In the 3.0 EAP which is underway now, I have not seen you posting in there, you can override the ACTION attributes in your 4gl. In one of my samples, I have something like ... ON ACTION accept ATTRIBUTES(TEXT="Search") for use in a CONSTRUCT statement.
Otherwise prior to 3.0 you might be able to achieve what you want via DOM tree manipulation.
#+ action_comment_set Change the comment attribute of a given action
FUNCTION action_comment_set(action, comment)
DEFINE action, comment STRING
DEFINE n om.DomNode
LET n = action_node_get(action)
IF n IS NOT NULL THEN
CALL n.setAttribute("comment", comment)
END IF
END FUNCTION
#+ action_text_set Change the text attribute of a given action
FUNCTION action_text_set(action, text)
DEFINE action, text STRING
DEFINE n om.DomNode
LET n = action_node_get(action)
IF n IS NOT NULL THEN
CALL n.setAttribute("text", text)
END IF
END FUNCTION
#+ action_node_get Return the node that defines a given action
FUNCTION action_node_get(name)
DEFINE name STRING
DEFINE w ui.Window
DEFINE n,f om.DomNode
DEFINE nl om.nodeList
LET w = ui.Window.getCurrent()
LET n = w.getNode()
LET nl = n.selectByPath(SFMT("//Action[@name=\"%1\"]",name))
IF nl.getLength() != 1 THEN
LET nl = n.selectByPath(SFMT("//MenuAction[@name=\"%1\"]",name))
END IF
IF nl.getLength() = 1 THEN
LET f= nl.item(1)
END IF
RETURN f
END FUNCTION
... its not perfect as from memory it doesn't necessarily propagate out to action views ie you had to change button, toolbar, topmenu items manually as well, whereas if I was able to persuade developers to add ui.Dialog.setText, ui.Dialog.setComment then I'd expect those methods to do that.
Reuben