ACTIVATE BUTTON


7.8.5, PLBCMP GUI Only

 

The ACTIVATE BUTTON statement makes a BUTTON visible and allows the user to interact with it. An optional execution label may be provided to process information if the user selects the BUTTON. The instruction uses the following format:

 

 

[label]

ACTIVATE

{button}[,{routine},{result}]

 

Where:

label

Optional. A Program Execution Label.

button

Required. The name of a previously created BUTTON object variable or a pointer to a BUTTON object.

routine

Optional. A program execution label called when a mouse click occurs within the screen boundaries of the object.

result

Optional. A previously defined Numeric Variable in which the result code as described below is placed upon object selection.

Flags Affected: NONE

Note the following:

  1. The runtime performs no default action for a BUTTON object.

  2. If the {result} operand is specified, it is set to one (1).

  3. The {routine} is called as if a CALL instruction was performed. It is only called when an EVENTCHECK or EVENTWAIT is executed.

  4. When the {routine} is complete, a RETURN instruction continues execution at the instruction following the EVENTWAIT or EVENTCHECK. Otherwise, a NORETURN instruction should be executed to clear the return address from the call stack.

  5. The {routine} is called when a mouse click occurs within the screen boundaries of the object or the Alt Keyboard Sequence, if defined, is pressed.

  6. If the BUTTON specified by an ACTIVATE instruction is already active, the old {routine} and {result} operands are replaced with the new {routine} and {result} operands.?

  7. A BUTTON must be CREATEd before it is activated. If this is not done, a runtime error of O105 is generated.

  8. If insufficient memory is available to perform the operation, a runtime error O106 is generated.

  9. If a FILEPI instruction is active, it is terminated.

 

 

See Also: Example Code, ACTIVATE, DEACTIVATE, Object Output Instructions



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