<HTML><HEAD><TITLE>Using python to create Macintosh applications, part two</TITLE></HEAD> <BODY> <H1>Using python to create Macintosh applications, part two</H1> <HR> In this document we rewrite the application of the <A HREF="example1.html">previous example</A> to use modeless dialogs. We will use an application framework, and we will have a look at creating applets, standalone applications written in Python. <A HREF="example2/InterslipControl-2.py">Source</A> and resource file (in binary and <A HREF="example2/InterslipControl-2.rsrc.hqx">BinHex</A> form for downloading) are available in the folder <A HREF="example2">example2</A>. <p> Again, we start with ResEdit to create our dialogs. Not only do we want a main dialog this time but also an "About" dialog, and we provide the <A NAME="bundle">BNDL resource</A> and related stuff that an application cannot be without. (Actually, a python applet can be without, <A HREF="#no-bundle">see below</A>). "Inside Mac" or various books on macintosh programming will help here. Also, you can refer to the resource files provided in the Python source distribution for some of the python-specific points of BNDL programming: the "appletbundle.rsrc" file is what is used for creating applets if you don't provide your own resource file. <p> Let's have a look at InterslipControl-2.rsrc, our resource file. First off, there's the standard BNDL combo. I've picked 'PYTi' as signature for the application. I tend to pick PYT plus one lower-case letter for my signatures. The finder gets confused if you have two applications with the same signature. This may be due to some incorrectness on the side of "BuildApplet", I am not sure. There is one case when you definitely need a unique signature: when you create an applet that has its own data files and you want the user to be able to start your applet by double-clicking one of the datafiles. <p> There's little to tell about the BNDL stuff: I basically copied the generic Python applet icons and pasted in the symbol for InterSLIP. The two dialogs are equally unexciting: dialog 512 is our main window which has four static text fields (two of which we will be modifying during runtime, to show the status of the connection) and two buttons "connect" and "disconnect". The "quit" and "update status" buttons have disappeared, because they are handled by a menu choice and automatically, respectively. <p> <H2>A modeless dialog application using FrameWork</H2> On to the source code in <A HREF="example2/InterslipControl-2.py">InterslipControl-2.py</A>. The start is similar to our previous example program <A HREF="example1/InterslipControl-1.py">InterSlipControl-1.py</A>, with one extra module being imported. To make life more simple we will use the <CODE>FrameWork</CODE> module, a nifty piece of code that handles all the gory mac details of event loop programming, menubar installation and all the other code that is the same for every mac program in the world. Like most standard modules, FrameWork will run some sample test code when you invoke it as a main program, so try it now. It will create a menu bar with an Apple menu with the about box and a "File" menu with some pythonesque choices (which do nothing interesting, by the way) and a "Quit" command that works. <p> <BLOCKQUOTE> If you have not used <code>FrameWork</code> before you may want to first take a look at the <A HREF="textedit.html">Pathetic EDitor</A> example, which builds a minimal text editor using FrameWork and TextEdit. On the other hand: we don't use many features of FrameWork, so you could also continue with this document. </BLOCKQUOTE> After the imports we get the definitions of resource-IDs in our resource file, slightly changed from the previous version of our program, and the state to string mapping. The main program is also similar to our previous version, with one important exception: we first check to see whether our resource is available before opening the resource file. Why is this? Because later, when we will have converted the script to an applet, our resources will be available in the applet file and we don't need the separate resource file anymore. <p> Next comes the definition of our main class, <CODE>InterslipControl</CODE>, which inherits <CODE>FrameWork.Application</CODE>. The Application class handles the menu bar and the main event loop and event dispatching. In the <CODE>__init__</CODE> routine we first let the base class initialize itself, then we create our modeless dialog and finally we jump into the main loop. The main loop continues until we call <CODE>self._quit</CODE>, which we will do when the user selects "quit". When we create the instance of <CODE>MyDialog</CODE> (which inherits <CODE>DialogWindow</CODE>, which inherits <CODE>Window</CODE>) we pass a reference to the application object, this reference is used to tell Application