home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
FishMarket 1.0
/
FishMarket v1.0.iso
/
fishies
/
326-350
/
disk_337
/
cmanual
/
appendix.lzh
/
Appendix
/
Examples.doc
< prev
next >
Wrap
Text File
|
1990-02-07
|
15KB
|
439 lines
A.1 SCREENS
Example1
This program will open a low-resolution, non-Interlaced,
eight colour Custom Screen. It will display it for 30
seconds, and then close it.
Example2
Same as Example1 except that the screen will be a high-
resolution, Interlaced, 4 colour Custom Screen.
Example3
Same as Example1 except that we will use the TOPAZ_SIXTY
Italic style as default font. (See chapter 3 GRAPHICS for
more information about text styles.)
Example4
This program will open two screens, one (low-resolution 32
colours) at the top of the display, and one (high-resolution
16 colours) a bit down.
Example5
Same as Example4 except that after 10 seconds the low-
resolution screen will move down 75 lines. After another 10
seconds it will be put in front of all other screens. 10
seconds later it will move down another 75 lines. The program
will wait 10 seconds before the screens are closed and the
program exits.
Example6
This program will open a low-resolution, non-Interlaced, 4
colour Custom Screen. It will after 5 seconds start to change
the screens colours, and will after a while close the screen
and exit.
A.2 WINDOWS
Example1
This program will open a normal window which is connected to
the Workbench Screen. It will display it for 30 seconds, and
then close it.
Example2
This program will open a high resolution 16 colour Custom
Screen and a normal window which is connected to it. It will
display it for 30 seconds, and then close the Custom Screen
and the window.
Example3
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System Gadgets,
and will automatically Activate the window. It will display
it for 30 seconds, and then close it. (Remember that the
Close Gadget does NOT close the window by itself, it will
only inform you that the user wants to close it. But in
this example we will not listen to what the user wants.)
Example4
This program will open two normal windows which are connected
to the Workbench Screen. The windows will use all System
Gadgets. It will display them for 30 seconds, and then close
them.
Example5
This program will open a Borderless window which is connected
to the Workbench Screen. It will display it for 30 seconds,
and then quit.
Example6
Same as Example5 except that the window will also use all
System Gadgets.
Example7
This program will open three windows, two are normal and the
third is a Backdrop window. The windows will use all System
Gadgets, except the Backdrop window, which only can use the
close-window gadget. After 30 seconds the program quits. (Try
to push either window 1 or 2 behind the Backdrop window.)
Example8
This program will open a SuperBitMap window which is
connected to the Workbench Screen. Since it is a SuperBitMap
we also make the window into a Gimmezerozero window. The
window will use all System Gadgets, and some boxes will be
drawn. It will display the window for 30 seconds, and then
close it. (Shrink the window, and then enlarge it again, and
you will noticed that the lines are still there!)
Example9
This program will open a normal window with all system
gadgets connected to it. If you activate the window, the
pointer will change shapes into a "nice" arrow.
Example10
This program will open a two normal windows with all system
gadgets connected to them. If the first window is Activated,
the pointer will change shapes into a Zzz symbol, if the
second window is activated, the pointer will look like a
pistol.
A.3 GRAPHICS
Example1
This program will open a normal window which is connected to
the Workbench Screen. We will then draw a strange line with
help of Intuition's Border structure.
Example2
This program will open a normal window which is connected to
the Workbench Screen. We will then draw two rectangles with
different colours. This shows how you can link Border
structures to each other in order to get the desired effects.
Example3
This program will open a normal window which is connected to
the Workbench Screen. We will then print a text string with
help of Intuition's IntuiText structure.
Example4
Same as Example3 except that the text will be printed with
underlined italic characters.
Example5
This program will open a normal window which is connected to
the Workbench Screen. We will then draw the little nice arrow
we talked so much about.
Example6
Same as Example5 except that we will draw it several times in
different colours. This shows how PlanePick/PlaneOnOff works.
