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[JS CS3/4] ScriptUI How to color a button ?

Oct 20, 2009 12:01 AM

Is it a way to get a colored button in the ScriptUI DOM ?

 

I tried

 

dlg.button1.graphics.backgroundColor = dlg.button1.graphics.newBrush(dlg.button1.graphics.BrushType.SOLID_COLOR,[0.7,0.7,0.7],1);

 

But although the dialog is drawn, the button is not styled in best case, not visible in the worst case.

 

Is that possible to get a colored button ?

 

Hope so.

 

Do you have any tip ?

 

TIA

 

Loic

 
Replies 1 2 Previous Next
  • Currently Being Moderated
    Oct 20, 2009 7:30 AM   in reply to Loic_aigon

                                       

    Hi loic,

     

     

    I'd like to know the answer to this question as well. I was trying to figure out how to do this for a couple of hours, but it turned out a too hard nut for me to crack.

    I could paint both the dialog and the panel:

     

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel')

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var g = pnl.graphics;

    var brush = g.newBrush( g.BrushType.SOLID_COLOR, [0.7, 0.7, 0.7, 1] );

    try {

          g.backgroundColor = brush;

    }

    catch(e) {

          $.writeln(e);

    }

    dlg.show();

     

     

    But when I try to do the same with button, I get an error:

    Error: Cannot set backgroundColor property for this element type

     

     

    Then I tried to set foregroundColor using ScriptUIPen, but failed to create it.

    var pen = g.newPen( g.PenType.SOLID_COLOR, [0.7, 0.7, 0.7, 1] );

    throws an error: TypeError: Bad argument list.

     

     

    And the documentation is so obscure on this topic — no examples provided (Graphic Customization Objects chapter in JavaScript Tools Guide).

     

    I've found only two examples — both by Bob Stucky. He is the only person, I know about, that can do this sort of things.

     

     

     

    Here is one more question that keeps me awake at night — the following script sets the text of the button to Arial, BOLD, 12px:

     

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel')

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var g = btn.graphics;

    g.font = ScriptUI.newFont("Arial", "BOLD", 12);

    dlg.show();

     

     

    Why do we use graphics object, when we create a new brush?

    var g = pnl.graphics;

    var brush = g.newBrush( g.BrushType.SOLID_COLOR, [0.7, 0.7, 0.7, 1] );

     

     

    And why do we use ScriptUI, when we create a new font?

    var g = btn.graphics;

    g.font = ScriptUI.newFont("Arial", "BOLD", 12);

     

     

    Kasyan

     
    |
    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 7:40 AM   in reply to Kasyan Servetsky

    I have tried in the past but not been able to color a button.

     

    What I have been able to do is use the onDraw callback to print an image instead of the standard control.

     

    You may want to try that.

     

    Wish I could be of more help. Kasyan's correct, the docs are sketchy at best. The biggest hurdle is that some of the custom drawing functionality seems to be a bit brittle and prone to failure in some cases.

     

    Below is an example of drawing an image in place of a dropdown list to make a poor mans' flyout menu.

     

    Regards

     

    Bob

     

    
    
    // Ever wanted to embed an image file in a jsx file?
    // below is a multi-step process for doing so. It's a little cumbersome but worth the bother at times when a script depends on
    // a binary object, but there is no fail-safe way to ensure the binary is delivered or installed with the script (like this sample!)
    
