GuiWake()

Causes a script that has made a call to GuiGetMsg() (or will be making a call to GuiGetMsg) to return immediately.

error = GuiWake(Signal)


Args

Signal is whatever the variable named GuiSignal should be set to in the script that has called GuiGetMsg. If omitted, then the GuiSignal variable is DROP'ed.

If an object has called GuiWake, then the variable named GuiObject is set to the name of the variable associated with that object. Otherwise, GuiObject is DROP'ed.


Returns

If successful, an empty string is returned, and the variables named GuiObject and GuiSignal are set in the script that has called GuiGetMsg. If an error occurs, GuiWake returns an error message.


Notes

REXX GUI is very open-ended when it comes to how you choose to use the signal arg to communicate between the Window Layout script and the script that has called GuiGetMsg. Your Window Layout script can pass any string you desire for the signal arg, and use it for any purpose you desire in the script that calls GuiGetMsg. Of course, both scripts should be written to coordinate their actions. For example, if your Window Layout script decides to pass a signal of "BARK LIKE A DOG" to GuiWake, then when the other script wakes up from its call to GuiGetMsg and sees that GuiSignal has been set to that string, it should know what to do.

A good policy is to reserve the case of omitting the signal arg only when you want to indicate to the other script that you want it to DROP its window object. In other words, your Window Layout script should always pass some sort of signal arg except for when your Window Layout script wants to tell the other script "Just DROP me now as I have nothing further to do". Note that if your Window Layout script does not have a subroutine for the WM_DESTROY window event, then Reginald will automatically send such a signal to the other script when your window closes.