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Second Life

for Clipper applications

(ALASKA XBASE++)

You can change your old CLIPPER application to NEW WINDOWS APPLICATION in very short time (we talk about minutes) using ALASKA XBASE++.

The story is: you have your CLIPPER application, get ALASKA XBASE++, install it, read this quid, add our PRG files, make small change to your PRG modules, make PROJECT file and recompile and link using PBUILD. Now you have full WINDOWS 32-bit application. Give it to your users and then get back to ALASKA to learn how to take full power of it. Your users will get new version, you get time to learn new product and everyone will be satisfied.

Aleksandar Stefanovic AS Computer Software

Are you Clipper programmer with many DOS applications, someone who wants to continue to live and someone who think that Windows is not the end? What to do now? DOS applications can be executed under Windows platform but people want to go on, not to stay in the past. DOS is the past, and you, as programmer must live with that. So, is your programmer life finished? Answer is NO. Your applications, source code can have second chance. Alaska Xbase++ is solution for you. Is this the only one? No, you have other options but we believe that this is the best one.

These days there is Alaska Xbase++ version 1.9 from Alaska Software. You can find it on www.alaska-software.com First thing that you will read is that this is 100% Clipper 5.x compatible windows 32bit’s compiler. That is a right and that is not the end. This is only starting point for you to transfer your old DOS Clipper applications to windows platform. I want you to remember this. Don’t use this compiler only to make your old DOS applications, windows applications. As you know DOS and Windows are different operation systems, so logic you have in DOS time must be changed. Logic about how users use your application. The best reason for this is that your application doesn’t have full control over PC. This is just another process on it. Another thing is user interface that have to be changed. You must use things that Windows offer to you in the way that windows users expect. You don’t have to reinvent hot water again. I believe that you as DOS Clipper programmer have full “know how” to use Windows. There is no reason to teach you how to use Windows, I believe that you already know that. If you don’t, than this text is not for you.

We believe that Xbase languages have to live on. Easy, effective, clear. And after all there are so many people who use it for decade (or more). Many other programmers (C/C++, Delphi…) don’t like Clipper and in one period of time they even don’t think about Clipper people as programmer at all. But this is not our problem. Clipper was one of the best that happened in the past. Number of Clipper application is so big, number of Clipper programmers to. So be patient and forget what other said about this, and continue to make you living on it.

How to start? First, install it. Please, don’t forget to install Xbase TOOLS because there are many functions that you will need. You will get all you need in ALASKA directory. Now use command prompt instead of DOS and find yourself in environment you know. In the past you have Clipper.exe now you have xpp.exe.

On your hard drive you will find this directory structure:

<ALASKA\XPPW32\>

|—BIN

Compiler and service programs

|—BOOK

Online help

|—LIB

Runtime library

|—INCLUDE

#include files

|—RESOURCE

Resource files

|—RUNTIME

Runtime libraries

|—SOURCE

Source code

|—SYS

Source for System level files Compatibility functions for

|—COMPAT

|

Clipper ‘87 Example programs

|—SAMPLES

<ALASKA\XBTW32\>

|—BIN

Compiler and service programs Online help Runtime library #include files Source code Example programs

|—BOOK

|—LIB

|—INCLUDE

|—SOURCE

|—SAMPLES

Environment variables are (here is AUTOXBB.BAT and AUTOXBT.BAT

@echo off SET XPPROOT=C:\ALASKA\XPPW32 SET LIB=C:\ALASKA\XPPW32\LIB;%LIB% SET PATH=C:\ALASKA\XPPW32\BIN;C:\ALASKA\XPPW32\LIB;%PATH% SET INCLUDE=C:\ALASKA\XPPW32\INCLUDE;%INCLUDE% SET XPPRESOURCE=C:\ALASKA\XPPW32\RESOURCE\BITMAP;%XPPRESOURCE% SET XPPRESOURCE=C:\ALASKA\XPPW32\RESOURCE\ICON;%XPPRESOURCE% SET XPPRESOURCE=C:\ALASKA\XPPW32\RESOURCE\FONT;%XPPRESOURCE% SET XPPRESOURCE=C:\ALASKA\XPPW32\RESOURCE\POINTER;%XPPRESOURCE%

@echo off rem Environment for XbToolsIII rem created by XbToolsIII installation 5-18-2006 SET PATH=C:\ALASKA\XBTW32\LIB;%PATH% SET LIB=C:\ALASKA\XBTW32\LIB;%LIB% SET INCLUDE=C:\ALASKA\XBTW32\INCLUDE;%INCLUDE%

You can have Clipper and ALASKA on the same system but you need to take care for environment variables, remember that.

Please, remember what happened after starting CLIPPER.EXE. You sow compiler options. Just to remind you.

Copyright © 1985-1993, Computer Associates International, Inc. Microsoft C Floating Point Support Routines Copyright © Microsoft Corp 1984-1987. All Rights Reserved.

Options:

/a

automatic memvar declaration

/b

debug info

/credits

credits screen

/d(<id>)[=<val>]

#define <id>

/es[<level>]

set exit severity

/I<path>

#include file search path

/l

supress line number information

/m

compile module only

/n

no implicit starting procedure

/o<path>

object file drive and/or path

/p

generate pre-processed output (.ppo) file

/q

quiet

/r[<lib>]

request linker to search <lib> (or none)

/s

syntax check only

/u[<file>]

use command def set in <file> (or none)

/v

variables are assumed m->

/w

enable warnings

@file

compile list of modules in <file>

Do you remember?

What will happen if you start xpp.exe?

XBT0023: Command-line error: no input file specification Usage: xpp [<options>] <filename>

Valid options are:

/a

automatic MEMVAR declaration

/b

include debug information

/coff

create COFF object file

/com

Compatibility-Mode (max. 10 significant chars for ident.)