Example7
This program will open a normal window which is connected to
the Workbench Screen. We will then draw the nice 4 colour
face that was described in chapter 3.5 IMAGES.
Example8
This program will open a normal window which is connected to
a 16-colour Custom screen. In the window we will draw the
famous AMIGA-logo.
A.4 GADGETS
Example1
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System
Gadgets, and will close first when the user has selected the
System gadget Close window. (Same as Example3 in chapter 2
WINDOWS, except that we have added an IDCMP check on the
Close window gadget.)
Example2
Same as Example1 except that we have added a Boolean gadget
with the text "PRESS ME".
Example3
Same as Example2 except that the on/off state of the gadget
is toggled each time the user hits the gadget.
Example4
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System
Gadgets, and will close first when the user has selected
the System gadget Close window. Inside the window we have put
two Boolean gadgets with the text "GADGET 1" and "GADGET 2".
Example5
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System Gadgets,
and will close first when the user has selected the System
gadget Close window. Inside the window we have put a Boolean
gadget with two Image structures connected to it. Each time
the user clicks on the gadget it will change images, lamp
on/lamp off.
Example6
This program will open a normal window which is connected
to the Workbench Screen. The window will use all System
Gadgets, and will close first when the user has selected the
System gadget Close window. Inside the window we have put a
Boolean gadget with a connecting mask. The gadget will only
be highlighted when the user selects this gadget while
pointing inside the specified (masked) area.
Example7
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System
Gadgets, and will close first when the user has selected the
System gadget Close window. Inside the window we have put a
String gadget.
Example8
Same as Example7 except that it is an Integer gadget.
Example9
Same as Example7 except that it is a Proportional gadget.
Example10
Same as Example9 except that the Proportional gadget uses a
custom image knob.
Example11
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System
Gadgets, and will close first when the user has selected the
System gadget Close window. Inside the window we have put a
Proportional gadget where the knob can be moved both
horizontally and vertically.
Example12
This program will open a SuperBitmap window which is
connected to the Workbench Screen. The window will use all
System Gadgets, and will close first when the user has
selected the System gadget Close window. Inside the window we
have put two Proportional gadgets, one on the right side, and
one at the bottom. With help of these two gadgets, the user
can move around the BitMap.
This example is for experienced programmers only, since it
uses some functions etc which we have not discussed yet. I
have, however, included it here since it is a good example on
how you can combine Proportional gadgets with SuperBitmap
windows.
A.5 REQUESTERS
Example1
This example opens a Simple requester by calling the function
AutoRequest. It displays a message "This is a very simple
requester!", and has only one gadget connected to it (on the
right side of the requester) with the text "OK".
Example2
Same as Example1, except that the requester displays a
message "Do you really want to quit?", and allows the user to
choose between "Yes" and "No". The program will continue to
reopen the requester until the user has chosen "Yes".
Example3
Same as Example1, except that this requester displays a
message "Insert a disk in any drive!", and allows the user to
choose between "Yes" and "No". The program will continue to
reopen the requester until the user has chosen "Yes" or
inserted a disk.
Example4
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System Gadgets,
and will close first when the user has selected the System
gadget Close window. Inside the window we have activated an
Application requester with a connecting gadget. The requester
will first be satisfied when the user has selected the
gadget, and will then be deactivated. The window can now be
closed.
Example5
Same as Example4, except that the requester is first
activated when the user double-clicks on the right mouse
button. This example shows how to create a Double-menu
requester, and how to monitor the IDCMP flags REQSET and
REQCLEAR.
Example6
Same as Example5, except that whenever the user double-
clicks on the right mouse button, we will receive a REQVERIFY
message, and first when we have replied, will the requester
be activated. This example shows how to use the REQVERIFY
flag.
Example7
This program will open a normal window which is connected to
the Workbench Screen. The window will use all System Gadgets,
and will close first when the user has selected the System
gadget Close window. Inside the window we have activated an
Application requester with three connecting gadgets. Two are
Boolean gadgets ("OK and "CANCEL"), and one is a String
gadget.