         function myFileStringer( myFile ) {
              // read the image file
              myFile.encoding = "BINARY";
              myFile.open( "r" );
              var myBuf = myFile.read();
              myFile.close();
              // create an output file of the same name with the extension "txt"
              var outName = myFile.name.substr( 0, myFile.name.lastIndexOf( "." ) ) + ".txt";
              var outFile = new File( myFile.parent.absouteURI + "/" + outName );
              outFile.open( "w" );
              // write the buffer to the text file using toSource(). The text in the file will be JSON, ready to copy and paste into your script
              outFile.write( myBuf.toSource() );
              outFile.close();
              // open the text file, copy the text in the file in a single line, paste it into your source code as a single line, something like this:
              // var myBinary = (newString("\u0089PNG\r\n\x\1\A\n\x00\x00\x00\riHDR\x00\x00\x00... ) );
              // it will be a very long string
         }
         function myFileMaker() {
              // the (new String(....) in the line below is the output as pasted from myFileEnstringer
              // it is in JSON notation from the toSource() call above - when this line is executed, myBinary will contain an accurate binary representation of the image
              // the binary below is a PNG image that is an icon for a flyout menu.
              var myBinary = (new String("\u0089PNG\r\n\x1A\n\x00\x00\x00\rIHDR\x00\x00\x00\x10\x00\x00\x00\t\b\x06\x00\x00\x00;*\u00AC2\x00\x00\x00\tpHYs\x00\x00\x0B\x13\x00\x00\x0B\x13\x01\x00\u009A\u009C\x18\x00\x00\x0FciCCPPhotoshop ICC profile\x00\x00x\u00DA\u00ADWi8\x14\u00EC\u00D7?3\u00C6\u00D8\u00C76\u00C6\u00CEX\u00B2d\x1B\u00FB\u0096u\u0090\u009D\u00EC$\u008C\x19\u00CBX\u00A7\u00B1/\u00A1B\u008F\u0088\u00B4\u00A1\u0088\x14i\u00A1\u0094\u0084\u0092\u00AD\u00B2\u0094\u00A2\x12ey\u00B2\u00A6B\"K\u008B\u00E6\u00FD\u00A0\u00A7\u00E7\u00BA\u00FE\u00EF\u00F5\u00BE\u00EF\u0097\u00F7|\u00FA\u009Ds\u009Ds~\u00E7\u00BE\u00CF}]\u00E7>\x00\u00BCB$\x1A-\x02\t\x00\u0091Q\u00B1t\u0097\u00DD\u00E6x/o\x1F<\u00CBk\u00E0\x04~\u00C0\u0082>H\u0092\u00C8143gg{\u00F8\x1Fe\u00FD5 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              // create a data folder for your script in the user's application data
              var myDataFolder = new Folder( Folder.userData.absoluteURI + "/SampleScripts" );
              // make certain the folder exists
              myDataFolder.create();
              // write the image file
              var myFile = new File( myDataFolder.absoluteURI + "/myFile.png" );
              myFile.encoding = "BINARY";
              myFile.open( "w" );
              myFile.write( myBinary );
              myFile.close();
              // there is now a valid png image in your script's user data folder
         }
         
         // example of using ScriptUI's drawing api to make a dropdownlist draw as an icon (until the user clicks it, then it's a menu)
    
         myFlyout = function( palette ) {
              palette.myFlyout = palette.add( "dropdownlist", [ ( palette.frameSize.width - 20 ), 0, palette.frameSize.width, 20 ] );
              palette.myFlyout.onDraw = function() {
                   this.graphics.drawImage( ScriptUI.newImage( myIconFile ), 0, 0 );
              }
              if ( !palette.onShow ) {
                   palette.onShow = function() {
                        this.myFlyout.draw( this );
                   }
              } 
         }
    
         // A slightly more complex example putting it all together where you can pass a callback function and an array of menu items
        // this function will add a flyout menu to the top-right corner of any ScriptUI window. It does not need to be a palette.
         addFlyout = function( palette, menuItems, callback ) {
              // create a script data folder to contain resources such as the flyout icon
              var myScriptDataFolder = new Folder( Folder.userData.absoluteURI + "/SampleScripts" );
              myScriptDataFolder.create();
              // point a file to the expected location of the icon image
              var myFlyoutIcon = new File( myScriptDataFolder.absoluteURI + "/flyoutIcon.png" );
              if ( !myFlyoutIcon.exists ) { // if it's not there, then create the file
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                   myFlyoutIcon.encoding = "BINARY";
                   myFlyoutIcon.open( "w" );
                   myFlyoutIcon.write( binData );
                   myFlyoutIcon.close();
               } // the above code to create the file should only execute once for each user on the machine
              palette._flyoutMenu = {}; // this object will hold the menu related stuff - prefaced with an underscore to avoid naming collisions
              palette._flyoutMenu.items = menuItems; 
              palette._flyoutMenu.callback = callback;
              palette._flyoutMenu.draw = function( palette ) { // actually draw the menu          
                   // add the dropdownlist object to the window
                   palette._flyout = palette.add( "dropdownlist", [ ( palette.frameSize.width - 20 ), 0, palette.frameSize.width, 20], palette._flyoutMenu.items );
                   // make sure nothing is selected
                   palette._flyout.selection = null;
                   // add the onDraw method that will draw the icon instead of the normal dropdownlist
                   palette._flyout.onDraw = function() {
                        this.graphics.drawImage( ScriptUI.newImage( myFlyoutIcon ), 0, 0 );
                   }
                   // add the onChange method to fire off the callback
                   palette._flyout.onChange = function() {
                        this.window._flyoutMenu.callback( this.selection );
                        this.selection = null;
                   }
              }
              // execute the draw function to place the flyout in the window
              palette._flyoutMenu.draw( palette );
         
