TABLE OF CONTENTS

Window.mui/Window.mui
Window.mui/MUIA_Window_Activate
Window.mui/MUIA_Window_ActiveObject
Window.mui/MUIA_Window_AltHeight
Window.mui/MUIA_Window_AltLeftEdge
Window.mui/MUIA_Window_AltTopEdge
Window.mui/MUIA_Window_AltWidth
Window.mui/MUIA_Window_AppWindow
Window.mui/MUIA_Window_Backdrop
Window.mui/MUIA_Window_Borderless
Window.mui/MUIA_Window_CloseGadget
Window.mui/MUIA_Window_CloseRequest
Window.mui/MUIA_Window_DefaultObject
Window.mui/MUIA_Window_DepthGadget
Window.mui/MUIA_Window_DragBar
Window.mui/MUIA_Window_FancyDrawing
Window.mui/MUIA_Window_Height
Window.mui/MUIA_Window_ID
Window.mui/MUIA_Window_InputEvent
Window.mui/MUIA_Window_IsSubWindow
Window.mui/MUIA_Window_LeftEdge
Window.mui/MUIA_Window_Menu
Window.mui/MUIA_Window_MenuAction
Window.mui/MUIA_Window_Menustrip
Window.mui/MUIA_Window_MouseObject
Window.mui/MUIA_Window_NeedsMouseObject
Window.mui/MUIA_Window_NoMenus
Window.mui/MUIA_Window_Open
Window.mui/MUIA_Window_PublicScreen
Window.mui/MUIA_Window_RefWindow
Window.mui/MUIA_Window_RootObject
Window.mui/MUIA_Window_Screen
Window.mui/MUIA_Window_ScreenTitle
Window.mui/MUIA_Window_SizeGadget
Window.mui/MUIA_Window_SizeRight
Window.mui/MUIA_Window_Sleep
Window.mui/MUIA_Window_Title
Window.mui/MUIA_Window_TopEdge
Window.mui/MUIA_Window_UseBottomBorderScroller
Window.mui/MUIA_Window_UseLeftBorderScroller
Window.mui/MUIA_Window_UseRightBorderScroller
Window.mui/MUIA_Window_Width
Window.mui/MUIA_Window_Window
Window.mui/MUIM_Window_GetMenuCheck
Window.mui/MUIM_Window_GetMenuState
Window.mui/MUIM_Window_ScreenToBack
Window.mui/MUIM_Window_ScreenToFront
Window.mui/MUIM_Window_SetCycleChain
Window.mui/MUIM_Window_SetMenuCheck
Window.mui/MUIM_Window_SetMenuState
Window.mui/MUIM_Window_ToBack
Window.mui/MUIM_Window_ToFront
Window.mui/Window.mui

	Objects of window class are used to generate windows and
	supply a place where MUI gadgets feel well. It handles
	the complicated task of window resizing fully automatic,
	you don't need to worry about that.

	Windows are children of an application, you cannot use
	a window object without having a parent application
	object. On the other side, the gadgets in a window
	are children of the window, you cannot use MUI gadgets
	without having a parent MUI window.

	Creating a window object does not mean to open it
	instantly. This is done later by setting the window's
	MUIA_Window_Open attribute. If your application has
	several windows, the usual way is to create them all
	at once at startup time and open/close it later
	just by setting MUIA_Window_Open.

	There is no difference in talking to gadgets whether
	their parent window is open or not. If you e.g. set
	the contents of a string gadget in an open window,
	the gadget will refresh immediately. If the window is
	closed, the gadget just remembers its new setting
	and displays it later.
Window.mui/MUIA_Window_Activate

    NAME
	MUIA_Window_Activate -- (V4 ) [ISG], BOOL

    FUNCTION
	Setting this to TRUE will activate the window.
	Setting this to FALSE has no effect.
	The attribute will change whenever the user
	activates/deactivates the window.

