the sound-playing demos. It is a function that plays a sound hard-coded into the function. The sound was recorded from a spring-operated keyboard, and the original purpose of this function was to provide audible feedback on a window full of buttonw. One would paste this module into a program, or, if it is saved as a separate file, "do" the module at the beginning of a program, and then, when one wanted a click sound, one would code:

attempt [CLICK]

The use of the "attempt" function allows the program to continue if the sound can't play for some reason.

The canned sound could be replaced by any sound of your choosing, by converting the sound file to base-64 as explained elsewhere.

REBOL [
    Title: "Click"
]
;; [---------------------------------------------------------------------------]
;; [ This is a function that will play a particular canned sound.              ]
;; [ It original use was to play a clicking sound when a button was clicked.   ]
;; [ The canned sound was produced on a GNU/Linux computer with a sound        ]
;; [ recording program that would save a sound as a "wav" file.                ]
;; [ The recording procdedure was to place a microphone right next to a        ]
;; [ key on a spring-operated IBM keyboard, then, as fast as possible,         ]
;; [ start recording, press the key, and quit recording.                       ]
;; [ The way to use this procedure is to code the following as part of the     ]
;; [ code for a button or whatever you want to produce a sound:                ]
;; [     attempt [CLICK]                                                       ]
;; [ The use of "attempt" will allow the program to continue running if        ]
;; [ no sound hardware is present and the sound can not play.                  ]
;; [---------------------------------------------------------------------------]
CLICK-DATA:
64#{
UklGRmQFAQBXQVZFZm10IBAAAAABAAIARKwAABCxAgAEABAAZGF0YUAFAQDhB0AG
WQnIBzoMrAppCg0J3w2cDLYNDgw8BMoCXAiYBtYSURGiCRcIOAC6/owNQAy2EkER
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Tv9l/2v/aP9V/zj/WP9V/07/Nf9L/3v/HP8S/0v/HP8s/wb/Gf/s/l7/Cf81/+P+