/d<id>[=<val>]

#define <id>

/dll[:DYNAMIC|STATIC] create output file that can be used in a

dynamic or static DLL; default: static

/err:<count>

abort compilation after <count> errors (default: 20)

/es

compiler returns with error code if warnings are detected

/ga

convert string characters ANSI -> OEM

/go

convert string characters OEM -> ANSI

/i<path>

include file search path

/l

suppress linenumber embedding

/link[:"<options>"] invoke linker with <options> to build exe file

/m

do not process SET PROCEDURE TO (ProcRequest)

/n

no implicit starting procedure (MAIN)

/nod

suppress request for default library in output file

/o<name>

rename output file

/omf

create OMF object file

/p

create pre-processed output file

/pptrace

trace preprocessor's work

/profile

generate profiling information

/q

quiet mode

/r<libname>

add request for library <libname>

/s

syntax check only

/u[<filename>]

use command definition set in <filename> (or none)

/v

undeclared variables are assumed to be MEMVARs

/w

enable standard warnings

/wi

warn about access of uninitialized lex. variables

/wl

warn about use of dynamic scoped variables

/wn

warn about suspicious implicitly declared NILs

/wu

warn about unused lexical variables

/z

suppress short-cut optimization

We believe that you will find the difference but many things are the same. So you can use xpp.exe as you use clipper.exe compiler. Output is not the same but you can live with that. The Xbase ++ compiler knows the same compiler-switches like the Clipper compiler. There is as you see more compiler-switches that allow detecting more errors in the PRG code. Keep this in mind: the Xbase ++ compiler detects more errors in your code during compile time than Clipper.

As Clipper programmer we believe that you don’t need “Hello World” sample. You have your own applications and if you compile and link that with ALASKA you will get your WINDOWS application. Because Clipper language is only a part of ALSAKA you have to read all of help files for description of new functions, commands and objects. This story is not about that only how to start in very short time to transfer your old DOS Clipper application into NES WINDOWS ALASKA application. You can find in users gude that you have only to recomple your project but then you will keep old DOS look and here is short solution how to get new 32-bit application and how to get new look. After that you will get time to chenge your application using other ALASKA functions, command and objects but your users can use your NEW application .

Here we will not talk about linker, you can find that using alink is the same process but at the start please forget this and use PBUIL.EXE utility to compile and link your application. To use it you only have to make PROJETC.XPJ text file. It is easy but new to you. The Xbase++ ProjectBuilder is a tool for managing entire software projects. You can make one or more EXE or DLL (yes) files. This is ASCII file with XPJ extension. In Xbase help documentation you can find one example

01: [PROJECT]

02:

COMPILE

= xpp

// Missing compiler and linker

03:

COMPILE_FLAGS = /q

// information is added

04:

DEBUG

= yes

05:

GUI

= no

06:

LINKER

= alink

 

07:

LINK_FLAGS

 

=

08:

RC_COMPILE

= arc

09:

RC_FLAGS

=

10:

CUSTOMER.XPJ

 

11:

12: [CUSTOMER.XPJ]

13:

CUSTOMER.EXE

14:

15: [CUSTOMER.EXE]

16: // $START-AUTODEPEND

17:

COLLAT.CH

18:

GET.CH

19:

MEMVAR.CH

20:

PROMPT.CH

21:

SET.CH

22:

STD.CH

23:

CUSTOMER.OBJ

24:

GETCUST.OBJ

25:

PRINT.OBJ

26:

VIEWCUST.OBJ

27: // $STOP-AUTODEPEND

28:

CUSTOMER.PRG

29:

GETCUST.PRG

30:

PRINT.PRG

31:

VIEWCUST.PRG

// Automatically created

// dependencies

Don’t be afraid of this. It is easy to manage. You have only to remember that there is sections that describe you compiler and linker options and list of all include, source code prg and obj files. Read users guide about this options.

Options for compiler and linker you will write only once and after that you have only to add your files names.

So, look at one very simple project

01: [PROJECT]

02:

DEBUG = yes

// Project-wide definitions

03:

GUI

= no

04:

CUSTOMER.XPJ

// The root of the project

05:

06: [CUSTOMER.XPJ]

// List all EXE and DLL

07:

CUSTOMER.EXE

// files of the project here

08:

09: [CUSTOMER.EXE]

// List all sources for each

10:

CUSTOMER.PRG

// EXE and/or DLL file separately

11:

GETCUST.PRG

12:

PRINT.PRG

11:

VIEWCUST.PRG

You can create this using editor. Numbers are not part of file body and here are they just to make things clear and easy for reference. So if you have to make PROJECT file for your project, start editor, write [PROJECT], go to the next line, write DEBUG=yes (use this for testing, and when you get no errors, change it to DEBUG=no), go to next line Write name for your project (in this case it is CUSTOMER) CUSTOMER.XPJ and you have finished first section. Now go to next line and write [CUSTOMER.XPJ] starting point for your application description. Go to next line and write CUSTOMER.EXE, this is the name of EXE file that will be generated. Now we have to list from what ours programs modules we want EXE file. Write [CUSTOMER.EXE] and after that make a list of PRG files. That’s it. Save this file as PROJECT.XPJ and under command prompt type PBUILD. This utility will open our PROJETCT.XPJ file and invoke compiler and linker for us. After that you will have your EXE. Full win32 application. It will not be so difficult to make PROJECT.XPJ that describe your old DOS application for start. You have more options that PBUILD can use. If you start transition to windows environment and if you use your old DOS source Clipper code without changes, this is good start point. Please use

GUI= NO . Whenever a program performs graphic output, be it with Gra by using Xbase Parts, GUI=YES must be defined.

() functions or

Your application will look as your DOS application. But only look is the same. If you try to use it on DOS you will not be able to start it because this is full windows application. Now you are Windows programmer. It is not so difficult for Clipper programmer to write PROJECT.XPJ and became Windows programmer. You are back.