         }
    // sample usage
         // create the menu items
         var menuItems = [ "One", "Two", "Three", "-", "Four", "Five" ];
         // create the callback function
         sampleCallback = function( selection ) {
              // just letting all the menu items fall through for this demo
              switch( selection.text ) {
                   case "One" :
                   case "Two" :
                   case "Three" :
                   case "Four" :
                   case "Five" : {
                        alert( selection.text );
                   }
              }
         }
         // create the palette
         var myPalette = new Window( "palette", "Fly Out Menu Demo" );
         // adding some static text, just because
         myPalette.add( "statictext", undefined, "Demonstration of using ScriptUI drawing to customize control appearance" );
         //center and show the palette
         myPalette.center();
         myPalette.show();
         // add the flyout menu
         addFlyout( myPalette, menuItems, sampleCallback );
    
         
    
    
    
    
    
    
     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 7:55 AM   in reply to Loic_aigon

    For 26 Euros (http://www.scriptui.com/) or 50 Euros (http://www.scriptuibuilder.com/) you could save yourselves a lot of time!

     

    Peter

     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 7:58 AM   in reply to Loic_aigon

    At the top of that script are two functions that show you how to embed an image as a json string in your jsx file. It then converts the string to a file that you can write to a known position.

     

    Regards

     

    Bob

     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 8:11 AM   in reply to Loic_aigon

    Thank you for your example, Bob.

     

    However I was concerned as the path to the image is an absolute path. What if we use the script in another environment where the image is not located ?

     

    Loic,

     

    Take a look at these lines:


    if ( !myFlyoutIcon.exists ) { // if it's not there, then create the file
         var binData = (new String("\u0089PNG\r\n\x1A\n\x00\x00 ...

     

    If the image file doesn't exist in the user data folder, it will be created by reading binary data right from the script — the image (binary data) is 'hidden' inside the script (text data). Very elegant!

     

    Kasyan

     
    |
    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 8:32 AM   in reply to Kasyan Servetsky

    > If the image file doesn't exist in the user data folder, it will be created by. . .

     

    Very nifty indeed!

     

    Peter

     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 10:13 AM   in reply to Loic_aigon

    The reasor Rapid ScriptUI doesn't have background color for button is because of the mentioned error. IconButtons in CS4 have Title Layout which can have the text of the button in any color, also an image can be added without using onDraw

     

    Steven Bryant

    www.scriptui.com

     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 10:07 AM   in reply to Loic_aigon

     

    A quick question :

     

    I was able to place an image as a button background.

    However I was concerned as the path to the image is an absolute path. What if we use the script in another environment where the image is not located ?

     

    I use Dave Saunders function to get path to current script file folder (allows debugging)

    function getScriptFolder(){
         try { 
              var activeScript = File(app.activeScript); 
         } catch(e) { 
              // running from ESTK ... 
              var activeScript = File(e.fileName); 
         } 
         return activeScript.parent;
    }
    

     

    and reference to it

     

    getScriptFolder() + "\\mypic.png"
    
     
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    Mark as:
  • Currently Being Moderated
    Oct 20, 2009 10:12 AM   in reply to Loic_aigon

    Loic_aigon wrote:

     

    I buyed and use pleasantly Rapid ScriptUI. It's clearly a great help.

