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To add resource information to an application, use a text editor to create a resource script file, and then compile it using the Resource Compiler, RC.EXE. The advantage of using resource files is that resource information can be maintained and updated separately in the resource script file and then linked to your application program's .EXE file. This greatly simplifies customizing an application because you can modify resource information without having to recompile the entire application. | To add resource information to an application, use a text editor to create a resource script file, and then compile it using the Resource Compiler, RC.EXE. The advantage of using resource files is that resource information can be maintained and updated separately in the resource script file and then linked to your application program's .EXE file. This greatly simplifies customizing an application because you can modify resource information without having to recompile the entire application. | ||
This chapter describes the use of resource files in Presentation Manager (PM) programming. | This chapter describes the use of resource files in Presentation Manager (PM) programming. | ||
==About Resource Files== | ==About Resource Files== | ||
A resource script file is a text file that contains one or more resource statements that define the type, identifier, and data for each resource. Because some resources might contain binary data that cannot be created using a text editor, there are resource statements that let you specify additional files to include when compiling the resource script file. For example, you can use the Dialog Box Editor to design dialog boxes, the Font Editor to edit font files, and the Icon Editor to create customized icons, pointers, and bit maps. The definitions for these resources can be included with other resource definitions in the resource file. | A resource script file is a text file that contains one or more resource statements that define the type, identifier, and data for each resource. Because some resources might contain binary data that cannot be created using a text editor, there are resource statements that let you specify additional files to include when compiling the resource script file. For example, you can use the Dialog Box Editor to design dialog boxes, the Font Editor to edit font files, and the Icon Editor to create customized icons, pointers, and bit maps. The definitions for these resources can be included with other resource definitions in the resource file. | ||
===Resource Statements=== | ===Resource Statements=== | ||
This section provides overview information on resource statements and directives. Resource statements consist of one or more keywords, numbers, character strings, constants, or file names. You combine these to define the resource type, identifier, and data. Directives are special types of resource statements that perform functions such as including header files, defining constants, and conditionally compiling portions of the file. Resource statements have three basic forms: | This section provides overview information on resource statements and directives. Resource statements consist of one or more keywords, numbers, character strings, constants, or file names. You combine these to define the resource type, identifier, and data. Directives are special types of resource statements that perform functions such as including header files, defining constants, and conditionally compiling portions of the file. Resource statements have three basic forms: | ||
Line 20: | Line 22: | ||
*Multiple-line statements | *Multiple-line statements | ||
*Directives | *Directives | ||
====Single-line Statements==== | ====Single-line Statements==== | ||
Single-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and a file name specifying the file containing the resource data. For example, this ICON statement defines an icon resource: | Single-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and a file name specifying the file containing the resource data. For example, this ICON statement defines an icon resource: | ||
ICON 1 myicon.ico | |||
The icon resource has the icon identifier 1, and the file MYICON.ICO contains the icon data. | |||
====Multiple-line Statements==== | ====Multiple-line Statements==== | ||
Multiple-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and, between the BEGIN and END keywords, additional resource statements that define the resource data. For example, this MENU statement defines a menu resource: | Multiple-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and, between the BEGIN and END keywords, additional resource statements that define the resource data. For example, this MENU statement defines a menu resource: | ||
MENU 1 | MENU 1 | ||
BEGIN | BEGIN | ||
Line 34: | Line 35: | ||
MENUITEM "Beta", 102 | MENUITEM "Beta", 102 | ||
END | END | ||
The menu identifier is 1. The menu contains two MENUITEM statements that define the contents of the menu. | The menu identifier is 1. The menu contains two MENUITEM statements that define the contents of the menu. | ||
Line 40: | Line 40: | ||
If a nested statement creates a child window or control, the parent and owner of the new window is the window created by the containing statement. (FRAME statements occasionally create frame controls whose parent and owner windows are not the same.) | If a nested statement creates a child window or control, the parent and owner of the new window is the window created by the containing statement. (FRAME statements occasionally create frame controls whose parent and owner windows are not the same.) | ||
====Directives==== | ====Directives==== | ||
Directives consist of the reserved character # in the first column of a line, followed by the directive keyword and any additional numbers, character strings, or file names. | Directives consist of the reserved character # in the first column of a line, followed by the directive keyword and any additional numbers, character strings, or file names. | ||
Line 47: | Line 48: | ||
* if | * if | ||
* ifdef | * ifdef | ||
* include | * include | ||
Descriptions of the individual directives follow the resource file statement descriptions. | Descriptions of the individual directives follow the resource file statement descriptions. | ||
===Resource File Statement Descriptions=== | ===Resource File Statement Descriptions=== | ||
This section provides the syntax, description, and an example of each of the resource file statements. | This section provides the syntax, description, and an example of each of the resource file statements. | ||
The following table summarizes, at a general level, the most commonly used parameters on the statements. | The following table summarizes, at a general level, the most commonly used parameters on the statements. | ||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Parameter !! Description | |||
|- | |||
| id || Control identifier. | |||
|- | |||
| x || X coordinate of the lower-left corner of the control. | |||
|- | |||
| y || Y coordinate of the lower-left corner of the control. | |||
|- | |||
| height || Height of the control (in 1/8 character units). | |||
|- | |||
| width || Width of the control. | |||
|- | |||
| style || Predefined bit representation of a style or combination of styles. | |||
|- | |||
| load option || Definition of when the system should load the resource into memory (for example, PRELOAD or LOADONCALL). | |||
|- | |||
| mem option || Definition of how the system manages the resource when in memory (for example, FIXED, MOVABLE, or DISCARDABLE). | |||
|- | |||
| text || Text associated with a control. | |||
|- | |||
| class || Predefined class for a particular control. | |||
|} | |||
ACCELTABLE Statement | ACCELTABLE Statement | ||
Line 91: | Line 86: | ||
AUTORADIOBUTTON Statement | AUTORADIOBUTTON Statement | ||
BITMAP Statement | BITMAP Statement | ||
CHECKBOX Statement | CHECKBOX Statement | ||
CODEPAGE Statement | CODEPAGE Statement | ||
COMBOBOX Statement | COMBOBOX Statement | ||
Line 137: | Line 132: | ||
WINDOW Statement | WINDOW Statement | ||
WINDOWTEMPLATE Statement | WINDOWTEMPLATE Statement | ||
== ACCELTABLE Statement == | |||
The `ACCELTABLE` statement creates a table of accelerators for an application. | |||
=== Syntax === | |||
<pre> | |||
ACCELTABLE acceltable-id [mem-option][load-option] | |||
BEGIN | |||
key-value, command[, accelerator-options] | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
An accelerator is a keystroke that provides a quick way to choose a command from a menu or perform another task. An accelerator table can be loaded from the executable file using the `WinLoadAccelTable` function. | |||
=== Example === | |||
This example creates an accelerator table with identifier `1`, containing two accelerators: `Ctrl+S` and `Ctrl+G`. These generate `WM_COMMAND` messages with values `101` and `102`, respectively. | |||
<pre> | |||
ACCELTABLE 1 | |||
BEGIN | |||
"S", 101, CONTROL | |||
"G", 102, CONTROL | |||
END | |||
</pre> | |||
== ASSOCTABLE Statement == | |||
The `ASSOCTABLE` statement defines a file-association table for an application. | |||
=== Syntax === | |||
<pre> | |||
ASSOCTABLE assoctable-id [load-option][mem-option] | |||
BEGIN | |||
association-name, file-match-string[, extended-attribute-flag][, icon-filename] | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
This table associates data files created by an application with its executable file, launching the application when a data file is selected. It can also associate icons with data files by file type. Multiple `ASSOCTABLE` statements can be provided, but each must have a unique `assoctable-id`. Only the last file-association table is written to the `.ASSOC` extended attribute. | |||
== AUTOCHECKBOX Statement == | |||
The `AUTOCHECKBOX` statement creates an automatic-check-box control. | |||
=== Syntax === | |||
<pre> | |||
AUTOCHECKBOX text, id, x, y, width [, style] | |||
</pre> | |||
=== Description === | |||
This control is a small rectangle (check box) displaying an `X` when selected, with text to its right. The `X` toggles on and off with each selection. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_AUTOCHECKBOX` and `WS_TABSTOP`. | |||
=== Example === | |||
This example creates an automatic-check-box control labeled `Italic`. | |||
<pre> | |||
AUTOCHECKBOX "Italic", 101, 10, 10, 100, 100 | |||
</pre> | |||
== AUTORADIOBUTTON Statement == | |||
The `AUTORADIOBUTTON` statement creates an automatic-radio-button control. | |||
=== Syntax === | |||
<pre> | |||
AUTORADIOBUTTON text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a small circle with text to its right, highlighting when selected and sending a message to its parent window. It deselects other radio buttons in the same group. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_AUTORADIOBUTTON`. | |||
=== Example === | |||
This example creates an automatic-radio-button control labeled `Italic`. | |||
<pre> | |||
AUTORADIOBUTTON "Italic", 101, 10, 10, 24, 50 | |||
</pre> | |||
== BITMAP Statement == | |||
The `BITMAP` statement defines a bitmap resource for an application. | |||
=== Syntax === | |||
<pre> | |||
BITMAP bitmap-id [load-option] [mem-option] filename | |||
</pre> | |||
=== Description === | |||
A bitmap resource, typically created with the Icon Editor, is a custom bitmap used in displays or menus. The statement copies the bitmap from the specified file and adds it to the application’s resources. It can be loaded using `GpiLoadBitmap`. Each `BITMAP` statement must have a unique `bitmap-id`. | |||
=== Example === | |||
This example defines a bitmap with identifier `12`, copied from `custom.bmp`. | |||