	Specifying FALSE at object creation time will make
	the window open in an inactive state.
Window.mui/MUIA_Window_ActiveObject

    NAME
	MUIA_Window_ActiveObject -- (V4 ) [.SG], Object *

    SPECIAL INPUTS
	MUIV_Window_ActiveObject_None
	MUIV_Window_ActiveObject_Next
	MUIV_Window_ActiveObject_Prev

    FUNCTION
	Set the active object in a window as if the user
	would have activated it with the tab key. The
	object has to be in the cycle chain for this
	command to work.

    EXAMPLE
	set(window,MUIA_Window_ActiveObject,okaybutton);

    SEE ALSO
	MUIM_Window_SetCycleChain
Window.mui/MUIA_Window_AltHeight

    NAME
	MUIA_Window_AltHeight -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_AltHeight_MinMax(p)
	MUIV_Window_AltHeight_Visible(p)
	MUIV_Window_AltHeight_Screen(p)
	MUIV_Window_AltHeight_Scaled

    FUNCTION
	Specify the alternate (zoomed) height of a window.
	If not present, the alternate height will be the
	minimum height.

    SEE ALSO
	MUIA_Window_Height, MUIA_Window_AltWidth
Window.mui/MUIA_Window_AltLeftEdge

    NAME
	MUIA_Window_AltLeftEdge -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_AltLeftEdge_Centered
	MUIV_Window_AltLeftEdge_Moused
	MUIV_Window_AltLeftEdge_NoChange

    FUNCTION
	Specify the alternate (zoomed) left position of
	a window. This defaults to the standard left
	position.

    SEE ALSO
	MUIA_Window_LeftEdge, MUIA_Window_AltTopEdge
Window.mui/MUIA_Window_AltTopEdge

    NAME
	MUIA_Window_AltTopEdge -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_AltTopEdge_Centered
	MUIV_Window_AltTopEdge_Moused
	MUIV_Window_AltTopEdge_Delta(p)
	MUIV_Window_AltTopEdge_NoChange

    FUNCTION
	Specify the alternate (zoomed) top position of
	a window. This defaults to the standard top
	position.

    SEE ALSO
	MUIA_Window_TopEdge, MUIA_Window_AltLeftEdge
Window.mui/MUIA_Window_AltWidth

    NAME
	MUIA_Window_AltWidth -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_AltWidth_MinMax(p)
	MUIV_Window_AltWidth_Visible(p)
	MUIV_Window_AltWidth_Screen(p)
	MUIV_Window_AltWidth_Scaled

    FUNCTION
	Specify the alternate (zoomed) width of a window.
	If not present, the alternate width will be the
	minimum width.

    SEE ALSO
	MUIA_Window_Width, MUIA_Window_AltHeight
Window.mui/MUIA_Window_AppWindow

    NAME
	MUIA_Window_AppWindow -- (V5 ) [I..], BOOL

    FUNCTION
	Setting this attribute to TRUE will make this window an
	AppWindow, the user will be able to drop icons on it.
	You can hear about these events by listening to the
	MUIA_AppMessage attribute.

    SEE ALSO
	MUIA_AppMessage, MUIA_Application_DropObject
Window.mui/MUIA_Window_Backdrop

    NAME
	MUIA_Window_Backdrop -- (V4 ) [I..], BOOL

    FUNCTION
	Make the window a backdrop window.
Window.mui/MUIA_Window_Borderless

    NAME
	MUIA_Window_Borderless -- (V4 ) [I..], BOOL

    FUNCTION
	Make the window borderless.
Window.mui/MUIA_Window_CloseGadget

    NAME
	MUIA_Window_CloseGadget -- (V4 ) [I..], BOOL

    FUNCTION
	Set this to FALSE and your window will not
	have a close gadget.
Window.mui/MUIA_Window_CloseRequest

    NAME
	MUIA_Window_CloseRequest -- (V4 ) [..G], BOOL

    FUNCTION
	When the user hits a windows close gadget, the
	window isn't closed immediately. Instead MUI only
	sets this attribute to TRUE to allow your application
	to react.

	Usually, you will setup a notification that automatically
	closes the window when a close request appears, but you
	could e.g. pop up a confirmation requester or do some
	other things first.

