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Submit Button

A 'Submit' Event tells the Form to gather up all of the Glyph tag/value pairs in a Dictionary and return the Dictionary. For most dialog like Forms, there will be a 'cancel' or 'close' (or some similar name) Button. For those Forms that wish to give the user the option of entering information and then having the code that created and launched the Form to get that information, there will also be an 'accept' or 'submit' Button. A developer is, of course, free to have their Form directly set (and get) values from VimL variables defined outside of the scope of the Form, but that will lead to a tight binding between the code exterior to the Form and code that makes up the Form. This would make the Form more brittle and increase potential errors reducing reuse (IMO).

A Submit Button is created by making a Button where its action is the Forms Submit Action:

let label = forms#newLabel({'text': "Submit"})
let button = forms#newButton({
                         \ 'tag': 'submit',
                         \ 'body': label,
                         \ 'action': g:forms#submitAction})

In this case, the Button's 'tag' is called 'submit'.

The above Action is a global defined in the Forms code as:

function! FormsSubmitAction(...) dict
    call forms#AppendInput({ 'type': 'Submit' })
endfunction

let g:forms#submitAction = forms#newAction({ 'execute': function("FormsSubmitAction")})

One can see that the Action's 'execute' attribute is the Function 'FormsSubmitAction' which adds a 'Submit' Event to the front of the Forms Input Queue.

In this example, let us have two CheckBoxes:

let cb1 = forms#newCheckBox({'tag': 'cbone'})
let cb2 = forms#newCheckBox({'tag': 'cbtwo'})

These have tags that identify them.

Also, assume that there is a 'Close' Button:

let label = forms#newLabel({'text': "Close"})
let button = forms#newButton({
                         \ 'tag': 'close',
                         \ 'body': label,
                         \ 'action': g:forms#cancelAction})

If the Submit Button is selected, then a 'Submit' Event is place at the front. In the Viewer 'run()' method there ia a loop that reads input Events/Characters and processes them. The part of that loop that handles a 'Submit' Event follows:

elseif type == 'Submit'
  if forms#ViewerStackDepth() > 1
    call self.unGetChar(event)
    break
  else
    return event
  endif

Notice that if the current Viewer is not a top-level Viewer, then the 'Submit' Event it placed back on the front of the Input Queue, the read loop is exited and control is returned to the next higher Viewer. This continues until the Viewer Stack is empty, one is at the top-level Viewer, at which point the Viewer 'run()' method returns the 'Submit' Event to the Form 'run()' method that had originally called the Viewer's method.

The Form 'run()' method has the code that calls its ProtoType Object 'run()' method, the Viewer 'run()' method and then processes any returned value:

" call Form prototype run() method
let p = g:forms#Form._prototype
let rval = call(p.run, [], self)

In the Form 'run()' code that handles the Viewer's 'run()' method returned value:

let results = {}
....
elseif rval.type == 'Submit'
  call self.generateResults(self.__body, results)
  return results

If the return value is an Event of 'type' 'Submit', that is, a 'Submit' Event, then the 'generateResults()' method is called which directly in turn calls the Function forms#GenerateResults():

function! forms#GenerateResults(glyph, results)
  let nodeType = a:glyph.nodeType()
  if nodeType == g:LEAF_NODE
    call a:glyph.addResults(a:results)

  elseif nodeType == g:MONO_NODE
    call a:glyph.addResults(a:results)

    call forms#GenerateResults(a:glyph.getBody(), a:results)

  elseif nodeType == g:POLY_NODE
    call a:glyph.addResults(a:results)

    for child in a:glyph.children()
      call forms#GenerateResults(child, a:results)
    endfor

  elseif nodeType == g:GRID_NODE
    call a:glyph.addResults(a:results)

    for minor in a:glyph.major()
      for child in minor
        call forms#GenerateResults(child, a:results)
      endfor
    endfor

  else
    throw "Unknown glyph nodeType " . nodeType
  endif
endfunction

Note that this code recursively walks the Glyph tree visiting each child Glyph and calling each child Glyph's 'addResults()' method. Now, the base Glyph, the Glyph Prototype Object has a 'addResults()' that does nothing:

function! FORMS_GLYPH_addResults(results) dict
endfunction
let g:forms#Glyph.addResults = function("FORMS_GLYPH_addResults")

It adds nothing to the Dictionary results object. So, while the 'GenerateResults()' walks the tree for most Glyphs in the tree, nothing is added to the 'results' Dictionary. This is understood when on considers that passive Glyphs such as a Label for formating/layout Glyphs such as Mono or Poly Glyph would generally not have anything interesting to return to the calling code. On the other hand, Glyphs that maintain state entered by the user, do add values to the 'results' Dictionary.

In this example code, both CheckBoxes will add to the 'results' object:

function! FORMS_CHECKBOX_addResults(results) dict
  let tag = self.getTag()
  let a:results[tag] = self.__selected
endfunction
let g:forms#CheckBox.addResults = function("FORMS_CHECKBOX_addResults")

They both get their respective 'tag' as a Dictionary key and whether or not they have been selected as the associated value. In addtion, the 'Submit' and 'Close' Buttons also have 'addResults()' methods:

function! FORMS_BUTTON_addResults(results) dict
  let tag = self.getTag()
  let a:results[tag] = self.__selected
endfunction
let g:forms#RadioButton.addResults = function("FORMS_BUTTON_addResults")

If the example Form only had the two CheckBoxes and the 'Submit' and 'Close' Buttons then the 'results' Dictionary might contain the following:

{ 'submit': 1, 'close': 0, 'cbone' : 0, 'cbtwo' : 0 }

The 'Submit' Button was pushed, value == 1, and neither CheckBoxes were selected, values == 0. If the CheckBox with tag 'cbone' was selected when the 'Submit' Button was selected the 'results' would contain:

{ 'submit': 1, 'close': 0, 'cbone' : 1, 'cbtwo' : 0 }

If both CheckBoxes were selected:

{ 'submit': 1, 'close': 0, 'cbone' : 1, 'cbtwo' : 1 }

Importantly, the 'results' Dictionary only contains data if a 'Submit' Event occurred. A 'Cancel' event generated by the 'Close' Button will return an empty Dictionary. So, in the above case, one will never encounter the following:

{ 'submit': 0, 'close': 1, 'cbone' : 0, 'cbtwo' : 0 }

Because this means that the 'Close' Button was selected, but the 'Close' Button generates a 'Cancel' Event and a 'Cancel' Event will only return an empty Dictionary.

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