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## Dialog.js

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Class Summary
draw2d.Dialog |

    /* This notice must be untouched at all times.

    Open-jACOB Draw2D
    The latest version is available at
    http://www.openjacob.org

    Copyright (c) 2006 Andreas Herz. All rights reserved.
    Created 5. 11. 2006 by Andreas Herz (Web: http://www.freegroup.de )

    LICENSE: LGPL

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License (LGPL) as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA,
    or see http://www.gnu.org/copyleft/lesser.html
    */

    /**
     *
     * @version 0.9.14
     * @author Andreas Herz
     * @param {String} title The title of the window.
     * @constructor
     */
    draw2d.Dialog=function( /*:String*/ title)
    {
      /** @private **/
      this.buttonbar = null;
      if(title)
        draw2d.Window.call(this,title);
      else
        draw2d.Window.call(this,"Dialog");
      this.setDimension(400,300);
    }

    draw2d.Dialog.prototype = new draw2d.Window;
    /** @private **/
    draw2d.Dialog.prototype.type="Dialog";

    /**
     * @private
     **/
    draw2d.Dialog.prototype.createHTMLElement=function()
    {
      var item = draw2d.Window.prototype.createHTMLElement.call(this);

      var oThis = this;

      this.buttonbar = document.createElement("div");
      this.buttonbar.style.position="absolute";
      this.buttonbar.style.left   = "0px";
      this.buttonbar.style.bottom = "0px";
      this.buttonbar.style.width  = this.getWidth()+"px";
      this.buttonbar.style.height = "30px";
      this.buttonbar.style.margin = "0px";
      this.buttonbar.style.padding= "0px";
      this.buttonbar.style.font="normal 10px verdana";
      this.buttonbar.style.backgroundColor="#c0c0c0";
      this.buttonbar.style.borderBottom="2px solid gray";
      this.buttonbar.style.whiteSpace="nowrap";
      this.buttonbar.style.textAlign="center";

      this.okbutton = document.createElement("button");
      this.okbutton.style.border="1px solid gray";
      this.okbutton.style.font="normal 10px verdana";
      this.okbutton.style.width="80px";
      this.okbutton.style.margin="5px";
      this.okbutton.innerHTML = "Ok";
      this.okbutton.onclick=function(){oThis.onOk();};
      this.buttonbar.appendChild(this.okbutton);

      this.cancelbutton = document.createElement("button");
      this.cancelbutton.innerHTML = "Cancel";
      this.cancelbutton.style.font="normal 10px verdana";
      this.cancelbutton.style.border="1px solid gray";
      this.cancelbutton.style.width="80px";
      this.cancelbutton.style.margin="5px";
      this.cancelbutton.onclick=function(){oThis.onCancel();};
      this.buttonbar.appendChild(this.cancelbutton);

      item.appendChild(this.buttonbar);

      return item;
    }

    /**
     * This method will be called if the user pressed the OK button in buttonbar of the dialog.<br>
     * Subclasses can override this method to implement there own stuff.<br><br>
     * Don't forget to call the super method after you have done your stuff with
     * <code>Dialog.prototype.onOk.call(this);</code>
     **/
    draw2d.Dialog.prototype.onOk=function()
    {
      this.workflow.removeFigure(this);
    }

    /**
     * This method will be called if the user pressed the CANCEL button in buttonbar of the dialog.<br>
     * Subclasses can override this method to implement there own stuff.<br><br>
     * Don't forget to call the super method after you have done your stuff with
     * <code>Dialog.prototype.onCancel.call(this);</code>
     **/
    draw2d.Dialog.prototype.onCancel=function()
    {
      this.workflow.removeFigure(this);
    }

    /**
     * Set the new dimension of the dialog.
     * @param {int} w new width of the window.
     * @param {int} h new height of the window.
     **/
    draw2d.Dialog.prototype.setDimension=function(/*:int*/ w, /*:int*/ h)
    {
      draw2d.Window.prototype.setDimension.call(this,w,h);
      if(this.buttonbar!=null)
      {
        this.buttonbar.style.width=this.getWidth()+"px";
      }
    }

    /**
     * @param {draw2d.Workflow} workflow The new workflow of the object.
     * @private
     **/
    draw2d.Dialog.prototype.setWorkflow= function(/*:draw2d.Workflow*/ workflow)
    {
      draw2d.Window.prototype.setWorkflow.call(this, workflow);
      this.setFocus();
    }

    /**
     * The framework call this method after dialog creation. You can
     * set the focus to your HTML input element or something else.
     * It is always recommeded to call the super method if a sub class override this
     * method. <br>
     * Call: <code>draw2d.Dialog.prototype.setFocus.call(this);</code>
     **/
    draw2d.Dialog.prototype.setFocus=function()
    {
    }

    /**
     * Framework callback if an object has beend deleted, move, added or something else.
     * Sub classes can override this method to implement there own stuff. e.g. update some
     * UI elements in relation to the document dirty state.
     **/
    draw2d.Dialog.prototype.onSetDocumentDirty=function()
    {
    }

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Documentation generated by JSDoc on Thu Feb 7 23:45:47 2008