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- TABLE OF CONTENTS
-
- egsintui.library/EI_ActivateGadget
- egsintui.library/EI_ActivateWindow
- egsintui.library/EI_AddGList
- egsintui.library/EI_AddGadget
- egsintui.library/EI_AddToItem
- egsintui.library/EI_AddToMenu
- egsintui.library/EI_BeginRefresh
- egsintui.library/EI_ClearPointer
- egsintui.library/EI_CloneColor
- egsintui.library/EI_CloseScreen
- egsintui.library/EI_CloseWindow
- egsintui.library/EI_CreateItem
- egsintui.library/EI_CreateLeave
- egsintui.library/EI_CreateMenu
- egsintui.library/EI_DeactivateGadget
- egsintui.library/EI_DeactivateWindow
- egsintui.library/EI_DoubleClick
- egsintui.library/EI_DragNDropClip
- egsintui.library/EI_DragNDropData
- egsintui.library/EI_DragNDropFile
- egsintui.library/EI_DragNDropFiles
- egsintui.library/EI_EndRefresh
- egsintui.library/EI_FindMenuItem
- egsintui.library/EI_FindSubMenu
- egsintui.library/EI_FreeMenu
- egsintui.library/EI_GetDefaultColor
- egsintui.library/EI_GetDefaultScreen
- egsintui.library/EI_GetPrefFont
- egsintui.library/EI_GetPrefPointer
- egsintui.library/EI_GetPrefsColor
- egsintui.library/EI_GetWinColor
- egsintui.library/EI_Interpret
- egsintui.library/EI_Interpret1Param
- egsintui.library/EI_Interpret2Param
- egsintui.library/EI_InterpretStacked
- egsintui.library/EI_LockIntuition
- egsintui.library/EI_MigrateWindow
- egsintui.library/EI_ModifyIDCMP
- egsintui.library/EI_MoveWindow
- egsintui.library/EI_ObtainColor
- egsintui.library/EI_OffGList
- egsintui.library/EI_OffGadget
- egsintui.library/EI_OffMenuItem
- egsintui.library/EI_OnGList
- egsintui.library/EI_OnGadget
- egsintui.library/EI_OnMenuItem
- egsintui.library/EI_OpenScreen
- egsintui.library/EI_OpenWindow
- egsintui.library/EI_PutMenuHome
- egsintui.library/EI_PutMenuOut
- egsintui.library/EI_RedrawGadgetList
- egsintui.library/EI_RefreshGList
- egsintui.library/EI_RefreshGadget
- egsintui.library/EI_RefreshScreen
- egsintui.library/EI_RefreshWindow
- egsintui.library/EI_ReleaseColor
- egsintui.library/EI_RemoveGList
- egsintui.library/EI_RemoveGadget
- egsintui.library/EI_ReportMouse
- egsintui.library/EI_ScrollWindow
- egsintui.library/EI_SetMenuStrip
- egsintui.library/EI_SetMouseMoveIntervall
- egsintui.library/EI_SetPointer
- egsintui.library/EI_SetWindowTitles
- egsintui.library/EI_SizeWindow
- egsintui.library/EI_SleepWindow
- egsintui.library/EI_SysRequest
- egsintui.library/EI_ToggleMenuItem
- egsintui.library/EI_UnlockIntuition
- egsintui.library/EI_WakeWindow
- egsintui.library/EI_WindowBorder
- egsintui.library/EI_WindowToBack
- egsintui.library/EI_WindowToFront
-
- egsintui.library/EI_ActivateGadget egsintui.library/EI_ActivateGadget
-
- NAME
- EI_ActivateGadget -- activate a string gadget
-
- SYNOPSIS
- EI_ActivateGadget(win, gad, force)
- A0 A1 D0
-
- void EI_ActivateGadget(EI_WindowPtr, EI_GadgetPtr, ULONG)
-
- FUNCTION
- Attempts to activate a string gadget. If force is false this will
- only succeed if the gadgets window is active and no other string
- gadget is active. If force is true this call will allways succeed, by
- deactivating other gadgets and activating the gadgets window.
-
- INPUTS
- win : gadgets window
- gad : pointer to the gadget
- force : true, to force activation
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ActivateWindow egsintui.library/EI_ActivateWindow
-
- NAME
- EI_ActivateWindow -- activate window
-
- SYNOPSIS
- EI_ActivateWindow(win)
- A0
-
- void EI_ActivateWindow(EI_WindowPtr)
-
- FUNCTION
- Activates a window, the actual active window will become
- deactivated.
-
- INPUTS
- win : pointer to window
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_AddGList egsintui.library/EI_AddGList
-
- NAME
- EI_AddGList -- add several gadgets
-
- SYNOPSIS
- EI_AddGList(win, gad, num)
- A0 A1 D0
-
- void EI_AddGList(EI_WindowPtr, EI_GadgetPtr, WORD)
-
- FUNCTION
- Adds a list of gadgets to a windows gadget list, and displays them.
- If there are master gadgets in the list, all son gadgets will be
- added too.
-
- INPUTS
- win : pointer to window
- gad : pointer to first gadget in list
- num : number of gadgets in list
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_AddGadget egsintui.library/EI_AddGadget
-
- NAME
- EI_AddGadget -- add gadget to window
-
- SYNOPSIS
- EI_AddGadget(win, gad)
- A0 A1
-
- void EI_AddGadget(EI_WindowPtr, EI_GadgetPtr)
-
- FUNCTION
- Adds a gadget to the windows gadget list and displays it. If this is
- a master gadget all asociated son gadgets are also added. If the
- gadget is not disabled using gadget flag EI_gadgetInactive, the user
- can reach it immediately.
-
- INPUTS
- win : window to which to add
- gad : pointer to gadget
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_AddToItem egsintui.library/EI_AddToItem
-
- NAME
- EI_AddToItem -- add a sub menu item to an item
-
- SYNOPSIS
- EI_AddToItem(item, add)
- A0 A1
-
- void EI_AddToItem(EI_MenuItemPtr, EI_MenuItemPtr)
-
- FUNCTION
- Adds an item 'add' (or an submenu leaf) to an item 'item'. If the
- item has none submenu attached yet, this routine creates one. Make
- sure that the subitem 'add' is full bulidt up, when you add it to the
- submenu, because several initialisations are done to 'add' during
- this routine.