    EXAMPLE
	/* automagically close a window     */
	/* when the close gadget is pressed */

	DoMethod(window,MUIM_Notify,
	   MUIA_Window_CloseRequest, TRUE,
	   window,3,MUIM_Set,MUIA_Window_Open,0);

    SEE ALSO
	MUIA_Window_Open
Window.mui/MUIA_Window_DefaultObject

    NAME
	MUIA_Window_DefaultObject -- (V4 ) [ISG], Object *

    FUNCTION
	The default object in a window receives keyboard input
	as long as no other object is active. Good candidates
	for default objects are e.g. lonely listviews. Making
	such a listview the default object will allow the user
	to control it immediately without the need of several
	tab strokes for activation.

    SEE ALSO
	MUIA_Window_ActiveObject
Window.mui/MUIA_Window_DepthGadget

    NAME
	MUIA_Window_DepthGadget -- (V4 ) [I..], BOOL

    FUNCTION
	Enable or disable the depth gadget. Defaults to TRUE.
	There is no good reason to use this tag.
Window.mui/MUIA_Window_DragBar

    NAME
	MUIA_Window_DragBar -- (V4 ) [I..], BOOL

    FUNCTION
	Tell MUI to give your window a dragbar.

	Defaults to TRUE.

	There is no good reason to disable the dragbar!
Window.mui/MUIA_Window_FancyDrawing

    NAME
	MUIA_Window_FancyDrawing -- (V8 ) [ISG], BOOL

    FUNCTION
	Usually, the only possible place to do some rendering is
	during a MUIM_Draw method. However, if you have a class
	that really requires very high graphical output speed
	(e.g. a module players scope or a game class), you can
	set MUIA_Window_FancyDrawing to TRUE.

	This allows your class to render anywhere between
	MUIM_Show and MUIM_Hide, e.g. directly after an
	attribute change with OM_SET or from a seperate
	task.

	Note that your rastport etc. is only valid between
	MUIM_Show and MUIM_Hide. Keep that in mind!

	When drawing from a seperate task, you have to clone
	the RastPort and use the copy for your rendering!

    NOTES
	Please use this attribute sparingly. It might prevent
	MUI from doing nice things with your window, e.g.
	building an automatic virtual group when the screen
	is too small.

	MUIA_Window_FancyDrawing is really only necessary for
	very few types of applications. You should use the
	traditional way (MUIM_Draw and MUI_Redraw()) whenever
	and wherever possible!
Window.mui/MUIA_Window_Height

    NAME
	MUIA_Window_Height -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_Height_MinMax(p)
	MUIV_Window_Height_Visible(p)
	MUIV_Window_Height_Screen(p)
	MUIV_Window_Height_Scaled
	MUIV_Window_Height_Default

    FUNCTION
	Specify the height of a window. Usually, you won't give
	a pixel value here but instead use one of the following
	magic macros:

	MUIV_Window_Height_Default:
	   calculated from objects default sizes.

	MUIV_Window_Height_MinMax(0..100):
	   somewhere between the minimum height (0) and the
	   maximum height (100) of your window.

	MUIV_Window_Height_Visible(1..100):
	   percentage of the screens visible height.

	MUIV_Window_Height_Screen(1..100):
	   percentage of the screens total height.

	MUIV_Window_Height_Scaled:
	   height will be adjusted so that
	   width : height == minimum width : minimum height.
	   Note that a windows width and height may not
	   both be scaled.

	Default for this tag is MUIV_Window_Height_Default.

	As long as your window has a window id (MUIA_Window_ID),
	choosing a size is not that important. MUI will always
	remember a windows last position and size and these
	values will simply override your settings. Positioning
	and sizing should be completely under user control,
	a programmer doesn't need to worry about it.

    SEE ALSO
	MUIA_Window_Width, MUIA_Window_ID
Window.mui/MUIA_Window_ID

    NAME
	MUIA_Window_ID -- (V4 ) [ISG], ULONG

    FUNCTIONS
	For most of your windows, you should define a longword
	as id value. Only a window with an id is able to
	remember its size and position.

	Additionally, when you use an ascii id (e.g. 'MAIN'),
	your window can be controlled from ARexx.