<pre> | |||
BITMAP 12 custom.bmp | |||
</pre> | |||
== CHECKBOX Statement == | |||
The `CHECKBOX` statement creates a check-box control. | |||
=== Syntax === | |||
<pre> | |||
CHECKBOX text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a small rectangle with text to its right, highlighting when selected and sending a message to its parent window. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_CHECKBOX` and `WS_TABSTOP`. | |||
=== Example === | |||
This example creates a check-box control labeled `Italic`. | |||
<pre> | |||
CHECKBOX "Italic", 101, 10, 10, 100, 100 | |||
</pre> | |||
== CODEPAGE Statement == | |||
The `CODEPAGE` statement sets the code page for subsequent resources. | |||
=== Syntax === | |||
<pre> | |||
CODEPAGE codepage-id | |||
</pre> | |||
=== Description === | |||
The code page specifies the character set used for resources. If not specified, the system’s code page is used. Multiple `CODEPAGE` statements can apply to resources between them. | |||
=== Example === | |||
This example sets the code page to Portuguese (860) for string resources. | |||
<pre> | |||
CODEPAGE 860 | |||
STRINGTABLE | |||
BEGIN | |||
1 "Filename not found" | |||
2 "Cannot open file for reading" | |||
END | |||
</pre> | |||
== COMBOBOX Statement == | |||
The `COMBOBOX` statement creates a combination-box control. | |||
=== Syntax === | |||
<pre> | |||
COMBOBOX text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control combines a list box with an entry field, allowing users to select or enter text. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_COMBOBOX`. Default style: `CBS_SIMPLE`, `WS_GROUP`, `WS_TABSTOP`, `WS_VISIBLE`. | |||
=== Example === | |||
This example creates a combination-box control. | |||
<pre> | |||
COMBOBOX "", 101, 10, 10, 24, 50 | |||
</pre> | |||
== CONTAINER Statement == | |||
The `CONTAINER` statement creates a container control within a dialog window. | |||
=== Syntax === | |||
<pre> | |||
CONTAINER id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control holds objects and is defined by its identifier, position, dimensions, and attributes. The predefined class is `WC_CONTAINER`. Default style: `WS_TABSTOP`, `WS_VISIBLE`, `CCS_SINGLESEL`. Used only in `DIALOG` or `WINDOW` statements. | |||
=== Example === | |||
This example creates a container control with multiple selection. | |||
<pre> | |||
#define IDC_CONTAINER 301 | |||
#define IDD_CONTAINERDLG 504 | |||
DIALOG "Container", IDD_CONTAINERDLG, 23, 6, 120, 280, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR | |||
BEGIN | |||
CONTAINER IDC_CONTAINER, 30, 30, 70, 200, CCS_MULTIPLESEL | WS_GROUP | |||
END | |||
</pre> | |||
== CONTROL Statement == | |||
The `CONTROL` statement defines a control belonging to a specified class. | |||
=== Syntax === | |||
<pre> | |||
CONTROL text, id, x, y, width, height, class [, style] | |||
[ data-definitions ] | |||
[ BEGIN | |||
control-definition | |||
... | |||
END ] | |||
</pre> | |||
=== Description === | |||
This statement defines the position, dimensions, and style of a control within its parent window. Used primarily in `DIALOG` or `WINDOW` statements, each control must have a unique `id`. Optional `BEGIN` and `END` enclose child control statements. | |||
=== Example === | |||
This example creates a push-button control. | |||
<pre> | |||
CONTROL "OK", 101, 10, 10, 20, 50, WC_BUTTON, BS_PUSHBUTTON | WS_TABSTOP | WS_VISIBLE | |||
</pre> | |||
== CTEXT Statement == | |||
The `CTEXT` statement creates a centered-text control. | |||
=== Syntax === | |||
<pre> | |||
CTEXT text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control displays centered text in a rectangle, wrapping words to the next line as needed. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_CENTER`, `WS_GROUP`. | |||
=== Example === | |||
This example creates a centered-text control labeled `Filename`. | |||
<pre> | |||
CTEXT "Filename", 101, 10, 10, 100, 100 | |||
</pre> | |||
== CTLDATA Statement == | |||
The `CTLDATA` statement defines control data for a custom dialog box, window, or control. | |||
=== Syntax === | |||
<pre> | |||
CTLDATA word-value [, word-value] | |||
CTLDATA string | |||
CTLDATA MENU | |||
BEGIN | |||
menuitem-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
This statement supports three forms: menu, word values, or strings, allowing custom data for window procedures. It is typically used for custom window classes to control their operation, such as extended style bits. | |||
=== Example === | |||
This example creates a menu for a window. | |||
<pre> | |||
WINDOWTEMPLATE 1 | |||
BEGIN | |||
WINDOW "Sample", 1, 0, 0, 100, 100, "MYCLASS", 0, FCF_STANDARD | |||
CTLDATA MENU | |||
BEGIN | |||
MENUITEM "Exit", 101 | |||
END | |||
END | |||
</pre> | |||
== DEFAULTICON Statement == | |||
The `DEFAULTICON` statement installs an icon file as the default icon under the `ICON` extended attribute. | |||
=== Syntax === | |||
<pre> | |||
DEFAULTICON filename | |||
</pre> | |||
=== Description === | |||
An icon with `icon-id` of `1` is the default unless another is specified. | |||
=== Example === | |||
<pre> | |||
DEFAULTICON filename.ico | |||
</pre> | |||
== DEFPUSHBUTTON Statement == | |||
The `DEFPUSHBUTTON` statement creates a default push-button control. | |||
=== Syntax === | |||
<pre> | |||
DEFPUSHBUTTON text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a round-cornered rectangle with bold text, acting as the default response. It sends a message to its parent when selected. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_PUSHBUTTON`, `BS_DEFAULT`, `WS_TABSTOP`. | |||
=== Example === | |||
This example creates a default push-button labeled `Cancel`. | |||
<pre> | |||
DEFPUSHBUTTON "Cancel", 101, 10, 10, 24, 50 | |||
</pre> | |||
== DIALOG Statement == | |||
The `DIALOG` statement defines a dialog box window. | |||
=== Syntax === | |||
<pre> | |||
DIALOG text, id, x, y, width, height [, [style] [,framectl]] [data-definitions] | |||
BEGIN | |||
control-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
This statement defines the position, dimensions, and style of a dialog box, typically used in `DLGTEMPLATE` statements. Coordinates depend on the style (`FS_SCREENALIGN`, `FS_MOUSEALIGN`, or parent window origin). It can contain `CONTROL`, `DIALOG`, or `WINDOW` statements. | |||
=== Example === | |||
This example creates a dialog box labeled `Disk Error`. | |||
<pre> | |||
DLGTEMPLATE 1 | |||
BEGIN | |||
DIALOG "Disk Error", 100, 10, 10, 300, 110 | |||
BEGIN | |||
CTEXT "Select One:", 1, 10, 80, 280, 12 | |||
RADIOBUTTON "Retry", 2, 75, 50, 60, 12 | |||
RADIOBUTTON "Abort", 3, 75, 30, 60, 12 | |||
RADIOBUTTON "Ignore", 4, 75, 10, 60, 12 | |||
END | |||
END | |||
</pre> | |||
== DLGINCLUDE Statement == | |||
The `DLGINCLUDE` statement adds a specified file to the resource file. | |||
=== Syntax === | |||
<pre> | |||
DLGINCLUDE id filename | |||
</pre> | |||
=== Description === | |||
This statement allows access to a definitions file for a dialog box with the corresponding identifier. Each `DLGINCLUDE` statement must have a unique `id`. | |||
=== Example === | |||
This example includes the file `dlgdef.h` for dialog-box identifier `5`. | |||
<pre> | |||
DLGINCLUDE 5 "\\INCLUDE\\DLGDEF.H" | |||
</pre> | |||
== DLGTEMPLATE Statement == | |||
The `DLGTEMPLATE` statement creates a dialog-box template. | |||
=== Syntax === | |||
<pre> | |||
DLGTEMPLATE dialog-id [load-option] [mem-option] | |||
BEGIN | |||
dialog-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A dialog-box template defines the identifier, load/memory options, dimensions, and controls. It can be loaded using `WinLoadDlg`. Each template must have a unique `dialog-id`. | |||
=== Example === | |||
This example creates a dialog box for a timer. | |||
<pre> | |||
DLGTEMPLATE ID_GETTIMER | |||
BEGIN | |||
DIALOG "Timer", 1, 10, 10, 100, 40 | |||
BEGIN | |||
LTEXT "Time (0 - 15):", 4, 8, 24, 72, 12 | |||
ENTRYFIELD "0", ID_TIME, 80, 28, 16, 8, ES_MARGIN | |||
DEFPUSHBUTTON "Enter", ID_TIMEOK, 10, 6, 36, 12 | |||
PUSHBUTTON "Cancel", ID_TIMECANCEL, 52, 6, 40, 12 | |||
END | |||
END | |||
</pre> | |||
== EDITTEXT Statement == | |||
The `EDITTEXT` statement creates an entry-field control. | |||
=== Syntax === | |||
<pre> | |||
EDITTEXT text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a rectangle for typing and editing text, supporting keyboard and mouse interactions. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_ENTRYFIELD`. Default style: `ES_AUTOSCROLL`, `WS_TABSTOP`. Identical to `ENTRYFIELD`. | |||
=== Example === | |||
This example creates an unlabeled entry-field control. | |||
<pre> | |||
EDITTEXT "", 101, 10, 10, 24, 50 | |||
</pre> | |||
== ENTRYFIELD Statement == | |||
The `ENTRYFIELD` statement creates an entry-field control. | |||
=== Syntax === | |||
<pre> | |||
ENTRYFIELD text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a rectangle for typing and editing text, identical to `EDITTEXT`. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_ENTRYFIELD`. Default style: `ES_AUTOSCROLL`, `WS_TABSTOP`. | |||
=== Example === | |||
This example creates an unlabeled entry-field control. | |||
<pre> | |||
ENTRYFIELD "", 101, 10, 10, 24, 50 | |||
</pre> | |||
== FONT Statement == | |||
The `FONT` statement defines a font resource for an application. | |||
=== Syntax === | |||
<pre> | |||
FONT font-id [load-option] [mem-option] filename | |||
</pre> | |||
=== Description === | |||
A font resource, created using the OS/2 Font Editor, defines character shapes. The statement copies the font from the specified file and can be loaded using `GpiLoadFonts`. Each `FONT` statement must have a unique `font-id`. | |||
=== Example === | |||
This example defines a font with identifier `5`, copied from `cmroman.fon`. | |||
<pre> | |||
FONT 5 cmroman.fon | |||
</pre> | |||
== FRAME Statement == | |||
The `FRAME` statement defines a frame window. | |||
=== Syntax === | |||
<pre> | |||
FRAME text, id, x, y, width, height, style [, framectl] | |||
data-definitions | |||
[ BEGIN | |||
window-definition | |||
... | |||
END ] | |||
</pre> | |||
=== Description === | |||
This statement defines the title, identifier, position, dimensions, and style of a frame window, typically used in `WINDOWTEMPLATE` statements. It usually contains a `WINDOW` statement for the client window. Frame controls (e.g., title bar) are defined via `framectl`. | |||
=== Example === | |||
This example creates a frame window with a client window. | |||
<pre> | |||
WINDOWTEMPLATE 1 | |||
BEGIN | |||
FRAME "My Window", 1, 10, 10, 320, 130, 0, FCF_STANDARD | FCF_VERTSCROLL | |||
BEGIN | |||
WINDOW "", FID_CLIENT, 0, 0, 0, 0, "MyClientClass" | |||
END | |||
END | |||
</pre> | |||
== GROUPBOX Statement == | |||
The `GROUPBOX` statement creates a group-box control. | |||
=== Syntax === | |||
<pre> | |||
GROUPBOX text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control groups other controls with a border and text in the upper-left corner. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_GROUPBOX`, `WS_TABSTOP`. | |||
=== Example === | |||
This example creates a group-box control labeled `Options`. | |||
<pre> | |||
GROUPBOX "Options", 101, 10, 10, 100, 100 | |||
</pre> | |||
== HELPITEM Statement == | |||
The `HELPITEM` statement defines help items in a help table. | |||
=== Syntax === | |||
<pre> | |||
HELPITEM application-window-id, help-subtable-id, extended-helppanel-id | |||
</pre> | |||
=== Description === | |||
This statement specifies identifiers for an application window, its help subtable, and extended help panel. Used only in `HELPTABLE` statements, one `HELPITEM` is needed per application window with help. | |||
=== Example === | |||