aP/5/l7/8P5C//z+dP9O/zj/a/9e/yj/Nf8s//z+2f5r/y//P/8P/3H/Ff9l/27/
p/+H/5H/of9C/3j/S/+E/zj/P/9O/27/OP8Z/+z+KP9r/0v/e/8i/17/kf90/6H/
bv9x/2H/a/9I/xL/Qv9r/5T/fv+a/4T/zf8SANP/4/+6/63/lP+a/27/e/+K/7f/
qv/g/47/zf/D/47/tP/K/6r/sP+a/73/Yf+B/4H/e/90/3v/e/9+/37/qv84/2v/
O/84/4H/Tv8//wP/Cf87/w//LP84/0X/KP8l/wn/DP9V/0j/Zf+E/0j/Qv9V/yL/
Nf9r/0j/Uv84/wz/aP84/yz/Mv8c//P+cf9u/zj/Ev9F///+L/8c/1X/Yf9I/0X/
dP8s/2X/SP+B/yj/Xv8y/4r/O/+O/zv/a/9o/5r/cf+t/37/aP8v/xz/Mv9l/0X/
kf9L/5H/tP+6/6f/4P+X/wYA3f+n/9P/fv+a/7f/jv8cAMD/BgC9/+3/x/8vAN3/
GQDH/8P/nf+K/5H/dP94/4T/qv9o/5H/O/9S/1j/iv9L/2j/Ff8v/y//LP9r/27/
Iv87/8b+HP8D/0X/LP8f/07/Nf9Y/3j/hP+a/6r/p/+R/6H/cf9S/07/Qv8o/xL/
Rf8f/yj/Cf8o/xn/Ev8V/9D+2f4D/8b++f7Z/vz+0/7T/sD+xv4P/93+xv4Z//b+
Jf/p/gz/7P75/sb+6f7d/kL/DP8Z/yX/e/9+/4r/cf9x/z//Nf8M/zj/Bv9x/y//
Vf81/2X/Nf9r/zX/kf9S/0j/eP+h/6T/x/+t/zj/Uv+X/2X/l/9I/6T/dP+q/6r/
tP+k/5H/aP9e/0L/Gf9S/xX/a/+h/7D/SP9C/xz/L/9h/1v/Rf81/xL/Zf8D/xX/
Ev8G/wb/L/8V/x//Rf9C/z//Tv9o/1j/LP87/wz/A//8/mH/Uv9I/2H/Cf8//yL/
aP8P/07/Jf8P//z+Cf/g/iz/P/81/y//A//w/jL/8P41/xz/2f7G/s3+0P4P/yz/
DP8c/xn/Tv9r/0X/Yf9V/yL/Ff8l/zj/Uv8v/0L/Zf9C/4T/Qv90/5f/l//T/73/
of/t/8r/qv+X/4r/Zf81/5H/a//A/9D/4//N/8P/of/g/53/0//K/6f/iv94/2X/
Vf9O/37/kf90/4r/gf94/5r/nf/H/53/iv+E/2j/hP9e/2X/of9L/7D/dP+U/6f/
mv97/53/Vf+9/27/mv81/37/OP/D/37/of9x/2X/aP+6/5T/hP9u/0j/Xv+B/0j/
h/9e/3T/Tv+w/6H/pP+B/4r/SP+X/2v/w/9r/2v/Qv9r/2X/Yf84/4r/L/+0/2j/
kf9V/6r/KP8v/xn/Ev/G/v/++f5b/y//gf9e/3j/Zf9x/0L/Ev8S/1X/iv+h/63/
gf9F/6T/p//D/4f/wP+K/6T/sP+n/zL/pP+U/63/h/+O/27/Zf9e/9D/WP/H/5r/
1v9o/6H/Mv+n/1j/x/9x/5r/of/t/wwA4//H/7D/jv+O/5f/6f+q/zIA/P8sAAkA
yv/g//b/4P9IAOD/AAAZAJEARQCUAPz/w//a//z/of/Q/4r/tP/p/+n/4P8iAKH/
0P+h/+3/wP8lAOn/of+a/17/bv+q/1X/iv9h/5f/WP+n/4T/0/+k/9P/0//W/6T/
jv+H/37/a/+n/5H/e/9S/7r/gf+t/37/Yf87/17/OP9V/yL/eP8c/27/Qv87/zL/
e/8i/zj/8P4l/9n+Mv/p/i//5v4i/wb/KP8s/7D/e/97/3T/e/9h/3H/Qv90/xn/
h/9V/4r/iv+R/2v/p/9l/5f/nf/j/5f/8P+q/5f/Xv+q/3T/5v/K/+n/2v/A/6H/
GQDD/xwAIgASAAAA
}
CLICK-SOUND: load CLICK-DATA
CLICK: does [
    wait 0
    SOUND-PORT: open sound://
    insert SOUND-PORT CLICK-SOUND
    wait SOUND-PORT
    close SOUND-PORT
]

