Summary

This chapter has provided an overview of many different aspects of UI development. It started out by explaining how controls work. It showed how UI components fit in with the larger application framework, and how controls work in conjunction with system windows .

You have learned how to create new simple and compound controls by deriving from CCoeControl , and also what functions must be overridden in order to provide the required standard behavior. You have learned how controls should respond to system events, and also how your Series 60 2.x applications can be made "skin-aware".

The section on resource files showed you how they could be used in order to facilitate UI development, and subsequent sections highlighted the alternative approaches of creating UI components both dynamically in C++ code and statically in resource files.

In addition, other UI elements such as menus and the various Series 60 panes were covered. These topics, and the many example applications provided, should help to round out your understanding of the different ways that you can provide UI-based information to the user, and also allow user interaction, in your own Series 60 applications.

The next three chapters cover some specific common UI components (dialogs, lists, and editors) in detail. The information gained in this chapter will have provided you with the necessary background to get the maximum benefit out of these upcoming topics.



Developing Series 60 Applications. A Guide for Symbian OS C++ Developers
Developing Series 60 Applications: A Guide for Symbian OS C++ Developers: A Guide for Symbian OS C++ Developers
ISBN: 0321227220
EAN: 2147483647
Year: 2003
Pages: 139

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