about our new window. This enables the event loop to keep track of all windows and dispatch things like update events and mouse clicks. <p> The <CODE>makeusermenus()</CODE> method (which is called sometime during the Application <CODE>__init__</CODE> routine) creates a File menu with a Quit command (shortcut command-Q), which will callback to our quit() method. <CODE>Quit()</CODE>, in turn, calls <CODE>_quit</CODE> which causes the mainloop to terminate at a convenient time. <p> Application provides a standard about box, but we override this by providing our own <CODE>do_about()</CODE> method which shows an about box from a resource as a modal dialog. This piece of code should look familiar to you from the previous example program. That do_about is called when the user selects About from the Apple menu is, again, taken care of by the __init__ routine of Application. <p> Our main object finally overrides <CODE>idle()</CODE>, the method called when no event is available. It passes the call on to our dialog object to give it a chance to update the status fields, if needed. <p> The <CODE>MyDialog</CODE> class is the container for our main window. Initialization is again done by first calling the base class <CODE>__init__</CODE> function and finally setting two local variables that are used by <CODE>updatestatus()</CODE> later. <p> <CODE>Do_itemhit()</CODE> is called when an item is selected in this dialog by the user. We are passed the item number (and the original event structure, which we normally ignore). The code is similar to the main loop of our previous example program: a switch depending on the item selected. <CODE>Connect()</CODE> and <CODE>disconnect()</CODE> are again quite similar to our previous example. <p> <CODE>Updatestatus()</CODE> is different, however. It is now potentially called many times per second instead of only when the user presses a button we don't want to update the display every time since that would cause some quite horrible flashing. Luckily, <CODE>interslip.status()</CODE> not only provides us with a state and a message but also with a message sequence number. If neither state nor message sequence number has changed since the last call there is no need to update the display, so we just return. For the rest, nothing has changed. <p> <H2><IMG SRC="html.icons/mkapplet.gif"><A NAME="applets">Creating applets</A></H2> Now let us try to turn the python script into an applet, a standalone application. This will <em>not</em> work if you have the "classic 68k" Python distribution, only if you have the cfm68k or PPC distribution. Actually, "standalone" is probably not the correct term here, since an applet does still depend on a lot of the python environment: the PythonCore shared library, the Python Preferences file, the python Lib folder and any other modules that the main module depends on. It is possible to get rid of all these dependencies except for the dependency on PythonCore, but at the moment that is still quite difficult so we will ignore that possibility for now. By standalone we mean here that the script has the look-and-feel of an application, including the ability to have its own document types, be droppable, etc. <p> The easiest way to create an applet is to take your source file and drop it onto "BuildApplet", located in the Python home folder. This will create an applet with the same name as your python source with the ".py" stripped. Also, if a resource file with the same name as your source but with ".rsrc" extension is available the resources from that file will be copied to your applet too. If there is no resource file for your script a set of default resources will be used, and the applet will have the default creator 'Pyt0'. The latter also happens if you do have a resource file but without the BNDL combo. <A NAME="no-bundle">Actually</A>, for our example that would have been the most logical solution, since our applet does not have its own data files. It would have saved us hunting for an unused creator code. The only reason for using the BNDL in this case is having the custom icon, but that could have been done by pasting an icon on the finder Info window, or by providing an custon icon in your resource file and setting the "custom icon" finder bit. <p> If you need slightly more control over the BuildApplet process you can double-click it, and you will get dialogs for source and destination of the applet. The rest of the process, including locating the resource file, remains the same. <p> Note that though our example application completely bypasses the normal python user interface this is by no means necessary. Any python script can be turned into an applet, and all the usual features of the interpreter still work. <p> That's all for this example, you may now return to the <A HREF="index.html"> table of contents</A> to pick another topic. <p>