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Belgian Amiga Club - ADF Collection
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BS1 part 26.zip
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BS1 part 26
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Aztec C v5.2a disk 4.adf
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204inc_h.lzh
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intuition
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intuitionbase.h
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C/C++ Source or Header
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1991-03-14
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#ifndef INTUITION_INTUITIONBASE_H
#define INTUITION_INTUITIONBASE_H 1
/*
** $Filename: intuition/intuitionbase.h $
** $Release: 2.04 $
** $Revision: 36.19 $
** $Date: 90/07/12 $
**
** Public part of IntuitionBase structure and supporting structures
**
** (C) Copyright 1985,1986,1987,1988,1989,1990 Commodore-Amiga, Inc.
** All Rights Reserved
*/
#ifndef EXEC_TYPES_H
#include <exec/types.h>
#endif
#ifndef EXEC_LIBRARIES_H
#include <exec/libraries.h>
#endif
#ifndef INTUITION_INTUITION_H
#include <intuition/intuition.h>
#endif
#ifndef EXEC_INTERRUPTS_H
#include <exec/interrupts.h>
#endif
/* these are the display modes for which we have corresponding parameter
* settings in the config arrays
*/
#define DMODECOUNT 0x0002 /* how many modes there are */
#define HIRESPICK 0x0000
#define LOWRESPICK 0x0001
#define EVENTMAX 10 /* size of event array */
/* these are the system Gadget defines */
#define RESCOUNT 2
#define HIRESGADGET 0
#define LOWRESGADGET 1
#define GADGETCOUNT 8
#define UPFRONTGADGET 0
#define DOWNBACKGADGET 1
#define SIZEGADGET 2
#define CLOSEGADGET 3
#define DRAGGADGET 4
#define SUPFRONTGADGET 5
#define SDOWNBACKGADGET 6
#define SDRAGGADGET 7
/* ======================================================================== */
/* === IntuitionBase ====================================================== */
/* ======================================================================== */
/*
* Be sure to protect yourself against someone modifying these data as
* you look at them. This is done by calling:
*
* lock = LockIBase(0), which returns a ULONG. When done call
* UnlockIBase(lock) where lock is what LockIBase() returned.
*/
/* This structure is strictly READ ONLY */
struct IntuitionBase
{
struct Library LibNode;
struct View ViewLord;
struct Window *ActiveWindow;
struct Screen *ActiveScreen;
/* the FirstScreen variable points to the frontmost Screen. Screens are
* then maintained in a front to back order using Screen.NextScreen
*/
struct Screen *FirstScreen; /* for linked list of all screens */
ULONG Flags; /* values are all system private */
WORD MouseY, MouseX;
/* note "backwards" order of these */
ULONG Seconds; /* timestamp of most current input event */
ULONG Micros; /* timestamp of most current input event */
/* I told you this was private.
* The data beyond this point has changed, is changing, and
* will continue to change.
*/
};
#endif