Example8
Same as Example7, except that it is an Integer gadget.
Example9
Same as Example8, except that it is a Proportional gadget.
A.6 ALERTS
Example1
This example displays an Alert message at the top of the
display.
A.7 MENUS
Example1
This program opens a normal window to which we connect a menu
strip. The menu consists of four items: Plain, Bold,
Underlined and Italic. The user can select either Plain or a
combination of the other styles. (If the user selects Plain
all other modes will be mutual excluded, but if the user on
the other hand selects Bold, Underlined or Italic, only the
Plain option will be mutual excluded.
This example also shows how a program should handle the IDCMP
flags, and how to collect several messages from one single
menu event.
Example2
This example is very similar to Example1, but we have this
time put the edit styles in a subitem box which is connected
to the one and only item box called "Style".
Example3
This example is very similar to Example2, but the user can
this time also access the subitems from the keyboard. For
example, to select Bold the user only needs to press the
right Amiga key [A] together with the "B" key.
Example4
This program opens a normal window to which we connect a menu
strip. The menu consists of two items: Readmode and Editmode.
The readmode item is selected and ghosted, and when the user
selects the editmode item, it will become disabled (ghosted)
while the readmode item will be enabled (not ghosted). This
means that if the program is in "readmode", the user should
only be able to chose the "editmode", and v.v. The purpose
with this program is to show how you can use the OnMenu and
OffMenu functions in order to make an "user-friendly
interface".
Example5
Exactly as Example1 except that we have changed Intuition's
checkmark to our own customized "arrow".
Example6
This program opens a normal window to which we connect a menu
strip. The menu consists of six small dices which are all
action items. This example shows how you can use Images
inside a menu.
Example7
This program opens a normal window to which we connect a menu
strip. The menu consists of one small action item with two
images.
Example8
Same as Example1 except that we this time will verify any
menu operations. If the user tries to activate this program's
menu we check if the position of the pointer is somewhere at
the top of the window (less than 10 lines down). In that case
the menu operation will continue as normal, otherwise we
cancel the menu operation.
A.8 IDCMP
Example1
This program explains how to use the IDCMP flag MOUSEBUTTONS.
Example2
This program explains how to use the IDCMP flag MOUSEMOVE.
Example3
This program explains how to use the IDCMP flags: NEWSIZE,
ACTIVEWINDOW and INACTIVEWINDOW.
Example4
This program explains how to use the IDCMP flag SIZEVERIFY.
Example5
This program explains how to use the IDCMP flag RAWKEY.
Example6
This program explains how to use the IDCMP flag VANILLAKEY.
Example7
This program explains how to use the IDCMP flags:
DISKINSERTED and DISKREMOVED.
Example8
This program explains how to use the IDCMP flag INTUITICKS.
Example9
This program explains how to use the IDCMP flag
REFRESHWINDOW, and how to optimize the redrawing of the
window.
A.9 MISCELLANEOUS
Example1
This example shows how to allocate, and deallocate memory.
Example2
This example shows how to allocate and deallocate memory with
help of the functions AllocRemember(), and FreeRemember().
Example3
This example shows how to get a copy of the preferences.
Example4
This example shows how to handle double mouse button events.
Example5
This example prints out the current time.
A.10 SPRITES
Example1
This program shows how to declare and initialize some sprite
data and a SimpleSprite structure. It also shows how to
reserve a sprite (sprite 2), and how to move it around. The
user moves the sprite by pressing the arrow keys.
Example2
This program shows how to declare and initialize some sprite
data and a SimpleSprite structure. It also shows how to
reserve a sprite (sprite 2), and how to move it around. The
user moves the sprite by pressing the arrow keys. In this
example we animate the sprite (6 frames, taken from
the arcade game Miniblast).
Example3
This program shows how to set up a 15 coloured sprite, and
how to move it around.