Thread View: comp.sys.mac.oop.macapp3
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Started by KR Software, Ken Ryall,PAS
Sat, 12 Dec 1992 16:24
Re: MacApp demo code ?
Author: KR Software, Ken Ryall,PAS
Date: Sat, 12 Dec 1992 16:24
Date: Sat, 12 Dec 1992 16:24
34 lines
2142 bytes
2142 bytes
Yeah, its really too bad that Object Model support got lost in the rush to Bedrock. However it's really not that hard to do yourself, but it does require modifying MacApp a good bit. But, I tell myself, since we'll never see a new version of MacApp, I might as well go to town on its source code. Eric's article is a great example, but as you noted doesn't mention MacApp. This is not an accident, as I discovered when I linked him looking for advice on how to apply the same example to MacApp. He replied that a MacApp example "involves too much pain and anguish to deal with in a single article." After working on this a bit, I have to agree with him. His advice for using the example in his artice with MacApp went like this:" 1) Put all the MAppleObject behavior into TObject. For the pure virtual functions, write TObject implementations that call SubclassResponsibility. This will cause a runtime break, thus implementing the "pure virtualness" of the object. 2) Change TApplication's handling of AppleEvents to check the direct object just as my C++ dispatcher object does. Dispatch to the appropriate object if it is an object model event, and to gApplication if not (ie: gApplication will always be the "default handler")." This puts the basic structure in place for handling the Object Model, but doesn't implement default functionality for TWindow, TView, TEventHandler, TApplication, etc. Eric noted that this requires most of the work. It does, but is mostly tedious, not technically difficult. Of course this does not address making the application recordable in addition to being scriptable. This will require some modifications to the TCommand system I'm sure, but I think I'll drive off that bridge when I come to it. Ken Ryall
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