Harbour MiniGUI Tutorial


Your First MiniGUI Program


I'll not be original, so this program will display a 'Hello World'
message :)

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 01 - Hello World!' ;
        MAIN 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return


Adding The Main Menu

We add a main menu to the program now:

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 02 - Property Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change Window Title' ACTION  Win_1.Title := 'New Title'
             ITEM 'Retrieve Window Title' ACTION  MsgInfo ( Win_1.Title )
           END POPUP
        END MENU

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

As you can see it is pretty easy and intuitive.

All the main menu stuff will be between DEFINE MAIN MENU / END MENU statements.
Each individual menu popup will be between POPUP / END POPUP statements.
Each individual menu item will be coded via the ITEM statement.

You can use as popups as you need and you can nest it without any limit.

The MsgInfo() Function

This is a very useful function. It will show a little message window (with the system information icon) and a message (character type) passed as parameter.

You can optionally add a title (passed as the second parameter)

Adding a Label

The label control allows you to show text and it is very easy to use too.

    @ 100,10 LABEL Label_1 VALUE 'This is a Label!'

@ 100,10 means that the text will be showed at row 100 , column 10 (remember that the measurement unit is the pixel)

Label_1 is the name of the control (we will identificate by this name)

VALUE clause indicates the initial value of the control when created.

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 03 - Label Test' ;
        MAIN 

        @ 100,10 LABEL Label_1 VALUE 'This is a Label!'

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Getting data from the user (The TextBox Control)

The TextBox control is the main way to obtain data from the user.

    @ 40 , 120 TEXTBOX Text_1

If you want to get numeric data, just add NUMERIC clause:

    @ 80 , 120 TEXTBOX Text_2 NUMERIC

If you want to indicate an editing mask, you can use the INPUTMASK clause.

    @ 120 , 120 TEXTBOX Text_2 NUMERIC INPUTMASK '9999.99'

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 300 ;
        TITLE 'Tutor 04 TextBox Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change TextBox Content' ACTION  Win_1.Text_1.Value := 'New TextBox Value'
             ITEM 'Retrieve TextBox Content' ACTION  MsgInfo ( Win_1.Text_1.Value)
             SEPARATOR
             ITEM 'Change Numeric TextBox Content' ACTION  Win_1.Text_2.Value := 100
             ITEM 'Retrieve Numeric TextBox Content' ACTION  MsgInfo ( Str(Win_1.Text_2.Value))
             SEPARATOR
             ITEM 'Change Numeric (InputMask) TextBox Content' ACTION  Win_1.Text_3.Value := 1234.12
             ITEM 'Retrieve Numeric (InputMask) TextBox Content' ACTION  MsgInfo ( Str(Win_1.Text_3.Value))


           END POPUP
        END MENU

        @ 40 , 120 TEXTBOX Text_1
        @ 80 , 120 TEXTBOX Text_2 NUMERIC
        @ 120 , 120 TEXTBOX Text_3 NUMERIC INPUTMASK '9999.99'

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Getting Logical

Sometimes, you need to get logical data. from the user. The easiest way to do that, is using a checkbox control.

@ 180, 120 CHECKBOX Check_1

We add it to the program, along with new menu options to set or retrieve its value

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 300 ;
        TITLE 'Tutor 05 - CheckBox Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change CheckBox Value' ACTION  Win_1.Check_1.Value := .T.
             ITEM 'Retrieve CheckBox Value' ACTION  MsgInfo ( if(Win_1.Check_1.Value,'.T.','.F.'))

           END POPUP
        END MENU

            @ 100, 120 CHECKBOX Check_1 CAPTION 'Check Me!'

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Making a Choice

Sometimes, you need to get a choice from users, between a small group of options that are known at design time.

The best way to go is such cases is the RadioGroup control.

@ 80, 120 RADIOGROUP Radio_1 OPTIONS {'Option 1','Option 2','Option 3'}

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 06 - RadioGroup Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change RadioGroup Value' ACTION  Win_1.Radio_1.Value := 2
             ITEM 'Retrieve RadioGroup Value' ACTION  MsgInfo ( Str(Win_1.Radio_1.Value))

           END POPUP
        END MENU

            @ 80, 120 RADIOGROUP Radio_1 OPTIONS {'Option 1','Option 2','Option 3'}

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

More Choices

There is various alternatives to get an user's choice besides RadioGroup.

One of them is the ListBox Control

@ 10, 10 LISTBOX List_1 ITEMS {'Option 1','Option 2','Option 3'}

Using a Listbox, you can add, change or remove items at runtime.