	Of course all windows of your application must have
	unique ids.

    SEE ALSO
	MUIA_Window_LeftEdge
Window.mui/MUIA_Window_InputEvent

    NAME
	MUIA_Window_InputEvent -- (V4 ) [..G], struct InputEvent *

    FUNCTION
	This attribute gets set whenever your window receives
	an input event. You can react on this by creating
	a notification event containing a standard
	commodities.library input description string.

	Due to performance reasons, only IDCMP_RAWKEY,
	IDCMP_DISKINSERTED and IDCMP_DISKREMOVED events
	are translated to a MUIA_Window_InputEvent
	notification.

	Prior to MUI 3.0, the input description string needed
	to remain valid as long as the notification lasts. MUI 3.0
	converts the string to a struct IX immediately, speeding
	up the comparision and eliminating the need to keep
	the description strings allocated.

    NOTE
	Notification on MUIA_Window_InputEvent is inefficient.
	You should only use this notification for a few keyboard events
	that are "general" to the window, e.g. F-Keys for certain
	program actions. Keyboard control for single user interface
	elements should be implemented by using subclasses and
	requesting rawkey input events from there.

    EXAMPLE
	DoMethod(window, MUIM_Notify,
	   MUIA_Window_InputEvent, "-repeat f1",
	   txobj, 3,
	   MUIM_Set, MUIA_Text_Contents, "f1 pressed/repeated");
Window.mui/MUIA_Window_IsSubWindow

    NAME
	MUIA_Window_IsSubWindow -- (V4 ) [ISG], BOOL

    FUNCTION
	Windows with this flag set to TRUE dont get disposed
	when the application object is disposed. You should set
	this if your window belongs to an object placed in another
	window (e.g. popup windows) and you want to dispose the
	window object yourself during the OM_DISPOSE method
	of the parent object.
Window.mui/MUIA_Window_LeftEdge

    NAME
	MUIA_Window_LeftEdge -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_LeftEdge_Centered
	MUIV_Window_LeftEdge_Moused

    FUNCTION
	Specify the left edge of a window. Usually, you shouldn't
	define a pixel value here but instead use one of the
	following macros:

	MUIV_Window_LeftEdge_Centered:
	   window appears centered on the visible area of screen.

	MUIV_Window_LeftEdge_Moused
	   window appears centered under the mouse pointer.

	Default for this tag is MUIV_Window_LeftEdge_Centered.

	As long as your window has a window id (MUIA_Window_ID),
	choosing a position is not that important. MUI will always
	remember a windows last position and size and these
	values will simply override your settings. Positioning
	and sizing should be completely under user control,
	a programmer doesn't need to worry about it.

    SEE ALSO
	MUIA_Window_TopEdge, MUIA_Window_ID
Window.mui/MUIA_Window_Menu

    NAME
	MUIA_Window_Menu -- (V4 ) [I..], struct NewMenu * (OBSOLETE)

    SPECIAL INPUTS
	MUIV_Window_Menu_NoMenu

    FUNCTION
	Obsolete, use MUIA_Window_Menustrip instead.

    SEE ALSO
	MUIA_Window_Menustrip
Window.mui/MUIA_Window_MenuAction

    NAME
	MUIA_Window_MenuAction -- (V8 ) [ISG], ULONG

    FUNCTION
	Whenever a menu item is selected, this attribute will be
	set to the corresponding UserData field of the gadtools
	NewMenu structure. This allows reacting on menu items
	via broadcasting.

    SEE ALSO
	MUIA_Window_Menu
Window.mui/MUIA_Window_Menustrip

    NAME
	MUIA_Window_Menustrip -- (V8 ) [I.G], Object *

    FUNCTION
	Specify a menu strip object for this window. The object
	is treated as a child of the window and will be disposed
	when the window is disposed.

	Menustrip objects defined for a window will override an
	applications Menustrip object.

	MUIA_Window_Menustrip replaces the old and obsolete
	MUIA_Window_Menu tag.

	Usually, you will create the menu object with MUI's builtin
	object library from a gadtools NewMenu structure, but its
	also OK to define the menu tree "by hand" using the
	Family class.

