/* Synched up with: Not in FSF. */
-/* #### There ain't nothin' here because dialog boxes have not been
- properly abstracted yet. */
-
#include <config.h>
#include "lisp.h"
#include "frame.h"
resource database, so it is possible for resources to override what string
is actually displayed.
+Accelerators can be indicated in the string by putting the sequence
+"%_" before the character corresponding to the key that will invoke
+the button. Uppercase and lowercase accelerators are equivalent. The
+sequence "%%" is also special, and is translated into a single %.
+
If the `callback' of a button is a symbol, then it must name a command.
It will be invoked with `call-interactively'. If it is a list, then it is
evaluated with `eval'.
Though the keyword/value syntax is supported for dialog boxes just as in
popup menus, the only keyword which is both meaningful and fully implemented
-for dialog box buttons is `:active'.
-*/
+for dialog box buttons is `:active'. */
(dbox_desc))
{
struct frame *f = selected_frame ();
CHECK_CONS (dbox_desc);
CHECK_STRING (XCAR (dbox_desc));
if (!CONSP (XCDR (dbox_desc)))
- signal_simple_error ("Dialog descriptor must supply at least one button", dbox_desc);
+ signal_simple_error ("Dialog descriptor must supply at least one button",
+ dbox_desc);
DEVMETH (d, popup_dialog_box, (f, dbox_desc));