This example associates a help subtable and panel with an application window. | |||
<pre> | |||
HELPITEM IDWIN_FILEMENU, IDSUB_FILEMENU, IDEXT_APPHLP | |||
</pre> | |||
== HELPSUBITEM Statement == | |||
The `HELPSUBITEM` statement defines help subitems in a help subtable. | |||
=== Syntax === | |||
<pre> | |||
HELPSUBITEM child-window-id, helppanel-id [, integer] | |||
</pre> | |||
=== Description === | |||
This statement specifies a child window’s identifier, its help panel, and optional integers. Used only in `HELPSUBTABLE` statements, one `HELPSUBITEM` is needed per child window with help. | |||
=== Example === | |||
This example associates a child window with a help panel. | |||
<pre> | |||
HELPSUBITEM IDCLD_FILEMENU, IDHP_FILEMENU | |||
</pre> | |||
== HELPSUBTABLE Statement == | |||
The `HELPSUBTABLE` statement defines a help-subtable resource. | |||
=== Syntax === | |||
<pre> | |||
HELPSUBTABLE helpsubtable-id [SUBITEMSIZE size] | |||
BEGIN | |||
helpsubitem-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A help subtable contains a help subitem for each selectable item in an application window. Each `HELPSUBTABLE` must have a unique `helpsubtable-id`. The `SUBITEMSIZE` statement is required if optional integers are included. | |||
=== Example === | |||
This example creates a help subtable with two subitems. | |||
<pre> | |||
HELPSUBTABLE IDSUB_FILEMENU | |||
BEGIN | |||
HELPSUBITEM IDCLD_OPEN, IDPNL_OPEN | |||
HELPSUBITEM IDCLD_SAVE, IDPNL_SAVE | |||
END | |||
</pre> | |||
== HELPTABLE Statement == | |||
The `HELPTABLE` statement defines a help-table resource. | |||
=== Syntax === | |||
<pre> | |||
HELPTABLE helptable-id | |||
BEGIN | |||
helpitem-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A help table contains a help item for each application window, dialog box, or message box with help. Each `HELPTABLE` must have a unique `helptable-id`. | |||
=== Example === | |||
This example creates a help table with two help items. | |||
<pre> | |||
HELPTABLE 1 | |||
BEGIN | |||
HELPITEM IDWIN_FILEMENU, IDSUB_FILEMENU, IDEXT_APPHLP | |||
HELPITEM IDWIN_EDITMENU, IDSUB_EDITMENU, IDEXT_APPHLP | |||
END | |||
</pre> | |||
== ICON Statement (Resource) == | |||
The `ICON` statement defines an icon resource for an application. | |||
=== Syntax === | |||
<pre> | |||
ICON icon-id [load-option] [mem-option] filename | |||
</pre> | |||
=== Description === | |||
An icon resource, created with the Icon Editor, defines an application’s icon. It is copied from the specified file and can be loaded using `WinCreateStdWindow` with `FS_ICON`. Each `ICON` statement must have a unique `icon-id`. An `icon-id` of `1` is the default and written to the `.ICON` extended attribute. | |||
=== Example === | |||
This example defines an icon with identifier `11`, copied from `custom.ico`. | |||
<pre> | |||
ICON 11 custom.ico | |||
</pre> | |||
== ICON Statement (Control) == | |||
The `ICON` statement creates an icon control. | |||
=== Syntax === | |||
<pre> | |||
ICON icon-id, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control displays an icon in a dialog box. The width and height fields are ignored as the icon sizes itself. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_ICON`. | |||
=== Example === | |||
This example creates an icon control with icon identifier `99`. | |||
<pre> | |||
ICON 99, 101, 10, 10, 0, 0 | |||
</pre> | |||
== LISTBOX Statement == | |||
The `LISTBOX` statement creates a list-box control. | |||
=== Syntax === | |||
<pre> | |||
LISTBOX id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control displays a list of user-selectable strings. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_LISTBOX`. Default style: `WS_TABSTOP`. | |||
=== Example === | |||
This example creates a list-box control with identifier `101`. | |||
<pre> | |||
LISTBOX 101, 10, 10, 100, 100 | |||
</pre> | |||
== LTEXT Statement == | |||
The `LTEXT` statement creates a left-aligned text control. | |||
=== Syntax === | |||
<pre> | |||
LTEXT text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control displays left-aligned text, wrapping words to the next line. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_LEFT`, `WS_GROUP`. | |||
=== Example === | |||
This example creates a left-aligned text control labeled `Filename`. | |||
<pre> | |||
LTEXT "Filename", 101, 10, 10, 100, 100 | |||
</pre> | |||
== MENU Statement == | |||
The `MENU` statement defines a menu resource. | |||
=== Syntax === | |||
<pre> | |||
MENU menu-id [load-option] [mem-option] | |||
BEGIN | |||
menuitem-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A menu resource defines an application’s menu appearance and function, loadable via `WinLoadMenu`. Each `MENU` statement must have a unique `menu-id`. Menu items are defined in the order specified. | |||
=== Example === | |||
This example creates a menu with a menu item and a submenu. | |||
<pre> | |||
MENU 1 | |||
BEGIN | |||
MENUITEM "Alpha", 100 | |||
SUBMENU "Beta", 101 | |||
BEGIN | |||
MENUITEM "Item 1", 200 | |||
MENUITEM "Item 2", 201, , MIA_CHECKED | |||
END | |||
END | |||
</pre> | |||
== MENUITEM Statement == | |||
The `MENUITEM` statement creates a menu item. | |||
=== Syntax === | |||
<pre> | |||
MENUITEM text, menu-id [, menuitem-style [, menuitem-attribute]] | |||
</pre> | |||
=== Description === | |||
This statement defines a menu item’s text, identifier, and attributes, used only in `MENU` or `SUBMENU` statements. A `WM_COMMAND` message is sent when selected. The `MENUITEM SEPARATOR` form creates a horizontal divider. Special characters like `\t`, `\a`, and `~` control formatting and mnemonics. | |||
=== Example === | |||
This example creates various menu items. | |||
<pre> | |||
MENUITEM "Alpha", 101 | |||
MENUITEM "Beta", 102, MIS_TEXT, MIA_CHECKED | |||
MENUITEM "Gamma", 103 | |||
MENUITEM SEPARATOR | |||
MENUITEM "Delta", 104 | |||
BITMAP 1 mybitmap.bmp | |||
MENUITEM "#1", 301, MIS_BITMAP | |||
</pre> | |||
== MESSAGETABLE Statement == | |||
The `MESSAGETABLE` statement creates string resources. | |||
=== Syntax === | |||
<pre> | |||
MESSAGETABLE [load-option] [mem-option] | |||
BEGIN | |||
string-id string-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
String resources are null-terminated with unique identifiers, loadable via `DosGetResource` with `RT_MESSAGE`. Strings are bundled in groups of 16, with bundle ID calculated as `(id / 16) + 1` and string index as `id % 16`. Most applications prefer `STRINGTABLE`. | |||
=== Example === | |||
This example creates two string resources. | |||
<pre> | |||
MESSAGETABLE | |||
BEGIN | |||
1 "Filename not found" | |||
2 "Cannot open file for reading" | |||
END | |||
</pre> | |||
== MLE Statement == | |||
The `MLE` statement creates a multiple-line entry-field control. | |||
=== Syntax === | |||
<pre> | |||
MLE text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control allows typing and editing multiple lines of text. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_MLE`. Default style: `MLS_BORDER`, `WS_GROUP`, `WS_TABSTOP`. | |||
=== Example === | |||
This example creates an unlabeled multiple-line entry-field control. | |||
<pre> | |||
MLE "", 101, 10, 10, 50, 100 | |||
</pre> | |||
== NOTEBOOK Statement == | |||
The `NOTEBOOK` statement creates a notebook control. | |||
=== Syntax === | |||
<pre> | |||
NOTEBOOK id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control organizes information on pages. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_NOTEBOOK`. Default style: `WS_TABSTOP`, `WS_VISIBLE`. | |||
=== Example === | |||
This example creates a notebook control with rounded tabs. | |||
<pre> | |||
#define IDC_NOTEBOOK 201 | |||
#define IDD_NOTEBOOKDLG 503 | |||
DIALOG "Notebook", IDD_NOTEBOOKDLG, 11, 11, 420, 420, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR | |||
BEGIN | |||
NOTEBOOK IDC_NOTEBOOK, 20, 20, 200, 400, BKS_ROUNDEDTABS | WS_GROUP | |||
END | |||
</pre> | |||
== POINTER Statement == | |||
The `POINTER` statement defines a pointer resource. | |||
=== Syntax === | |||
<pre> | |||
POINTER pointer-id [load-option] [mem-option] filename | |||
</pre> | |||
=== Description === | |||
A pointer resource, created with the OS/2 Icon Editor, defines the mouse pointer shape. It is copied from the specified file and loadable via `WinLoadPointer`. Each `POINTER` statement must have a unique `pointer-id`. | |||
=== Example === | |||
This example defines a pointer with identifier `10`, copied from `custom.cur`. | |||
<pre> | |||
POINTER 10 custom.cur | |||
</pre> | |||
== PRESPARAMS Statement == | |||
The `PRESPARAMS` statement defines presentation fields for customization. | |||
=== Syntax === | |||
<pre> | |||
PRESPARAMS presparam, value [, value] | |||
</pre> | |||
=== Description === | |||
This statement provides data to control the appearance of dialog boxes, menus, windows, or controls, processed by their window procedures. It is often used for custom controls, e.g., specifying colors or fonts. | |||
=== Example === | |||
This example sets a menu’s font to 12-point Helvetica. | |||
<pre> | |||
MENU 1 | |||
BEGIN | |||
PRESPARAMS PP_FONTNAMESIZE, "12.Helv" | |||
MENUITEM "New", 100 | |||
MENUITEM "Open", 101 | |||
MENUITEM "Save", 102 | |||
END | |||
</pre> | |||
== PUSHBUTTON Statement == | |||
The `PUSHBUTTON` statement creates a push-button control. | |||
=== Syntax === | |||
<pre> | |||
PUSHBUTTON text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a round-cornered rectangle with text, sending a message to its parent when selected. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_PUSHBUTTON`, `WS_TABSTOP`. | |||
=== Example === | |||
This example creates a push-button control labeled `OK`. | |||
<pre> | |||
PUSHBUTTON "OK", 101, 10, 10, 100, 100 | |||
</pre> | |||
== RADIOBUTTON Statement == | |||
The `RADIOBUTTON` statement creates a radio-button control. | |||
=== Syntax === | |||
<pre> | |||
RADIOBUTTON text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control is a small circle with text, highlighting when selected and sending a message to its parent. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_RADIOBUTTON`. | |||
=== Example === | |||
This example creates a radio-button control labeled `Italic`. | |||
<pre> | |||
RADIOBUTTON "Italic", 101, 10, 10, 24, 50 | |||
</pre> | |||
== RCDATA Statement == | |||
The `RCDATA` statement defines a custom-data resource. | |||
=== Syntax === | |||
<pre> | |||
RCDATA resource-id | |||
BEGIN | |||
data-definition [, data-definition] | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
Custom data can be in any format, loadable via `DosGetResource` or `DosGetResource2` with `RT_RCDATA`. Each `RCDATA` statement must have a unique `resource-id`. | |||
=== Example === | |||
This example defines custom data with identifier `5`. | |||
<pre> | |||
RCDATA 5 | |||
BEGIN | |||
"E. A. Poe", 1849, -32, 3L, 0x8000000l, 3+4+5 | |||
END | |||
</pre> | |||
== RCINCLUDE Statement == | |||
The `RCINCLUDE` statement includes another resource script file. | |||
=== Syntax === | |||
<pre> | |||
RCINCLUDE filename | |||
</pre> | |||
=== Description === | |||
The specified file is processed alongside the current script, with results compiled into one binary resource file. For HPFS filenames with spaces, use double quotes. | |||
=== Example === | |||
This example includes `dialogs.rc`. | |||
<pre> | |||
RCINCLUDE dialogs.rc | |||
</pre> | |||
== RESOURCE Statement == | |||
The `RESOURCE` statement defines a custom resource. | |||
=== Syntax === | |||
<pre> | |||
RESOURCE type-id resource-id [load-option] [mem-option] filename | |||
</pre> | |||
=== Description === | |||