In Xbase help file you can find full description of options you can (and will) use in your project file. Please read it.

All information that may be listed in the [PROJECT] section is described below. Each project file must begin with the [PROJECT] section which contains definitions valid for the entire project (project-wide definitions):

COFF_LINKER=

This optional definition can be used to define the linker to be invoked by the

COMPILE=

ProjectBuilder when OBJ_FORMAT= is set to COFF (Common Object File Format). If COFF_LINKER= is not defined in this case, the ProjectBuilder uses the linker defined with LINKER=. This indicates the name of the Xbase++ compiler. It is always XPP.

COMPILE_FLAGS=

All compiler switches to be set for compilation are defined here. Note that separate definitions OBJ_DIR= and DEBUG= exist for the switches /o and /b.

DEBUG=

This definition can be set to YES (debug version) or NO (non debug version). Executable files are created accordingly with or without debug information. An executable file must be created with DEBUG=YES so that it can be monitored with the debugger.

GUI=

If a program is to run as text mode application, GUI=NO must be set.

Whenever a program performs graphic output, be it with Gra

()

functions

INCLUDE=

or by using Xbase Parts, GUI=YES must be defined. Add a search path to find .CH - files to the INCLUDE path inherited by the

LIB=

process which calls PBuild.exe. Add a search path to find .LIB and .OBJ files to the LIB path inherited by the process which calls PBuild.exe.

LINKER=

This definition indicates the name of the linker that is used to create EXE or DLL files from OBJ files. It is the linker that is shipped with the operating system-specific Xbase++ version.

LINK_FLAGS=

All linker flags which are not covered by GUI= and DEBUG= are listed in this definition. However, if the flags /PM and /DE are used here as well, they override the corresponding definitions GUI= and DEBUG=.

OBJ_DIR=

Optionally, the directory for OBJ files can be defined. The compiler creates OBJ files in this directory, and the linker searches it for these files. Only one directory can be set for each target.

Note: The OBJ_DIR setting affects only the OBJ files listed in the section of a project file that is delimited with // $START-AUTODEPEND and // $STOP-AUTODEPEND. PBuild completes these OBJ file names with the OBJ_DIR directory so that no path information may be specified for the files listed in the auto-dependency section. Additional OBJ files can be specified with a full qualified path outside the auto-dependency section.

OBJ_FORMAT=

Two values can be used for this definition to select the object file format:

COFF (Common Object File Format) or OMF (Object Module Format). The ProjectBuilder then starts the Compiler and invokes AIMPLIB.EXE, if necessary, using the corresponding switches /coff or /omf. In addition, the linker specified with COFF_LINKER= or OMF_LINKER= is used in the build process.

OMF_LINKER=

This optional definition can be used to define the linker to be invoked by the ProjectBuilder when OBJ_FORMAT= is set to OMF (Object Module Format). If OMF_LINKER= is not defined in this case, the ProjectBuilder uses the linker defined with LINKER=.

POST_BUILD=

This definition can be used to execute a command after the target is built. The statement that follows the equal sign ("=") is then executed in a command shell. More than one POST_BUILD definition can be present in a section. In this case, the commands are executed sequentially, in the order they were defined. If a command returns an error, execution of PBUILD.EXE is aborted. This behaviour can be overridden by specifying a hyphen character ("-") as first character behind the equal sign ("=").

POST_CLEAN=

This definition can be used to execute a command after the target is

cleaned. The statement that follows the equal sign ("=") is then executed in

a

command shell. More than one POST_CLEAN definition can be present

in a section. In this case, the commands are executed sequentially, in the order in which they were defined. If a command returns an error, execution of PBUILD.EXE is aborted. This behaviour can be overridden by specifying a hyphen character ("-") as first character behind the equal sign ("=").

PRE_BUILD=

This definition can be used to execute a command before the target is built. The statement that follows the equal sign ("=") is then executed in a command shell. More than one PRE_BUILD definition can be present in a section. In this case, the commands are executed sequentially, in the order in which they were defined. If a command returns an error, execution of PBUILD.EXE is aborted. This behaviour can be overridden by specifying a hyphen character ("-") as first character behind the equal sign ("=").

PRE_CLEAN=

This definition can be used to execute a command before the target is

cleaned. The statement that follows the equal sign ("=") is then executed in

a

command shell. More than one PRE_CLEAN definition can be present in

section. In this case, the commands are executed sequentially, in the order in which they were defined. If a command returns an error, execution of PBUILD.EXE is aborted. This behaviour can be overridden by specifying a hyphen character ("-") as first character behind the equal sign ("=").

a

RC_COMPILE=

This definition contains the name of the resource compiler as it is shipped with Xbase++. Normally, additional resources are used for GUI applications only.

OS/2 -

There are additional notes at the end of this section for the OS/2 platform.

RC_FLAGS=

The flags for the resource compiler are set with this definition.

<SECTION>

All entries in the [PROJECT] section defined without equal signs are used as a

reference to subsequent user-defined sections which are to be analyzed by the ProjectBuilder. Normally, only one additional section (the root section) is referenced. There must be at least one

user-defined section.

Note: Definitions listed in the [PROJECT] section are valid for the entire project. However, they may appear in user-defined sections as well. In this case, they are valid for one section only. If definitions are passed to PBUILD.EXE on the command line using the /d switch, all definitions in a project file with the same name are ignored.

Resource compiler for OS/2

Depending on whether resources are declared in ARC or RC files, the option RC_COMPILE= must be set to arc or rc . If ARC files are used, the Project Builder invokes first ARC.EXE (Alaska

resource compiler) and then RC.EXE (OS/2 resource compiler). ARC.EXE translates ARC files to RC files which can be compiled by RC.EXE.

Use what you need.