11.12 Changing languages

This somewhat lengthy demo shows one nice feature of an interpreted language, namely, the ability to modify itself.

There will be three files in this demo. One will be the demo script. This program will load, by means of the "do" function, a file that contains all the text for its window. Then, when the program makes its window with the "layout" function, it will obtain all text for the window from that loaded "language" file. Nothing spectacular there, BUT, the program has a button that will allow the operator to RELOAD a DIFFERENT language file, and remake the window with new text in a different language, all at run time. In other words, no restarting, no re-installing, no re-configuring. The three files follow. The language files have extensive comments.

Save this file under any name of your choosing.

REBOL [
    Title: "VID test harness"
]

do %LANGUAGE-EN.r

FIND-BUTTON: does [
    WS-IDNUMBER: copy ""
    WS-IDNUMBER: trim copy get-face MAIN-IDNUMBER
    if equal? WS-IDNUMBER "" [
        LM-ALERT "002"
        exit
    ]
    LM-ALERT "003"  ;; This is a demo, after all.
]

CLEAR-BUTTON: does [
    clear-fields MAIN-WINDOW
    show MAIN-WINDOW
]

SUBMIT-BUTTON: does [
    WS-IDNUMBER: copy ""
    WS-NAME: copy ""
    WS-ADDRESS: copy ""
    WS-CITY: copy ""
    WS-STATE: copy ""
    WS-POSTAL: copy ""

    WS-IDNUMBER: trim copy get-face MAIN-IDNUMBER
    WS-NAME: trim copy get-face MAIN-NAME
    WS-ADDRESS: trim copy get-face MAIN-ADDRESS
    WS-CITY: trim copy get-face MAIN-CITY
    WS-STATE: trim copy get-face MAIN-STATE
    WS-POSTAL: trim copy get-face MAIN-POSTAL

    if equal? WS-IDNUMBER "" [
        LM-ALERT "002"
        exit
    ]

    if equal? WS-NAME "" [
        LM-ALERT "004"
        exit
    ]

    if equal? WS-ADDRESS "" [
        LM-ALERT "005"
        exit
    ]

    if equal? WS-CITY "" [
        LM-ALERT "006"
        exit
    ]

    if equal? WS-STATE "" [
        LM-ALERT "007"
        exit
    ]

    if equal? WS-POSTAL "" [
        LM-ALERT "008"
        exit
    ]

    print ["ID: " WS-IDNUMBER]
    print ["Name: " WS-NAME]
    print ["Address: " WS-ADDRESS]
    print ["City: " WS-CITY]
    print ["State: " WS-STATE]
    print ["Postal: " WS-POSTAL]
    print "-------------------------------"
]

QUIT-BUTTON: does [
    quit
] 

LANGUAGE-BUTTON: does [
    LANGUAGE-FILE: copy ""
    LANGUAGE-FILE: request-list "Choose new language file" [
        "LANGUAGE-EN.r"
        "LANGUAGE-ES.r"
    ]
    if LANGUAGE-FILE [
        do to-file LANGUAGE-FILE
        MAIN-WINDOW: layout MAIN-WINDOW-CODE
        view center-face MAIN-WINDOW
    ]
]

MAIN-WINDOW-CODE: [
    across
    banner LMT-001
    return
    label LMT-002
    tab
    MAIN-IDNUMBER: field 100
    button 120 LMB-004 [FIND-BUTTON] [inform LMH-001]
    return
    label LMT-003
    tab
    MAIN-NAME: field 200
    return
    label LMT-004
    tab
    tab
    MAIN-ADDRESS: field 200
    return
    label LMT-005
    tab
    tab
    MAIN-CITY: field 200
    return
    label LMT-006
    tab
    tab
    MAIN-STATE: field 50
    return
    label LMT-007
    tab
    MAIN-POSTAL: field 100
    return
    button 200 LMB-005 [CLEAR-BUTTON] [inform LMH-002]
    button 200 LMB-006 [SUBMIT-BUTTON] [inform LMH-003]
    return
    button 200 LMB-007 [QUIT-BUTTON] [inform LMH-004]
    button 200 LMB-008 tan [LANGUAGE-BUTTON] [inform LMH-005]
]

MAIN-WINDOW: layout MAIN-WINDOW-CODE
view center-face MAIN-WINDOW

Save this file with the name of LANGUAGE-EN.r.