Custom resources can be any data, copied from the specified file and loadable via `DosGetResource` or `DosGetResource2`. Each statement must have a unique `type-id` and `resource-id` combination. | |||
=== Example === | |||
This example defines a custom resource with type `300` and identifier `14`. | |||
<pre> | |||
RESOURCE 300 14 custom.res | |||
</pre> | |||
== RTEXT Statement == | |||
The `RTEXT` statement creates a right-aligned text control. | |||
=== Syntax === | |||
<pre> | |||
RTEXT text, id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control displays right-aligned text, wrapping words to the next line. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_RIGHT`, `WS_GROUP`. | |||
=== Example === | |||
This example creates a right-aligned text control labeled `Filename`. | |||
<pre> | |||
RTEXT "Filename", 101, 10, 10, 100, 100 | |||
</pre> | |||
== SLIDER Statement == | |||
The `SLIDER` statement creates a slider control. | |||
=== Syntax === | |||
<pre> | |||
SLIDER id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control allows users to set or modify a value by moving a slider arm. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_SLIDER`. Default style: `WS_TABSTOP`, `WS_VISIBLE`. | |||
=== Example === | |||
This example creates a slider control with buttons on the left. | |||
<pre> | |||
#define IDC_SLIDER 101 | |||
#define IDD_SLIDERDLG 502 | |||
DIALOG "Slider", IDD_SLIDERDLG, 11, 11, 200, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR | |||
BEGIN | |||
SLIDER IDC_SLIDER, 40, 30, 120, 16, SLS_BUTTONSLEFT | WS_VISIBLE | |||
END | |||
</pre> | |||
== SPINBUTTON Statement == | |||
The `SPINBUTTON` statement creates a spin-button control. | |||
=== Syntax === | |||
<pre> | |||
SPINBUTTON id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control provides access to a finite set of data. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_SPINBUTTON`. Default style: `WS_TABSTOP`, `WS_VISIBLE`, `SPBS_MASTER`. | |||
=== Example === | |||
This example creates a numeric-only spin-button control. | |||
<pre> | |||
#define IDC_SPINBUTTON 302 | |||
#define IDD_SPINDLG 502 | |||
DIALOG "Spin button", IDD_SPINDLG, 11, 11, 200, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR | |||
BEGIN | |||
SPINBUTTON IDC_SPINBUTTON, 80, 20, 60, 24, SPBS_NUMERICONLY | WS_TABSTOP | |||
END | |||
</pre> | |||
== STRINGTABLE Statement == | |||
The `STRINGTABLE` statement creates string resources. | |||
=== Syntax === | |||
<pre> | |||
STRINGTABLE [load-option] [mem-option] | |||
BEGIN | |||
string-id string-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
String resources are null-terminated with unique identifiers, loadable via `WinLoadString` or `DosGetResource` with `RT_STRING`. Strings are bundled in groups of 16, with bundle ID calculated as `(id / 16) + 1` and string index as `id % 16`. | |||
=== Example === | |||
This example creates two string resources. | |||
<pre> | |||
#define IDS_HELLO 1 | |||
#define IDS_GOODBYE 2 | |||
STRINGTABLE | |||
BEGIN | |||
IDS_HELLO "Hello" | |||
IDS_GOODBYE "Goodbye" | |||
END | |||
</pre> | |||
== SUBITEMSIZE Statement == | |||
The `SUBITEMSIZE` statement specifies the size of help subitems. | |||
=== Syntax === | |||
<pre> | |||
SUBITEMSIZE size | |||
</pre> | |||
=== Description === | |||
This statement sets the size (in words) of each help subitem in a help subtable, with a minimum of two words. It must appear after `HELPSUBTABLE` and before `BEGIN`. | |||
=== Example === | |||
This example specifies three-word help subitems. | |||
<pre> | |||
HELPSUBTABLE 1 | |||
SUBITEMSIZE 3 | |||
BEGIN | |||
HELPSUBITEM IDCLD_FILEMENU, IDHP_FILEMENU, 5 | |||
HELPSUBITEM IDCLD_HELPMENU, IDHP_HELPMENU, 6 | |||
END | |||
</pre> | |||
== SUBMENU Statement == | |||
The `SUBMENU` statement creates a submenu. | |||
=== Syntax === | |||
<pre> | |||
SUBMENU text, submenu-id [, menuitem-style[, menuitem-attribute]] | |||
BEGIN | |||
menuitem-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A submenu is a vertical list of menu items. Each `SUBMENU` statement must have a unique `submenu-id`. Menu items are defined in the order specified. | |||
=== Example === | |||
This example creates a submenu with three menu items. | |||
<pre> | |||
SUBMENU "Elements", 2 | |||
BEGIN | |||
MENUITEM "Oxygen", 200 | |||
MENUITEM "Carbon", 201, , MIA_CHECKED | |||
MENUITEM "Hydrogen", 202 | |||
END | |||
</pre> | |||
== VALUESET Statement == | |||
The `VALUESET` statement creates a value set control. | |||
=== Syntax === | |||
<pre> | |||
VALUESET id, x, y, width, height [, style] | |||
</pre> | |||
=== Description === | |||
This control allows selection from mutually exclusive choices. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_VALUESET`. Default style: `WS_TABSTOP`, `WS_VISIBLE`. | |||
=== Example === | |||
This example creates a value set control with icons. | |||
<pre> | |||
#define IDC_VALUESET 302 | |||
#define IDD_VALUESETDLG 501 | |||
DIALOG "Value set", IDD_VALUESETDLG, 11, 11, 260, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR | |||
BEGIN | |||
VALUESET IDC_VALUESET, 40, 40, 220, 160, VS_ICON | WS_TABSTOP | |||
END | |||
</pre> | |||
== WINDOW Statement == | |||
The `WINDOW` statement creates a window of a specified class. | |||
=== Syntax === | |||
<pre> | |||
WINDOW text, id, x, y, width, height, class [, style [, framect]] | |||
data-definitions | |||
[ BEGIN | |||
control-definition | |||
... | |||
END ] | |||
</pre> | |||
=== Description === | |||
This statement defines the window’s position, dimensions, and style, typically used in `WINDOWTEMPLATE` or `FRAME` statements. It usually defines a client window in a `FRAME` statement. | |||
=== Example === | |||
This example creates a client window. | |||
<pre> | |||
WINDOWTEMPLATE 1 | |||
BEGIN | |||
FRAME "My Window", 1, 10, 10, 320, 130, 0, FCF_STANDARD | FCF_VERTSCROLL | |||
BEGIN | |||
WINDOW "", FID_CLIENT, 0, 0, 0, 0, "MyClientClass" | |||
END | |||
END | |||
</pre> | |||
== WINDOWTEMPLATE Statement == | |||
The `WINDOWTEMPLATE` statement creates a window template. | |||
=== Syntax === | |||
<pre> | |||
WINDOWTEMPLATE window-id [load-option] [mem-option] | |||
BEGIN | |||
window-definition | |||
... | |||
END | |||
</pre> | |||
=== Description === | |||
A window template defines the window identifier, load/memory options, dimensions, and controls, loadable via `WinLoadDlg`. Each template must have a unique `window-id`. | |||
=== Description === | |||
A window template defines the window identifier, load/memory options, dimensions, and controls, loadable via `WinLoadDlg`. Each template must have a unique `window-id`. | |||
==Directive Descriptions== | ==Directive Descriptions== | ||
This section provides the syntax, a description, and an example of each of the directives. | This section provides the syntax, a description, and an example of each of the directives. | ||
#define Directive | #define Directive | ||
#elif Directive | #elif Directive | ||
Line 149: | Line 1,243: | ||
#include Directive | #include Directive | ||
#undef Directive | #undef Directive | ||
== #define Directive == | |||
The #define directive assigns the given value to the specified name. All subsequent occurrences of the name are replaced by the value. | |||
=== Syntax === | |||
<pre> | |||
#define name value | |||
</pre> | |||
=== Example === | |||
This example assigns values to the names `NONZERO` and `USERCLASS`. | |||
<pre> | |||
#define NONZERO 1 | |||
#define USERCLASS "MyControlClass" | |||
</pre> | |||
== #elif Directive == | |||
The #elif directive marks an optional clause of a conditional-compilation block defined by a #ifdef, #ifndef, or #if directive. The directive controls conditional compilation of the resource file by checking the specified constant expression. If the constant expression is nonzero, #elif directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after #endif. If the constant expression is zero, #elif directs the compiler to skip to the next #endif, #else, or #elif directive. You can use any number of #elif directives in a conditional block. | |||
=== Syntax === | |||
<pre> | |||
#elif constant-expression | |||
</pre> | |||
=== Example === | |||
In this example, #elif directs the compiler to process the second BITMAP statement only if the value assigned to the name `Version` is less than 7. The #elif directive itself is processed only if Version is greater than or equal to 3. | |||
<pre> | |||
#if Version < 3 | |||
BITMAP 1 errbox.bmp | |||
#elif Version < 7 | |||
BITMAP 1 userbox.bmp | |||
#endif | |||
</pre> | |||
== #else Directive == | |||
The #else directive marks an optional clause of a conditional-compilation block defined by a #ifdef, #ifndef, or #if directive. The #else directive must be the last directive before the #endif directive. This directive has no arguments. | |||
=== Syntax === | |||
<pre> | |||
#else | |||
</pre> | |||
=== Example === | |||
This example compiles the second BITMAP statement only if the name `DEBUG` is not defined. | |||
<pre> | |||
#ifdef DEBUG | |||
BITMAP 1 errbox.bmp | |||
#else | |||
BITMAP 1 userbox.bmp | |||
#endif | |||
</pre> | |||
== #endif Directive == | |||
The #endif directive marks the end of a conditional-compilation block defined by a #ifdef directive. One #endif is required for each #if, #ifdef, or #ifndef directive. This directive has no arguments. | |||
=== Syntax === | |||
<pre> | |||
#endif | |||
</pre> | |||
== #if Directive == | |||
The #if directive controls conditional compilation of the resource file by checking the specified constant expression. If the constant expression is nonzero, #if directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after the #endif directive. If the constant expression is zero, it directs the compiler to skip to the next #endif, #else, or #elif directive. | |||
=== Syntax === | |||
<pre> | |||
#if constant-expression | |||
</pre> | |||
=== Example === | |||
This example compiles the BITMAP statement only if the value assigned to the name `Version` is less than 3. | |||
<pre> | |||
#if Version < 3 | |||
BITMAP 1 errbox.bmp | |||
#endif | |||
</pre> | |||
== #ifdef Directive == | |||
The #ifdef directive controls conditional compilation of the resource file by checking the specified name. If the name has been defined by using a define directive or by using the -d command-line option of rc, #ifdef directs the compiler to continue with the statement immediately after the #ifdef directive. If the name has not been defined, #ifdef directs the compiler to skip all statements up to the next #endif directive. | |||
=== Syntax === | |||
<pre> | |||
#ifdef name | |||
</pre> | |||
=== Example === | |||
This example compiles the BITMAP statement only if the name `Debug` is defined. | |||
<pre> | |||
#ifdef Debug | |||
BITMAP 1 errbox.bmp | |||
#endif | |||
</pre> | |||
== #ifndef Directive == | |||
The #ifndef directive controls conditional compilation of the resource file by checking the specified name. If the name has not been defined or if its definition has been removed by using the #undef directive, #ifndef directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after the #endif directive. If the name is defined, #ifndef directs the compiler to skip to the next #endif, #else, or #elif directive. | |||
=== Syntax === | |||
<pre> | |||
#ifndef name | |||
</pre> | |||
=== Example === | |||
This example compiles the BITMAP statement only if the name `Optimize` is not defined. | |||
<pre> | |||
#ifndef Optimize | |||
BITMAP 1 errbox.bmp | |||
#endif | |||
</pre> | |||
== #include Directive == | |||
The #include directive causes RC to process the file specified in the filename field. This file should be a header file that defines the constants used in the resource script file. Only the define directives in the specified file are processed. All other statements are ignored. The filename field is handled as a C string. Therefore, you must include two backslashes (\\) wherever one is required in the path. (As an alternative, you can use a single forward slash (/) instead of two backslashes.) | |||