-
- INPUTS
- item : The item to become an item with a sub menu
- add : The item to be included in the sub menu
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_AddToMenu egsintui.library/EI_AddToMenu
-
- NAME
- EI_AddToMenu -- add a menu item to an main menu
-
- SYNOPSIS
- EI_AddToMenu(menu, add)
- A0 A1
-
- void EI_AddToMenu(EI_MenuPtr, EI_MenuItemPtr)
-
- FUNCTION
- Adds an item 'add' (or an submenu leaf) to a menu. Make sure that
- the item 'add' is full buildt up, when you add it to the root menu,
- because several initialisations are done to 'add' during this
- routine.
-
- INPUTS
- menu : The menu to be extended
- add : The item to be included in the root menu
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_BeginRefresh egsintui.library/EI_BeginRefresh
-
- NAME
- EI_BeginRefresh -- begin refresh for window
-
- SYNOPSIS
- EI_BeginRefresh(win, key)
- A0 D0
-
- ULONG EI_BeginRefresh(EI_WindowPtr, LONG)
-
- FUNCTION
- Attempts to start a refresh for a window. For more information look
- at egslayers.library/EL_BeginUpdate.
-
- The border, the gadgets and the rendering of the intuigfx programm
- in the window field .render, is carried out automagically by the
- egsintui.library.
-
- INPUTS
- key : refresh key
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ClearPointer egsintui.library/EI_ClearPointer
-
- NAME
- EI_ClearPointer -- remove windows pointer
-
- SYNOPSIS
- EI_ClearPointer(win)
- A0
-
- void EI_ClearPointer(EI_WindowPtr)
-
- FUNCTION
- Removes the windows pointer and uses the default pointer again.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_CloneColor egsintui.library/EI_CloneColor
-
- NAME
- EI_CloneColor -- clone a screen color
-
- SYNOPSIS
- EI_CloneColor(scr, color)
- A0 D0
-
- ULONG EI_CloneColor(EI_ScreenPtr, ULONG)
-
- FUNCTION
- Clones the lock on an allready locked screen color. The resulting
- color has to be released, when not needed any more.
-
- INPUTS
- scr -
- color -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_CloseScreen egsintui.library/EI_CloseScreen
-
- NAME
- EI_CloseScreen -- close a screen
-
- SYNOPSIS
- EI_CloseScreen(scr)
- A0
-
- void EI_CloseScreen(EI_ScreenPtr)
-
- FUNCTION
- Closes a screen that was opened using EI_OpenScreen, and all windows
- which reside on it. All memory and structures that are linked to this
- screen E_Screen, EL_LayerInfo etc. are freed.
-
- INPUTS
- scr -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_CloseWindow egsintui.library/EI_CloseWindow
-
- NAME
- EI_CloseWindow -- close a window
-
- SYNOPSIS
- EI_CloseWindow(win)
- A0
-
- void EI_CloseWindow(EI_WindowPtr)
-
- FUNCTION
- Closes a window, opened by EI_OpenWindow, frees all linked
- structures like layer, rastport etc. If it was the last window on the
- default screen, the default screen is also closed.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_CreateItem egsintui.library/EI_CreateItem
-
- NAME
- EI_CreateItem -- create a menu item
-
- SYNOPSIS
- EI_CreateItem(font, name, id, key, toggle)
- A0 A1 D0 D1 D2
-
- EI_MenuItemPtr EI_CreateItem(EG_EFontPtr, char *, LONG, char, LONG)
-
- FUNCTION
- Creates an menu item to be attached to a menu or sub menu by
- EI_AddToMenu or EI_AddToItem. The font 'font' has to be kept open, as
- long as the menu is being used. If char is no null byte, the item has
- a hot key. If toggle is TRUE then the item has a check mark, and can
- be toggeled.
-
- INPUTS
- font : The font to be used for the item. The suggestion for the font
- is the screen font if you attache the menu to screen else the
- windows font.
- name : The name of the item.
- id : The id to be used and to identify the item.
- key : A shortcut character or a NULL for no shortcut
- toggle : A flag, determinig if the item is toggleable
-
- RESULT
- item - the created menu-item or NULL for failure
-
- EXAMPLE
- /*
- ** Author: Markus van Kempen
- ** Date : 17. Dezember 1992
- **
- ** Input : EG_EFontPtr = Point to a Font for Menu
- ** Output: EI_MenuPtr = Point to the Menu-Structure
- ** for assign to the EI_NewWindow-Structure
- ** --> "newWindow.menu=menu"
- **
- ** This is a routine for init a menu structure.
- ** It calls the functions from egsintui.library.
- ** If you want to change the menus, you must
- ** only change this file.