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 07 - ListBox Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change ListBox Value' ACTION  Win_1.List_1.Value := 2
             ITEM 'Retrieve ListBox Value' ACTION  MsgInfo ( Str(Win_1.List_1.Value))
             SEPARATOR
             ITEM 'Add List Item' ACTION Win_1.List_1.AddItem ('New List Item')
             ITEM 'Remove List Item' ACTION Win_1.List_1.DeleteItem (2)
             ITEM 'Change List Item' ACTION Win_1.List_1.Item (1) := 'New Item Text'
             ITEM 'Get List Item Count' ACTION MsgInfo (Str(Win_1.List_1.ItemCount))
           END POPUP
        END MENU

            @ 10, 10 LISTBOX List_1 ITEMS {'Option 1','Option 2','Option 3'}

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

More Choices II

Another alternative to get an user's choice is the COMBOBOX.

@ 10, 10 COMBOBOX Combo_1 ITEMS {'Option 1','Option 2','Option 3'}

Using a Combobox, is similar to ListBox.

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 08 - ComboBox Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change ComboBox Value' ACTION  Win_1.Combo_1.Value := 2
             ITEM 'Retrieve ComboBox Value' ACTION  MsgInfo ( Str(Win_1.Combo_1.Value))
             SEPARATOR
             ITEM 'Add Combo Item' ACTION Win_1.Combo_1.AddItem ('New List Item')
             ITEM 'Remove Combo Item' ACTION Win_1.Combo_1.DeleteItem (2)
             ITEM 'Change Combo Item' ACTION Win_1.Combo_1.Item (1) := 'New Item Text'
             ITEM 'Get Combo Item Count' ACTION MsgInfo (Str(Win_1.Combo_1.ItemCount))
           END POPUP
        END MENU

            @ 10, 10 COMBOBOX Combo_1 ITEMS {'Option 1','Option 2','Option 3'}

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Pushing Actions (Standard Buttons)

Another way for let the users to take an action (besides menus) are buttons.

@ 10,10 BUTTON Button_1 CAPTION 'Click Here!' ACTION MsgInfo('Button Clicked!') 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 09 - Button Test' ;
        MAIN 

        @ 10,10 BUTTON Button_1 ;
            CAPTION 'Click Here!' ;
                    ACTION MsgInfo('Button Clicked!') 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Being More Graphical (Picture Buttons)

Instead a text caption you can use a picture.

@ 10,10 BUTTON PictureButton_1 ;
    PICTURE 'button.bmp' ;
    ACTION MsgInfo('Picture Button Clicked!!') ;
    WIDTH 27 ;
    HEIGHT 27 ;
    TOOLTIP 'Picture Button Tooltip' 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 10 - Picture Button Test' ;
        MAIN 

            @ 10,10 BUTTON PictureButton_1 ;
                PICTURE 'button.bmp' ;
                ACTION MsgInfo('Picture Button Clicked!!') ;
                WIDTH 27 ;
                HEIGHT 27 ;
                TOOLTIP 'Picture Button Tooltip' 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

The optional tooltip clause, causes that a small window with an explanatory text be displayed when the mouse pointer stays over the control for a few seconds. You can use this clause with most MiniGUI controls.

Button + CheckBox = CheckButton

The CheckButton control, acts like a checkbox, but looks like a button. Like buttons, It comes in two flavors: Text and Graphical.

    @ 10,10 CHECKBUTTON CheckButton_1 ;
        CAPTION 'CheckButton' ;
        VALUE .F. 

    @ 50,10 CHECKBUTTON CheckButton_2 ;
        PICTURE 'Open.Bmp' ;
        WIDTH 27 ; 
        HEIGHT 27 ;
        VALUE .F. ;
        TOOLTIP 'Graphical CheckButton' 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 11 - CheckButton Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change Text CheckButton Value' ACTION  Win_1.CheckButton_1.Value := .T.
             ITEM 'Retrieve Text CheckButton Value' ACTION  MsgInfo ( if(Win_1.CheckButton_1.Value,'.T.','.F.'))
             SEPARATOR
             ITEM 'Change Picture CheckButton Value' ACTION  Win_1.CheckButton_2.Value := .T.
             ITEM 'Retrieve Picture CheckButton Value' ACTION  MsgInfo ( if(Win_1.CheckButton_2.Value,'.T.','.F.'))
           END POPUP
        END MENU

            @ 10,10 CHECKBUTTON CheckButton_1 ;
                CAPTION 'CheckButton' ;
                VALUE .F. 