    However some behaviours disturb me. If you switch a color of a item, the dialog sometimes disappear but I can't tell if it's connected to rapiUI or Adobe ScriptUI errors.

     

     

    Sorry to hear about this issue, please see if you can duplicate and contact us at http://scriptui.com/contact.aspx

     

    Steven

    www.scriptui.com

     
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    Mark as:
  • Currently Being Moderated
    Oct 21, 2009 10:23 AM   in reply to Steven..

    If you just accept that the background color property is readonly and meant for your reference, it becomes pretty easy.

    Extending the example of above, this works for me:

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel');

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var btn2 = pnl.add('iconbutton', undefined, undefined, {name:'orange', style: 'toolbutton'});

    btn2.size = [100,20];

    btn2.onDraw = function()

    { with( this ) {

         try {

              var orange = graphics.newBrush( g.BrushType.SOLID_COLOR, [1, 0.7, 0, 1] );

              graphics.newPath();

              graphics.rectPath(0,0,bounds[2]-bounds[0],bounds[3]-bounds[1]);

              graphics.fillPath(orange);

         } catch( ex ) {

              $.writeln(ex);

         }

    }} // onDraw

    dlg.show();

    Cheers ;-)
    Dirk

     
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    Oct 21, 2009 10:44 AM   in reply to Dirk Becker 

    Sorry to follow up on my own post, but this one is even shorter.

     

     

    function fillRect()

    { with( this ) {

    graphics.rectPath(0,0,size[0],size[1]);

    graphics.fillPath(fillBrush);

    }}

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel');

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var btn2 = pnl.add('iconbutton', undefined, undefined, {name:'orange', style: 'toolbutton'});

    btn2.size = [100,20];

    btn2.fillBrush = btn2.graphics.newBrush( g.BrushType.SOLID_COLOR, [1, 0.7, 0, 1] );

    btn2.onDraw = fillRect;

    dlg.show();

    Dirk

     
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    Oct 22, 2009 7:51 AM   in reply to Dirk Becker 

    Dirk Becker  wrote:

     

    If you just accept that the background color property is readonly and meant for your reference, it becomes pretty easy.

    Extending the example of above, this works for me:

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel');

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var btn2 = pnl.add('iconbutton', undefined, undefined, {name:'orange', style: 'toolbutton'});

    btn2.size = [100,20];

    btn2.onDraw = function()

    { with( this ) {

         try {

              var orange = graphics.newBrush( g.BrushType.SOLID_COLOR, [1, 0.7, 0, 1] );

              graphics.newPath();

              graphics.rectPath(0,0,bounds[2]-bounds[0],bounds[3]-bounds[1]);

              graphics.fillPath(orange);

         } catch( ex ) {

              $.writeln(ex);

         }

    }} // onDraw

    dlg.show();

    Cheers ;-)
    Dirk

     

    The problem with using onDraw is that it makes it necessary to repaint the entire Button Including the click effect the text and the round edges of the button, since we are overriding the default drawing.

     

    Correct me if I'm mistaken, but thats how it seems on Win xp CS4

     

    Steven

     
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    Oct 22, 2009 9:58 AM   in reply to Steven..

    Steve,

     

    you're right if you want to recolor Apple's fancy, rounded, gradiented(?) and eventually pulsating Aqua buttons. For that, take a screen shot, recolor it in PhotoShop and draw an image! ScriptUI is a cross platform compromise anyway, I like the rectangular icon button because I need not go thru the headache to match curves. Furthermore, ScriptUIGraphics is missing a curveto() method.

     

    Next version of the script below - it uses 0.5 alpha to let the original control shine thru.

    Besides it fixes a bug where I fell victim to a global variable "g" that stayed around from earlier on - unlike InDesign the ESTK as target does not zap the main session after completion.