REBOL [
]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;              L A N G U A G E    M O D U L E
;              ==============================
;
; This module is loaded into another script with the "do"
; command somewhere near the beginning of the script.  It contains
; all screen text, button legends, messages, absolutely any text
; that appears anywhere in the application.  Each little piece of
; text is identified by a data name.
;
; The purpose of this module is to gather all text for an
; application into this one place.  With all the text in one
; place, the operation of porting the application to a different
; human language can be accomplished by translating this file,
; and only this file.
;
; The various kinds of text fragments are grouped together,
; just for ease of use.  The words that refer to the text
; fragments follow a naming convention, once again just for
; ease of use.  The words could be anything, but of course
; many other modules might refer to these names. 
;
; These are the text groupings:
;
;     Button text:    What is printed on buttons
;     Screen text:    Little text fragments that could appear
;                     anywhere in a script
;     Message text:   One-line messages to show in alert boxes
;     Message detail: Multi-line messages.
;     Help screens:   Larger screens that can be displayed as help.
;
; Each "message text" line is expected to have a matching "message
; detail" multi-line message.  The idea behind this is that
; if an operator gets a message in an alert box, he can ask
; for a more detailed message.
;
; The names of the text fragments have the following form.
;
;     XXX-999
;
; where XXX shows what kind of text it is:
;
;     LMB: Language Module Button text
;     LMT: Language Module Text fragment
;     LMM: Language Module Message
;     LMD: Language Module Detailed message
;     LMH: Language Module Help screen
;
; and 999 is a number.  Note again that each LMM piece of
; text is a one-line messsage, and each will have a matching
; LMD message.  By "matching" we mean that LMM-001 will have
; a corresponding detail message called LMD-001, and so on.
;
; *IN ADDITION* to the text strings and messages, this module
; contains an illustrative function that uses the text strings
; and messages so you can see how they work.  Calling the
; function LM-ALERT with a three digit number as a string,
; in this way:
;
;     LM-ALERT "nnn"
;
; will pop up an alert box with a message and two buttons.
; The message will be LMM-nnn, and the buttons will be one
; for OK and one for DETAILS.  Clicking OK will close the alert.
; Clicking DETAILS will pop up another alert with an expanded
; message, LMD-nnn.  Clicking OK on this second alert box
; will exit the function.
;
; Notice how the values of the buttons are data names, and
; the texts of the messages are pulled out of data items.
; This shows that if an application could be coded to get
; all text from this file, then the application could be
; moved to another language just by translating this file.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                    B U T T O N    L A B E L S
LMB-001:  "OK"
LMB-002:  "Details"
LMB-003:  "Close 'help' window" 
LMB-004:  "Find employee"
LMB-005:  "Clear all fields"
LMB-006:  "Update address"
LMB-007:  "Close the window"
LMB-008:  "Change language"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                   T E X T    F R A G M E N T S
;
LMT-001:  "Employee Address Update"
LMT-002:  "Employee number"
LMT-003:  "Employee name"
LMT-004:  "Address"
LMT-005:  "City"
LMT-006:  "State"   
LMT-007:  "Postal code"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                O N E - L I N E    M E S S A G E S
;                   each followed by a matching
;          M U L T I - L I N E    D E T A I L    M E S S A G E
LMM-001:  "An invalid message number was passed to LM-ALERT"
LMD-001:
{This is an internal programming error you never should see.
It means that the program tried to display a message box like
this one, BUT, when it called the function to do that, it 
passed the number of a message that does not exist in the program.