	If you have a global menu for all your applications windows
	but you want some windows to have no menu, use the
	MUIA_Window_NoMenus tag.

    SEE ALSO
	MUIA_Window_NoMenus
Window.mui/MUIA_Window_MouseObject

    NAME
	MUIA_Window_MouseObject -- (V10) [..G], Object *

    FUNCTION
	When MUIA_Window_NeedsMouseObject is enabled for this window,
	you can setup notificationns on MUIA_Window_MouseObject to
	find out on which object the mouse pointer is located.

    SEE ALSO
	MUIA_Window_NeedsMouseObject
Window.mui/MUIA_Window_NeedsMouseObject

    NAME
	MUIA_Window_NeedsMouseObject -- (V10) [I..], BOOL

    FUNCTION
	If you want to react on changes of the MUIA_Window_MouseObject
	attribute, you have to set this to TRUE when creating your
	window.

    SEE ALSO
	MUIA_Window_MouseObject
Window.mui/MUIA_Window_NoMenus

    NAME
	MUIA_Window_NoMenus -- (V4 ) [IS.], BOOL

    FUNCTION
	Temporarily disable the menu strip of a window.

    SEE ALSO
	MUIA_Window_Menu
Window.mui/MUIA_Window_Open

    NAME
	MUIA_Window_Open -- (V4 ) [.SG], BOOL

    FUNCTION
	This little attribute can be used to open and close
	a window. When opening a window, MUI does lots of
	stuff to calculate sizes and positions of all
	gadgets. Minimum and maximum window sizes will be
	adjusted automatically.

	When the minimum size of a window is too big to fit
	on the screen, MUI tries to reduce font sizes and
	does a new calculation. You should always design
	your windows to fit on a 640*200 screen with
	all fonts set to topaz/8.

	When a window is closed (and you specified a
	MUIA_Window_ID), MUI remembers its position
	and size and uses these values during the next
	opening.

	After setting MUIA_Window_Open to TRUE, you should
	test if MUI was able to open the window by getting
	the attribute again. If you don't and if this was
	the only window of your application, the user won't
	be able to do any input and your application will
	seem to hang.

    EXAMPLE
	set(window,MUIA_Window_Open,TRUE);
	get(window,MUIA_Window_Open,&open);
	if (!open)
	{
	   MUI_Request(app,0,0,0,"Ok","Failed to open window.");
	   exit(20);
	}

    SEE ALSO
	MUIA_Window_RootObject
Window.mui/MUIA_Window_PublicScreen

    NAME
	MUIA_Window_PublicScreen -- (V6 ) [ISG], STRPTR

    FUNCTION
	Force the window to appear on the public screen who's name
	is specified by this attribute. This tag overrides the
	user preferences setting and is overridden by
	MUIA_Window_Screen.

	Please use this tag sparely, overriding user prefs is
	not a good idea!

    SEE ALSO
	MUIA_Window_Screen
Window.mui/MUIA_Window_RefWindow

    NAME
	MUIA_Window_RefWindow -- (V4 ) [IS.], Object *

    FUNCTION
	Setting MUIA_Window_RefWindow to another MUI window
	object will make the left and top position relative
	to this reference window. Using the
	MUIA_Window_Left(Top)Edge_Centered tag, you can easily
	open one window within another.

	Note that if your window has an id, the window will
	remember its last position and reopen there. Thus,
	this tag is only useful if you omit MUIA_Window_ID,
	maybe for some small requester windows.

    SEE ALSO
	MUIA_Window_ID, MUIA_Window_LeftEdge
Window.mui/MUIA_Window_RootObject

    NAME
	MUIA_Window_RootObject -- (V4 ) [ISG], Object *

    FUNCTION
	This is a pointer to a MUI object and defines the
	contents of your window. Usually, this root object
	will be of class MUIC_Group since you surely want to
	have more than one gadget.

	The root object is treated as child of a window
	and will be disposed when the window is disposed.
	Note that windows can only have one child.

    NOTES
	Although you may create a window without root object,
	you have to set one before the window is openend!