     

    function fillRect()

    { with( this ) {

    graphics.drawOSControl();

    graphics.rectPath(0,0,size[0],size[1]);

    graphics.fillPath(fillBrush);

    }}

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel');

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var btn2 = pnl.add('iconbutton', undefined, undefined, {name:'orange', style: 'toolbutton'});

    btn2.size = [100,20];

    btn2.fillBrush = btn2.graphics.newBrush( btn2.graphics.BrushType.SOLID_COLOR, [1, 0.7, 0, 0.5] );

    btn2.onDraw = fillRect;

    dlg.show();

     
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    Oct 22, 2009 1:45 PM   in reply to Dirk Becker

    Nice work Dirk,

     

    The problem with icon buttons becomes apparent which you want them to

    have some text. To get that to work, you need to stack three objects

    like I've done here:

     

    function namedButton (container,name,size,color){
         color = color || [0.1, 0.4, 0.9, 0.3];
         size = size || [100,20];
         var grp = container.add('group');
         grp.orientation = 'stack';
         var btn = grp.add('iconbutton', undefined, undefined, {style:'toolbutton'});
         btn.size = size;
         grp.add('statictext',undefined,name);
         btn.fillBrush=btn.graphics.newBrush( btn.graphics.BrushType.SOLID_COLOR, color );
         btn.onDraw = function (){
              this.graphics.drawOSControl();
              this.graphics.rectPath(0,0,this.size[0],this.size[1]);
              this.graphics.fillPath(this.fillBrush);
         }
         var clickButton = grp.add('iconbutton', undefined, undefined, {style:'toolbutton'});
         clickButton.size = size;
         clickButton.fillBrush=clickButton.graphics.newBrush( clickButton.graphics.BrushType.SOLID_COLOR,[0,0,0,0] );
         clickButton.onDraw = function (){
              //this.graphics.drawOSControl();
              this.graphics.rectPath(0,0,this.size[0],this.size[1]);
              this.graphics.fillPath(this.fillBrush);
         }
         return clickButton;
    }
    
    var dlg = new Window('dialog', 'Test');
    var pnl = dlg.add('panel', undefined, 'My Panel');
    var btn = pnl.add('button', undefined, 'Standard Button', {name:'ok'});
    var btn2 = new namedButton(pnl,"Cool Button");
    btn2.onClick = function(){
         alert("Yep. This is cool!");
    }
    dlg.show();
    

     

    Harbs

    http://www.in-tools.com

    Innovations in Automation

     
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    Oct 22, 2009 8:22 PM   in reply to Harbs.

    Harbs. wrote:

     

    Nice work Dirk,

     

    The problem with icon buttons becomes apparent which you want them to

    have some text.

     

    I assume you mean if you want text when custom drawing the color, or on top of the color. Otherwise the Icon Button has no issue showing text to the side of the image using text property. (CS3?)

     

    Steven

     
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    Oct 23, 2009 12:31 AM   in reply to Steven..

    Yes. I mean using icon buttons instead of the standard ones (which 

    have a text property which displays inside the button).

     

    Icon buttons do not have a text property.

     

    Harbs

     
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    Oct 23, 2009 1:19 AM   in reply to Harbs.

    > To get that to work, you need to stack three objects like I've done here:

     

    or add three lines, like I've done here ...

     

    function customDraw()

    { with( this ) {

    graphics.drawOSControl();

    graphics.rectPath(0,0,size[0],size[1]);

    graphics.fillPath(fillBrush);

    if( text ) graphics.drawString(text,textPen,(size[0]-graphics.measureString (text,graphics.font,size[0])[0])/2,3,graphics.font);

    }}

     

    var dlg = new Window('dialog', 'Test');

    var pnl = dlg.add('panel', undefined, 'My Panel');

    var btn = pnl.add('button', undefined, 'My Button', {name:'ok'});

    var btn2 = pnl.add('iconbutton', undefined, undefined, {name:'orange', style: 'toolbutton'});

    btn2.size = [200,20];

    btn2.fillBrush = btn2.graphics.newBrush( btn2.graphics.BrushType.SOLID_COLOR, [1, 0.7, 0, 0.5] );

    btn2.text = "Hello, Harbs";

    btn2.textPen = btn2.graphics.newPen (btn2.graphics.PenType.SOLID_COLOR,[0,0.5,0,1], 1);

    btn2.onDraw = customDraw;

    dlg.show();

     
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    Oct 23, 2009 1:38 AM   in reply to Dirk Becker 

    Hi Dirk,

     

    Very nice. Much more elegant than mine!