This is a program bug, and you should call the I-S department
to report it.}
LMM-002:  "Enter an employee ID number"
LMD-002:
{The 'Find employee' button is used to look up a person based
on the ID number you entered in the 'Employee number' field.
So the 'Employee number' field must not be blank.}
LMM-003:  "Employee not on file"
LMD-003: 
{There is no employee in the database with the ID number you
entered.}
LMM-004:  "Name must not be blank"
LMD-004:
{This window is used for adjusting the spelling of the name as
well as for the address.  The name may not be blank.  If you 
don't know the name, look up the person first with the
'Find employee' button.}
LMM-005:  "Address must not be blank"
LMD-005:
{All employees must have an address on file, even if it is a
post office box.  This is a policy requirement.}
LMM-006: "City must not be blank"
LMD-006:
{A full address must include the city, even if it is a local
address.}
LMM-007: "State must not be blank"
LMD-007:
{A full address must include a valid code for the state or
province.}
LMM-008: "Postal code must not be blank"
LMD-008:
{The postal code must be included for a complete mailing address,
for successful mailing of tax forms.}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                H E L P    S C R E E N S
;
LMH-001: layout [
    vh1 "The 'Find employee' button"
    text 500X200
{This button uses the employee number you entered in the indicated
field and checks to see if it is in the database.  If the employee
is found, the employee's address is displayed in the window fields.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-002: layout [
    vh1 "The 'Clear all fields' button"
    text 500X200
{This button will clear all the data entry fields.  It is a quick
way to clear the screen for entering fresh data.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-003: layout [
    vh1 "The 'Update address' button"
    text 500X200
{This button will update the address for the selected employee
with the address information in the window.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-004: layout [
    vh1 "The 'Close the window' button"
    text 500X200
{This button will close the window and end the program.  No updating
will take place.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-005: layout [
    vh1 "The 'Change language' button"
    text 500X200
{This button will allow you to select a different language for the
program, and will re-display the window in the new language.}
    button 200x24 LMB-003 [hide-popup]
]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                   L M - A L E R T
;                   ===============
;
; This function takes a message number and displays the message
; indicated by that number, in an alert box.  If a DETAILS button
; is clicked on the alert box, the function displays another
; alert with an expanded message.
LM-ALERT: func [
;
;   -- Function description and parameters
;
    "Display alert box based on message number"
    LM-MSG-NUMBER [string!] "Message number as three-byte string"
][
;   -- Function code
;
;   -- Use the passed message number to build the names of
;   -- the messages we will display.  Be sure to convert
;   -- the names we construct so that they are REBOL words.
;   -- If we don't re-initialize our message data names,
;   -- subsequent calls will just add LM-MSG-NUMBER to the
;   -- the ends of the values from the previous calls.  
;
    LM-SHORT-ID: copy "" 
    LM-LONG-ID:  copy "" 
    LM-SHORT-ID: to-word join "LMM-" LM-MSG-NUMBER
    LM-LONG-ID:  to-word join "LMD-" LM-MSG-NUMBER
;
;   -- pop up the first alert box.  The short message ID will
;   -- identify the message text.
;
    LM-RESULT: alert [ get LM-SHORT-ID LMB-001 LMB-002 ]
;
;   -- If the first button is clicked, the alert function
;   -- returns "true."  The second button returns "false."
;
    either LM-RESULT [
;       -- The first buttons is OK, and causes us to do nothing
    ][
;       -- The second (false) causes us to pop up another alert
        alert [ get LM-LONG-ID LMB-001 ]
    ]
]
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