=== Syntax === | |||
<pre> | |||
#include filename | |||
</pre> | |||
=== Example === | |||
This example processes the header files OS2.H and HEADERS\MYDEFS.H while compiling the resource script file. | |||
<pre> | |||
#include <os2.h> | |||
#include "headers\\mydefs.h" | |||
</pre> | |||
== #undef Directive == | |||
The #undef directive removes the current definition of the specified name. All subsequent occurrences of the name are processed without replacement. | |||
=== Syntax === | |||
<pre> | |||
#undef name | |||
</pre> | |||
=== Example === | |||
This example removes the definitions for the names `nonzero` and `USERCLASS`. | |||
<pre> | |||
#undef nonzero | |||
#undef USERCLASS | |||
</pre> | |||
==Using Resource Files== | ==Using Resource Files== | ||
This section explains how to create a resource script file, compile it using the Resource Compiler (RC.EXE), and optionally add the resources to your executable file. Resource script files have a default file-name extension of .RC. | This section explains how to create a resource script file, compile it using the Resource Compiler (RC.EXE), and optionally add the resources to your executable file. Resource script files have a default file-name extension of .RC. | ||
For resource information on the individual controls, see the chapter on the specific control. For example, an example of a resource script file for frame windows is in Frame Windows. | For resource information on the individual controls, see the chapter on the specific control. For example, an example of a resource script file for frame windows is in Frame Windows. | ||
===Creating and Compiling a Resource File=== | ===Creating and Compiling a Resource File=== | ||
Line 158: | Line 1,398: | ||
The RC command line has the following three basic forms: | The RC command line has the following three basic forms: | ||
rc resource-script-file [executable-file] | rc resource-script-file [executable-file] | ||
Line 173: | Line 1,412: | ||
The binary-resource-file parameter is the name of the binary resource file to be added to the executable file. | The binary-resource-file parameter is the name of the binary resource file to be added to the executable file. | ||
The -r option directs RC to compile the resource script file without adding it to an executable file. | The -r option directs RC to compile the resource script file without adding it to an executable file. | ||
====Compiling and Adding Resources to the .EXE File==== | ====Compiling and Adding Resources to the .EXE File==== | ||
To compile the resource script file EXAMPLE.RC and add the result to the executable file EXAMPLE.EXE, use the following command: | To compile the resource script file EXAMPLE.RC and add the result to the executable file EXAMPLE.EXE, use the following command: | ||
rc example | |||
You do not need to specify the .RC extension. RC creates the binary resource file EXAMPLE.RES and adds the compiled resource to the executable file EXAMPLE.EXE. | |||
====Compiling without Adding Resources to the .EXE File==== | ====Compiling without Adding Resources to the .EXE File==== | ||
To compile the resource script file EXAMPLE.RC into a binary resource file without adding the resources to an executable file, use the following command: | To compile the resource script file EXAMPLE.RC into a binary resource file without adding the resources to an executable file, use the following command: | ||
rc -r example | rc -r example | ||
The compiler creates the binary resource file EXAMPLE.RES. To create a binary resource file that has a name different from the resource script file, use the following command: | The compiler creates the binary resource file EXAMPLE.RES. To create a binary resource file that has a name different from the resource script file, use the following command: | ||
rc -r example newfile.res | rc -r example newfile.res | ||
====Adding the Compiled Resources to the .EXE File==== | ====Adding the Compiled Resources to the .EXE File==== | ||
To add the compiled resources in the binary resource file EXAMPLE.RES to an executable file, use the following command: | To add the compiled resources in the binary resource file EXAMPLE.RES to an executable file, use the following command: | ||
rc example.res | rc example.res | ||
To specify the name of the executable file, if the name is different from the resource file, use the following command: | To specify the name of the executable file, if the name is different from the resource file, use the following command: | ||
rc example.res newfile.exe | rc example.res newfile.exe | ||
====Adding the Compiled Resources to a DLL==== | ====Adding the Compiled Resources to a DLL==== | ||
To add the compiled resources to a dynamic-link-library (DLL) file, use the following command: | To add the compiled resources to a dynamic-link-library (DLL) file, use the following command: | ||
rc example.res dynalink.dll | rc example.res dynalink.dll | ||
[[Category:PM Guide]] | [[Category:PM Guide]] |
Latest revision as of 04:22, 6 May 2025
Reprint Courtesy of International Business Machines Corporation, © International Business Machines Corporation
Resource files enable you to specify the resource information used in creating an application's window. Some examples of resources that can be defined in resource files are:
- Menus
- Accelerator tables
- Dialog and window templates
- Icons
- Fonts
- Bit maps
- Strings
To add resource information to an application, use a text editor to create a resource script file, and then compile it using the Resource Compiler, RC.EXE. The advantage of using resource files is that resource information can be maintained and updated separately in the resource script file and then linked to your application program's .EXE file. This greatly simplifies customizing an application because you can modify resource information without having to recompile the entire application.
This chapter describes the use of resource files in Presentation Manager (PM) programming.
About Resource Files
A resource script file is a text file that contains one or more resource statements that define the type, identifier, and data for each resource. Because some resources might contain binary data that cannot be created using a text editor, there are resource statements that let you specify additional files to include when compiling the resource script file. For example, you can use the Dialog Box Editor to design dialog boxes, the Font Editor to edit font files, and the Icon Editor to create customized icons, pointers, and bit maps. The definitions for these resources can be included with other resource definitions in the resource file.
Resource Statements
This section provides overview information on resource statements and directives. Resource statements consist of one or more keywords, numbers, character strings, constants, or file names. You combine these to define the resource type, identifier, and data. Directives are special types of resource statements that perform functions such as including header files, defining constants, and conditionally compiling portions of the file. Resource statements have three basic forms:
- Single-line statements
- Multiple-line statements
- Directives
Single-line Statements
Single-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and a file name specifying the file containing the resource data. For example, this ICON statement defines an icon resource:
ICON 1 myicon.ico
The icon resource has the icon identifier 1, and the file MYICON.ICO contains the icon data.
Multiple-line Statements
Multiple-line statements consist of a keyword identifying the resource type, a constant or number specifying the resource identifier, and, between the BEGIN and END keywords, additional resource statements that define the resource data. For example, this MENU statement defines a menu resource:
MENU 1 BEGIN MENUITEM "Alpha", 101 MENUITEM "Beta", 102 END
The menu identifier is 1. The menu contains two MENUITEM statements that define the contents of the menu.
In multiple-line statements such as DLGTEMPLATE and WINDOWTEMPLATE, any level of nested statements is allowed. For example, the DLGTEMPLATE and WINDOWTEMPLATE statements typically contain a single DIALOG or FRAME statement. These statements can contain any number of WINDOW and CONTROL statements; the WINDOW and CONTROL statements can contain additional WINDOW and CONTROL statements, and so forth. The nested statements let you define controls and other child windows for the dialog boxes and windows.
If a nested statement creates a child window or control, the parent and owner of the new window is the window created by the containing statement. (FRAME statements occasionally create frame controls whose parent and owner windows are not the same.)
Directives
Directives consist of the reserved character # in the first column of a line, followed by the directive keyword and any additional numbers, character strings, or file names.
Some examples of directives are:
- define
- if
- ifdef
- include
Descriptions of the individual directives follow the resource file statement descriptions.
Resource File Statement Descriptions
This section provides the syntax, description, and an example of each of the resource file statements.
The following table summarizes, at a general level, the most commonly used parameters on the statements.
Parameter | Description |
---|---|
id | Control identifier. |
x | X coordinate of the lower-left corner of the control. |
y | Y coordinate of the lower-left corner of the control. |
height | Height of the control (in 1/8 character units). |
width | Width of the control. |
style | Predefined bit representation of a style or combination of styles. |
load option | Definition of when the system should load the resource into memory (for example, PRELOAD or LOADONCALL). |
mem option | Definition of how the system manages the resource when in memory (for example, FIXED, MOVABLE, or DISCARDABLE). |
text | Text associated with a control. |
class | Predefined class for a particular control. |
ACCELTABLE Statement ASSOCTABLE Statement AUTOCHECKBOX Statement AUTORADIOBUTTON Statement BITMAP Statement CHECKBOX Statement CODEPAGE Statement COMBOBOX Statement CONTAINER Statement CONTROL Statement CTEXT Statement CTLDATA Statement DEFAULTICON Statement DEFPUSHBUTTON Statement DIALOG Statement DLGINCLUDE Statement DLGTEMPLATE Statement EDITTEXT Statement ENTRYFIELD Statement FONT Statement FRAME Statement GROUPBOX Statement HELPITEM Statement HELPSUBITEM Statement HELPSUBTABLE Statement HELPTABLE Statement ICON Statement (Resource) ICON Statement (Control) LISTBOX Statement LTEXT Statement MENU Statement MENUITEM Statement MESSAGETABLE Statement MLE Statement NOTEBOOK Statement POINTER Statement PRESPARAMS Statement PUSHBUTTON Statement RADIOBUTTON Statement RCDATA Statement RCINCLUDE Statement RESOURCE Statement RTEXT Statement SLIDER Statement SPINBUTTON Statement STRINGTABLE Statement SUBITEMSIZE Statement SUBMENU Statement VALUESET Statement WINDOW Statement WINDOWTEMPLATE Statement
ACCELTABLE Statement
The `ACCELTABLE` statement creates a table of accelerators for an application.
Syntax
ACCELTABLE acceltable-id [mem-option][load-option] BEGIN key-value, command[, accelerator-options] ... END
Description
An accelerator is a keystroke that provides a quick way to choose a command from a menu or perform another task. An accelerator table can be loaded from the executable file using the `WinLoadAccelTable` function.
