home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
FishMarket 1.0
/
FishMarket v1.0.iso
/
fishies
/
326-350
/
disk_337
/
cmanual
/
appendix.lzh
/
Appendix
/
Contents.doc
< prev
next >
Wrap
Text File
|
1990-02-07
|
5KB
|
317 lines
CONTENTS
0 INTRODUCTION
0.1 INTRODUCTION
0.2 HOW TO COMPILE AND LINK
0.2.1 SOURCE CODE
0.2.2 FIRST PHASE OF COMPILATION
0.2.3 SECOND PHASE OF COMPILATION
0.2.4 LINKING
0.3 C PROGRAMS
0.3.1 #INCLUDE
0.3.2 #DEFINE
0.3.3 OTHER PRE-PROCESSOR COMMANDS
0.3.4 FUNCTIONS
0.3.5 VARIABLES
0.3.6 STORAGE CLASSES FOR VARIABLES
0.3.6.1 AUTOMATIC
0.3.6.2 FORMAL
0.3.6.3 GLOBAL
0.3.6.4 EXTERNAL STATIC
0.3.6.5 INTERNAL STATIC
0.3.6.6 REGISTER
0.3.7 POINTERS
0.3.8 STRUCTURES
0.3.8.1 HOW TO DECLARE STRUCTURES
0.3.8.2 HOW TO CHANGE THE STRUCTURE'S FIELDS
0.3.8.3 POINTERS AND STRUCTURES
0.3.9 CASTING
0.4 LIBRARIES
0.4.1 ROM LIBRARIES
0.4.2 DISK LIBRARIES
0.4.3 OPEN AND CLOSE LIBRARIES
0.5 MEMORY
1 SCREENS
1.1 INTRODUCTION
1.2 DIFFERENT TYPES OF SCREENS
1.3 WORKBENCH SCREEN
1.4 CUSTOM SCREENS
1.4.1 RESOLUTION
1.4.2 DEPTH
1.4.3 INTERLACED
1.4.4 HAM AND EXTRA HALFBRIGHTE
1.4.5 DUAL PLAYFIELDS
1.4.6 FONTS
1.4.7 SIZE AND POSITION
1.4.8 TITLE
1.4.9 GADGETS
1.5 INITIALIZE A CUSTOM SCREEN
1.6 OPEN A CUSTOM SCREEN
1.7 SCREEN STRUCTURE
1.8 FUNCTIONS
1.9 EXAMPLES
2 WINDOWS
2.1 INTRODUCTION
2.2 SPECIAL WINDOWS
2.2.1 BACKDROP WINDOWS
2.2.2 BORDERLESS WINDOWS
2.2.3 GIMMEZEROZERO WINDOWS
2.2.4 SUPERBITMAP WINDOWS
2.3 SYSTEM GADGETS
2.4 REDRAWING THE WINDOW DISPLAY
2.5 INITIALIZE A WINDOW
2.6 OPEN A WINDOW
2.7 WINDOW STRUCTURE
2.8 OPEN A SUPERBITMAP WINDOW
2.9 MAKE YOUR OWN CUSTOM POINTER
2.10 FUNCTIONS
2.11 EXAMPLES
3 GRAPHICS
3.1 INTRODUCTION
3.2 LINES TEXT PICTURES
3.3 BORDERS
3.3.1 THE BORDER STRUCTURE
3.3.2 COORDINATES
3.4 HOW TO USE THE BORDER STRUCTURE
3.4 TEXT
3.4.1 THE INTUITEXT STRUCTURE
3.4.2 FONTS
3.4.3 HOW TO USE THE INTUITEXT STRUCTURE
3.5 IMAGES
3.5.1 IMAGE DATA
3.5.2 THE IMAGE STRUCTURE
3.5.3 PLANEPICK
3.5.4 PLANEONOFF
3.5.5 HOW TO USE THE IMAGE STRUCTURE
3.6 FUNCTIONS
3.7 EXAMPLES
4 GADGETS
4.1 INTRODUCTION
4.2 DIFFERENT TYPES OF GADGETS
4.3 CUSTOM GADGETS
4.3.1 GRAPHICS FOR CUSTOM GADGETS
4.3.2 POSITION
4.3.3 SIZE
