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ttribute
Descriptions
Each attribute of
the WVPanelFrame panel tag is defined below. The attribute's use is
described and the valid attribute values are listed.
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module
The module attribute identifies the
Java component that will be associated with the panel.
In order to use
the WVPanelFrame module, this attribute must be set as:
Note that the module name is within quotation marks in order to preserve the case of
the characters.
Be sure that the spelling and the capitalization of the
module name match exactly, or WildView will not be able to locate the
module.
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name
The name attribute allows you to
assign a name to the panel.
Panel names are primarily used in
conjunction with triggers in order to identify what panel a trigger is being
sent to, or in some cases, what panel the trigger was received from.
Panel
names are also used by WildView when logging error conditions in order
to identify the panel that encountered the error.
The name attribute is
optional, but if it is not specified then you will not be able to send triggers
to this panel from other panels.
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clock
The clock attribute defines how
frequently the module will get a chance to draw in the WildView display
area.
For the WVPanelFrame module, the clock attribute is used in
combination with the blink attribute to determine
how fast the frame will blink (if enabled).
See the blink attribute for more details about
making a frame blink.
The clock attribute value is expressed in milliseconds (1000 milliseconds is equivalent to
1 second -- which would be slow for this module).
To increase the blink speed, decrease the clock value; to decrease the
blink speed , increase the clock value.
A good value to try
initially is 250 milliseconds. Using this value, the attribute specification will
be:
If the clock attribute is not
specified, then the clock value defaults to zero. A clock value of zero
will disable the blinking frame capability, regardless of the setting
of the blink attribute.
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x
The x attribute determines where the
left edge of the panel will be located in the WildView display area (note that
the frame area is defined by the dimensions of the panel).
For instance, if the WildView display area has a total width of 200, and if
a value of 100 is specified for the panel's x attribute, then the panel will be
drawn with its left edge located in the middle of the WildView display.
A
module will only draw within the rectangle defined by the x, y,
w, and h attributes.
In order for a panel to be completely visible in the
WildView display area, the x attribute value must be greater than or
equal to zero and less than the total width of the WildView display
area.
If the x attribute is not specified, then the attribute's value
will default to zero (i.e., the left edge of the WildView display area). |
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y
The y attribute determines where the
top edge of the panel will be located in the WildView display area (note that
the frame area is defined by the dimensions of the panel).
For
instance, if the WildView display area has a total height of 100, and if
a value of 50 is specified for the panel's y attribute, then the panel will be
drawn with its top edge located in the middle of the WildView display.
A
module will only draw within the rectangle defined by the x,
y,
w, and h attributes.
In order for a panel to be completely visible in the
WildView display area, the y attribute value must be greater than or
equal to zero and less than the total height of the WildView display
area.
If the y attribute is not specified, then the attribute's value
will default to zero (i.e., the top edge of the WildView display area). |
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w
The w attribute determines the width
of the panel in the WildView display area (note that
the frame area is defined by the dimensions of the panel).
For instance, if the
WildView display area has a total width of 200, and if the panel's
x attribute has a value of 20, and the panel's w attribute has
a value of 160 (positioning the right edge of the panel at 20 + 160 = 180),
then the panel will be centered horizontally in the WildView display
(there is a margin of 20 to the left of the left panel edge and a margin of
200 - 180 = 20 to the right of the right panel edge).
A
module will only draw within the rectangle defined by the x,
y, w, and h attributes.
 | In order for a panel to be completely visible in the
WildView display area, the w attribute value added to the x
attribute value must be less than or equal to the total width of the WildView
display area.
If the w attribute is not specified, then the attribute's
value will default to zero (i.e., the panel will not be visible in the WildView
display area). |
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h
The h attribute determines the
height of the panel in the WildView display area (note that
the frame area is defined by the dimensions of the panel).
For instance,
if the WildView display area has a total height of 100, and if the
panel's y attribute has a value of 10, and the panel's h
attribute has a value of 80 (positioning the bottom edge of the panel at 10
+ 80 = 90), then the panel will be centered vertically in the WildView
display (there is a margin of 10 above the top panel edge and a margin of 100
- 90 = 10 below the bottom panel edge).
A module will only draw
within the rectangle defined by the x, y,
w, and h attributes.
In order for a panel to be completely visible in the
WildView display area, the h attribute value added to the y
attribute value must be less than or equal to the total height of the WildView
display area.
If the h attribute is not specified, then the attribute's
value will default to zero (i.e., the panel will not be visible in the WildView
display area). |
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mouseX
The mouseX attribute is an optional
attribute that defines the left most side of a rectangle in which mouse events
will be recognized by the panel.