            @ 50,10 CHECKBUTTON CheckButton_2 ;
                PICTURE 'Open.Bmp' ;
                WIDTH 27 ; 
                HEIGHT 27 ;
                VALUE .F. ;
                TOOLTIP 'Graphical CheckButton' 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Getting Dates (The DatePicker Control)

The easiest way to get dates from user is the datepicker control.

    @ 10,10 DATEPICKER Date_1

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 12 - DatePicker Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change DatePicker Value' ACTION  Win_1.date_1.Value := Date()
             ITEM 'Retrieve DatePicker Value' ACTION  MsgInfo ( dtoc(Win_1.Date_1.Value))
           END POPUP
        END MENU

        @ 10,10 DATEPICKER Date_1

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Getting Large Text (The EditBox Control)

The EditBox control allows to handle large (multiline) text data.

        @ 10,10 EDITBOX Edit_1 ;
            WIDTH 300 ;
            HEIGHT 150 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 300 ;
        TITLE 'Tutor 13 EditBox Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change EditBox Content' ACTION  Win_1.Edit_1.Value := 'New EditBox Value'
             ITEM 'Retrieve EditBox Content' ACTION  MsgInfo ( Win_1.Edit_1.Value)
           END POPUP
        END MENU

        @ 10,10 EDITBOX Edit_1 ;
            WIDTH 300 ;
            HEIGHT 150 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Displaying Images (The Image Control)

The image control allows to show image files in your program.

    @ 10,10 IMAGE Image_1 ;
        PICTURE 'Demo.Bmp' ;
        WIDTH 90 ;
        HEIGHT 90

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 14 Image Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change Image Content' ACTION  Win_1.Image_1.Picture := 'Open.Bmp'
             ITEM 'Retrieve Image Content' ACTION  MsgInfo ( Win_1.Image_1.Picture)
           END POPUP
        END MENU

            @ 10,10 IMAGE Image_1 ;
            PICTURE 'Demo.Bmp' ;
            WIDTH 90 ;
            HEIGHT 90

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Showing Progress

The progressbar control allows to show the completion status of an operation.

    @ 10,10 PROGRESSBAR Progress_1 ;
        RANGE 0 , 65535

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 15 Progressbar Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'ProgressBar Test' ACTION  DoTest()
           END POPUP
        END MENU

        @ 10,10 PROGRESSBAR Progress_1 ;
            RANGE 0 , 65535

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Procedure DoTest()
Local i

    For i = 0 To 65535 Step 25
        Win_1.Progress_1.Value := i
    Next i

Return

Spinning Around

An alternate way to get numeric data is the spinner control. It consist of a textbox with two arrows that allows to change control's value using the mouse.

    @ 10,10 SPINNER Spinner_1 ;
        RANGE 0,10 ;
        VALUE 5 ;
        WIDTH 100 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 16 Spinner Test' ;
        MAIN 

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change Spinner Value' ACTION  Win_1.Spinner_1.Value := 8
             ITEM 'Retrieve Spinner Value' ACTION  MsgInfo ( Str(Win_1.Spinner_1.Value))
           END POPUP
        END MENU

        @ 10,10 SPINNER Spinner_1 ;
            RANGE 0,10 ;
            VALUE 5 ;
            WIDTH 100 

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Getting Organized (TAB Control)

A TAB control lets organize controls and save form space, grouping the controls in folders.

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 250 ;
        TITLE 'Tutor 17 Tab Test' ;
        MAIN

        DEFINE MAIN MENU
           POPUP "First Popup"
             ITEM 'Change Tab Value' ACTION  Win_1.Tab_1.Value := 2
             ITEM 'Retrieve Tab Value' ACTION  MsgInfo ( Str(Win_1.Tab_1.Value))
           END POPUP
        END MENU

        DEFINE TAB Tab_1 ;
            AT 10,10 ;
            WIDTH 350 ;
            HEIGHT 150

            PAGE 'Page 1'
                @ 50,50 LABEL Label_1 VALUE 'This Is The Page 1'
            END PAGE

            PAGE 'Page 2'
                @ 50,50 LABEL Label_2 VALUE 'This Is The Page 2'
            END PAGE

        END TAB

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

More Organization (TOOLBAR Control)

Toolbars are used to group command buttons in a bar located (usually) at window top (under main menu bar).