- **
- **
- ** (c) by VIONA-Development 1992/93
- **
- */
-
- EI_MenuPtr EI_CreateMenu(void);
- EI_MenuItemPtr EI_CreateLeave(void);
-
- EI_MenuPtr InitMenu(EG_EFontPtr font)
- {
-
- EI_MenuPtr menu;
- EI_MenuItemPtr item1,item2;
- struct TextAttr *attr;
-
- if(font == NULL)
- {
- attr = (struct TextAttr *) EI_GetPrefFont(1);
- font = (EG_EFontPtr) EG_OpenFont(attr);
-
- }
-
-
- /** Create a complex menu, which will look like this
-
- +----------------------------+------------+
- | Project | Flags |
- +------------+---------------+-----------++
- +------------+ +-----------+
- | Load O | | -/ Flag 1 |
- | Save... > +--------------+| -/ Flag 2 |
- | Rename | Save S || Flag 3 |
- | New N | Save as A || Flag 4 |
- | Close X | Save & Close || Flag 5 |
- | About +--------------+| Flag 6 |
- | Quit Q | | Flag 7 |
- +------------+ +-----------+
-
- **/
-
- menu = EI_CreateMenu();
- item1 = EI_CreateItem(font,"Project",0,0,0);
- EI_AddToItem(item1,EI_CreateLeave());
- EI_AddToItem(item1,EI_CreateItem(font,"Load", 0x1,'O',0));
- item2=EI_CreateItem(font,"Save",0x10,0,0);
- EI_AddToItem(item2,EI_CreateItem(font,"Save" ,0x11,'S',0));
- EI_AddToItem(item2,EI_CreateItem(font,"Save as" ,0x12,'A',0));
- EI_AddToItem(item2,EI_CreateItem(font,"Save & Close" ,0x13,'C',0));
- EI_AddToItem(item1,item2);
- EI_AddToItem(item1,EI_CreateItem(font,"New", 0x3,'N',0));
- EI_AddToItem(item1,EI_CreateItem(font,"Close",0x4,'X',0));
- EI_AddToItem(item1,EI_CreateItem(font,"About",0x5,NULL,0));
- EI_AddToItem(item1,EI_CreateItem(font,"Quit" ,0x6,'Q',0));
- EI_AddToMenu(menu,item1);
- item1 = EI_CreateItem(font,"Flags",0,0,0);
- EI_AddToItem(item1,EI_CreateLeave());
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 1",0x20,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 2",0x21,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 3",0x22,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 4",0x23,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 5",0x24,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 6",0x25,0,1));
- EI_AddToItem(item1,EI_CreateItem(font,"Flag 7",0x26,0,1));
- EI_AddToMenu(menu,item1);
- return(menu);
- }
-
- SEE ALSO
-
-
- egsintui.library/EI_CreateLeave egsintui.library/EI_CreateLeave
-
- NAME
- EI_CreateLeave -- create an item to detach a submenu
-
- SYNOPSIS
- EI_CreateLeave()
-
-
- EI_MenuItemPtr EI_CreateLeave(void)
-
- FUNCTION
- Creates a menu item that gives the user the ability to detach a
- submenu from its item. You must add this item to the sub menu using
- EI_AddToItem.
-
- INPUTS
-
- RESULT
- item : Detach menu item
-
- SEE ALSO
-
-
- egsintui.library/EI_CreateMenu egsintui.library/EI_CreateMenu
-
- NAME
- EI_CreateMenu -- creates a root menue
-
- SYNOPSIS
- EI_CreateMenu()
-
-
- EI_MenuPtr EI_CreateMenu(void)
-
- FUNCTION
- Creates a root menu. Items can be attached to this menu using
- EI_AddToMenu. See EI_CreateItem for more informations.
-
- INPUTS
-
- RESULT
- menu : An empty root menu structure.
-
- SEE ALSO
-
-
- egsintui.library/EI_DeactivateGadget egsintui.library/EI_DeactivateGadget
-
- NAME
- EI_DeactivateGadget --
-
- SYNOPSIS
- EI_DeactivateGadget()
-
-
- void EI_DeactivateGadget(void)
-
- FUNCTION
- is internal used !
- INPUTS
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DeactivateWindow egsintui.library/EI_DeactivateWindow
-
- NAME
- EI_DeactivateWindow -- deactivate window
-
- SYNOPSIS
- EI_DeactivateWindow(win)
- A0
-
- void EI_DeactivateWindow(EI_WindowPtr)
-
- FUNCTION
- Deactivates a window, if it was currently the active one. The window
- that was active before this window, will become active again.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DoubleClick egsintui.library/EI_DoubleClick
-
- NAME
- EI_DoubleClick -- check for double click
-
- SYNOPSIS
- EI_DoubleClick(StartSec, StartMicros, EndSec, EndMicros)
- D0 D1 D2 D3
-
- ULONG EI_DoubleClick(LONG, LONG, LONG, LONG)
-
- FUNCTION
- Checks if two mouse clicks are one double click, by checking if the
- time between the ticks is small enough (actually calls
- intuition.library/DoubleClick).
-
- INPUTS
- StartSec -
- StartMicros -
- EndSec -
- EndMicros -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DragNDropClip egsintui.library/EI_DragNDropClip
-
- NAME
- EI_DragNDropClip --
-
- SYNOPSIS
- EI_DragNDropClip(draw, ox, oy, w, h, from, type, clipID)
- A0 D0 D1 D2 D3 A1 D4 D5
-
- void EI_DragNDropClip(IG_IntuiGfxPtr, int, int, int, int, EI_WindowPtr, LONG, LONG)
-
- FUNCTION
-
- INPUTS
- draw -
- ox -
- oy -
- w -
- h -
- from -
- type -
- clipID -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DragNDropData egsintui.library/EI_DragNDropData
-
- NAME
- EI_DragNDropData --
-
- SYNOPSIS
- EI_DragNDropData(draw, ox, oy, w, h, from, type, data, size)
- A0 D0 D1 D2 D3 A1 D4 A2 D5
-
- void EI_DragNDropData(IG_IntuiGfxPtr, int, int, int, int, EI_WindowPtr, LONG, APTR, LONG)
-
- FUNCTION
-
- INPUTS
- draw -
- ox -
- oy -
- w -
- h -
- from -
- type -
- data -
- size -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DragNDropFile egsintui.library/EI_DragNDropFile
-
- NAME
- EI_DragNDropFile --
-
- SYNOPSIS
- EI_DragNDropFile(draw, ox, oy, w, h, from, type, file)
- A0 D0 D1 D2 D3 A1 D4 A2
-
- void EI_DragNDropFile(IG_IntuiGfxPtr, int, int, int, int, EI_WindowPtr, LONG, char *)
-
- FUNCTION
-
- INPUTS
- draw -
- ox -
- oy -
- w -
- h -
- from -
- type -
- file -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_DragNDropFiles egsintui.library/EI_DragNDropFiles
-
- NAME
- EI_DragNDropFiles --
-
- SYNOPSIS
- EI_DragNDropFiles(draw, ox, oy, w, h, from, type, files)
- A0 D0 D1 D2 D3 A1 D4 A2
-
- void EI_DragNDropFiles(IG_IntuiGfxPtr, int, int, int, int, EI_WindowPtr, LONG, char *)
-
- FUNCTION
-
- INPUTS
- draw -
- ox -
- oy -
- w -
- h -
- from -
- type -
- files -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_EndRefresh egsintui.library/EI_EndRefresh
-
- NAME
- EI_EndRefresh --
-
- SYNOPSIS
- EI_EndRefresh(win, ready)
- A0 D0
-
- void EI_EndRefresh(EI_WindowPtr, ULONG)
-
- FUNCTION
- Ends a refresh segment. Look at egslayers.library/EndUpdate for more
- information.