Example
This example creates an accelerator table with identifier `1`, containing two accelerators: `Ctrl+S` and `Ctrl+G`. These generate `WM_COMMAND` messages with values `101` and `102`, respectively.
ACCELTABLE 1 BEGIN "S", 101, CONTROL "G", 102, CONTROL END
ASSOCTABLE Statement
The `ASSOCTABLE` statement defines a file-association table for an application.
Syntax
ASSOCTABLE assoctable-id [load-option][mem-option] BEGIN association-name, file-match-string[, extended-attribute-flag][, icon-filename] ... END
Description
This table associates data files created by an application with its executable file, launching the application when a data file is selected. It can also associate icons with data files by file type. Multiple `ASSOCTABLE` statements can be provided, but each must have a unique `assoctable-id`. Only the last file-association table is written to the `.ASSOC` extended attribute.
AUTOCHECKBOX Statement
The `AUTOCHECKBOX` statement creates an automatic-check-box control.
Syntax
AUTOCHECKBOX text, id, x, y, width [, style]
Description
This control is a small rectangle (check box) displaying an `X` when selected, with text to its right. The `X` toggles on and off with each selection. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_AUTOCHECKBOX` and `WS_TABSTOP`.
Example
This example creates an automatic-check-box control labeled `Italic`.
AUTOCHECKBOX "Italic", 101, 10, 10, 100, 100
AUTORADIOBUTTON Statement
The `AUTORADIOBUTTON` statement creates an automatic-radio-button control.
Syntax
AUTORADIOBUTTON text, id, x, y, width, height [, style]
Description
This control is a small circle with text to its right, highlighting when selected and sending a message to its parent window. It deselects other radio buttons in the same group. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_AUTORADIOBUTTON`.
Example
This example creates an automatic-radio-button control labeled `Italic`.
AUTORADIOBUTTON "Italic", 101, 10, 10, 24, 50
BITMAP Statement
The `BITMAP` statement defines a bitmap resource for an application.
Syntax
BITMAP bitmap-id [load-option] [mem-option] filename
Description
A bitmap resource, typically created with the Icon Editor, is a custom bitmap used in displays or menus. The statement copies the bitmap from the specified file and adds it to the application’s resources. It can be loaded using `GpiLoadBitmap`. Each `BITMAP` statement must have a unique `bitmap-id`.
Example
This example defines a bitmap with identifier `12`, copied from `custom.bmp`.
BITMAP 12 custom.bmp
CHECKBOX Statement
The `CHECKBOX` statement creates a check-box control.
Syntax
CHECKBOX text, id, x, y, width, height [, style]
Description
This control is a small rectangle with text to its right, highlighting when selected and sending a message to its parent window. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_BUTTON`. Default style: `BS_CHECKBOX` and `WS_TABSTOP`.
Example
This example creates a check-box control labeled `Italic`.
CHECKBOX "Italic", 101, 10, 10, 100, 100
CODEPAGE Statement
The `CODEPAGE` statement sets the code page for subsequent resources.
Syntax
CODEPAGE codepage-id
Description
The code page specifies the character set used for resources. If not specified, the system’s code page is used. Multiple `CODEPAGE` statements can apply to resources between them.
Example
This example sets the code page to Portuguese (860) for string resources.
CODEPAGE 860 STRINGTABLE BEGIN 1 "Filename not found" 2 "Cannot open file for reading" END
COMBOBOX Statement
The `COMBOBOX` statement creates a combination-box control.
Syntax
COMBOBOX text, id, x, y, width, height [, style]
Description
This control combines a list box with an entry field, allowing users to select or enter text. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_COMBOBOX`. Default style: `CBS_SIMPLE`, `WS_GROUP`, `WS_TABSTOP`, `WS_VISIBLE`.
Example
This example creates a combination-box control.
COMBOBOX "", 101, 10, 10, 24, 50
CONTAINER Statement
The `CONTAINER` statement creates a container control within a dialog window.
Syntax
CONTAINER id, x, y, width, height [, style]
Description
This control holds objects and is defined by its identifier, position, dimensions, and attributes. The predefined class is `WC_CONTAINER`. Default style: `WS_TABSTOP`, `WS_VISIBLE`, `CCS_SINGLESEL`. Used only in `DIALOG` or `WINDOW` statements.
Example
This example creates a container control with multiple selection.
#define IDC_CONTAINER 301 #define IDD_CONTAINERDLG 504 DIALOG "Container", IDD_CONTAINERDLG, 23, 6, 120, 280, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR BEGIN CONTAINER IDC_CONTAINER, 30, 30, 70, 200, CCS_MULTIPLESEL | WS_GROUP END
CONTROL Statement
The `CONTROL` statement defines a control belonging to a specified class.
Syntax
CONTROL text, id, x, y, width, height, class [, style] [ data-definitions ] [ BEGIN control-definition ... END ]
Description
This statement defines the position, dimensions, and style of a control within its parent window. Used primarily in `DIALOG` or `WINDOW` statements, each control must have a unique `id`. Optional `BEGIN` and `END` enclose child control statements.
Example
This example creates a push-button control.
CONTROL "OK", 101, 10, 10, 20, 50, WC_BUTTON, BS_PUSHBUTTON | WS_TABSTOP | WS_VISIBLE
CTEXT Statement
The `CTEXT` statement creates a centered-text control.
Syntax
CTEXT text, id, x, y, width, height [, style]
Description
This control displays centered text in a rectangle, wrapping words to the next line as needed. Used only in `DIALOG` or `WINDOW` statements, it defines the text, identifier, dimensions, and attributes. The predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_CENTER`, `WS_GROUP`.
Example
This example creates a centered-text control labeled `Filename`.
CTEXT "Filename", 101, 10, 10, 100, 100
CTLDATA Statement
The `CTLDATA` statement defines control data for a custom dialog box, window, or control.
Syntax
CTLDATA word-value [, word-value] CTLDATA string CTLDATA MENU BEGIN menuitem-definition ... END
Description
This statement supports three forms: menu, word values, or strings, allowing custom data for window procedures. It is typically used for custom window classes to control their operation, such as extended style bits.
Example
This example creates a menu for a window.
WINDOWTEMPLATE 1 BEGIN WINDOW "Sample", 1, 0, 0, 100, 100, "MYCLASS", 0, FCF_STANDARD CTLDATA MENU BEGIN MENUITEM "Exit", 101 END END
DEFAULTICON Statement
The `DEFAULTICON` statement installs an icon file as the default icon under the `ICON` extended attribute.
Syntax
DEFAULTICON filename
Description
An icon with `icon-id` of `1` is the default unless another is specified.
Example
DEFAULTICON filename.ico
DEFPUSHBUTTON Statement
The `DEFPUSHBUTTON` statement creates a default push-button control.
Syntax
DEFPUSHBUTTON text, id, x, y, width, height [, style]
Description
This control is a round-cornered rectangle with bold text, acting as the default response. It sends a message to its parent when selected. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_PUSHBUTTON`, `BS_DEFAULT`, `WS_TABSTOP`.
Example
This example creates a default push-button labeled `Cancel`.
DEFPUSHBUTTON "Cancel", 101, 10, 10, 24, 50
DIALOG Statement
The `DIALOG` statement defines a dialog box window.
Syntax
DIALOG text, id, x, y, width, height [, [style] [,framectl]] [data-definitions] BEGIN control-definition ... END
Description
This statement defines the position, dimensions, and style of a dialog box, typically used in `DLGTEMPLATE` statements. Coordinates depend on the style (`FS_SCREENALIGN`, `FS_MOUSEALIGN`, or parent window origin). It can contain `CONTROL`, `DIALOG`, or `WINDOW` statements.
Example
This example creates a dialog box labeled `Disk Error`.
DLGTEMPLATE 1 BEGIN DIALOG "Disk Error", 100, 10, 10, 300, 110 BEGIN CTEXT "Select One:", 1, 10, 80, 280, 12 RADIOBUTTON "Retry", 2, 75, 50, 60, 12 RADIOBUTTON "Abort", 3, 75, 30, 60, 12 RADIOBUTTON "Ignore", 4, 75, 10, 60, 12 END END
DLGINCLUDE Statement
The `DLGINCLUDE` statement adds a specified file to the resource file.
Syntax
DLGINCLUDE id filename
Description
This statement allows access to a definitions file for a dialog box with the corresponding identifier. Each `DLGINCLUDE` statement must have a unique `id`.
Example
This example includes the file `dlgdef.h` for dialog-box identifier `5`.
DLGINCLUDE 5 "\\INCLUDE\\DLGDEF.H"
DLGTEMPLATE Statement
The `DLGTEMPLATE` statement creates a dialog-box template.
Syntax
DLGTEMPLATE dialog-id [load-option] [mem-option] BEGIN dialog-definition ... END
Description
A dialog-box template defines the identifier, load/memory options, dimensions, and controls. It can be loaded using `WinLoadDlg`. Each template must have a unique `dialog-id`.
Example
This example creates a dialog box for a timer.
DLGTEMPLATE ID_GETTIMER BEGIN DIALOG "Timer", 1, 10, 10, 100, 40 BEGIN LTEXT "Time (0 - 15):", 4, 8, 24, 72, 12 ENTRYFIELD "0", ID_TIME, 80, 28, 16, 8, ES_MARGIN DEFPUSHBUTTON "Enter", ID_TIMEOK, 10, 6, 36, 12 PUSHBUTTON "Cancel", ID_TIMECANCEL, 52, 6, 40, 12 END END
EDITTEXT Statement
The `EDITTEXT` statement creates an entry-field control.
Syntax
EDITTEXT text, id, x, y, width, height [, style]
Description
This control is a rectangle for typing and editing text, supporting keyboard and mouse interactions. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_ENTRYFIELD`. Default style: `ES_AUTOSCROLL`, `WS_TABSTOP`. Identical to `ENTRYFIELD`.
Example
This example creates an unlabeled entry-field control.
EDITTEXT "", 101, 10, 10, 24, 50
ENTRYFIELD Statement
The `ENTRYFIELD` statement creates an entry-field control.
Syntax
ENTRYFIELD text, id, x, y, width, height [, style]
Description
This control is a rectangle for typing and editing text, identical to `EDITTEXT`. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_ENTRYFIELD`. Default style: `ES_AUTOSCROLL`, `WS_TABSTOP`.
Example
This example creates an unlabeled entry-field control.
ENTRYFIELD "", 101, 10, 10, 24, 50
FONT Statement
The `FONT` statement defines a font resource for an application.
Syntax
FONT font-id [load-option] [mem-option] filename
Description
A font resource, created using the OS/2 Font Editor, defines character shapes. The statement copies the font from the specified file and can be loaded using `GpiLoadFonts`. Each `FONT` statement must have a unique `font-id`.
Example
This example defines a font with identifier `5`, copied from `cmroman.fon`.
FONT 5 cmroman.fon
FRAME Statement
The `FRAME` statement defines a frame window.
Syntax
FRAME text, id, x, y, width, height, style [, framectl] data-definitions [ BEGIN window-definition ... END ]
Description
This statement defines the title, identifier, position, dimensions, and style of a frame window, typically used in `WINDOWTEMPLATE` statements. It usually contains a `WINDOW` statement for the client window. Frame controls (e.g., title bar) are defined via `framectl`.
Example
This example creates a frame window with a client window.