If you get large EXE file consider breaking it into one or more DLL files. Please don’t ask me what is it. I believe you know. How you will do that. Using PBUILD. If you have prg files like this

** File MAIN.PRG ** PROCEDURE Main SayHello() SayHi() RETURN

// This file is used to // create an EXE file. // Procedures are contained // in a DLL file.

** File SAYHELLO.PRG ** PROCEDURE SayHello

? "Hello world" RETURN

// These two files are used // to create a DLL file.

** File SAYHI.PRG ** PROCEDURE SayHi

? "Hi folks"

RETURN

You will use next PROJECT file

// File: PROJECT.XPJ [PROJECT] ROOT

[ROOT]

MAIN.EXE

MYFUNCS.DLL

[MAIN.EXE]

MAIN.PRG

MYFUNCS.LIB

[MYFUNCS.DLL]

SAYHELLO.PRG

SAYHI.PRG

When you start PBUILD you will make MAIN.EXE and MYFUNCS.DLL. In your directory you will find MYFUNCS.LIB this file will be used by linker only. So when you

want to use functions from some DLL you need LIB file for it. Just add it to your PROJECT.

Remember XB TOOLS? If you use functions from it you will need to add LIB files XBTBASE1.LIB and XBTBASE2.LIB. You will find it in ALASKA XBTW32\LIB directory. Just add it and you will get more then 800 functions. If you as Clipper programmer use some libraries that are not part of standard Clipper library you will have to change it with functions from XBTOOLS library. Believe us, you will find them there. Some functions you will not find, but this is the price to start your WINDOWS life. On the other hand clipper functions and commands are only one part of ALASKA XBASE. When you want to make full 32-bit Windows application without any text based support you will find much more commands and functions new to Clipper programmers. But about that later.

For now this is all you need to make your new (old DOS) Windows application. Once againg You are now Windows programmer.

Let’s make our applications to look more Windows then DOS application.

First we have to say something about ASPPSYS.

This function is normally executed prior to the call of the MAIN procedure and if we want to use some GUI device output we must use it. This file you can write ONLY once and forget about it. Just add it in your project file. What you will get. Window that you can control in old DOS way. But you will have 80 rows and 30 col. Why 30 instead of 25. This looks better and you will get some extra space where you can add some graphics. Your source code that control display will not have to be changed. We add one more thing. Functions that will check are we have any other instance of our application and how we can avoid it. Under windows you can start many applications and one more then once, but this is sometimes that not is what we want. For this we use function just_one(). This function use some windows API functions, this is the reason why we need DLL.CH and some other DLL declaration. We don’t have LIB files for Windows libraries and we must use functions that can load libraries and find functions in it. What you are see here is the way you can use to access any function from any DLL library if you know function name, where to find it and how to use it. Remember, you are in Windows now and there is no reason not to use functions from it. In old day’s we use DOS internal functions, interrupts and now we can use WINDOWS API functions. For this we must find documentations for it. This is another story, but we believe that sometimes you will ask for it.

//////////////////////////////////////////////////////////////////// // APPSYS.PRG ////////////////////////////////////////////////////////////////////// #include "DLL.CH" #include "appevent.ch" #include "xbp.ch"

#include "aboutbox.ch" *********************************************************************** ***** * Function AppSys() to create default output devices *********************************************************************** ***** PROCEDURE AppSys()

#define DEF_ROWS

30

#define DEF_COLS

80

//#define DEF_FONTHEIGHT 16

8

//#define DEF_FONTHEIGHT 23 //#define DEF_FONTWIDTH 10

//#define DEF_FONTWIDTH

LOCAL oCrt, nAppType := AppType() LOCAL aSizeDesktop, aPos local DEF_FONTHEIGHT:=16 local DEF_FONTWIDTH:=8

// uncomment this 3 lines if you need to disable more then one instance of application

//

If just_one( "XbpPmtClass" )

//

QUIT

//

EndIF

// uncomment this if you want SPLASH screen //ShowSplashScreen(ID_ABOUT_BITMAP)

//sleep(100)

DO CASE

CASE nAppType == APPTYPE_PM

aSizeDesktop

:= AppDesktop():currentSize()

aPos

:= { (aSizeDesktop[1]-(DEF_COLS * DEF_FONTWIDTH))

/2, ;

(aSizeDesktop[2]-(DEF_ROWS * DEF_FONTHEIGHT)) /2 }

Do Case Case aSizeDeskTop[1] = 800 Def_FontHeight := 18 Def_FontWidth := 10 Case aSizeDeskTop[1] = 1024 Def_FontHeight := 22 Def_FontWidth := 12 Otherwise Def_FontHeight := 16 Def_FontWidth := 8 Endcase

oCrt := XbpCrt():New ( NIL, NIL, aPos, DEF_ROWS, DEF_COLS ) oCrt:FontWidth := DEF_FONTWIDTH oCrt:FontHeight := DEF_FONTHEIGHT

 

oCrt:title

:= "Maloprodajaa W32"

oCRT:icon

:= ID_AS_ICON

oCrt:FontName

:= "Alaska Crt"

//

oCRT:Pointer

:= ID_AS_CURSOR

//

oCrt:FontName

:= "Terminal"

//

oCRT:XBPCRT():setpointer(,ID_AS_CURSOR,XBPWINDOW_POINTERTYPE_ICON)

//

oCrt:Create()

::setpointer(,ID_AS_CURSOR,XBPWINDOW_POINTERTYPE_ICON)

oCrt:PresSpace()

SetAppWindow ( oCrt )

CASE nAppType == APPTYPE_VIO .OR. nAppType == APPTYPE_NOVIO

oCrt := RootCrt():New() oCrt:CreateBuffer := .T. oCrt:Create()

SetAppWindow ( oCrt )