	You can *only* use MUIA_Window_RootObject in a SetAttrs()
	call if your window is not open yet!

    EXAMPLE
	win = WindowObject, MUIA_Window_RootObject,
	   VGroup,
	      Child, ...,
	      Child, ...,
	      End,
	   End;

    SEE ALSO
	MUIA_Window_Open
Window.mui/MUIA_Window_Screen

    NAME
	MUIA_Window_Screen -- (V4 ) [ISG], struct Screen *

    FUNCTION
	You can get a pointer to the parent screen of a window by 
	getting this attribute. The result will be NULL when the
	window is currently closed.

	Specifying MUIA_Window_Screen at object creation time or
	with a SetAttrs() call allows you to explicitly tell MUI
	on which screen the window should be opened. You normally
	won't need this feature and leave the decision about
	screens to the users preferences setting.

    SEE ALSO
	MUIA_Window_PublicScreen, MUIA_Window_Window
Window.mui/MUIA_Window_ScreenTitle

    NAME
	MUIA_Window_ScreenTitle -- (V5 ) [ISG], STRPTR

    FUNCTION
	This text will appear in the screens title bar
	when the window is active.

    SEE ALSO
	MUIA_Window_Title
Window.mui/MUIA_Window_SizeGadget

    NAME
	MUIA_Window_SizeGadget -- (V4 ) [I..], BOOL

    FUNCTION
	Tell MUI if you want a sizing gadget for this window.
	Usually you won't need this attribute since MUI
	will automatically disable the sizing gadget when
	your window is not sizeable because of your gadget
	layout.
Window.mui/MUIA_Window_SizeRight

    NAME
	MUIA_Window_SizeRight -- (V4 ) [I..], BOOL

    FUNCTION
	When set to TRUE, the size gadget will reside
	in the right window border.
Window.mui/MUIA_Window_Sleep

    NAME
	MUIA_Window_Sleep -- (V4 ) [.SG], BOOL

    FUNCTION
	This attribute can be used to put a window to sleep.
	The window gets disabled and a busy pointer appears.

	The attribute contains a nesting count, if you tell
	your window to sleep twice, you will have to tell
	it to wake up twice too.

	A sleeping window cannot be resized.

    SEE ALSO
	MUIA_Application_Sleep
Window.mui/MUIA_Window_Title

    NAME
	MUIA_Window_Title -- (V4 ) [ISG], STRPTR

    FUNCTION
	Specify the title of a window.

    SEE ALSO
	MUIA_Window_ScreenTitle
Window.mui/MUIA_Window_TopEdge

    NAME
	MUIA_Window_TopEdge -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_TopEdge_Centered
	MUIV_Window_TopEdge_Moused
	MUIV_Window_TopEdge_Delta(p)

    FUNCTION
	Specify the top edge of a window. Usually, you shouldn't
	define a pixel value here but instead use one of the
	following macros:

	MUIV_Window_TopEdge_Centered:
	   window appears centered on the visible area of screen.

	MUIV_Window_TopEdge_Moused
	   window appears centered under the mouse pointer.

	MUIV_Window_TopEdge_Delta(p)
	   window appears p pixels below the screens title bar.

	Default for this tag is MUIV_Window_TopEdge_Centered.

	As long as your window has a window id (MUIA_Window_ID),
	choosing a position is not that important. MUI will always
	remember a windows last position and size and these
	values will simply override your settings. Positioning
	and sizing should be completely under user control,
	a programmer doesn't need to worry about it.

    SEE ALSO
	MUIA_Window_LeftEdge, MUIA_Window_ID
Window.mui/MUIA_Window_UseBottomBorderScroller

    NAME
	MUIA_Window_UseBottomBorderScroller -- (V13) [IS.], BOOL

    FUNCTION
	If set to TRUE, the window will feature a scrollbar in its
	bottom border. You must set this for the window object if
	any children are going to use this window border scroller,
	e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

    NOTES
	Obviously, scroll gadgets in window borders wont look good
	with borderless or non-resizable windows.