WINDOWTEMPLATE 1 BEGIN FRAME "My Window", 1, 10, 10, 320, 130, 0, FCF_STANDARD | FCF_VERTSCROLL BEGIN WINDOW "", FID_CLIENT, 0, 0, 0, 0, "MyClientClass" END END
GROUPBOX Statement
The `GROUPBOX` statement creates a group-box control.
Syntax
GROUPBOX text, id, x, y, width, height [, style]
Description
This control groups other controls with a border and text in the upper-left corner. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_GROUPBOX`, `WS_TABSTOP`.
Example
This example creates a group-box control labeled `Options`.
GROUPBOX "Options", 101, 10, 10, 100, 100
HELPITEM Statement
The `HELPITEM` statement defines help items in a help table.
Syntax
HELPITEM application-window-id, help-subtable-id, extended-helppanel-id
Description
This statement specifies identifiers for an application window, its help subtable, and extended help panel. Used only in `HELPTABLE` statements, one `HELPITEM` is needed per application window with help.
Example
This example associates a help subtable and panel with an application window.
HELPITEM IDWIN_FILEMENU, IDSUB_FILEMENU, IDEXT_APPHLP
HELPSUBITEM Statement
The `HELPSUBITEM` statement defines help subitems in a help subtable.
Syntax
HELPSUBITEM child-window-id, helppanel-id [, integer]
Description
This statement specifies a child window’s identifier, its help panel, and optional integers. Used only in `HELPSUBTABLE` statements, one `HELPSUBITEM` is needed per child window with help.
Example
This example associates a child window with a help panel.
HELPSUBITEM IDCLD_FILEMENU, IDHP_FILEMENU
HELPSUBTABLE Statement
The `HELPSUBTABLE` statement defines a help-subtable resource.
Syntax
HELPSUBTABLE helpsubtable-id [SUBITEMSIZE size] BEGIN helpsubitem-definition ... END
Description
A help subtable contains a help subitem for each selectable item in an application window. Each `HELPSUBTABLE` must have a unique `helpsubtable-id`. The `SUBITEMSIZE` statement is required if optional integers are included.
Example
This example creates a help subtable with two subitems.
HELPSUBTABLE IDSUB_FILEMENU BEGIN HELPSUBITEM IDCLD_OPEN, IDPNL_OPEN HELPSUBITEM IDCLD_SAVE, IDPNL_SAVE END
HELPTABLE Statement
The `HELPTABLE` statement defines a help-table resource.
Syntax
HELPTABLE helptable-id BEGIN helpitem-definition ... END
Description
A help table contains a help item for each application window, dialog box, or message box with help. Each `HELPTABLE` must have a unique `helptable-id`.
Example
This example creates a help table with two help items.
HELPTABLE 1 BEGIN HELPITEM IDWIN_FILEMENU, IDSUB_FILEMENU, IDEXT_APPHLP HELPITEM IDWIN_EDITMENU, IDSUB_EDITMENU, IDEXT_APPHLP END
ICON Statement (Resource)
The `ICON` statement defines an icon resource for an application.
Syntax
ICON icon-id [load-option] [mem-option] filename
Description
An icon resource, created with the Icon Editor, defines an application’s icon. It is copied from the specified file and can be loaded using `WinCreateStdWindow` with `FS_ICON`. Each `ICON` statement must have a unique `icon-id`. An `icon-id` of `1` is the default and written to the `.ICON` extended attribute.
Example
This example defines an icon with identifier `11`, copied from `custom.ico`.
ICON 11 custom.ico
ICON Statement (Control)
The `ICON` statement creates an icon control.
Syntax
ICON icon-id, id, x, y, width, height [, style]
Description
This control displays an icon in a dialog box. The width and height fields are ignored as the icon sizes itself. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_ICON`.
Example
This example creates an icon control with icon identifier `99`.
ICON 99, 101, 10, 10, 0, 0
LISTBOX Statement
The `LISTBOX` statement creates a list-box control.
Syntax
LISTBOX id, x, y, width, height [, style]
Description
This control displays a list of user-selectable strings. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_LISTBOX`. Default style: `WS_TABSTOP`.
Example
This example creates a list-box control with identifier `101`.
LISTBOX 101, 10, 10, 100, 100
LTEXT Statement
The `LTEXT` statement creates a left-aligned text control.
Syntax
LTEXT text, id, x, y, width, height [, style]
Description
This control displays left-aligned text, wrapping words to the next line. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_LEFT`, `WS_GROUP`.
Example
This example creates a left-aligned text control labeled `Filename`.
LTEXT "Filename", 101, 10, 10, 100, 100
MENU Statement
The `MENU` statement defines a menu resource.
Syntax
MENU menu-id [load-option] [mem-option] BEGIN menuitem-definition ... END
Description
A menu resource defines an application’s menu appearance and function, loadable via `WinLoadMenu`. Each `MENU` statement must have a unique `menu-id`. Menu items are defined in the order specified.
Example
This example creates a menu with a menu item and a submenu.
MENU 1 BEGIN MENUITEM "Alpha", 100 SUBMENU "Beta", 101 BEGIN MENUITEM "Item 1", 200 MENUITEM "Item 2", 201, , MIA_CHECKED END END
MENUITEM Statement
The `MENUITEM` statement creates a menu item.
Syntax
MENUITEM text, menu-id [, menuitem-style [, menuitem-attribute]]
Description
This statement defines a menu item’s text, identifier, and attributes, used only in `MENU` or `SUBMENU` statements. A `WM_COMMAND` message is sent when selected. The `MENUITEM SEPARATOR` form creates a horizontal divider. Special characters like `\t`, `\a`, and `~` control formatting and mnemonics.
Example
This example creates various menu items.
MENUITEM "Alpha", 101 MENUITEM "Beta", 102, MIS_TEXT, MIA_CHECKED MENUITEM "Gamma", 103 MENUITEM SEPARATOR MENUITEM "Delta", 104 BITMAP 1 mybitmap.bmp MENUITEM "#1", 301, MIS_BITMAP
MESSAGETABLE Statement
The `MESSAGETABLE` statement creates string resources.
Syntax
MESSAGETABLE [load-option] [mem-option] BEGIN string-id string-definition ... END
Description
String resources are null-terminated with unique identifiers, loadable via `DosGetResource` with `RT_MESSAGE`. Strings are bundled in groups of 16, with bundle ID calculated as `(id / 16) + 1` and string index as `id % 16`. Most applications prefer `STRINGTABLE`.
Example
This example creates two string resources.
MESSAGETABLE BEGIN 1 "Filename not found" 2 "Cannot open file for reading" END
MLE Statement
The `MLE` statement creates a multiple-line entry-field control.
Syntax
MLE text, id, x, y, width, height [, style]
Description
This control allows typing and editing multiple lines of text. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_MLE`. Default style: `MLS_BORDER`, `WS_GROUP`, `WS_TABSTOP`.
Example
This example creates an unlabeled multiple-line entry-field control.
MLE "", 101, 10, 10, 50, 100
NOTEBOOK Statement
The `NOTEBOOK` statement creates a notebook control.
Syntax
NOTEBOOK id, x, y, width, height [, style]
Description
This control organizes information on pages. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_NOTEBOOK`. Default style: `WS_TABSTOP`, `WS_VISIBLE`.
Example
This example creates a notebook control with rounded tabs.
#define IDC_NOTEBOOK 201 #define IDD_NOTEBOOKDLG 503 DIALOG "Notebook", IDD_NOTEBOOKDLG, 11, 11, 420, 420, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR BEGIN NOTEBOOK IDC_NOTEBOOK, 20, 20, 200, 400, BKS_ROUNDEDTABS | WS_GROUP END
POINTER Statement
The `POINTER` statement defines a pointer resource.
Syntax
POINTER pointer-id [load-option] [mem-option] filename
Description
A pointer resource, created with the OS/2 Icon Editor, defines the mouse pointer shape. It is copied from the specified file and loadable via `WinLoadPointer`. Each `POINTER` statement must have a unique `pointer-id`.
Example
This example defines a pointer with identifier `10`, copied from `custom.cur`.
POINTER 10 custom.cur
PRESPARAMS Statement
The `PRESPARAMS` statement defines presentation fields for customization.
Syntax
PRESPARAMS presparam, value [, value]
Description
This statement provides data to control the appearance of dialog boxes, menus, windows, or controls, processed by their window procedures. It is often used for custom controls, e.g., specifying colors or fonts.
Example
This example sets a menu’s font to 12-point Helvetica.
MENU 1 BEGIN PRESPARAMS PP_FONTNAMESIZE, "12.Helv" MENUITEM "New", 100 MENUITEM "Open", 101 MENUITEM "Save", 102 END
PUSHBUTTON Statement
The `PUSHBUTTON` statement creates a push-button control.
Syntax
PUSHBUTTON text, id, x, y, width, height [, style]
Description
This control is a round-cornered rectangle with text, sending a message to its parent when selected. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_PUSHBUTTON`, `WS_TABSTOP`.
Example
This example creates a push-button control labeled `OK`.
PUSHBUTTON "OK", 101, 10, 10, 100, 100
RADIOBUTTON Statement
The `RADIOBUTTON` statement creates a radio-button control.
Syntax
RADIOBUTTON text, id, x, y, width, height [, style]
Description
This control is a small circle with text, highlighting when selected and sending a message to its parent. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_BUTTON`. Default style: `BS_RADIOBUTTON`.
Example
This example creates a radio-button control labeled `Italic`.
RADIOBUTTON "Italic", 101, 10, 10, 24, 50
RCDATA Statement
The `RCDATA` statement defines a custom-data resource.
Syntax
RCDATA resource-id BEGIN data-definition [, data-definition] ... END
Description
Custom data can be in any format, loadable via `DosGetResource` or `DosGetResource2` with `RT_RCDATA`. Each `RCDATA` statement must have a unique `resource-id`.
Example
This example defines custom data with identifier `5`.
RCDATA 5 BEGIN "E. A. Poe", 1849, -32, 3L, 0x8000000l, 3+4+5 END
RCINCLUDE Statement
The `RCINCLUDE` statement includes another resource script file.
Syntax
RCINCLUDE filename
Description
The specified file is processed alongside the current script, with results compiled into one binary resource file. For HPFS filenames with spaces, use double quotes.
Example
This example includes `dialogs.rc`.
RCINCLUDE dialogs.rc
RESOURCE Statement
The `RESOURCE` statement defines a custom resource.
Syntax
RESOURCE type-id resource-id [load-option] [mem-option] filename
Description
Custom resources can be any data, copied from the specified file and loadable via `DosGetResource` or `DosGetResource2`. Each statement must have a unique `type-id` and `resource-id` combination.
Example
This example defines a custom resource with type `300` and identifier `14`.
RESOURCE 300 14 custom.res
RTEXT Statement
The `RTEXT` statement creates a right-aligned text control.
Syntax
RTEXT text, id, x, y, width, height [, style]
Description
This control displays right-aligned text, wrapping words to the next line. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_STATIC`. Default style: `SS_TEXT`, `DT_RIGHT`, `WS_GROUP`.
Example
This example creates a right-aligned text control labeled `Filename`.
RTEXT "Filename", 101, 10, 10, 100, 100
SLIDER Statement
The `SLIDER` statement creates a slider control.