-
- INPUTS
- win -
- ready -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_FindMenuItem egsintui.library/EI_FindMenuItem
-
- NAME
- EI_FindMenuItem --
-
- SYNOPSIS
- EI_FindMenuItem(menu, id)
- A0 D0
-
- EI_MenuItemPtr EI_FindMenuItem(EI_MenuPtr, LONG)
-
- FUNCTION
- Searches recursively for a menu item in the described menu. Returns
- NULL, it no item is found.
-
- INPUTS
- menu : the root menu
- id : the id of the searched menu item
-
- RESULT
- item : a pointer to the item or NULL
-
- SEE ALSO
-
-
- egsintui.library/EI_FindSubMenu egsintui.library/EI_FindSubMenu
-
- NAME
- EI_FindSubMenu --
-
- SYNOPSIS
- EI_FindSubMenu(menu, id)
- A0 D0
-
- EI_MenuPtr EI_FindSubMenu(EI_MenuPtr, LONG)
-
- FUNCTION
- Searches recursively for a menu item in the described menu. Returns
- NULL, it no item is found, or the sub menu that contains the item.
-
- INPUTS
- menu : the root menu
- id : the id of the searched menu item
-
- RESULT
- submenu : a pointer to the sub menu that contains the item
-
- SEE ALSO
-
-
- egsintui.library/EI_FreeMenu egsintui.library/EI_FreeMenu
-
- NAME
- EI_FreeMenu -- free the memory associated to a menue
-
- SYNOPSIS
- EI_FreeMenu(menu)
- A0
-
- void EI_FreeMenu(EI_MenuPtr)
-
- FUNCTION
- Returns the memory that was allocated for a menu, using
- EI_CreateMenu and EI_CreateItem back to the free memory pool. This is
- done recursively for all submenues and items. So you need only one
- call to clean up a menu and all its submenues and items. Make sure
- that you only free items and menus that have been allocated using
- EI_CreateMenu, EI_CreateItem and EI_CreateLeave.
-
- INPUTS
- menu : Menustructure that has been allocated by EI_CreateMenu etc.
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_GetDefaultColor egsintui.library/EI_GetDefaultColor
-
- NAME
- EI_GetDefaultColor -- get a default color
-
- SYNOPSIS
- EI_GetDefaultColor(depth, tag)
- D0 D1
-
- ULONG EI_GetDefaultColor(WORD, ULONG)
-
- FUNCTION
- Returns the preference value of a screen color.
-
- INPUTS
- tag must be a element of the colortags (EIC_...) defined in egsintui.h
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_GetDefaultScreen egsintui.library/EI_GetDefaultScreen
-
- NAME
- EI_GetDefaultScreen -- return a pointer to the default NewScreen
-
- SYNOPSIS
- EI_GetDefaultScreen()
-
-
- struct EI_NewScreen * EI_GetDefaultScreen(void)
-
- FUNCTION
- Returns a pointer to the "NewScreen" structure of the default
- screen. You might use this function to clone the default screen. If
- you need some information of the default screen before you open a
- window on it, it is suggested to open an offscreen window, and
- retrieve the information there.
-
- INPUTS
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_GetPrefFont egsintui.library/EI_GetPrefFont
-
- NAME
- EI_GetPrefFont -- get one of the preferences fonts
-
- SYNOPSIS
- EI_GetPrefFont(type)
- D0
-
- struct TextAttr * EI_GetPrefFont(ULONG)
-
- FUNCTION
- Returns a text attr structure for one of the default fonts. These
- fonts are the user selected and should be used whenever possible.
-
- INPUTS
- type : 0 -> Screenfont
- 1 -> Windowfont
- 2 -> Systemfont
-
- RESULT
- font : the selected font, or NULL if not supported
-
- SEE ALSO
-
-
- egsintui.library/EI_GetPrefPointer egsintui.library/EI_GetPrefPointer
-
- NAME
- EI_GetPrefPointer -- get one of the preferences pointers
-
- SYNOPSIS
- EI_GetPrefPointer(tag)
- D0
-
- E_EMousePtr EI_GetPrefPointer(ULONG)
-
- FUNCTION
- Returns an egs mouse structure, that may be passed to 'SetPointer'.
- Valid values for type are defined in egsintui.h with prefix 'EIM_'.
-
- INPUTS
- type : Mousetypes (EIM_...)
-
- RESULT
- mouse : the selected mouse (this is no copy, but the original and may not
- be altered).
-
- SEE ALSO
-
-
- egsintui.library/EI_GetPrefsColor egsintui.library/EI_GetPrefsColor
-
- NAME
- EI_GetPrefsColor --
-
- SYNOPSIS
- EI_GetPrefsColor(depth, tag)
- D0 D1
-
- LONG EI_GetPrefsColor(WORD, ULONG)
-
- FUNCTION
-
- INPUTS
- depth -
- tag -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_GetWinColor egsintui.library/EI_GetWinColor
-
- NAME
- EI_GetWinColor -- get one of the windows color
-
- SYNOPSIS
- EI_GetWinColor(colors, tag)
- A0 D0
-
- ULONG EI_GetWinColor(EI_ColorTablePtr, ULONG)
-
- FUNCTION
- Returns one of a screens/windows colors.
