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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