ENDCASE

RETURN

DLLFUNCTION GetClassNameA( nHwnd, @cBuf, nBufLen ) USING STDCALL FROM

USER32.DLL

/* * ShowWindow() Comande, iz WINUSER.H */ #define SW_HIDE #define SW_SHOWNORMAL #define SW_NORMAL #define SW_SHOWMINIMIZED #define SW_SHOWMAXIMIZED #define SW_MAXIMIZE #define SW_SHOWNOACTIVATE #define SW_SHOW #define SW_MINIMIZE #define SW_SHOWMINNOACTIVE 7

0

1

1

2

3

3

4

5

6

#define SW_SHOWNA

8

#define SW_RESTORE

9

#define SW_SHOWDEFAULT

10

#define SW_MAX

10

DLLFUNCTION FindWindowA( @ClassName, @WinName ) USING STDCALL FROM

USER32.DLL

// DLLFUNCTION FindWindowA( @ClassName, WinName ) USING STDCALL FROM

USER32.DLL

DLLFUNCTION GetForegroundWindow()

USER32.DLL

DLLFUNCTION IsIconic( nHwnd )

USER32.DLL

DLLFUNCTION GetLastActivePopup( nHwnd )

USER32.DLL

DLLFUNCTION ShowWindow( nHwnd, nCmdShow )

USER32.DLL

USING STDCALL FROM

USING STDCALL FROM

USING STDCALL FROM

USING STDCALL FROM

DLLFUNCTION BringWindowToTop( nHwnd )

USER32.DLL

DLLFUNCTION SetForegroundWindow( nHwnd )

USER32.DLL

DLLFUNCTION GetWindowThreadProcessId( nForgroundHwnd, @nRetProcId ) USING STDCALL FROM USER32.DLL

USING STDCALL FROM

USING STDCALL FROM

FUNCTION just_one( cClass, cWinTitle )

LOCAL lRet := .F. LOCAL nHwndFind, nHwndForeground, nForegroundId LOCAL nFindId, nHwndLast

If VALTYPE( cWinTitle ) = "C" nHwndFind := FindWindowA( @cClass, @cWinTitle ) Else nHwndFind := FindWindow2( @cClass ) Endif

If nHwndFind # 0

nHwndForeground := GetForegroundWindow()

nForeGroundId

:= GetWindowThreadProcessId( nHwndForeground, 0 )

nFindId

:= GetWindowThreadProcessId( nHwndFind, 0 )

If nForeGroundId != nFindId .OR. IsIconic( nHwndFind ) # 0

nHwndLast := GetLastActivePopup( nHwndFind ) If IsIconic( nHwndLast ) # 0

ShowWindow( nHwndLast, SW_RESTORE )

EndIF

BringWindowToTop( nHwndLast ) SetForegroundWindow( nHwndLast )

EndIF

lRet := .T.

EndIF

RETURN lRet

FUNCTION FindWindow2(cClass) LOCAL nDll:=DllLoad("USER32.DLL") LOCAL xRet:=DllCall(nDll, DLL_STDCALL, "FindWindowA", @cClass, 0) DllUnLoad(nDll) RETURN xRet

This file (appsys.prg) you have only to add in project.xpj and forget about it.Once again, this procedure is execudet when application start, so if you want other things at that moment you can add it here.

Information about application have every Windows application and this is ABOUTBOX function. Lets add realy windows ABOUTBOX to your application.

In this PRG file we use ABOUTBOX.CH

//////////////////////////////////////////////////////////////////////

// // ABOUTBOX.CH // // Copyright:

// Alaska Software Inc., (c) 1997-2001. All rights reserved. // // Contents:

// Bitmap Id for function AboutBox() // ////////////////////////////////////////////////////////////////////// #define ID_AS_ICON 101 #define ID_AS_CURSOR 102 #define ID_ABOUT_BITMAP 4242 #define ID_ABOUT_OKSLIKA 4243

Here is ABOUTBOX.PRG

////////////////////////////////////////////////////////////////////// // // ABOUTBOX.PRG // //////////////////////////////////////////////////////////////////////

#include "Aboutbox.ch" #include "Appevent.ch" #include "Common.ch" #include "Font.ch" #include "Gra.ch" #include "Xbp.ch"

#define BITMAP_MAX_WIDTH

200

#define BITMAP_MAX_HEIGHT

240

//this function we will use to show info about our application function AboutAS()

AboutBox( "AS Computer Software – Application NAME " , ; // title

200x240

RETURN (0)

"TEST APPLICATION" "Version 1.0",; "Aleksandar Stefanovic dipl.ing.", ; "program for" + Chr(13) + ;

" WINDOWS"+chr(13)+" OS" ID_ABOUT_BITMAP

, ; // program

, ; // miscellaneous ) // bitmap max.

// this function we will use to inform user about something function AboutOK(swhat)

AboutBox( "AS Computer Software – Application Name " , ; // title

200x240

RETURN (0)

"TEST APPLICATION" "Version 1.0",; "

", ; swhat,; ID_ABOUT_OKSLIKA

, ; // program

) // bitmap max.