Syntax
SLIDER id, x, y, width, height [, style]
Description
This control allows users to set or modify a value by moving a slider arm. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_SLIDER`. Default style: `WS_TABSTOP`, `WS_VISIBLE`.
Example
This example creates a slider control with buttons on the left.
#define IDC_SLIDER 101 #define IDD_SLIDERDLG 502 DIALOG "Slider", IDD_SLIDERDLG, 11, 11, 200, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR BEGIN SLIDER IDC_SLIDER, 40, 30, 120, 16, SLS_BUTTONSLEFT | WS_VISIBLE END
SPINBUTTON Statement
The `SPINBUTTON` statement creates a spin-button control.
Syntax
SPINBUTTON id, x, y, width, height [, style]
Description
This control provides access to a finite set of data. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_SPINBUTTON`. Default style: `WS_TABSTOP`, `WS_VISIBLE`, `SPBS_MASTER`.
Example
This example creates a numeric-only spin-button control.
#define IDC_SPINBUTTON 302 #define IDD_SPINDLG 502 DIALOG "Spin button", IDD_SPINDLG, 11, 11, 200, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR BEGIN SPINBUTTON IDC_SPINBUTTON, 80, 20, 60, 24, SPBS_NUMERICONLY | WS_TABSTOP END
STRINGTABLE Statement
The `STRINGTABLE` statement creates string resources.
Syntax
STRINGTABLE [load-option] [mem-option] BEGIN string-id string-definition ... END
Description
String resources are null-terminated with unique identifiers, loadable via `WinLoadString` or `DosGetResource` with `RT_STRING`. Strings are bundled in groups of 16, with bundle ID calculated as `(id / 16) + 1` and string index as `id % 16`.
Example
This example creates two string resources.
#define IDS_HELLO 1 #define IDS_GOODBYE 2 STRINGTABLE BEGIN IDS_HELLO "Hello" IDS_GOODBYE "Goodbye" END
SUBITEMSIZE Statement
The `SUBITEMSIZE` statement specifies the size of help subitems.
Syntax
SUBITEMSIZE size
Description
This statement sets the size (in words) of each help subitem in a help subtable, with a minimum of two words. It must appear after `HELPSUBTABLE` and before `BEGIN`.
Example
This example specifies three-word help subitems.
HELPSUBTABLE 1 SUBITEMSIZE 3 BEGIN HELPSUBITEM IDCLD_FILEMENU, IDHP_FILEMENU, 5 HELPSUBITEM IDCLD_HELPMENU, IDHP_HELPMENU, 6 END
SUBMENU Statement
The `SUBMENU` statement creates a submenu.
Syntax
SUBMENU text, submenu-id [, menuitem-style[, menuitem-attribute]] BEGIN menuitem-definition ... END
Description
A submenu is a vertical list of menu items. Each `SUBMENU` statement must have a unique `submenu-id`. Menu items are defined in the order specified.
Example
This example creates a submenu with three menu items.
SUBMENU "Elements", 2 BEGIN MENUITEM "Oxygen", 200 MENUITEM "Carbon", 201, , MIA_CHECKED MENUITEM "Hydrogen", 202 END
VALUESET Statement
The `VALUESET` statement creates a value set control.
Syntax
VALUESET id, x, y, width, height [, style]
Description
This control allows selection from mutually exclusive choices. Used only in `DIALOG` or `WINDOW` statements, the predefined class is `WC_VALUESET`. Default style: `WS_TABSTOP`, `WS_VISIBLE`.
Example
This example creates a value set control with icons.
#define IDC_VALUESET 302 #define IDD_VALUESETDLG 501 DIALOG "Value set", IDD_VALUESETDLG, 11, 11, 260, 240, FS_NOBYTEALIGN | WS_VISIBLE, FCF_SYSMENU | FCF_TITLEBAR BEGIN VALUESET IDC_VALUESET, 40, 40, 220, 160, VS_ICON | WS_TABSTOP END
WINDOW Statement
The `WINDOW` statement creates a window of a specified class.
Syntax
WINDOW text, id, x, y, width, height, class [, style [, framect]] data-definitions [ BEGIN control-definition ... END ]
Description
This statement defines the window’s position, dimensions, and style, typically used in `WINDOWTEMPLATE` or `FRAME` statements. It usually defines a client window in a `FRAME` statement.
Example
This example creates a client window.
WINDOWTEMPLATE 1 BEGIN FRAME "My Window", 1, 10, 10, 320, 130, 0, FCF_STANDARD | FCF_VERTSCROLL BEGIN WINDOW "", FID_CLIENT, 0, 0, 0, 0, "MyClientClass" END END
WINDOWTEMPLATE Statement
The `WINDOWTEMPLATE` statement creates a window template.
Syntax
WINDOWTEMPLATE window-id [load-option] [mem-option] BEGIN window-definition ... END
Description
A window template defines the window identifier, load/memory options, dimensions, and controls, loadable via `WinLoadDlg`. Each template must have a unique `window-id`.
Description
A window template defines the window identifier, load/memory options, dimensions, and controls, loadable via `WinLoadDlg`. Each template must have a unique `window-id`.
Directive Descriptions
This section provides the syntax, a description, and an example of each of the directives.
#define Directive #elif Directive #else Directive #endif directive #if Directive #ifdef Directive #ifndef Directive #include Directive #undef Directive
#define Directive
The #define directive assigns the given value to the specified name. All subsequent occurrences of the name are replaced by the value.
Syntax
#define name value
Example
This example assigns values to the names `NONZERO` and `USERCLASS`.
#define NONZERO 1 #define USERCLASS "MyControlClass"
#elif Directive
The #elif directive marks an optional clause of a conditional-compilation block defined by a #ifdef, #ifndef, or #if directive. The directive controls conditional compilation of the resource file by checking the specified constant expression. If the constant expression is nonzero, #elif directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after #endif. If the constant expression is zero, #elif directs the compiler to skip to the next #endif, #else, or #elif directive. You can use any number of #elif directives in a conditional block.
Syntax
#elif constant-expression
Example
In this example, #elif directs the compiler to process the second BITMAP statement only if the value assigned to the name `Version` is less than 7. The #elif directive itself is processed only if Version is greater than or equal to 3.
#if Version < 3 BITMAP 1 errbox.bmp #elif Version < 7 BITMAP 1 userbox.bmp #endif
#else Directive
The #else directive marks an optional clause of a conditional-compilation block defined by a #ifdef, #ifndef, or #if directive. The #else directive must be the last directive before the #endif directive. This directive has no arguments.
Syntax
#else
Example
This example compiles the second BITMAP statement only if the name `DEBUG` is not defined.
#ifdef DEBUG BITMAP 1 errbox.bmp #else BITMAP 1 userbox.bmp #endif
#endif Directive
The #endif directive marks the end of a conditional-compilation block defined by a #ifdef directive. One #endif is required for each #if, #ifdef, or #ifndef directive. This directive has no arguments.
Syntax
#endif
#if Directive
The #if directive controls conditional compilation of the resource file by checking the specified constant expression. If the constant expression is nonzero, #if directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after the #endif directive. If the constant expression is zero, it directs the compiler to skip to the next #endif, #else, or #elif directive.
Syntax
#if constant-expression
Example
This example compiles the BITMAP statement only if the value assigned to the name `Version` is less than 3.
#if Version < 3 BITMAP 1 errbox.bmp #endif
#ifdef Directive
The #ifdef directive controls conditional compilation of the resource file by checking the specified name. If the name has been defined by using a define directive or by using the -d command-line option of rc, #ifdef directs the compiler to continue with the statement immediately after the #ifdef directive. If the name has not been defined, #ifdef directs the compiler to skip all statements up to the next #endif directive.
Syntax
#ifdef name
Example
This example compiles the BITMAP statement only if the name `Debug` is defined.
#ifdef Debug BITMAP 1 errbox.bmp #endif
#ifndef Directive
The #ifndef directive controls conditional compilation of the resource file by checking the specified name. If the name has not been defined or if its definition has been removed by using the #undef directive, #ifndef directs the compiler to continue processing statements up to the next #endif, #else, or #elif directive and then skip to the statement after the #endif directive. If the name is defined, #ifndef directs the compiler to skip to the next #endif, #else, or #elif directive.
Syntax
#ifndef name
Example
This example compiles the BITMAP statement only if the name `Optimize` is not defined.
#ifndef Optimize BITMAP 1 errbox.bmp #endif
#include Directive
The #include directive causes RC to process the file specified in the filename field. This file should be a header file that defines the constants used in the resource script file. Only the define directives in the specified file are processed. All other statements are ignored. The filename field is handled as a C string. Therefore, you must include two backslashes (\\) wherever one is required in the path. (As an alternative, you can use a single forward slash (/) instead of two backslashes.)
Syntax
#include filename
Example
This example processes the header files OS2.H and HEADERS\MYDEFS.H while compiling the resource script file.
#include <os2.h> #include "headers\\mydefs.h"
#undef Directive
The #undef directive removes the current definition of the specified name. All subsequent occurrences of the name are processed without replacement.
Syntax
#undef name
Example
This example removes the definitions for the names `nonzero` and `USERCLASS`.
#undef nonzero #undef USERCLASS
Using Resource Files
This section explains how to create a resource script file, compile it using the Resource Compiler (RC.EXE), and optionally add the resources to your executable file. Resource script files have a default file-name extension of .RC.
For resource information on the individual controls, see the chapter on the specific control. For example, an example of a resource script file for frame windows is in Frame Windows.
Creating and Compiling a Resource File
The resource compiler (RC) compiles a resource script file to create a new file, called a binary resource file, which has a .RES file-name extension. The binary resource file can be added to the executable file of the application, thereby replacing any existing resources in that file.
The RC command line has the following three basic forms:
rc resource-script-file [executable-file] rc binary-resource-file [executable-file] rc -r resource-script-file [binary-resource-file]
Note: The third option does not add to the executable file.
The resource-script-file parameter is the file name of the resource script file to be compiled.
The executable-file parameter must be the name of the executable file to receive the compiled resources. This is a file having a file-name extension of either .EXE or .DLL. If you omit the executable-file field, RC adds the compiled resources to the executable file that has the same name as the resource script file but which has the .EXE file-name extension.
The binary-resource-file parameter is the name of the binary resource file to be added to the executable file.
The -r option directs RC to compile the resource script file without adding it to an executable file.
Compiling and Adding Resources to the .EXE File
To compile the resource script file EXAMPLE.RC and add the result to the executable file EXAMPLE.EXE, use the following command:
rc example
You do not need to specify the .RC extension. RC creates the binary resource file EXAMPLE.RES and adds the compiled resource to the executable file EXAMPLE.EXE.
Compiling without Adding Resources to the .EXE File
To compile the resource script file EXAMPLE.RC into a binary resource file without adding the resources to an executable file, use the following command:
rc -r example
The compiler creates the binary resource file EXAMPLE.RES. To create a binary resource file that has a name different from the resource script file, use the following command:
rc -r example newfile.res
Adding the Compiled Resources to the .EXE File
To add the compiled resources in the binary resource file EXAMPLE.RES to an executable file, use the following command:
rc example.res
To specify the name of the executable file, if the name is different from the resource file, use the following command:
rc example.res newfile.exe
Adding the Compiled Resources to a DLL
To add the compiled resources to a dynamic-link-library (DLL) file, use the following command:
rc example.res dynalink.dll