    SEE ALSO
	MUIA_Window_UseLeftBorderScroller, 
	MUIA_Window_UseRightBorderScroller
	Prop.mui/MUIA_Prop_UseWinBorder,
	Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_UseLeftBorderScroller

    NAME
	MUIA_Window_UseLeftBorderScroller -- (V13) [IS.], BOOL

    FUNCTION
	If set to TRUE, the window will feature a scrollbar in its
	left border. You must set this for the window object if
	any children are going to use this window border scroller,
	e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

    NOTES
	Obviously, scroll gadgets in window borders wont look good
	with borderless or non-resizable windows.

    SEE ALSO
	MUIA_Window_UseBottomBorderScroller,
	MUIA_Window_UseRightBorderScroller
	Prop.mui/MUIA_Prop_UseWinBorder,
	Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_UseRightBorderScroller

    NAME
	MUIA_Window_UseRightBorderScroller -- (V13) [IS.], BOOL

    FUNCTION
	If set to TRUE, the window will feature a scrollbar in its
	right border. You must set this for the window object if
	any children are going to use this window border scroller,
	e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

    NOTES
	Obviously, scroll gadgets in window borders wont look good
	with borderless or non-resizable windows.

    SEE ALSO
	MUIA_Window_UseLeftBorderScroller,
	MUIA_Window_UseBottomBorderScroller
	Prop.mui/MUIA_Prop_UseWinBorder,
	Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_Width

    NAME
	MUIA_Window_Width -- (V4 ) [I.G], LONG

    SPECIAL INPUTS
	MUIV_Window_Width_MinMax(p)
	MUIV_Window_Width_Visible(p)
	MUIV_Window_Width_Screen(p)
	MUIV_Window_Width_Scaled
	MUIV_Window_Width_Default

    FUNCTION
	Specify the width of a window. Usually, you won't give
	a pixel value here but instead use one of the following
	magic macros:

	MUIV_Window_Width_Default:
	   calculated from objects default sizes.

	MUIV_Window_Width_MinMax(0..100):
	   somewhere between the minimum width (0) and the
	   maximum width (100) of your window.

	MUIV_Window_Width_Visible(1..100):
	   percentage of the screens visible width.

	MUIV_Window_Width_Screen(1..100):
	   percentage of the screens total width.

	MUIV_Window_Width_Scaled:
	   width will be adjusted so that
	   width : height == minimum width : minimum height.
	   Note that a windows width and height may not
	   both be scaled.

	Default for this tag is MUIV_Window_Width_Default.

	As long as your window has a window id (MUIA_Window_ID),
	choosing a size is not that important. MUI will always
	remember a windows last position and size and these
	values will simply override your settings. Positioning
	and sizing should be completely under user control,
	a programmer doesn't need to worry about it.

    SEE ALSO
	MUIA_Window_Height, MUIA_Window_ID
Window.mui/MUIA_Window_Window

    NAME
	MUIA_Window_Window -- (V4 ) [..G], struct Window *

    FUNCTION
	When your window is open, you can obtain a pointer
	to the intuition Window structure with this tag
	and use it e.g. in an asl.library requester call.

	Since the user can close your window any time
	(e.g. iconification), you must be prepared to
	receive a NULL pointer as result.

    SEE ALSO
	MUIA_Window_Screen
Window.mui/MUIM_Window_GetMenuCheck

    NAME
	MUIM_Window_GetMenuCheck (V4 ) (OBSOLETE)

    SYNOPSIS
	DoMethod(obj,MUIM_Window_GetMenuCheck,ULONG MenuID);

    FUNCTION
	Ask whether a checkmark menu item has its
	checkmark set or cleared.

    INPUTS
	MenuID - the value you wrote into the
                 UserData field of struct NewMenu.

    SEE ALSO
	MUIM_Window_SetMenuCheck, MUIA_Window_Menu
Window.mui/MUIM_Window_GetMenuState

    NAME
	MUIM_Window_GetMenuState (V4 ) (OBSOLETE)

    SYNOPSIS
	DoMethod(obj,MUIM_Window_GetMenuState,ULONG MenuID);

    FUNCTION
	Ask whether a menu item is enabled or disabled.