     

    Harbs

     
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    Oct 23, 2009 4:20 AM   in reply to Harbs.

    I'm pretty sure that iconbuttons have text property, at least in CS4.

    Give it a try.

     
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    Oct 23, 2009 5:30 AM   in reply to Steven..

    How 'bout you try it first!

     

    Harbs

     
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    Oct 23, 2009 6:59 AM   in reply to Harbs.

    C'mon Harbs you know I can't type code blind like you. OK here's a sample, only works with CS4

    var rapidDlg = new Window('dialog',"Lets try",undefined);
    buildWindow();
    rapidDlg.show();
     
    function buildWindow(){
         // Properties for rapidDlg.IconButton1
         rapidDlg.IconButton1 = rapidDlg.add('iconbutton',undefined,undefined);
         rapidDlg.IconButton1.text = 'Works for me';
         rapidDlg.IconButton1.onClick = function(){
              alert('Hurray!');
         }
         rapidDlg.IconButton1.titleLayout = new Object ({alignment:['center','center']});
    }
     
     
    

     

    GS

    Steven

     
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    Oct 24, 2009 3:50 PM   in reply to Steven..

    Hi Steven,

     

    Hmm. It looks like you are right that icon buttons have a text 

    property. The OMV does not list it.

     

    I did try using the text property, but it doesn't work when you color 

    in the button using Dirks method (i.e. the fill covers over the text).

     

    When coloring the button, I don't see how the text property would help.

     

    Harbs

    http://www.in-tools.com

    Innovations in Automation

     
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    Oct 25, 2009 11:06 AM   in reply to Harbs.

    Using onDraw overrides the default drawing of the button, but using image doesn't override the drawing of the text.

     

    Here's an example using Bob Stucky's neat image trick. (image created in microsoft Paint to keep it small, since Photoshop inflates image with metadata etc.)

     

    Place in folder which doesn't need permission to create file and orange.jpg will be created for it

     

    var rapidDlg = new Window('dialog',"Orange Button",undefined);
    buildWindow();
    rapidDlg.show();
     
    function buildWindow(){
     
     
    // Properties for rapidDlg.IconButton1
    createImage ();
    rapidDlg.IconButton1 = rapidDlg.add('iconbutton',undefined,getScriptFolder() + "/orange.jpg");
    rapidDlg.IconButton1.text = 'Orange';
    rapidDlg.IconButton1.titleLayout = new Object ({alignment:['center','center']});
     