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 640 HEIGHT 480 ;
        TITLE 'Tutor 18: ToolBar Test' ;
        MAIN ;
        FONT 'Arial' SIZE 10

        DEFINE MAIN MENU
            POPUP '&File'
                ITEM '&Disable ToolBar Button' ACTION Win_1.Button_1.Enabled := .F.
                ITEM '&Enable ToolBar Button' ACTION Win_1.Button_1.Enabled := .T.
                ITEM '&Exit' ACTION Win_1.Release
            END POPUP
        END MENU

        DEFINE TOOLBAR ToolBar_1 BUTTONSIZE 80,80 FLAT BORDER

            BUTTON Button_1 ;
                CAPTION '&Button &1' ;
                PICTURE 'button1.bmp' ;
                ACTION MsgInfo('Click! 1')

            BUTTON Button_2 ;
                CAPTION '&Button 2' ;
                PICTURE 'button2.bmp' ;
                ACTION MsgInfo('Click! 2') ;
                SEPARATOR

            BUTTON Button_3 ;
                CAPTION 'Button &3' ;
                PICTURE 'button3.bmp' ;
                ACTION MsgInfo('Click! 3')

        END TOOLBAR

    END WINDOW

    CENTER WINDOW Win_1

    ACTIVATE WINDOW Win_1

Return Nil
 

Showing Status (Statusbar Control)

This control creates a bar at window's bottom, used to show information (usually status information)

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 400 ;
        HEIGHT 200 ;
        TITLE 'Tutor 19 Tab Test' ;
        MAIN 

        DEFINE MAIN MENU
            POPUP '&StatusBar Test'
                ITEM 'Set Status Item 1' ACTION Form_1.StatusBar.Item(1) := "New value 1"
                ITEM 'Set Status Item 2' ACTION Form_1.StatusBar.Item(2) := "New value 2"
            END POPUP
        END MENU

        DEFINE STATUSBAR
            STATUSITEM "Item 1" ACTION MsgInfo('Click! 1')
            STATUSITEM "Item 2" WIDTH 100 ACTION MsgInfo('Click! 2')
            CLOCK
            DATE
            STATUSITEM "Item 5" WIDTH 100
        END STATUSBAR

    END WINDOW

    ACTIVATE WINDOW Win_1

Return

Data-Controls I: BROWSE

Data controls are designed to handle data in .dbf files directly.

Browse control allows to show / edit database records in tabular format.
'Value' property is use to set / get the selected record number (recno()).
By default, Browse control does not change the record pointer in its work area (*).

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 640 HEIGHT 480 ;
        TITLE 'Tutor 20: BROWSE Test' ;
        MAIN NOMAXIMIZE ;
        ON INIT OpenTables() ;
        ON RELEASE CloseTables()

        DEFINE MAIN MENU
            POPUP 'File'
                ITEM 'Set Browse Value' ACTION Win_1.Browse_1.Value := Val ( InputBox ('Set Browse Value','') )
                ITEM 'Get Browse Value' ACTION MsgInfo ( Str ( Win_1.Browse_1.Value ) )
                SEPARATOR
                ITEM 'Exit' ACTION Win_1.Release
            END POPUP
            POPUP 'Help'
                ITEM 'About' ACTION MsgInfo ("Tutor 20: BROWSE Test")
            END POPUP
        END MENU

        @ 10,10 BROWSE Browse_1 ;
            WIDTH 610 ;
            HEIGHT 390 ;
            HEADERS { 'Code' , 'First Name' , 'Last Name', 'Birth Date', 'Married' , 'Biography' } ;
            WIDTHS { 150 , 150 , 150 , 150 , 150 , 150 } ;
            WORKAREA Test ;
            FIELDS { 'Test->Code' , 'Test->First' , 'Test->Last' , 'Test->Birth' , 'Test->Married' , 'Test->Bio' } ;
            DELETE ;
            LOCK ;
            EDIT INPLACE

    END WINDOW

    CENTER WINDOW Win_1

    ACTIVATE WINDOW Win_1

Return Nil

Procedure OpenTables()
    Use Test
    Win_1.Browse_1.Value := RecNo()
Return Nil

Procedure CloseTables()
    Use
Return Nil

(*) To change this behavior (the default) you must change 'browsesync' setting using 'Set BrowseSync On' command.

Data-Controls II: TEXTBOX, DATEPICKER, CHECKBOX, EDITBOX

The 'data-version' of these controls required the use of the following properties / methods to bound them to a database field:

    Field Property: Stablishes the field that control is bounded to.
    Refresh Method: Updates control content based on current field content.
    Save method: Updates database file according control content.

