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## AnnotationDialog.js

#### Summary

No overview generated for 'AnnotationDialog.js'

Class Summary
draw2d.AnnotationDialog | Use this class to modifie the text in an annotation figure.

    /* 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
    */

    /**
     * @class Use this class to modifie the text in an annotation figure.
     *
     * @author Andreas Herz
     * @version 0.9.14
     * @param {Annotation} annotationFigure The annotation figure which should be modfied with this dialog.
     * @constructor
     */
    draw2d.AnnotationDialog =function(/*:Annotation*/ annotationFigure)
    {
      /** @private **/
      this.figure = annotationFigure;

      draw2d.Dialog.call(this);
      this.setDimension(400,100);
    }

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

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

      var inputDiv = document.createElement("form");
      inputDiv.style.position="absolute";
      inputDiv.style.left = "10px";
      inputDiv.style.top = "30px";
      inputDiv.style.width="375px";
      inputDiv.style.font="normal 10px verdana";
      item.appendChild(inputDiv);

      this.label = document.createTextNode("Text");
      inputDiv.appendChild(this.label);

      this.input = document.createElement("input");
      this.input.style.border="1px solid gray";
      this.input.style.font="normal 10px verdana";
      this.input.type="text";

      var value = this.figure.getText();
      if(value)
        this.input.value = value;
      else
        this.input.value = "";
      this.input.style.width="100%";
      inputDiv.appendChild(this.input);

      this.input.focus();

      return item;
    }

    /**
     * This method will be called if the user pressed the OK button in buttonbar of the dialog.<br>
     * Sub classes 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.AnnotationDialog.prototype.onOk=function()
    {
      this.workflow.getCommandStack().execute(new draw2d.CommandSetText(this.figure, this.input.value));
      this.workflow.removeFigure(this);
    }

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