    }
    function createImage(){
    var myImageFile = new File(getScriptFolder() + "/orange.jpg");
    if(myImageFile.exists ==false|| myImageFile.constructor != File)
         {
              var binS = new String("\u00FF\u00D8\u00FF\u00E0\x00\x10JFIF\x00\x01\x01\x01\x00`\x00`\x00\x00\u00FF\u00E1\x00\x16Exif\x00\x00II*\x00\b\x00\x00\x00\x00\x00\x00\x00\x00\x00\u00FF\u00DB\x00C\x00\b\x06\x06\x07\x06\x05\b\x07\x07\x07\t\t\b\n\f\x14\r\f\x0B\x0B\f\x19\x12\x13\x0F\x14\x1D\x1A\x1F\x1E\x1D\x1A\x1C\x1C $.' \",#\x1C\x1C(7),01444\x1F'9=82<.342\u00FF\u00DB\x00C\x01\t\t\t\f\x0B\f\x18\r\r\x182!\x1C!22222222222222222222222222222222222222222222222222\u00FF\u00C0\x00\x11\b\x00\x14\x00d\x03\x01\"\x00\x02\x11\x01\x03\x11\x01\u00FF\u00C4\x00\x1F\x00\x00\x01\x05\x01\x01\x01\x01\x01\x01\x00\x00\x00\x00\x00\x00\x00\x00\x01\x02\x03\x04\x05\x06\x07\b\t\n\x0B\u00FF\u00C4\x00\u00B5\x10\x00\x02\x01\x03\x03\x02\x04\x03\x05\x05\x04\x04\x00\x00\x01}\x01\x02\x03\x00\x04\x11\x05\x12!1A\x06\x13Qa\x07\"q\x142\u0081\u0091\u00A1\b#B\u00B1\u00C1\x15R\u00D1\u00F0$3br\u0082\t\n\x16\x17\x18\x19\x1A%&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz\u0083\u0084\u0085\u0086\u0087\u0088\u0089\u008A\u0092\u0093\u0094\u0095\u0096\u0097\u0098\u0099\u009A\u00A2\u00A3\u00A4\u00A5\u00A6\u00A7\u00A8\u00A9\u00AA\u00B2\u00B3\u00B4\u00B5\u00B6\u00B7\u00B8\u00B9\u00BA\u00C2\u00C3\u00C4\u00C5\u00C6\u00C7\u00C8\u00C9\u00CA\u00D2\u00D3\u00D4\u00D5\u00D6\u00D7\u00D8\u00D9\u00DA\u00E1\u00E2\u00E3\u00E4\u00E5\u00E6\u00E7\u00E8\u00E9\u00EA\u00F1\u00F2\u00F3\u00F4\u00F5\u00F6\u00F7\u00F8\u00F9\u00FA\u00FF\u00C4\x00\x1F\x01\x00\x03\x01\x01\x01\x01\x01\x01\x01\x01\x01\x00\x00\x00\x00\x00\x00\x01\x02\x03\x04\x05\x06\x07\b\t\n\x0B\u00FF\u00C4\x00\u00B5\x11\x00\x02\x01\x02\x04\x04\x03\x04\x07\x05\x04\x04\x00\x01\x02w\x00\x01\x02\x03\x11\x04\x05!1\x06\x12AQ\x07aq\x13\"2\u0081\b\x14B\u0091\u00A1\u00B1\u00C1\t#3R\u00F0\x15br\u00D1\n\x16$4\u00E1%\u00F1\x17\x18\x19\x1A&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz\u0082\u0083\u0084\u0085\u0086\u0087\u0088\u0089\u008A\u0092\u0093\u0094\u0095\u0096\u0097\u0098\u0099\u009A\u00A2\u00A3\u00A4\u00A5\u00A6\u00A7\u00A8\u00A9\u00AA\u00B2\u00B3\u00B4\u00B5\u00B6\u00B7\u00B8\u00B9\u00BA\u00C2\u00C3\u00C4\u00C5\u00C6\u00C7\u00C8\u00C9\u00CA\u00D2\u00D3\u00D4\u00D5\u00D6\u00D7\u00D8\u00D9\u00DA\u00E2\u00E3\u00E4\u00E5\u00E6\u00E7\u00E8\u00E9\u00EA\u00F2\u00F3\u00F4\u00F5\u00F6\u00F7\u00F8\u00F9\u00FA\u00FF\u00DA\x00\f\x03\x01\x00\x02\x11\x03\x11\x00?\x00\u00D7\u00A2\u008A+\u00F33\u00F4 \u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x00\u00A2\u008A(\x03\u00FF\u00D9");
              myImageFile.open("w");
              myImageFile.encoding = "BINARY";
              myImageFile.write(binS);
              myImageFile.close();
         }
    }
    function getScriptFolder(){
         try { 
              var activeScript = File(app.activeScript); 
         } catch(e) { 
              // running from ESTK ... 
              var activeScript = File(e.fileName); 
         } 
         return activeScript.parent;
    }
    

     

     

    One issue is that if default margin is left then there is a little border uncolored, however if margin is set to 0 then we lose the rounded edges unless they are part of the image.

     

    I attached file of code since copying code from forum created new error in code, so just test with code from text file

    Attachments:
     
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    Jan 21, 2011 4:23 AM   in reply to Loic_aigon

    Hi all,

     

    maybe I totally missed the point you are discussing here... but why not using the example provided in the scriptUI tutorial by Peter Kahrel?

    Does it do the thing you were looking for?