Normally, the mouse area (defined by
the mouseX, mouseY, mouseW, and
mouseH attributes) is identical to the panel display area
(defined by the x, y, w,
and h attributes).
Occasionally it is useful to
define a mouse area that is different from the display area. For instance, you
might have a small panel in a corner of a WildView display that contains
vertically scrolling text. If you want the scrolling to pause whenever the mouse
enters the WildView display area (as opposed to when the mouse enters
the panel area), you can define a mouse area equal to the entire WildView
display area (of which the scrolling text panel occupies just a part).
A
module will only respond to mouse events that occur within the rectangle
defined by the mouseX, mouseY,
mouseW, and mouseH attributes.
The
illustration below shows a panel with a mouse area that is smaller than the
panel area.
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If the mouseX attribute is not specified, then the
attribute's value will default to value of the x attribute.
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mouseY
The mouseY attribute is an optional
attribute that defines the top most side of a rectangle in which mouse events
will be recognized by the panel.
Normally, the mouse area (defined by
the mouseX, mouseY, mouseW, and
mouseH attributes) is identical to the panel display area
(defined by the x, y, w,
and h attributes).
Occasionally it is useful to
define a mouse area that is different from the display area. For instance, you
might have a small panel in a corner of a WildView display that contains
vertically scrolling text. If you want the scrolling to pause whenever the mouse
enters the WildView display area (as opposed to when the mouse enters
the panel area), you can define a mouse area equal to the entire WildView
display area (of which the scrolling text panel occupies just a part).
A
module will only respond to mouse events that occur within the rectangle
defined by the mouseX, mouseY,
mouseW, and mouseH attributes.
The
illustration below shows a panel with a mouse area that is smaller than the
panel area.
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If the mouseY attribute is not specified, then the
attribute's value will default to value of the y attribute.
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mouseW
The mouseW attribute is an optional
attribute that defines the width of a rectangle in which mouse events
will be recognized by the panel.
Normally, the mouse area (defined by
the mouseX, mouseY, mouseW, and
mouseH attributes) is identical to the panel display area
(defined by the x, y, w,
and h attributes).
Occasionally it is useful to
define a mouse area that is different from the display area. For instance, you
might have a small panel in a corner of a WildView display that contains
vertically scrolling text. If you want the scrolling to pause whenever the mouse
enters the WildView display area (as opposed to when the mouse enters
the panel area), you can define a mouse area equal to the entire WildView
display area (of which the scrolling text panel occupies just a part).
A
module will only respond to mouse events that occur within the rectangle
defined by the mouseX, mouseY, mouseW,
and mouseH attributes.
The
illustration below shows a panel with a mouse area that is smaller than the
panel area.
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If the mouseW attribute is not specified, then the
attribute's value will default to value of the w attribute.
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mouseH
The mouseH attribute is an optional
attribute that defines the height of a rectangle in which mouse events
will be recognized by the panel.
Normally, the mouse area (defined by
the mouseX, mouseY, mouseW, and
mouseH attributes) is identical to the panel display area
(defined by the x, y, w,
and h attributes).
Occasionally it is useful to
define a mouse area that is different from the display area. For instance, you
might have a small panel in a corner of a WildView display that contains
vertically scrolling text. If you want the scrolling to pause whenever the mouse
enters the WildView display area (as opposed to when the mouse enters
the panel area), you can define a mouse area equal to the entire WildView
display area (of which the scrolling text panel occupies just a part).
A
module will only respond to mouse events that occur within the rectangle
defined by the mouseX, mouseY, mouseW,
and mouseH attributes.
The
illustration below shows a panel with a mouse area that is smaller than the
panel area.
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If the mouseH attribute is not specified, then the
attribute's value will default to value of the h attribute.
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size
The size attribute defines the size (i.e., the width) of the frame in pixels.
For instance, if the following attribute is specified:
then each of the four sides of the frame will have a width of five pixels.
Note that the frame is always drawn inside of the area defined by the
x, y, w, and h attributes.
This means that if you would like to draw a frame around another panel, then the dimension of the
frame panel should be larger than the dimensions of the panel around which the frame is
to be drawn by at least the same number of pixels that is specified for the size attribute.
An example of this is illustrated below:
<PANEL name=Scroll module="WVPanelVScroll"
x=5 y=60 w=180 h=90 clock=30
fontSize=18 rate=2>
<PANEL name=ScrollFrame module="WVPanelFrame"
x=0 y=55 w=190 h=100 size=5
color1=008800 color2=00ff00>
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color1
The color1 attribute defines the color used to draw all or part of the frame.