/* * Display program information and an optional bitmap logo */

PROCEDURE AboutBox( cTitle, cProgram, cVersion, cCopyright, cMisc, nBitmap ) LOCAL nEvent, mp1, mp2, oXbp, nDX, lExit := .F. LOCAL oDlg, drawingArea, oLogo, oBtn, aPos, aSize, oFocus

DEFAULT cTitle TO "" , ; cProgram TO "" , ; cVersion TO "" , ; cCopyright TO "" , ; cMisc TO ""

aSize := { 250, 280 } aPos := CenterPos( aSize, AppDesktop():currentSize() )

oDlg := XbpDialog():new( AppDesktop(), SetAppWindow(), aPos, aSize, , .F.) oDlg:taskList := .F. oDlg:minButton:= .F. oDlg:maxButton:= .F.

oDlg:border

:= XBPDLG_DLGBORDER

oDlg:title

:= cTitle

oDlg:create()

oDlg:Close

:= { || lExit := .T. }

drawingArea := oDlg:drawingArea drawingArea:setFontCompoundName( FONT_HELV_SMALL )

oXbp

oXbp:caption := cProgram oXbp:setFontCompoundName( FONT_HELV_MEDIUM + FONT_STYLE_BOLD )

oXbp:options := XBPSTATIC_TEXT_VCENTER+XBPSTATIC_TEXT_CENTER oXbp:create()

:= XbpStatic():new( drawingArea, , {16,204}, {216,24} )

IF nBitmap <> NIL

aPos

aPos[2] += oXbp:currentSize()[2]

:= oXbp:currentPos()

ENDIF

oXbp := XbpStatic():new( drawingArea, , {16,180}, {216,12} ) oXbp:caption := cVersion oXbp:options := XBPSTATIC_TEXT_VCENTER+XBPSTATIC_TEXT_CENTER oXbp:create()

oXbp := XbpStatic():new( drawingArea, , {16,132}, {216,36} ) oXbp:caption := cCopyRight oXbp:options := XBPSTATIC_TEXT_WORDBREAK+XBPSTATIC_TEXT_TOP+XBPSTATIC_TEXT_CENTER oXbp:create()

oXbp := XbpStatic():new( drawingArea, , {16,120}, {216,2} ) oXbp:type := XBPSTATIC_TYPE_RAISEDLINE oXbp:create()

oXbp := XbpStatic():new( drawingArea, , {16,60}, {216,48} ) oXbp:caption := cMisc oXbp:options := XBPSTATIC_TEXT_WORDBREAK+XBPSTATIC_TEXT_TOP+XBPSTATIC_TEXT_CENTER oXbp:create()

/*

*

The pushbutton reacts to the Return and Esc keys due to

*

the :keyboard code block

*/ oBtn := XbpPushButton():new( drawingArea, , {86,12}, {67,24} ) oBtn:caption := "Ok" oBtn:setpointer(,ID_AS_CURSOR,XBPWINDOW_POINTERTYPE_ICON)

oBtn:create() oBtn:activate := {|| lExit := .T. } oBtn:keyboard := {|nKey| IIF( nKey == xbeK_RETURN .OR. nKey == xbeK_ESC, ;

lExit := .T., NIL ) }

IF nBitmap <> NIL

oXbp

oXbp:type := XBPSTATIC_TYPE_RAISEDBOX

:= XbpStatic():new( drawingArea )

oXbp:create()

oLogo

:= XbpStatic():new( oXbp, , {2,2} )

oLogo:type

:= XBPSTATIC_TYPE_BITMAP

oLogo:caption := nBitmap

oLogo:autoSize := .T. oLogo:create()

/*

* Size of the bitmap is limited */

aSize

aSize[1] := Min( BITMAP_MAX_WIDTH , aSize[1] )

aSize[2] := Min( BITMAP_MAX_HEIGHT, aSize[2] )

:= oLogo:currentSize()

nDX

:= aSize[1] + 12

mp1

:= oDlg:currentSize()

oDlg:setSize( { mp1[1] + nDX + 4, mp1[2] } )

ChangePos( oDlg, { -nDX / 2, 0 } )

mp1

AEval( drawingArea:childList(), {|o| ChangePos( o, mp1 ) } )

:= { nDX, 0 }

aSize[1] += 4 aSize[2] += 4 oXbp:setSize( aSize ) oXbp:setPos( { 12, aPos[2] -aSize[2] } ) ENDIF

oDlg:show() oDlg:setModalState( XBP_DISP_APPMODAL ) oXbp:setpointer(,ID_AS_CURSOR,XBPWINDOW_POINTERTYPE_ICON) oFocus := SetAppFocus( oBtn ) DO WHILE ! lExit nEvent := AppEvent( @mp1, @mp2, @oXbp ) oXbp:handleEvent( nEvent, mp1, mp2 ) ENDDO

oDlg:setModalState( XBP_DISP_MODELESS ) oDlg:destroy() SetAppFocus( oFocus )

 

RETURN

/*

*

Change the position of an XBP by distance

*/ STATIC PROCEDURE ChangePos( oXbp, aDistance ) LOCAL aPos := oXbp:currentPos()

aPos[1] += aDistance[1] aPos[2] += aDistance[2]

oXbp:setPos( aPos )

 

RETURN

/*

*

Calculate the center position from size and reference size

*/

STATIC FUNCTION CenterPos( aSize, aRefSize ) RETURN { Int( (aRefSize[1] - aSize[1]) / 2 ) ; , Int( (aRefSize[2] - aSize[2]) / 2 ) }

With this function we will create some dialogs with picture in it. For this we need this ARC file

// // ABOUTBOX.ARC // //////////////////////////////////////////////////////////////////////

#include "Aboutbox.ch" ICON ID_AS_ICON

BITMAP ID_ABOUT_BITMAP = "as.bmp" BITMAP ID_ABOUT_OKSLIKA = "ok.bmp"

ICON ID_AS_CURSOR

= "as.ico"

= "AS_CUR.ICO"

Of course, we need some ico and bmp files. Use it with your files.

we need some ico and bmp files. Use it with your files. We will use it

We will use it as splash screen and in some windows (AS.BMP)

We will use it as splash screen and in some windows (AS.BMP) This means IMPORTANT.(OK.BMP) Please

This means IMPORTANT.(OK.BMP)

Please use this files as is. You can change bitmap names or some text and you will get ABOUTBOX and one notifies functions with windows.

Just another file we need at start is splashscreen file.

