ACTIVATE PROGRESS


PLBCMP GUI Only

 

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

 

 

[label]

ACTIVATE

{progress}[,{routine},{result}]

 

Where:

label

Optional. A Program Execution Label.

progress

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

  2. If the {result} operand is specified, it is set to a nine-digit number describing the screen position of the mouse cursor at the time of the mouse click. The bottom four digits describe the vertical position and the next four digits describe the horizontal position. The ninth digit describes which button was clicked as follows:
     

  3. Value

    Meaning

    0

    The left mouse button was clicked.

    1

    The right mouse button was clicked.

    2

    The left mouse button was double clicked.

    3

    The right mouse button was double clicked.

 

  1. If the {result} operand is too small to contain the value, the OVER flag is set upon entry to the {routine}. This flag setting does not occur at the time of the ACTIVATE butat the time the {routine} is called.

  2. The {routine} is called when a mouse click occurs within the screen boundaries of the PROGRESS.

  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. All other object operations, such as scroll bar manipulation and screen updating, are automatically performed by the runtime.

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

  7. An object 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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