If the color2 attribute is not specified, then the
color1 attribute assigns the color of the entire frame.
If the color2 attribute is specified, then the
color1 attribute assigns the color of the top and left sides of the frame.
The value of the color1 attribute may be a color in RGB hexadecimal format (for example,
the color red would be FF0000,
and a medium gray would be 888888), or it may be
a "brighten" amount.
When a "brighten" amount is used, the panel's background
is used to create the frame. In other words, the background area starting at the panel's boundaries
(as defined by the x, y,
w, and h attributes) and extending inward the number
of pixels defined by the size
attribute, are "brightened" to give the effect of a frame.
To "brighten" the background for use as a frame, a value between "+255"
and "-255" may be used.
If the attribute value begins with a "+", then the
background will be brightened (made lighter) by the amount specified.
For instance, the specification
will brighten the background by 75.
If the attribute value begins with a "-", then the
background will be dimmed (made darker) by the amount specified.
For instance, the specification
will dim the background by 75.
Note that in order to "brighten" the background for use as a frame, you
must use a "+" or a "-" as the first character of the attribute value.
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color2
The color2 attribute defines the color used to draw the bottom and right sides of the frame.
If the color2 attribute is not specified, then the entire frame will be drawn using the
color defined by the color1 attribute.
The value of the color2 attribute may be a color in RGB hexadecimal format (for example,
the color red would be FF0000,
and a medium gray would be 888888), or it may be
a "brighten" amount.
When a "brighten" amount is used, the panel's background
is used to create the bottom and
right portions of the frame. In other words, the bottom and
right portions of the background area starting at the panel's boundaries
(as defined by the x, y,
w, and h attributes) and extending inward the number
of pixels defined by the size
attribute, are "brightened" to give the effect of a frame.
To "brighten" the background for use as a frame, a value between "+255"
and "-255" may be used.
If the attribute value begins with a "+", then the
background will be brightened (made lighter) by the amount specified.
For instance, the specification
will brighten the background by 75.
If the attribute value begins with a "-", then the
background will be dimmed (made darker) by the amount specified.
For instance, the specification
will dim the background by 75.
Note that in order to "brighten" the background for use as a frame, you
must use a "+" or a "-" as the first character of the attribute value.
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blink
The blink attribute can be used to make the frame blink by alternating between
the color set defined by the color1
and color2 attributes, and the color set
defined by the blinkColor1
and blinkColor2 attributes.
The following are the valid values that can be specified for the blink attribute:
- true - the frame will blink constantly
- false - the frame will not blink
- enter - the frame will blink whenever the mouse
enters the panel's mouse area (see the mouseX,
mouseY, mouseW,
and mouseH attributes for
details about the mouse area)
- number - the frame will blink the number of
times specified by number, and then will stop blinking. For instance,
blink=3 will cause the frame to blink just three times.
The speed at which the frame will blink is controlled by the
clock attribute. If the clock attribute
has a value of zero, then no blinking will occur, regardless of the value of the blink
attribute.
If this attribute is not specified, then the frame will not blink
(i.e., the attribute value will default to "false").
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blinkColor1
The blinkColor1 attribute defines the color used to draw all or part of the frame
when the frame is blinking (see the description of the blink attribute for
information regarding how to make a frame blink).
When a frame blinks, it alternates between two color sets. One color set is
defined by the color1 and color2 attributes,
and the second color set
is defined by the blinkColor1 and blinkColor2 attributes.
If the blinkColor2 attribute is not specified, then the
blinkColor1 attribute assigns the color of the entire frame.
If the blinkColor2 attribute is specified, then the
blinkColor1 attribute assigns the color of the top and left sides of the frame.
The value of the blinkColor1 attribute may be a color in RGB hexadecimal format (for example,
the color red would be FF0000,
and a medium gray would be 888888), or it may be
a "brighten" amount.
When a "brighten" amount is used, the panel's background
is used to create the frame. In other words, the background area starting at the panel's boundaries
(as defined by the x, y,
w, and h attributes) and extending inward the number
of pixels defined by the size
attribute, are "brightened" to give the effect of a frame.
Note that the background for the blinkColor1 attribute is really whatever is displayed
after the frame is drawn using color1 (unless the
clear attribute is used -- though
that can get tricky). In other words, if color1 is 0000FF
(red) and blinkColor1
is "+75", then what will be displayed during the blink is the color red
brightened by 75.
To "brighten" the background for use as a frame, a value between "+255"
and "-255" may be used.
If the attribute value begins with a "+", then the
background will be brightened (made lighter) by the amount specified.