4.4 INITIALIZE A CUSTOM GADGET
4.5 BOOLEAN GADGET
4.6 STRING/INTEGER GADGET
4.6.1 STRINGINFO STRUCTURE
4.6.2 INITIALIZE A STRING/INTEGER GADGET
4.6.3 USING A STRING/INTEGER GADGET
4.7 PROPORTIONAL GADGET
4.7.1 PROPINFO STRUCTURE
4.7.2 INITIALIZE A PROPORTIONAL GADGET
4.8 MONITORING THE GADGETS
4.9 FUNCTIONS
4.10 EXAMPLES
5 REQUESTERS
5.1 INTRODUCTION
5.2 DIFFERENT TYPES OF REQUESTERS
5.2.1 SYSTEM REQUESTERS
5.2.2 APPLICATION REQUESTERS
5.2.3 DOUBLE-MENU REQUESTERS
5.3 GRAPHICS FOR REQUESTERS
5.4 POSITION
5.5 REQUESTERS AND GADGETS
5.6 SIMPLE REQUESTERS
5.7 OPEN A REQUESTERS
5.7.1 INITIALIZE A REQUESTER
5.7.2 HOW TO ACTIVATE AN APPLICATION REQUESTER
5.8 IDCMP FLAGS
5.9 FUNCTIONS
5.10 EXAMPLES
6 ALERTS
6.1 INTRODUCTION
6.2 DIFFERENT LEVELS OF WARNINGS
6.3 HOW TO USE THE DISPLAYALERT() FUNCTION
6.4 EXAMPLES OF STRINGS AND SUBSTRINGS
6.5 FUNCTIONS
6.6 EXAMPLES
7 MENUS
7.1 INTRODUCTION
7.2 MENU DESIGN
7.3 HOW TO ACCESS MENUS FROM THE KEYBOARD
7.4 MENU ITEMS
7.5 MUTUAL EXCLUDE
7.6 OPEN A MENU
7.6.1 INITIALIZE A MENU STRUCTURE
7.6.2 INITIALIZE A MENUITEM STRUCTURE
7.6.3 HOW TO SUBMIT AND REMOVE A MENU STRIP TO/FROM A WINDOW
7.7 SPECIAL IDCMP FLAGS
7.7.1 MENUPICK
7.7.2 MENUVERIFY
7.8 MENU NUMBERS
7.9 FUNCTIONS
7.10 MACROS
7.11 EXAMPLES
8 IDCMP
8.1 INTRODUCTION
8.2 IDCMP PORTS
8.3 HOW TO RECEIVE IDCMP MESSAGES
8.3.1 OPEN IDCMP PORTS
8.3.2 WAIT FOR MESSAGES
8.3.3 COLLECT MESSAGES
8.3.4 EXAMINE THE MESSAGE
8.3.5 REPLY
8.3.6 EXAMPLE
8.4 IDCMP FLAGS
8.5 FUNCTIONS
8.6 EXAMPLES
9 MISCELLANEOUS
9.1 INTRODUCTION
9.2 MEMORY
9.2.1 ALLOCATE MEMORY
9.2.2 DEALLOCATE MEMORY
9.2.3 REMEMBER MEMORY
9.3 PREFERENCES
9.4 WARNINGS
9.5 DOUBLE CLICK
9.6 TIME
9.7 STYLE
9.7.1 GADGETS
9.7.2 REQUESTERS
9.7.3 MENUS
9.7.4 MOUSE
9.8 FUNCTIONS
9.9 EXAMPLES
10 SPRITES
10.1 INTRODUCTION
10.2 LIMITATIONS
10.3 COLOURS
10.4 ACCESS HARDWARE SPRITES
10.4.1 SPRITE DATA
10.4.2 SIMPLESPRITE STRUCTURE
10.4.3 RESERVE A SPRITE
10.4.4 PLAY WITH THE SPRITE
10.4.5 FREE THE SPRITE
10.4.6 PROGRAM STRUCTURE
10.5 TECHNIQUES
10.5.1 WIDER SPRITES
10.5.2 MORE COLOURS
10.5.2.1 15 COLOURED SPRITE DATA
10.5.2.2 ATTACH SPRITES
10.5.2.3 MOVE ATTACHED SPRITES
10.5.3 LEVELS
10.6 FUNCTIONS
10.7 EXAMPLES