#include "minigui.ch"
Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 640 ;
        HEIGHT 480 ;
        TITLE 'Tutor 21: Data-Bound Controls Test' ;
        MAIN ;
        ON INIT OpenTables() ;
        ON RELEASE CloseTables()

        DEFINE TOOLBAR ToolBar_1 BUTTONSIZE 100,30 FLAT RIGHTTEXT BORDER

            BUTTON TOP ;
                CAPTION '&Top' ;
                PICTURE 'primero.bmp' ;
                ACTION ( DbGoTop() , Refresh() )

            BUTTON PREVIOUS ;
                CAPTION '&Previous';
                PICTURE 'anterior.bmp' ;
                ACTION ( DbSkip(-1) , Refresh() )

            BUTTON NEXT ;
                CAPTION '&Next';
                PICTURE 'siguiente.bmp' ;
                ACTION ( DbSkip(1) , if ( eof() , DbGoBottom() , Nil ) , Refresh() )

            BUTTON BOTTOM ;
                CAPTION '&Bottom' ;
                PICTURE 'ultimo.bmp' ;
                ACTION ( DbGoBottom() , Refresh() )

            BUTTON SAVE ;
                CAPTION '&Save' ;
                PICTURE 'guardar.bmp' ;
                ACTION ( Save() , Refresh() )

            BUTTON UNDO ;
                CAPTION '&Undo' ;
                PICTURE 'deshacer.bmp' ;
                ACTION ( Refresh() )

        END TOOLBAR

        @ 50,10 LABEL LABEL_1 VALUE 'Code:'
        @ 80,10 LABEL LABEL_2 VALUE 'First Name'
        @ 110,10 LABEL LABEL_3 VALUE 'Last Name'
        @ 140,10 LABEL LABEL_4 VALUE 'Birth Date:'
        @ 170,10 LABEL LABEL_5 VALUE 'Married:'
        @ 200,10 LABEL LABEL_6 VALUE 'Bio:'

        @ 50,200 TEXTBOX TEXT_1;
            FIELD TEST->CODE ;
            NUMERIC ;
            MAXLENGTH 10

        @ 80,200 TEXTBOX TEXT_2;
            FIELD TEST->FIRST ;
            MAXLENGTH 30

        @ 110,200 TEXTBOX TEXT_3;
            FIELD TEST->LAST ;
            MAXLENGTH 30

        @ 140,200 DATEPICKER DATE_4 ;
            FIELD Test->Birth

        @ 170,200 CHECKBOX CHECK_5 ;
            CAPTION '' ;
            FIELD Test->Married

        @ 200,200 EDITBOX EDIT_6 ;
            FIELD Test->Bio ;
            HEIGHT 100

    END WINDOW

    Win_1.Text_1.SetFocus

    ACTIVATE WINDOW Win_1

Return Nil

Procedure Refresh

    Win_1.Text_1.Refresh
    Win_1.Text_2.Refresh
    Win_1.Text_3.Refresh
    Win_1.Date_4.Refresh
    Win_1.Check_5.Refresh
    Win_1.Edit_6.Refresh
    Win_1.Text_1.SetFocus

Return

Procedure Save

    Win_1.Text_1.Save
    Win_1.Text_2.Save
    Win_1.Text_3.Save
    Win_1.Date_4.Save
    Win_1.Check_5.Save
    Win_1.Edit_6.Save

Return

Procedure OpenTables
    USE TEST
Return

Procedure CloseTables
    USE
Return

More Organization II (SPLITBOX Control)

Controls defined as part of this container can be arranged by users, using a gripperbar located at control's left side. You must omit '@ <row>,<col>' in control definition. 

#include "minigui.ch"

Function Main

    DEFINE WINDOW Win_1 ;
        AT 0,0 ;
        WIDTH 640 HEIGHT 450 ;
        TITLE 'Tutor 22: SplitBox Test' ;
        MAIN

        DEFINE SPLITBOX

            LISTBOX List_1 ;
                WIDTH 200 ;
                HEIGHT 400 ;
                ITEMS {'Item 1','Item 2','Item 3','Item 4','Item 5'} ;
                VALUE 3 ;
                TOOLTIP 'ListBox 1'

            EDITBOX Edit_1 ;
                WIDTH 200 ;
                HEIGHT 400 ;
                VALUE 'EditBox!!' ;
                TOOLTIP 'EditBox' ;
                MAXLENGTH 255

        END SPLITBOX

    END WINDOW

    CENTER WINDOW Win_1

    ACTIVATE WINDOW Win_1

Return Nil


--
Roberto Lopez <roblez@ciudad.com.ar>