// splash.PRG #include "XBP.CH" #include "FONT.CH" #include "GRA.CH"

STATIC oStartUp

PROCEDURE ShowSplashScreen(BITMAPID)

LOCAL oXbp, aSize, aRect

oStartUp := XbpDialog():New(,,,{ 1, 1 },, .F. )

oStartUp:MinButton

oStartUp:MaxButton

oStartUp:HideButton

oStartUp:TitleBar

oStartUp:SysMenu

oStartUp:TaskList

oStartUp:Border

oStartUp:Title

oStartUp:Create() oStartUp:DrawingArea:SetColorBG ( -255 )

:= .F. := .F. := .F. := .F. := .F. := .F. := XBPDLG_NO_BORDER := ""

oXbp := XbpStatic():New( oStartUp:DrawingArea,,,,, .F. )

oXbp:Type

:= XBPSTATIC_TYPE_BITMAP

oXbp:Caption

:= BITMAPID

oXbp:AutoSize

:= .T.

oXbp:ClipChildren := .F. oXbp:Create()

oXbp:Show()

aSize := oXbp:CurrentSize() aRect := oStartUp:CalcFrameRect( { 0, 0, aSize[1], aSize[2] } ) oStartUp:SetSize ( { aRect[3] - aRect[1], aRect[4] - aRect[2] } )

CenterXbp ( oStartUp ) oStartUp:Show() oStartUp:ToFront()

RETURN

PROCEDURE RemoveSplashScreen()

oStartUp:Destroy()

RETURN

STATIC FUNCTION CenterXbp ( oXbp )

LOCAL aSizeParent, aSize, aPos

aSizeParent := oXbp:SetParent():CurrentSize()

aSize

:= oXbp:CurrentSize()

aPos := Array(2) aPos[1] := ( aSizeParent[1] - aSize[1] ) / 2 aPos[2] := ( aSizeParent[2] - aSize[2] ) / 2

oXbp:SetPos ( aPos )

RETURN aPos

Our application has modules in different PRG files. We can use Windows menu to access them and we will do it in this way. Our Main procedure will look like this.

////////////////////////////////////////////////////////////////////// // // MENUDEMO.PRG // //////////////////////////////////////////////////////////////////////

#include "Appevent.ch" #include "Xbp.ch" #include "Aboutbox.ch" #include "gra.ch" #include "dll.ch"

PROCEDURE Main LOCAL nEvent, mp1, mp2, oXbp,w_w,oPS,oBMP,obmpp public u_programu:=.f. private oStatusL,oStatusT,nDLL,oSTatusL1,OstatusT1 SetColor( "N/W" ) SetCancel( .F. ) SetMouse(.T.) set scoreboard off set cursor off set century on set date german set wrap on

firmatxt1:=space(40)

firmatxt2:=space(40)

firmatxt3:=space(40)

RemoveSplashScreen() oPS := SetAppWindow():presSpace()

oBMP:= XbpBitmap():new():create( oPS ) oBMP:loadfile("as.jpg") oBMP:draw(oPS)

oStatusL:=XbpStatic():new(,oPS,{3,3},{635,21})

oStatusL:type:=XBPSTATIC_TYPE_RAISEDBOX

 

oStatusL:create()

oStatust:=XbpStatic():new(,oStatusL,{04,4},{633,20})

oStatust:type:=XBPSTATIC_TYPE_TEXT

oStatust:create()

 

setcolor("W/N")

 

oStatust1:=XbpStatic():new(,oPS,{200,120},{300,240})

oStatust1:type:=XBPSTATIC_TYPE_TEXT

oStatust1:create()

SetAppWindow():useShortCuts := .T. AS_MENU( SetAppWindow():menuBar() ) setcolor("W/N") //ok when we start let’s play one AVI file pustiavi() DO WHILE nEvent <> xbeP_Close nEvent := AppEvent( @mp1, @mp2, @oXbp ) oXbp:handleEvent( nEvent, mp1, mp2 ) oBMP:draw(oPS) porukas(" ") set cursor off set confirm off

 

ENDDO

RETURN

 

/*

We will create manu */

PROCEDURE AS_MENU( oMenubar ) LOCAL oMenu

 

oMenu

:= XbpMenu():new( oMenuBar )

oMenu:title := "~System" oMenu:create() oMenu:itemSelected := {|nItem| MenuDispatcher( 100+nItem ) } oMenu:addItem( {"~a) End" , NIL} ) oMenu:addItem( {"~b) Reindex files", {|| k_ind()}} ) omenu:addItem( {"~c) Empty databases",{|| k_dbf()}} ) oMenubar:addItem( {oMenu, NIL} )

oMenu

:= XbpMenu():new( oMenuBar )

oMenu:title := "~Option 1" oMenu:create() oMenu:itemSelected := {|nItem| MenuDispatcher( 200+nItem ) }

oMenu:addItem( {"~a) Option 1.1" ,{||p0101()}} ) oMenu:addItem( {"~b) Option 1.2", {||p0102()}} )

oMenubar:addItem( {oMenu, NIL} )

oMenu

:= XbpMenu():new( oMenuBar )

oMenu:title := "~Option 2" oMenu:create()

oMenu:itemSelected := {|nItem| MenuDispatcher( 300+nItem ) } oMenu:addItem( {"~a) Option 2.1" ,{||p0201()}} ) oMenu:addItem( {"~b) Option 2.2” ,{||p0202()}} )

oMenu

oMenu:title := "~AS Software" oMenu:create() oMenu:itemSelected := {|nItem| MenuDispatcher( 700+nItem ) } oMenu:addItem( {"~a) Aout us" ,{||aboutas()}} ) oMenubar:addItem( {oMenu, NIL} )

:= XbpMenu():new( oMenuBar )

RETURN

PROCEDURE MenuDispatcher( nSelection )

DO CASE CASE nSelection == 101 if !u_programu QUIT else aboutok("You have to leve modul first"+chr(13)+"thn quit application") endif ENDCASE RETURN