    INPUTS
	MenuID - the value you wrote into the
                 UserData field of struct NewMenu.

    SEE ALSO
	MUIM_Window_SetMenuState, MUIA_Window_Menu
Window.mui/MUIM_Window_ScreenToBack

    NAME
	MUIM_Window_ScreenToBack (V4 )

    SYNOPSIS
	DoMethod(obj,MUIM_Window_ScreenToBack,);

    FUNCTION
	Put the window's screen to back. This command is
	only valid when the window is opened.

    SEE ALSO
	MUIM_Window_ScreenToFront, MUIM_Window_ToFront,
	MUIM_Window_ToBack
Window.mui/MUIM_Window_ScreenToFront

    NAME
	MUIM_Window_ScreenToFront (V4 )

    SYNOPSIS
	DoMethod(obj,MUIM_Window_ScreenToFront,);

    FUNCTION
	Put the window's screen to font. This command is
	only valid when the window is opened.

    SEE ALSO
	MUIM_Window_ScreenToBack, MUIM_Window_ToFront,
	MUIM_Window_ToBack
Window.mui/MUIM_Window_SetCycleChain

    NAME
	MUIM_Window_SetCycleChain (V4 ) (OBSOLETE)

    SYNOPSIS
	DoMethod(obj,MUIM_Window_SetCycleChain,Object *obj[1]);

    FUNCTION
	Set the cycle chain for a window. To make MUI's keyboard
	control work, you need to setup a chain of objects that
	should be activatable with the tab key. This can be
	any objects you wish, MUI supports complete keyboard
	handling even for sliders or listviews.

	If you forget to set a cycle chain because you
	are a mouse-man, you certainly will annoy some
	users of your application!

    INPUTS
	One or more objects, terminated with a NULL.

    EXAMPLE
	DoMethod(window,MUIM_Window_SetCycleChain,
	   str1,str2,slide1,list,radio,cycle1,cycle2,NULL);

    SEE ALSO
	MUIA_Window_ActiveObject, Area.mui/MUIA_CycleChain
Window.mui/MUIM_Window_SetMenuCheck

    NAME
	MUIM_Window_SetMenuCheck (V4 ) (OBSOLETE)

    SYNOPSIS
	DoMethod(obj,MUIM_Window_SetMenuCheck,ULONG MenuID, LONG stat);

    FUNCTION
	Set or clear the checkmark of a menu item.

    INPUTS
	MenuID - the value you wrote into the
                 UserData field of struct NewMenu.

	set    - TRUE to set checkmark, FALSE to clear

    SEE ALSO
	MUIM_Window_GetMenuCheck, MUIA_Window_Menu,
Window.mui/MUIM_Window_SetMenuState

    NAME
	MUIM_Window_SetMenuState (V4 ) (OBSOLETE)

    SYNOPSIS
	DoMethod(obj,MUIM_Window_SetMenuState,ULONG MenuID, LONG stat);

    FUNCTION
	Enable or disable a menu item.

    INPUTS
	MenuID - the value you wrote into the
                 UserData field of struct NewMenu.

	set    - TRUE to enable item, FALSE to disable.

    SEE ALSO
	MUIM_Window_GetMenuState, MUIA_Window_Menu,
Window.mui/MUIM_Window_ToBack

    NAME
	MUIM_Window_ToBack (V4 )

    SYNOPSIS
	DoMethod(obj,MUIM_Window_ToBack,);

    FUNCTION
	Put the window to back. When the window is not currently open,
	this command does simply nothing.

    SEE ALSO
	MUIM_Window_ToFront, MUIM_Window_ScreenToFront,
	MUIM_Window_ScreenToBack
Window.mui/MUIM_Window_ToFront

    NAME
	MUIM_Window_ToFront (V4 )

    SYNOPSIS
	DoMethod(obj,MUIM_Window_ToFront,);

    FUNCTION
	Put the window to front. When the window is not currently open,
	this command does simply nothing.

    SEE ALSO
	MUIM_Window_ToBack, MUIM_Window_ScreenToFront,
	MUIM_Window_ScreenToBack