This next file is the same as above, but with the messages in Spanish. Save it as LANGUAGE-ES.r. The Spanish, by the way, is courtesy of Professor Google, so don't expect it to be correct. This is a demo.

REBOL [
]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;              L A N G U A G E    M O D U L E
;              ==============================
;
; This module is loaded into another script with the "do"
; command somewhere near the beginning of the script.  It contains
; all screen text, button legends, messages, absolutely any text
; that appears anywhere in the application.  Each little piece of
; text is identified by a data name.
;
; The purpose of this module is to gather all text for an
; application into this one place.  With all the text in one
; place, the operation of porting the application to a different
; human language can be accomplished by translating this file,
; and only this file.
;
; The various kinds of text fragments are grouped together,
; just for ease of use.  The words that refer to the text
; fragments follow a naming convention, once again just for
; ease of use.  The words could be anything, but of course
; many other modules might refer to these names. 
;
; These are the text groupings:
;
;     Button text:    What is printed on buttons
;     Screen text:    Little text fragments that could appear
;                     anywhere in a script
;     Message text:   One-line messages to show in alert boxes
;     Message detail: Multi-line messages.
;     Help screens:   Larger screens that can be displayed as help.
;
; Each "message text" line is expected to have a matching "message
; detail" multi-line message.  The idea behind this is that
; if an operator gets a message in an alert box, he can ask
; for a more detailed message.
;
; The names of the text fragments have the following form.
;
;     XXX-999
;
; where XXX shows what kind of text it is:
;
;     LMB: Language Module Button text
;     LMT: Language Module Text fragment
;     LMM: Language Module Message
;     LMD: Language Module Detailed message
;     LMH: Language Module Help screen
;
; and 999 is a number.  Note again that each LMM piece of
; text is a one-line messsage, and each will have a matching
; LMD message.  By "matching" we mean that LMM-001 will have
; a corresponding detail message called LMD-001, and so on.
;
; *IN ADDITION* to the text strings and messages, this module
; contains an illustrative function that uses the text strings
; and messages so you can see how they work.  Calling the
; function LM-ALERT with a three digit number as a string,
; in this way:
;
;     LM-ALERT "nnn"
;
; will pop up an alert box with a message and two buttons.
; The message will be LMM-nnn, and the buttons will be one
; for OK and one for DETAILS.  Clicking OK will close the alert.
; Clicking DETAILS will pop up another alert with an expanded
; message, LMD-nnn.  Clicking OK on this second alert box
; will exit the function.
;
; Notice how the values of the buttons are data names, and
; the texts of the messages are pulled out of data items.
; This shows that if an application could be coded to get
; all text from this file, then the application could be
; moved to another language just by translating this file.
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                    B U T T O N    L A B E L S
LMB-001:  "OK"
LMB-002:  "Detalles"
LMB-003:  "Cerrar 'ayuda' ventana"
LMB-004:  "Buscar empleado"
LMB-005:  "Borrar todos los campos"
LMB-006:  "Actualizar la dirección"
LMB-007:  "Cerrar la ventana"
LMB-008:  "Cambiar la lengua"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                   T E X T    F R A G M E N T S
;
LMT-001:  "Actualizar la dirección del empleado"
LMT-002:  "Número del empleado"
LMT-003:  "Nombre del empleado"
LMT-004:  "Dirección"
LMT-005:  "Ciudad"
LMT-006:  "Estado"    
LMT-007:  "Código postal"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                O N E - L I N E    M E S S A G E S
;                   each followed by a matching
;          M U L T I - L I N E    D E T A I L    M E S S A G E
LMM-001:  "Un número de mensaje no válido fue enviado a LM-ALERT"
LMD-001:
{Se trata de un error de programación interno nunca se debe ver.
Esto significa que el programa trató de mostrar un cuadro de mensaje como
éste, pero, cuando se llama a la función de hacer eso,
pasado el número de un mensaje que no existe en el programa.