-
- INPUTS
- colors : The color table, of a screen or a window
- tag : One of the colortags from egsintui.h
-
- RESULT
- color : The selected color
-
- SEE ALSO
-
-
- egsintui.library/EI_Interpret egsintui.library/EI_Interpret
-
- NAME
- EI_Interpret -- interpret IntuiGfx programm
-
- SYNOPSIS
- EI_Interpret(rast, colors, toff, prog, x, y)
- A0 A1 A2 A3 D0 D1
-
- void EI_Interpret(EG_RastPortPtr, IG_WinColorsPtr, IG_IntuiGfxPtr, IG_IntuiGfxPtr, WORD, WORD)
-
- FUNCTION
- Interperts an intuiGfx programm (see also intuigfx.doc)
-
- INPUTS
- rast : rastport to draw in
- colors : wincolors from window
- toff : pointer to sufficient stack space (stacktop)
- prog : pointer to first command
- x, y : starting location
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_Interpret1Param egsintui.library/EI_Interpret1Param
-
- NAME
- EI_Interpret1Param -- interpret IntuiGfx programm
-
- SYNOPSIS
- EI_Interpret1Param(rast, colors, prog, x, y, para1)
- A0 A1 A2 D0 D1 D2
-
- void EI_Interpret1Param(EG_RastPortPtr, IG_WinColorsPtr, IG_IntuiGfxPtr, WORD, WORD, LONG)
-
- FUNCTION
- Interpret IntuiGfx programm with one parameter (see also
- intuigfx.doc), allocates own stack with 256 entries.
-
- INPUTS
- rast : rastport to draw in
- colors : wincolors from window
- prog : pointer to first command
- x, y : starting location
- para1 : parameter
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_Interpret2Param egsintui.library/EI_Interpret2Param
-
- NAME
- EI_Interpret2Param -- interpret IntuiGfx programm
-
- SYNOPSIS
- EI_Interpret2Param(rast, colors, prog, x, y, para1, para2)
- A0 A1 A2 D0 D1 D2 D3
-
- void EI_Interpret2Param(EG_RastPortPtr, IG_WinColorsPtr, IG_IntuiGfxPtr, WORD, WORD, LONG, LONG)
-
- FUNCTION
- Interpret IntuiGfx programm with two parameters (see also
- intuigfx.doc), allocates own stack with 256 entries.
-
- INPUTS
- rast : rastport to draw in
- colors : wincolors from window
- prog : pointer to first command
- x, y : starting location
- para1 : parameter 1
- para2 : parameter 2
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_InterpretStacked egsintui.library/EI_InterpretStacked
-
- NAME
- EI_InterpretStacked -- interpret IntuiGfx programm
-
- SYNOPSIS
- EI_InterpretStacked(rast, colors, prog, x, y)
- A0 A1 A2 D0 D1
-
- void EI_InterpretStacked(EG_RastPortPtr, IG_WinColorsPtr, IG_IntuiGfxPtr, WORD, WORD)
-
- FUNCTION
- Interpret IntuiGfx programm without parameters (see also
- intuigfx.doc), allocates own stack with 256 entries.
-
- INPUTS
- rast : rastport to draw in
- colors : wincolors from window
- prog : pointer to first command
- x, y : starting location
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_LockIntuition egsintui.library/EI_LockIntuition
-
- NAME
- EI_LockIntuition -- lock intuition
-
- SYNOPSIS
- EI_LockIntuition()
-
-
- void EI_LockIntuition(void)
-
- FUNCTION
- Locks intuition. No user or window actions can take place if
- intuition is locked. This call must be paired by EI_UnlockIntuition.
-
- INPUTS
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_MigrateWindow egsintui.library/EI_MigrateWindow
-
- NAME
- EI_MigrateWindow --
-
- SYNOPSIS
- EI_MigrateWindow(win, scr, x, y)
- A0 A1 D0 D1
-
- void EI_MigrateWindow(EI_WindowPtr, EI_ScreenPtr, WORD, WORD)
-
- FUNCTION
-
- INPUTS
- win -
- scr -
- x -
- y -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ModifyIDCMP egsintui.library/EI_ModifyIDCMP
-
- NAME
- EI_ModifyIDCMP -- modifies windows idcmp
-
- SYNOPSIS
- EI_ModifyIDCMP(win, flags)
- A0 D0
-
- void EI_ModifyIDCMP(EI_WindowPtr, ULONG)
-
- FUNCTION
- Wodifies a windows idcmp flags. Opens or closes the port if
- necessary. If the window has its own port (not created by intui..),
- this port will be untouched.
-
- INPUTS
- win : pointer to window
- flags : flagset of EI_EIDCMPFlags
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_MoveWindow egsintui.library/EI_MoveWindow
-
- NAME
- EI_MoveWindow -- moves a window
-
- SYNOPSIS
- EI_MoveWindow(win, dx, dy)
- A0 D0 D1
-
- void EI_MoveWindow(EI_WindowPtr, WORD, WORD)
-
- FUNCTION
- Moves a window by dx, dy. The window may be moved out of the screen.
- This function may cause refresh events.
-
- INPUTS
- win -
- dx -
- dy -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ObtainColor egsintui.library/EI_ObtainColor
-
- NAME
- EI_ObtainColor -- obtain one of a screens color
-
- SYNOPSIS
- EI_ObtainColor(scr, r, g, b)
- A0 D0 D1 D2
-
- ULONG EI_ObtainColor(EI_ScreenPtr, UBYTE, UBYTE, UBYTE)
-
- FUNCTION
- Locks a colorregister of the screen for usage with red/green/blue or
- returns the 24 bit color value associated to red/green/blue. You
- have to release this color, if you do not need it anymore. But
- notice, that the color register may be reused at once, so make sure
- that nothing is rendered in this color before you release it. If no
- color register is free and no used one is close enough, this function
- will return the 24 color value itself. The egsgfx and egsblit library
- will use this value and approximate it by dithering.
