Thank you both for your answers. I can see that if I was starting from
scratch, or developing this further, then it maybe better to create one
big isigraph control and manage all the objects.

I hadn't thought of checking the Solitaire game - good idea.

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Oleg Kobchenko
> Sent: Friday, 8 February 2008 16:44
> To: Programming forum
> Subject: Re: [Jprogramming] paint event
> 
> For some ideas about accomodating multiple "controls"
> or visual components on a single isigraph control, 
> see Lightweight_Components:
> 
>   http://www.jsoftware.com/jwiki/OlegKobchenko/Lightweight_Components
> 
> This is also how toolbar is implemented in 
> media/paint addon.
> 
> I have not studied the details, but there should be
> some ideas in some of the installed Demo games 
> such as Solitaire.
> 
> 
> --- Eric Iverson <[EMAIL PROTECTED]> wrote:
> 
> > The paint event is called by the host when it has a paint 
> context ready for 
> > painting for that control. This is more direct and 
> efficient than doing the 
> > commands and then doing a glpaint. The glpaint is required 
> when you aren't 
> > called from within the paint event. I think you are best to 
> paint a control 
> > when its paint event handler is called. With multiple 
> isigraphs you probably 
> > can't do better than what you have sketched out.
> > 
> > If the multiple isigraphs are contiguous you might be 
> better to have a 
> > single control. Then you'd have a single paint event and 
> you could paint 
> > each area as required.
> > 
> > ----- Original Message ----- 
> > From: "Sherlock, Ric" <[EMAIL PROTECTED]>
> > To: "Programming forum" <[email protected]>
> > Sent: Thursday, February 07, 2008 8:42 PM
> > Subject: [Jprogramming] paint event
> > 
> > 
> > While trying to create a gl2 version of the GUI for the Set Game
> > <http://www.jsoftware.com/jwiki/Scripts/Set_Game>, I found 
> that to get
> > the multiple isigraph controls to smoothly respond to 
> resizing the form,
> > I had to create a separate paint handler verb for each 
> isigraph control.
> > I understand that this works because resizing the form will
> > automatically trigger the verb <formid>_<controlid>_paint for each
> > control affected if it exists.
> > 
> > I thought I could get around this by using:
> > setgl2_p0_paint=: 3 : 0
> >   (i.#H) setpaint"0 1 H
> > )
> > 
> > setpaint=: 4 : 0
> >   glsel 'p'&,@": x
> >   SYMBSZ=: getSymbSz glqwh''
> >   glclear ''
> >   drawsymb y
> >   glpaint ''
> > )
> > 
> > Where H is and 12 row boxed matrix:
> > +-----+-----+-------+--------+
> > |three|blue |shaded |diamond |
> > +-----+-----+-------+--------+
> > |three|green|outline|diamond |
> > +-----+-----+-------+--------+
> > ...
> > +-----+-----+-------+--------+
> > |two  |green|solid  |diamond |
> > +-----+-----+-------+--------+
> > 
> > That is, anytime the setgl2_p0_paint verb was called to 
> update the p0
> > isigraph control, it would also update all the other 
> isigraph controls
> > (p1-p11). That doesn't work though and I ended up having to 
> define all
> > of:
> > setgl2_p1_paint=:  3 :  '1 setpaint  1{H'
> > setgl2_p2_paint=:  3 :  '2 setpaint  2{H'
> > ...
> > setgl2_p11_paint=: 3 : '11 setpaint 11{H'
> > 
> > 
> > Is there anyway to simplify this?
> > 
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> 
> 
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