Esto es un error de programa, y usted debe llamar al departamento de SI
reportarlo.}
LMM-002:  "Introducir un número de identificación del empleado"
LMD-002:
{El botón 'Encontrar empleado se utiliza para buscar una persona basándose
en el número de identificación que ha introducido en el campo "Número de empleado '.
Así que el campo "Número de empleado 'no debe estar en blanco.}
LMM-003:  "No hay un archivo del empleado"
LMD-003: 
{No hay trabajadores en la base de datos con el número de identificación que
entró.}
LMM-004:  "Nombre no debe estar vacío"
LMD-004:
{Esta ventana se utiliza para ajustar la ortografía del nombre como
así como para la dirección. El nombre no puede estar en blanco. si tu
no sé el nombre, buscar la persona primero con el
Botón 'Encontrar empleado.}
LMM-005: "Dirección no debe estar vacío"
LMD-005:
{Todos los empleados deben tener una dirección en archivo, incluso si se trata de un
apartado de correos. Este es un requisito política.}
LMM-006: "Ciudad no debe estar vacío"
LMD-006:
{Una dirección completa debe incluir la ciudad, incluso si se trata de un local de
dirección.}
LMM-007: "Estado no debe estar vacío"
LMD-007:
{Una dirección completa debe incluir un código válido para el Estado o
provincia.}
LMM-008: "Código postal no debe estar vacío"
LMD-008:
{El código postal debe incluir una dirección postal completa,
para el envío exitoso de formularios de impuestos.}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                H E L P    S C R E E N S
;
LMH-001: layout [
    vh1 "El botón 'Encontrar empleado'"
    text 500X200
{Este botón utiliza el número de empleados que ha introducido en el indicado
campo y comprueba para ver si está en la base de datos. Si el empleado
se encuentra, la dirección del empleado se muestra en los campos de la ventana.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-002: layout [
    vh1 "El botón 'Borrar todos los campos'"
    text 500X200
{Este botón borrará todos los campos de entrada de datos. Es una rápida
manera de borrar la pantalla para introducir nuevos datos.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-003: layout [
    vh1 "El botón 'dirección de actualización'"
    text 500X200
{Este botón se actualizará la dirección para el empleado seleccionado
con la información de dirección en la ventana.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-004: layout [
    vh1 "El botón 'Cierre la ventana'"
    text 500X200
{Este botón se cerrará la ventana y finalizar el programa. No se actualizan
tendrá lugar.}
    button 200x24 LMB-003 [hide-popup]
]
LMH-005: layout [
    vh1 "El botón 'Cambiar idioma'"
    text 500X200
{Este botón le permitirá seleccionar un idioma diferente para el
programa, y se volverá a mostrar la ventana en el nuevo idioma.}
    button 200x24 LMB-003 [hide-popup]
]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;                   L M - A L E R T
;                   ===============
;
; This function takes a message number and displays the message
; indicated by that number, in an alert box.  If a DETAILS button
; is clicked on the alert box, the function displays another
; alert with an expanded message.
LM-ALERT: func [
;
;   -- Function description and parameters
;
    "Display alert box based on message number"
    LM-MSG-NUMBER [string!] "Message number as three-byte string"
][
;   -- Function code
;
;   -- Use the passed message number to build the names of
;   -- the messages we will display.  Be sure to convert
;   -- the names we construct so that they are REBOL words.
;   -- If we don't re-initialize our message data names,
;   -- subsequent calls will just add LM-MSG-NUMBER to the
;   -- the ends of the values from the previous calls.  
;
    LM-SHORT-ID: copy "" 
    LM-LONG-ID:  copy "" 
    LM-SHORT-ID: to-word join "LMM-" LM-MSG-NUMBER
    LM-LONG-ID:  to-word join "LMD-" LM-MSG-NUMBER
;
;   -- pop up the first alert box.  The short message ID will
;   -- identify the message text.
;
    LM-RESULT: alert [ get LM-SHORT-ID LMB-001 LMB-002 ]
;
;   -- If the first button is clicked, the alert function
;   -- returns "true."  The second button returns "false."
;
    either LM-RESULT [
;       -- The first buttons is OK, and causes us to do nothing
    ][
;       -- The second (false) causes us to pop up another alert
        alert [ get LM-LONG-ID LMB-001 ]
    ]
]
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