-
- INPUTS
- scr : The screen on which the color is to be used
- red,green,blue : The color values that build the color
-
- RESULT
- color : A color value that can be used for egsgfx and egsblit
-
- SEE ALSO
-
-
- egsintui.library/EI_OffGList egsintui.library/EI_OffGList
-
- NAME
- EI_OffGList -- deactivate several gadgets
-
- SYNOPSIS
- EI_OffGList(win, gad, num)
- A0 A1 D0
-
- void EI_OffGList(EI_WindowPtr, EI_GadgetPtr, WORD)
-
- FUNCTION
- Deaactivates a list of gadgets and draws their passive rendering
- (see structures for more information). The gadgets can not be reached
- by the user if they are deactivated. The gadgets can be reactivated
- using EI_OnGList. If the list contains a master gadget, all of its
- son gadgets are also deactivated.
-
- INPUTS
- win : pointer to window
- gad : pointer to first gadget in list
- num : number of gadgets in list
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OffGadget egsintui.library/EI_OffGadget
-
- NAME
- EI_OffGadget -- deactivate gadget
-
- SYNOPSIS
- EI_OffGadget(win, gad)
- A0 A1
-
- void EI_OffGadget(EI_WindowPtr, EI_GadgetPtr)
-
- FUNCTION
- Deaactivates a gadget and draws its passive rendering (see
- structures for more information). The gadget can not be reached by
- the user if it is deactivated. The gadget can be reactivated using
- EI_OnGadget. If the gadget is a master gadget, all of its son gadgets
- are also deactivated.
-
- INPUTS
- win -
- gad -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OffMenuItem egsintui.library/EI_OffMenuItem
-
- NAME
- EI_OffMenuItem -- deactivates a menu item
-
- SYNOPSIS
- EI_OffMenuItem(menu, item)
- A0 A1
-
- void EI_OffMenuItem(EI_MenuPtr, EI_MenuItemPtr)
-
- FUNCTION
- Deactivates a menu item, and makes it unselectable.
-
- INPUT menu : The menu that contains the item item : The item
- itself
-
- INPUTS
- menu -
- item -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OnGList egsintui.library/EI_OnGList
-
- NAME
- EI_OnGList -- activate several gadgets
-
- SYNOPSIS
- EI_OnGList(win, gad, num)
- A0 A1 D0
-
- void EI_OnGList(EI_WindowPtr, EI_GadgetPtr, WORD)
-
- FUNCTION
- Activates a list of gadgets, and draws their active rendering. The
- gadgets can now be reached by the user. If there is a master gadget
- in the list then all son gadgets are activated too.
-
- INPUTS
- win : pointer to window
- gad : pointer to first gadget in list
- num : number of gadgets in list
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OnGadget egsintui.library/EI_OnGadget
-
- NAME
- EI_OnGadget -- activate a gadget
-
- SYNOPSIS
- EI_OnGadget(win, gad)
- A0 A1
-
- void EI_OnGadget(EI_WindowPtr, EI_GadgetPtr)
-
- FUNCTION
- Activates a gadget, and draws its active rendering. The gadget can
- now be reached by the user. If it is a master gadget then all son
- gadgets are activated too.
-
- INPUTS
- win -
- gad -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OnMenuItem egsintui.library/EI_OnMenuItem
-
- NAME
- EI_OnMenuItem -- activates a menu item
-
- SYNOPSIS
- EI_OnMenuItem(menu, item)
- A0 A1
-
- void EI_OnMenuItem(EI_MenuPtr, EI_MenuItemPtr)
-
- FUNCTION
- Activates a menu item, and makes it selectable again.
-
- INPUT menu : The menu that contains the item item : The item
- itself
-
- INPUTS
- menu -
- item -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_OpenScreen egsintui.library/EI_OpenScreen
-
- NAME
- EI_OpenScreen -- opens a screen
-
- SYNOPSIS
- EI_OpenScreen(newScreen)
- A0
-
- EI_ScreenPtr EI_OpenScreen(struct EI_NewScreen *)
-
- FUNCTION
- Opens a screen that is able to contain windows. Initialises all
- needed structures like E_EScreen, EL_LayerInfo or EG_RastPort. This
- screen must be closed using EI_CloseScreen.
-
- INPUTS
- newScreen : filled EI_NewScreen structure, containing all informations
- needed to open the screen
-
- RESULT
- a fully initialized screen pointer, or NULL if failed.
-
- SEE ALSO
-
-
- egsintui.library/EI_OpenWindow egsintui.library/EI_OpenWindow
-
- NAME
- EI_OpenWindow -- open a window
-
- SYNOPSIS
- EI_OpenWindow(win)
- A0
-
- EI_WindowPtr EI_OpenWindow(struct EI_NewWindow *)
-
- FUNCTION
- Opens a window on an EI_Screen, or the default screen, if none
- specified. If this is the first window on the default screen, also
- opens the default screen. This window must be closed using
- EI_CloseWindow.
-
- INPUTS
- new : filled EI_NewWindow structure, containing all informations
- needed to open a window
-
- RESULT
- a handle to an open window, or NULL if failed.
-
- SEE ALSO
-
-
- egsintui.library/EI_PutMenuHome egsintui.library/EI_PutMenuHome
-
- NAME
- EI_PutMenuHome -- put menu back in strip
-
- SYNOPSIS
- EI_PutMenuHome(menu)
- A0
-
- void EI_PutMenuHome(EI_MenuPtr)
-
- FUNCTION
- Puts a menu, which has been extracted from the menu strip back to
- the strip.