     

    var w = new Window ("dialog");
    var s = w.add ("statictext", undefined, "Static");
    var e = w.add ("edittext", undefined, "Edit");
    var b = w.add ("button", undefined, "Button");
    // The window's backround
    w.graphics.backgroundColor = w.graphics.newBrush (w.graphics.BrushType.SOLID_COLOR, [0.5, 0.0, 0.0]);
    // Font and its colour for the first item, statictext
    s.graphics.font = ScriptUI.newFont ("Helvetica", "Bold", 30);
    s.graphics.foregroundColor = s.graphics.newPen (w.graphics.PenType.SOLID_COLOR, [0.7, 0.7, 0.7], 1);
    // Font and colours for the second item, edittext
    e.graphics.font = ScriptUI.newFont ("Letter Gothic Std", "Bold", 30);
    e.graphics.foregroundColor = e.graphics.newPen (e.graphics.PenType.SOLID_COLOR, [1, 0, 0], 1);
    e.graphics.backgroundColor = e.graphics.newBrush (e.graphics.BrushType.SOLID_COLOR, [0.5, 0.5, 0.5]);
    // Font for the tird control, a button. Can't set colours in buttons
    b.graphics.font = ScriptUI.newFont ("Minion Pro", "Italic", 30);
    w.show ();
    
     
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    Jan 21, 2011 6:13 AM   in reply to Loic_aigon

    Oh... sorry, I did not recognize the date of the post

     
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    Dec 14, 2012 3:42 AM   in reply to Loic_aigon

    I have another way to tackle this-

     

    1.Use edittext control instead.

    2.Easy to set fg and bg.

    3.Instead of onClick, use onActivate as a callback to make it act like a button.

    4.Also use readonly creation paramater as it helps make it look like a button.

     

    Working for me...

     
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    Dec 14, 2012 6:03 AM   in reply to Alan_AEDScripts

    Interesting idea. But onActivate is not compatible with readonly, though that needn't be too much of a problem. On the plus side, using your method you can do multi-line buttons on Windows, which you can't with standard buttons (on a mac that works fine).

     
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    Dec 15, 2012 3:15 AM   in reply to Loic_aigon

    Loic,

     

    Could you give us an outline of what you can do in Extensions that you cannot do in ScriptUI?

     

    Thanks,

     

    Peter

     
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    Dec 15, 2012 5:04 AM   in reply to Peter Kahrel

    Hi Peter,

     

    As far as I am concerned too, Loïc is right in that Flex provides a huge collection of native and pre-built widgets and controls that would need a lot of code to be mimicked in ScriptUI: many kinds of buttons and containers, date controls, menus, repeaters, validators, formatters, effects, not to mention chart controls, advanced datagrids, media loaders and web-friendly components. There is no doubt that Flex-based UI is much easier to design. Cf. http://examples.adobe.com/flex3/componentexplorer/explorer.html

     

    However—as you know—I'm still a big supporter of ScriptUI despite its Spartan side. Its main advantage is to be instantly available to ExtendScript programmers, it does not require JS-AS bridge(s), does not relies on a Flash player, and does not involve complicated bricks and libraries when you need to interact with the DOM from your UI, which after all is our main purpose. Last point: ScriptUI is part of the basic Creative Suite, while FlashBuilder + CS ExtensionBuilder are additional products.

     

    My personal feeling is that Flash/Flex/ActionScript technologies in Adobe apps involve a high density of dependencies. As soon as we try to develop some advanced functionality, there are too many bricks to handle and connect, and too many constraints to be aware of. Dealing with both ActionScript, MXML, Flex compilation issues, CS ActionScript Wrapper Library (CSAWLib and/or csaw_indesign.swc), CS eXtensible Services (CSXSLibrary), and/or HostObject, and/or id_host_adapter, and/or ExternalInterface, and/or SWFLoader, etc., is simply too much for me, while my goal is just to make some “scripted plug-in” available to ID CS4/CS5/CS6 users. As I have a very limited memory, I just want to focus on the core of my project—which is basically to turn the InDesign DOM into a cultivated variety! ExtendScript-JS is an integrated module that offers all what I need and only what I need, including ScriptUI.

     

    @+

    Marc

     
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