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key

key

A List of Keys

This attribute specifies an ASCII name that your program uses to refer to a specific tile. It must be a quoted string (no default) and is case sensitive.
("eb1" does not equal "Eb1").
Each key value MUST be unique within a dialogue definition. 


DCL Code Sample 

lisp49i : dialog {				  //dialog name
          label = "key";			  //give it a label

	: edit_box {				  //define edit box
	  key = "eb1";				  //give it a name
          label = "Edit Box 1";			  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	  value = "Enter a Number and press Tab"; //give it a value
	}					  //end edit box

	: edit_box {				  //define edit box
	  key = "eb2";				  //give it a name
          label = "Edit Box 2";			  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	  value = "Enter a Number and press Tab"; //give it a value
	}					  //end edit box

	: edit_box {				  //define edit box
	  key = "eb3";				  //give it a name
          label = "Edit Box 3";			  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	  value = "Enter a Number and press Tab"; //give it a value
	}					  //end edit box

	: edit_box {				  //define edit box
	  key = "eb4";				  //give it a name
          label = "Key Edit Box 1";		  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	}					  //end edit box

	: edit_box {				  //define edit box
	  key = "eb5";				  //give it a name
          label = "Key Edit Box 2";		  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	}					  //end edit box

	: edit_box {				  //define edit box
	  key = "eb6";				  //give it a name
          label = "Key Edit Box 3";		  //give it a label
	  width = 40;				  //give it a width
	  fixed_width = true;			  //fix the width
	}					  //end edit box


	spacer;					  //define spacer

        ok_cancel ;				  //predefined OK/Cancel button

        }					  //end dialog

AutoLisp Code Sample 

(defun C:lisp49i ()
;define function	

  (setq dcl_id (load_dialog "lisp49i.dcl"))
  ;load dialog

  (if (not (new_dialog "lisp49i" dcl_id)
  ;test for dialog

      );not

    (exit)
    ;exit if no dialog

  );if

  (mode_tile "eb1" 2)
  (mode_tile "eb1" 3)

     (action_tile "eb1"
     ;if this tile is selected

       "(setq a $key)
	;retrieve it's name

        (set_tile \"eb4\" a)"
	;set the tile 'eb4' to it's name

     )

     (action_tile "eb2"
     ;if this tile is selected

       "(setq b $key)
	;retrieve it's name

        (set_tile \"eb5\" b)
	;set the tile 'eb5' to it's name

        (mode_tile a 1)"
	;switch off the tile 'eb2'

     )

     (action_tile "eb3"
     ;if this tile is selected

       "(setq c $key)
	;retrieve it's name

        (set_tile \"eb6\" c)"
	;set the tile 'eb6' to it's name

     )

  (action_tile
      "accept"	
      ;if O.K. pressed
					
      "(done_dialog) (setq userclick T)"
      ;close dialog, set flag
	
   );action tile

    (action_tile
    "cancel"
    ;if cancel button pressed

    "(done_dialog) (setq userclick nil)"	
    ;close dialog, lower flag

    );action_tile

  (start_dialog)	
  ;start dialog
				
  (unload_dialog dcl_id)
  ;unload	

  (if userclick
  ;if OK selected

     (alert "You selected OK")
     ;inform the user

     (alert "You selected Cancel")
     ;inform the user

  );if			

 (princ)

);defun

(princ)
 
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