Any ideas how I can make edit menu options work with floating palettes?
TIA
Bernie
'~'A
' Runtime : Rntm Appearance.Incl
' CPU : Carbon
'~'B
_wWindow1 = 1
_wWindow2 = 2
_cFloatText = 1
_cDocText = 1
_mFile = 1
_iQuit = 1
_mEdit = 2
local fn BuildwWindow1
dim as WindowAttributes wa
dim as rect r
wa = _kWindowCloseBoxAttribute¬
_kWindowCollapseBoxAttribute¬
_kWindowFullZoomAttribute¬
_kWindowResizableAttribute
SetRect(r, 309, 236, 754, 540)
appearance window -_wWindow1,¬
"Window 1", @r,¬
_kFloatingWindowClass, wa
SetRect(r, 23, 23, 422, 243)
appearance button _cFloatText,¬
_activeBtn,¬
,,,, @r,¬
_kControlEditTextProc
def SetButtonTextString(_cFloatText, "Text")
appearance window _wWindow1
end fn
local fn BuildwWindow2
dim as WindowAttributes wa
dim as rect r
wa = _kWindowCloseBoxAttribute¬
_kWindowCollapseBoxAttribute¬
_kWindowFullZoomAttribute¬
_kWindowResizableAttribute
SetRect(r, 14, 57, 537, 360)
appearance window -_wWindow2,¬
"Window 2", @r,¬
_kDocumentWindowClass, wa
SetRect(r, 23, 23, 500, 243)
appearance button _cDocText,¬
_activeBtn,¬
,,,, @r,¬
_kControlEditTextProc
def SetButtonTextString(_cDocText, "Text")
appearance window _wWindow2
end fn
local fn BuildMenus
menu _mFile, 0, _enable, "File"
menu _mFile, _iQuit, _enable, "Quit/Q"
gFBEditSelectAll = _zTrue
edit menu _mEdit
end fn
local fn Init
fn BuildMenus
fn BuildwWindow1
fn BuildwWindow2
end fn
local fn DoDialog
dim as long ev, id
ev = dialog(0)
id = dialog(ev)
select ev
end select
end fn
fn Init
on dialog fn DoDialog
do
HandleEvents
until gFBQuit