-
- INPUTS
- menu -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_PutMenuOut egsintui.library/EI_PutMenuOut
-
- NAME
- EI_PutMenuOut -- extract menu from strip
-
- SYNOPSIS
- EI_PutMenuOut(menu, win, x, y)
- A0 A1 D0 D1
-
- void EI_PutMenuOut(EI_MenuPtr, EI_WindowPtr, WORD, WORD)
-
- FUNCTION
- Extract a menu from its menu strip. The menu then stays open, and
- can be moved around the screen as a layer. The menu can be put back
- using EI_PutMenuHome. The same can be achieved by the user, using a
- special menu item (see structures for more information)
-
- INPUTS
- menu : pointer to menu to extract
- win : window to which the menu belongs
- x, y : upper left edge, where the menu first appears
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RedrawGadgetList egsintui.library/EI_RedrawGadgetList
-
- NAME
- EI_RedrawGadgetList --
-
- SYNOPSIS
- EI_RedrawGadgetList(win, border, inside)
- A0 D0 D1
-
- void EI_RedrawGadgetList(EI_WindowPtr, ULONG, ULONG)
-
- FUNCTION
-
- INPUTS
- win -
- border -
- inside -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RefreshGList egsintui.library/EI_RefreshGList
-
- NAME
- EI_RefreshGList -- refresh several gadgets
-
- SYNOPSIS
- EI_RefreshGList(win, gad, num)
- A0 A1 D0
-
- void EI_RefreshGList(EI_WindowPtr, EI_GadgetPtr, WORD)
-
- FUNCTION
- Refreshes a list of gadgets, by recalculating all asociated elements
- (propgadget) and redraws them. This function has to be called if
- gadget are modified by a programm, to show their new state. If a
- gadget in the list is a master gadget then all son gadgets are
- refreshed too.
-
- INPUTS
- win : pointer to window
- gad : pointer to first gadget in list
- num : number of gadgets in list
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RefreshGadget egsintui.library/EI_RefreshGadget
-
- NAME
- EI_RefreshGadget -- refresh a gadget
-
- SYNOPSIS
- EI_RefreshGadget(win, gad)
- A0 A1
-
- void EI_RefreshGadget(EI_WindowPtr, EI_GadgetPtr)
-
- FUNCTION
- Refreshes a gadget, by recalculating all asociated elements
- (propgadget) and redraws it. This function has to be called if the
- gadget is modified by a programm, to show its new state. If the
- gadget is a master gadget then all son gadgets are refreshed too.
- Refresh caused by obscured gadget parts is carried out by EGSIntui
- automagically.
-
- INPUTS
- win -
- gad -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RefreshScreen egsintui.library/EI_RefreshScreen
-
- NAME
- EI_RefreshScreen --
-
- SYNOPSIS
- EI_RefreshScreen(scr)
- A0
-
- void EI_RefreshScreen(EI_ScreenPtr)
-
- FUNCTION
-
- INPUTS
- scr -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RefreshWindow egsintui.library/EI_RefreshWindow
-
- NAME
- EI_RefreshWindow --
-
- SYNOPSIS
- EI_RefreshWindow(win)
- A0
-
- void EI_RefreshWindow(EI_WindowPtr)
-
- FUNCTION
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ReleaseColor egsintui.library/EI_ReleaseColor
-
- NAME
- EI_ReleaseColor -- frees a color of a screen
-
- SYNOPSIS
- EI_ReleaseColor(scr, color)
- A0 D0
-
- void EI_ReleaseColor(EI_ScreenPtr, ULONG)
-
- FUNCTION
- Returns a color register that was locked using "EI_ObtainColor" or
- "EI_CloneColor" back to the free pool. The color of this register
- may change at once, so make sure that there is no rendering in this
- color left. If the color is 24 bit value nothing is done.
-
- INPUTS
- scr -
- color -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RemoveGList egsintui.library/EI_RemoveGList
-
- NAME
- EI_RemoveGList -- remove several gadgets
-
- SYNOPSIS
- EI_RemoveGList(win, gad, num)
- A0 A1 D0
-
- void EI_RemoveGList(EI_WindowPtr, EI_GadgetPtr, WORD)
-
- FUNCTION
- Removes a list of gadgets from a windows gadget list, and fills
- their former location with the windows background color. If a gadget
- in the list is a mastergadget, then all son gadgets are removed too.
-
- INPUTS
- win : pointer to window
- gad : pointer to first gadget in list
- num : number of gadgets in list
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_RemoveGadget egsintui.library/EI_RemoveGadget
-
- NAME
- EI_RemoveGadget -- removes a gadget
-
- SYNOPSIS
- EI_RemoveGadget(win, gad)
- A0 A1
-
- void EI_RemoveGadget(EI_WindowPtr, EI_GadgetPtr)
-
- FUNCTION
- Removes a gadget from a windows gadget list, and fills its former
- location with the windows background color. If the gadget is a master
- gadget, then all son gadgets are removed too.
-
- INPUTS
- win -
- gad -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ReportMouse egsintui.library/EI_ReportMouse
-
- NAME
- EI_ReportMouse -- determines if mouse moves shall be send
-
- SYNOPSIS
- EI_ReportMouse(win, flag)
- A0 D0
-
- void EI_ReportMouse(EI_WindowPtr, BOOL)
-
- FUNCTION
- Determines wether mouse move messages shall be send to a window or
- not. If flag is true, then following mouse moves will be broadcasted
- to your window, else not. To receive mouse moves you also have to set
- EI_iMouseMove in your eidcmpflags.
-
- INPUTS
- win -
- flag -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_ScrollWindow egsintui.library/EI_ScrollWindow
-
- NAME
- EI_ScrollWindow -- scroll a window
-
- SYNOPSIS
- EI_ScrollWindow(win, dx, dy)
- A0 D0 D1
-
- void EI_ScrollWindow(EI_WindowPtr, WORD, WORD)
-
- FUNCTION
- Scrolls the interiour of a window by dx, dy. This function only
- works with GimmeZeroZero or borderless windows. This function also
- modifies the coordinates of the windows upper left corner.
-
- INPUTS
- win -
- dx -
- dy -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SetMenuStrip egsintui.library/EI_SetMenuStrip
-
- NAME
- EI_SetMenuStrip -- sets new menu strip
-
- SYNOPSIS
- EI_SetMenuStrip(win, menu)
- A0 A1
-
- void EI_SetMenuStrip(EI_WindowPtr, EI_MenuPtr)
-
- FUNCTION
- Sets a new menu strip for a window. EI_SetMenuStrip(win,NIL) clears
- the current menu strip. This function puts all extracted submenus
- back to the strip.
