I don´t know if I understand correctly the question...

The design code is saved in a basic message #specmorph:


specMorph

        | cLStatusbar container cLPanel  |

        
        "container"
        container := CLPanel new.
        self containerSpec: container.
        container visible: false.
        container openInWorld.
        
        "cLPanel"
        cLPanel := CLPanel new.
        container addMorph: cLPanel.
        self cLPanelSpec: cLPanel.
        
        "cLStatusbar"
        cLStatusbar := CLStatusbar new.
        cLPanel addMorph: cLStatusbar.
        self cLStatusbarSpec: cLStatusbar.

        ^container

and another spec method for define each control of view, in current example
be #cLPanelSpec:, #cLStatusbarSpec: and #containerSpec:, for example:

cLPanelSpec: aTCLControl

        aTCLControl name: 'cLPanel'.
        aTCLControl usePolymorphStyleMechanism: false.
        aTCLControl balloonText: nil.
        aTCLControl enabled: true.
        aTCLControl location: 0...@0.
        aTCLControl extent: 5...@377.
        aTCLControl anchors: {true .true .true .true .}.
        aTCLControl imageResource: nil.
        aTCLControl style: {(BorderStyle width: 0 color: Color transparent) 
.(Color
r: 0.892 g: 0.887 b: 0.879) .(Color r: 0.503 g: 0.553 b: 0.662) .false .true
.}.
        aTCLControl minWidth: 2.
        aTCLControl minHeight: 2.
        aTCLControl layout: {ProportionalLayout .#spaceFill .#spaceFill .0 
.false
.false .false .0 .0 .1073741823 .#topToBottom .#none .#center .#topLeft
.#topLeft .#none .#none .}.


I believe the definition of UI must be do with XUL, or XAML. Of that way
don´t need a designer in Smalltalk, else could be use some of tools for
create XAML o XUL uis. Later, a "Reader" could parse the XML and build a
Morphic GUI or a Seaside GUI.


Regards

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