Maybe what I am here going to describe, already is possible. But in such a
case, I have never found it. Yet, it would have eased some of the coding for
given projects.
As we all know, the WE Control Panel, holds a long line of settings, and
corresponding dialogs. If I want to change Braille Display, I can go to
Devices, and Braille display, then tab over, and have a list filled with
Braille displays supported, along with the activate button and so forth.
OK, now say I want to build an app, that is going to perform some activity -
part of it being choosing a Braille Display. Yes, I could always build my own
dialog, include a listbox and fill it with the supported display names, and add
on the buttons and edit boxes that would copy the ones found in the WE Control
Panel. But honestly, ain't that kind of reinventing the wheel, just to make it
circular this time? :)
We could have given a similar example, if your app is going to use selection of
Speech Synthesizer, or if you want to leave the user the chance of several
verbosity settings, or whatever else. No, it will not always apply, since you
might want a different layout of your dialog, from what the standard WE Control
Panel offers.
Yet, in cases where you could easily do with what is always offered in the WE
Control Panel, it would be great if GW would leave us a chance of including
these "dialogs" in our coding. Say if there was an object named something like
WEDialog.
You then could include a code in your app, something like:
Dim NewSynth
NewSynth = WEDialog.Devices.SpeechSynth.Activate
OK, this would display the dialog for synthesizer selection, found in the WE
Control Panel. When the user has selected a synth, and hit the Activate button,
it would return the selected synth, in your variable (NewSynth). No need for me
to invent the dialog, and the end-user will recognize it - being the familiar
one he knows from the WE Control Panel.
Is anything like this possible to have included in later versions of the
GWToolkit or the like?