For instance, the specification
will brighten the background by 75.
If the attribute value begins with a "-", then the
background will be dimmed (made darker) by the amount specified.
For instance, the specification
will dim the background by 75.
Note that in order to "brighten" the background for use as a frame, you
must use a "+" or a "-" as
the first character of the attribute value.
NOTE: Using "brighten" values for any of the color attributes
when a frame is blinking places greater demands on the computer than if solid colors are used.
You might want to check the performance on all target platforms to be sure that it meets
your requirements.
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blinkColor2
The blinkColor2 attribute defines the color used to draw the bottom
and right sides of the frame when the frame is blinking
(see the description of the blink attribute for
information regarding how to make a frame blink).
When a frame blinks, it alternates between two color sets. One color set is
defined by the color1 and color2 attributes,
and the second color set
is defined by the blinkColor1 and blinkColor2 attributes.
If the blinkColor2 attribute is not specified, then the
blinkColor1 attribute assigns the color of the entire frame.
The value of the blinkColor2 attribute may be a color in RGB hexadecimal format (for example,
the color red would be FF0000,
and a medium gray would be 888888), or it may be
a "brighten" amount.
When a "brighten" amount is used, the panel's background
is used to create the frame. In other words, the background area starting at the panel's boundaries
(as defined by the x, y,
w, and h attributes) and extending inward the number
of pixels defined by the size
attribute, are "brightened" to give the effect of a frame.
Note that the background for the blinkColor2 attribute is really whatever is displayed
after the frame is drawn using color2 (or the
color1 attribute if the color2 attribute is not specified), unless the
clear attribute is used (though
that can get tricky). In other words, if color2 is 0000FF
(red) and blinkColor2
is "+75", then what will be displayed during the blink is the color red
brightened by 75.
To "brighten" the background for use as a frame, a value between "+255"
and "-255" may be used.
If the attribute value begins with a "+", then the
background will be brightened (made lighter) by the amount specified.
For instance, the specification
will brighten the background by 75.
If the attribute value begins with a "-", then the
background will be dimmed (made darker) by the amount specified.
For instance, the specification
will dim the background by 75.
Note that in order to "brighten" the background for use as a frame, you
must use a "+" or a "-" as
the first character of the attribute value.
NOTE: Using "brighten" values for any of the color attributes
when a frame is blinking places greater demands on the computer than if solid colors are used.
You might want to check the performance on all target platforms to be sure that it meets
your requirements.
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background
The background color for the frame is assigned
using this attribute. The frame's background is the area inside the area defined
by the x, y,
w, and h attributes.
The attribute's value must be color in RGB hexadecimal format (for example,
the color red would be FF0000,
and a medium gray would be 888888).
Note that in general, it is preferable to define a frame in a panel set before
defining the panel that the frame surrounds. This will help eliminate any drawing
order problems which might cause the panel being framed to be obscured with the frame's
background. Here is an example of the appropriate panel order for frame that has
a solid green background:
<PANEL name=ScrollFrame module="WVPanelFrame"
x=0 y=55 w=190 h=100 size=5
color1=008800 color2=00ff00
background=00FF00>
<PANEL name=Scroll module="WVPanelVScroll"
x=10 y=65 w=170 h=80 clock=30
fontSize=18 rate=2>
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Note that the clear attribute must be true in order for the
background color to be drawn.
If the background attribute is not specified, then the frame's background will be
"clear."
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visible
The visible attribute determines if the frame will initially be visible.
This attribute can be useful if you do not want the frame displayed in the panel's
display area when the panel is first initialized. Once the frame should be made
visible, a trigger can be sent to the panel to change the image's visible state.
The valid values for the visible attribute are:
- true -
the image will be visible in the panel's display area
- false -
the image will not be visible in the panel's display area
- enter - the frame will become visible whenever the mouse
enters the panel's mouse area and will become invisible whenever the mouse leaves the panel's
mouse area (see the mouseX,
mouseY, mouseW,
and mouseH attributes for
details about the mouse area)
If the visible attribute is not specified, then the attribute's value
will default to true (the frame will be visible).
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clear
The clear attribute allows you to tell the WVPanelFrame module to
clear the area defined by the frame panel's
x, y,
w, and h attributes every time before the
frame is drawn.
The attribute's value can be assigned "true" (automatically clear
the frame area), or "false" (do not clear the frame area
automatically).
Note that the clear attribute must be true in order for the
frame's background color to be drawn.
For an example of when clearing the frame area automatically can be useful,
see the description of the blinkColor1
or the blinkColor2 attribute.
If the clear attribute is not specified, then the attribute's value will
default to "false."
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