-
- INPUTS
- win -
- menu -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SetMouseMoveIntervallegsintui.library/EI_SetMouseMoveIntervall
-
- NAME
- EI_SetMouseMoveIntervall --
-
- SYNOPSIS
- EI_SetMouseMoveIntervall(win, micros)
- A0 D0
-
- void EI_SetMouseMoveIntervall(EI_WindowPtr, LONG)
-
- FUNCTION
-
- INPUTS
- win -
- micros -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SetPointer egsintui.library/EI_SetPointer
-
- NAME
- EI_SetPointer -- sets a mouse pointer for a window
-
- SYNOPSIS
- EI_SetPointer(win, mouse)
- A0 A1
-
- void EI_SetPointer(EI_WindowPtr, E_EMousePtr)
-
- FUNCTION
- Sets a custom mouse pointer for a window. If the window is active,
- the pointer will change immediately, otherwise it will change, when
- this window is activated.
-
- INPUTS
- win -
- mouse -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SetWindowTitles egsintui.library/EI_SetWindowTitles
-
- NAME
- EI_SetWindowTitles -- modify window/screen title
-
- SYNOPSIS
- EI_SetWindowTitles(win, wTitle, sTitle)
- A0 A1 A2
-
- void EI_SetWindowTitles(EI_WindowPtr, char *, char *)
-
- FUNCTION
- Modifies a windows and/or screens title. Usage of -1 instead of a
- pointer to a text will not effect the current title, NULL clears the
- title.
-
- INPUTS
- win : window pointer
- wTitle : title to appear in the windows title
- sTitle : title to appear in the screens title, when window is active
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SizeWindow egsintui.library/EI_SizeWindow
-
- NAME
- EI_SizeWindow -- change window size
-
- SYNOPSIS
- EI_SizeWindow(win, dx, dy)
- A0 D0 D1
-
- void EI_SizeWindow(EI_WindowPtr, WORD, WORD)
-
- FUNCTION
- Changes a windows visible size. This function may cause a refresh
- message to be broadcasted.
-
- INPUTS
- win -
- dx -
- dy -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SleepWindow egsintui.library/EI_SleepWindow
-
- NAME
- EI_SleepWindow -- put a window to sleep
-
- SYNOPSIS
- EI_SleepWindow(win)
- A0
-
- void EI_SleepWindow(EI_WindowPtr)
-
- FUNCTION
- Puts a window to sleep. A sleeping window gets no input events and
- can not be resized using the sizing gadget. The only message that is
- passed is an eventuall refresh message. This function may be handy
- for modal requests. The window can be awakened again using
- "WakeWindow".
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_SysRequest egsintui.library/EI_SysRequest
-
- NAME
- EI_SysRequest -- make system request
-
- SYNOPSIS
- EI_SysRequest(win, title, bodyTxt, gadgTxt)
- A0 A1 A2 A3
-
- WORD EI_SysRequest(EI_WindowPtr, char *, char *, char *)
-
- FUNCTION
- Creates and opens a system request, on a windows screen, or the
- default screen. Then it waits for the user to answer the request, by
- clicking on one of the buttons. The request text may have several
- lines and several gadgets by seperating them through a "|".
-
- INPUTS
- win : window on which screen the requester shall appear,
- or NULL for default screen
- title : requesters title
- bodyTxt : text in the requesters body, lines seperated by "|"
- gadgTxt : text of the gadgets, seperated by "|"
-
- RESULT
- the number of the gadget, that was pressed
-
- EXAMPLE
- res = EI_SysRequest(mywin, "Request",
- "Not enough memory|to proceed",
- "RETRY|IGNORE|CANCEL");
-
- SEE ALSO
-
-
- egsintui.library/EI_ToggleMenuItem egsintui.library/EI_ToggleMenuItem
-
- NAME
- EI_ToggleMenuItem -- toggles the state of a menu item
-
- SYNOPSIS
- EI_ToggleMenuItem(menu, item)
- A0 A1
-
- void EI_ToggleMenuItem(EI_MenuPtr, EI_MenuItemPtr)
-
- FUNCTION
- Toggles the state (checkmark) of a toggle menu item. If the menu
- resides on the screen, the change will be noticeable at once.
-
- INPUTS
- menu -
- item -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_UnlockIntuition egsintui.library/EI_UnlockIntuition
-
- NAME
- EI_UnlockIntuition -- unlocks intuition
-
- SYNOPSIS
- EI_UnlockIntuition()
-
-
- void EI_UnlockIntuition(void)
-
- FUNCTION
- Partner from EI_LockIntuition
-
- INPUTS
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_WakeWindow egsintui.library/EI_WakeWindow
-
- NAME
- EI_WakeWindow -- return window from sleeping state
-
- SYNOPSIS
- EI_WakeWindow(win)
- A0
-
- void EI_WakeWindow(EI_WindowPtr)
-
- FUNCTION
- Returns a window back from the sleeping state to active duty.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_WindowBorder egsintui.library/EI_WindowBorder
-
- NAME
- EI_WindowBorder -- modify maximum size of window
-
- SYNOPSIS
- EI_WindowBorder(win, dx, dy)
- A0 D0 D1
-
- void EI_WindowBorder(EI_WindowPtr, WORD, WORD)
-
- FUNCTION
- Modifies the maximum size of a window by dx, dy.
-
- INPUTS
- win -
- dx -
- dy -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_WindowToBack egsintui.library/EI_WindowToBack
-
- NAME
- EI_WindowToBack -- move window back
-
- SYNOPSIS
- EI_WindowToBack(win)
- A0
-
- void EI_WindowToBack(EI_WindowPtr)
-
- FUNCTION
- Moves a window behind all others on the screen, this function may
- cause refresh messages.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
- egsintui.library/EI_WindowToFront egsintui.library/EI_WindowToFront
-
- NAME
- EI_WindowToFront -- move window to front
-
- SYNOPSIS
- EI_WindowToFront(win)
- A0
-
- void EI_WindowToFront(EI_WindowPtr)
-
- FUNCTION
- Moves a window in front of all other windows on a screen. This
- function may cause refresh messages.
-
- INPUTS
- win -
-
- RESULT
-
- SEE ALSO
-
-
-