master toolkit file
When the program development environment starts up, GuiDesigner reads file \xb\xxx\xtoolkit.xxx and builds the startup toolkit from the toolsets named in this simple text file.

\xb\xxx\xtoolkit.xxx contains a simple list of filenames like:

xtools0.xxx (standard toolset - good example)
' xtools1.xxx (commented out warning.dll toolset)

Each line in \xb\xxx\xtoolkit.xxx names a toolset. In each toolset text file is a list of grid types in the following format:

' warning XuiWarning1B XuiWarning1B xxx\xwarn.bmp warn

' - optional comment character disables rest of line
1+ tabs - first field separator
libname - filename of library containing this grid
1+ tabs - second field separator
GridType - GridType name
1+ tabs - third field separator
GridFunc - GridFunction name (must be same as GridType)
1+ tabs - fourth field separator
imageFile - filename of toolkit button image bitmap
1+ tabs - fifth field separator
GenericType - Generic category name (Button, Dialog, etc)

new toolsets
To make a new toolset appear in the toolkit:

1.  Add filename of toolset text file to \xb\xxx\xtoolkit.xxx .
2.  Put entries of all accessory grids you want displayed in the toolkit into the toolset text file.

To access accessory grids, programs must include in their PROLOG:

IMPORT "toolset0" ' toolset0.dll is an accessory toolset library
IMPORT "toolset1" ' toolset1.dll is an accessory toolset library
...

An IMPORT statement is required for each toolset library containing grid types referenced by a program. The standard GuiDesigner grid types are available to your program once you IMPORT "xui".

You can create new toolkit button images with the image editor provided with the WindowsNT development system. They must be 32x32 pixel 16-color bitmaps. You can copy \xb\xxx\xtool.bmp or some other \xb\xxx\*.bmp file to another name and edit that.