11.13 Saving the window position

Lots of programs that show windows will show its window in the location on the screen where the window was when the program last quit. REBOL can do that by accessing the "offset" of a window and saving it in a file, and then loading that file at BOJ and using the saved offset in the "layout" function. The example below shows that. By the way, if you have a double monitor setup and drag the window to the second monitor before quitting, the window will be deformed when you run the program again. You could fix that by making sure that the location you save does not start outside the screen boundaries, and resetting the last location to some default value if it is. The screen size seems to be in the system object in system/view/screen-face/size.

REBOL [
    Title: "VID test harness"
]

LAST-LOC-FILE: %last-location.txt 
LAST-LOC: 20X20  ;; Default offset in case this is the first run.

WHERE-AM-I: does [
    print ["I am at " MAIN-WINDOW/offset] 
] 

QUIT-BUTTON: does [
    LAST-LOC: MAIN-WINDOW/offset
    save LAST-LOC-FILE LAST-LOC 
    quit
] 

;; If this is the first run, the saved location file will not exist.
if exists? LAST-LOC-FILE [
    LAST-LOC: load LAST-LOC-FILE
]

MAIN-WINDOW: layout/offset [
    banner "Find my location"
    button 200 "Where am I" [WHERE-AM-I]
    button 200 "Quit" [QUIT-BUTTON]
    button 200 "Debug" [halt] 
] LAST-LOC

view MAIN-WINDOW

12. Appetizers

REBOL/View is the version of REBOL that has the GUI capability. VID, the Video Interface Dialect, is a mini-language that makes is easy to make windows. VID is part of REBOL/VIew. Also part of REBOL/View is all the functions that help work with windows created with VID. All the functions of REBOL/Core also are part of REBOL/View, so you can use the REBOL/Core functions to work with data obtained from VID windows. All these parts make it easy to use REBOL/View for making programs for getting data from windows, doing stuff with it, storing it on disk, and so one.

But there's more. The information in this document is limited enough that one might read it and get a limited idea of what REBOL can do. To try to offset that, we present below links to some interesting REBOL programs, modules, demos, and such that will hint at capabilities that are not obvious from just the above lists of styles and functions. This is not any sort of complete list of anything. It is little appetizers. It is things that might make you think, "That's interesting; I didn't know REBOL could do THAT."

12.1 List-view: enhanced list style

This is a module that you could incorporate into your own program that does what the "list" style does, but more. It is interesting because it is freely available and you may use it, and because it shows a REBOL style written in REBOL itself. In fact, a lot of REBOL is written in REBOL itself. I think that was one of its design goals, to have a minimum amount of native functions and then build the rest of REBOL on top of those for the sake of portability.

list-view.r

12.2 Area-scroll-style: enhanced area style

This is a module, with a built-in demo, that provides a new and improved "area" style with vertical and horizontal scrollers. This is another example of a style created in REBOL itself.

area-scroll-style.r

12.3 Layout-1.8.r: GUI layout builder

This is a demo of a VID program for making VID layouts. It is interesting because it shows that one can do that, but also because of the look of the operating window, which show that one can get nice results with a little bit of work. This script was written by the author of REBOL, so it shows the language as she should be spoken.

layout-1.8.r

12.4 Gui-crud-app-builder.r: GUI program generator

This is another idea for using a View program to generate another VIEW program.

gui-crud-app-builder

12.5 Toolt4vid.r: Tool tips

This is a demo of how one can make the "tool tips" which are those annoying help boxes that pop up when you move the mouse over something. This is interesting because it uses the "feel" facet to put some more life into a window, showing that such things can be done.

toolt4vid.r

12.6 Easy-vid.r: VID documenting itself

This is a script by the creator of REBOL that shows a window of VID documentation. It is interesting for that reason alone, but also for how it shows example code, and that example code can be clicked to make it run. How cool is that. Also, because it was written by the Creator himself, is another example of proper REBOL style.

easy-vid.r

12.7 Rebolusers.r: More than just data entry

This is a demo that shows how REBOL can do more than just make data entry forms with blue buttons. If you run this demo, it will download a bunch of pictures and a file of music, and then play the music while displaying the pictures.

rebolusers.r

The point being made is...

The point of the above links is to show a contrast with the documentation that came before. The documentation that came before showed the graphical elements that can be put together to make a graphical interface window. If you stop there, you might think that graphical windows full of styles is ALL that REBOL/View can do, and you might not look to REBOL to solve other kinds of problems. When you run into other kinds of problems, you should not automatically assume that REBOL can't handle them. The handful of examples above are meant to show that there is more to REBOL.