//manage our status bar caption function porukas(sta) oStatust:setcaption(sta) return (NIL)

// our avi file is TEST.AVI DLLFUNCTION mciSendString(@por,@vr,duz,ko) USING STDCALL FROM WINMM.DLL

function pustiavi() local nDLL:=DLLLoad("WINMM.DLL") local poruka1:= "OPEN TEST.AVI TYPE AVIVIDEO ALIAS AVI WAIT"

local poruka2 local poruka3:="PUT AVI DESTINATION AT 200 200 320 240 wait" local poruka4:="play avi WAIT" local poruka5:="window avi handle default wait" local poruka6:="close avi wait" local baffer:=space(200) local nazad:=0 local n

//n:=alltrim(str(SetAPPWindow():gethwnd(),10))

n:=alltrim(str(oStatust1:gethwnd(),10))

poruka2:= "WINDOW AVI HANDLE "+n+"

nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka1,@baffer,0,0)

WAIT"

nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka2,@baffer,0,0)

//nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka3,@baffer,0,0

)

//? "3 "+str(nazad,10)

nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka4,@baffer,0,0)

nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka5,@baffer,0,0)

nazad:=dllCall(nDLL,DLL_STDCALL,"mciSendStringA",@poruka6,@baffer,0,0)

DLLUnload(nDLL)

oStatust1:destroy()

return (NIL)

We here use NEW MAIN function, we make window display, play AVI in it, draw picture and make menu to acces other parts of our application.

We set PUBLIC variable U_PROGRAMU so we can check when we are in some application module and we want to prevent other modules from starting. You can manage menu options but We believe that this is easyer this way at beginning.

In every module you have to add at start

If u_programu Return (NIL)

Endif

U_programu:=.t.

When we get to end of our module we have to set

U_programu:=.f.

This is our flag. We need it because we don’t want to control menu options. We can enable and disable them but this is much better from our point of view.

We have our own status bar to. You can use status bar part of xbase but sometimes it is better to have our own.

And in lower left corner we put our bitmap. Now our application doesn’t look like DOS one.

You can easy add other your modules. I thing that you get the picture how to very easy transfer your DOS application to Windows world. You can use this files as your start point. Other moules don’t have to be changed. Just add CLR command when you eneter your procedure and CLR at the end. For now it will be all you need.

This is our CRT Window and we control it. On this windows you can use SAY,GET QOUT, TBROWSE ,SAVSCREEN,RESTSCREEN…

Just one more thing, you can have more then one, let’s say DOS window. How?

Use this function

#include "inkey.ch" #include "xbp.ch" #include "box.ch" #include "gra.ch" FUNCTION CrtBox( nT, nL, nB, nR, cTitle, bAction ) LOCAL oAppWindow, cColor, nCursor, oError LOCAL oCrt, nRowCount, nColCount, nX, nY, xReturn

oAppWindow := SetAppWindow()

IF .NOT. oAppWindow:isDerivedFrom( "XbpCrt" )

oError

oError:description

window"

:= Error():new() := "SetAppwindow() mora vratiti XbpCrt

oError:canDefault

:= .F.

oError:canRetry

:= .F.

oError:canSubstitute := .F.

oError:operation oError:args Break( oError ) ENDIF

:= "CrtBox" := { nT, nL, nB, nR, cTitle, bAction }

//

DEFAULT nT

TO 0

,

;

//

//

nL nB

; TO MaxRow() , ;

TO 0

,

//

nR

TO MaxCol() , ;

//

cTitle

TO " "

/*

*/

nRowCount

:= nB - nT + 1

nColCount

:= nR - nL + 1

nX

:= nL * oAppWindow:fontWidth

nY

:= ( MaxRow() - nB ) * oAppWindow:fontHeight

nX

+= oAppWindow:currentPos()[1]

nY

+= oAppWindow:currentPos()[2]

cColor

:= SetColor()

nCursor

:= SetCursor()

oCrt := XbpCrt():new( AppDeskTop(), oAppWindow, {nX,nY}, nRowCount, nColCount, cTitle )

oCrt:minmax

:= .F.

oCrt:sysmenu

:= .F.

oCrt:closeable

:= .F.

oCrt:clipChildren := .F.

oCrt:border

:= XBPDLG_RECESSEDBORDERTHICK_FIXED

oCrt:fontName

:= oAppwindow:fontName

oCrt:fontHeight

:= oAppWindow:fontHeight

oCrt:fontWidth

:= oAppWindow:fontWidth

oCrt:create()

SetAppWindow( oCrt ) SetColor( "N/W" )

CLS

)

SetCursor( nCursor )

SetColor ( cColor

SetMouse ( .T. )

oCrt:setModalState( XBP_DISP_APPMODAL ) SetAppFocus( oCrt )

xReturn := Eval( bAction )

oCrt:setModalState( XBP_DISP_MODELESS ) oCrt:destroy()

SetAppWindow( oAppWindow ) SetAppFocus ( oAppWindow )

RETURN xReturn

If you remember functions from main prg file in many options (p0101(),p0102()…) example function names from modules (in p0101.prg…), edit these files.

At start we have

Func p0101()

return (NIL)

You can add

Func p0101() Local xbp0101:={||bp0101()}

Crtbox(0,0,20,50,”Title”,xbp0101)

Return (NIL)

Func bp0101()

return (NIL)

In this way you have next window when user choose one menu option. Nice. As you can sow you have CRT window but dimensions are under your control, so it will not be 80x25, 80x30, it can be smaller, just as you need.

Believe us, this is all you need to know and to use and your DOS application will be NEW Windows application in very, very short period of time.

There is one another important thing that you have to remember. When you start XBASE application it’s act as it is in NETWORK environment, SET EXCLUSIVE OFF is default. Change it to SET EXLUSIVE ON (CLIPPER default) and there will be no problem.

Now you can go on.