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TABLE OF CONTENTS
ged/--background--
ged/--styles--
ged/GedWin
ged/GedWindow
ged/Ged_Activate
ged/Ged_Add
ged/Ged_Create
ged/Ged_Delete
ged/Ged_Enable
ged/Ged_Get
ged/Ged_GetIMsg
ged/Ged_Remove
ged/Ged_Set
ged/--background-- ged/--background--
What the heck *is* Ged, anyway? Well, I'll tell you...
At the conception of Scan, I realized very quickly that I was going
to need a way to shorten the time it took to create the gadgets and
windows and stuff needed for the program. The idea was to come up
with a 2.0 look and feel, without actually requiring 2.0 to run
(grumble, grumble). So I quickly hacked together a little gadget
editor program to make life a little easier.
Well, originally this little gadget editor was just going to spit out
Gadget structures, but after playing around with it a while I thought
it would be better to come up with my own GadTools-like system. Hence
the NewGad structure was born. The idea was to pass an array of
NewGad structures to a single gadget creating function that would
return a pointer to a list of Gadget's, suitable for adding to a
window (sound familiar?).
As these things often do, Ged kinda grew completely out of control.
In addition to gadgets, I added the ability to specify text, border,
and even imagery in the list of NewGad's. It also became somewhat
object-oriented in that each NewGad can specify a function to call
when that gadget is "fiddled" with (one of the things I find sorely
lacking in GadTools).
Anyway, the following is an attempt at documenting how the Ged system
works so that you can use it in creating your own modules for
Scan (it is required for Scanner, Render, Printer, and some aspects
of Preview modules). These functions are contained in the scan.library
function library.
BTW, if you're wondering about the Ged creator program, it's way
too hacked up and obsolete to be useful anymore.
All of the functions described below are contained in the ImageFX function
library (scan*.library).
ged/--styles-- ged/--styles--
A complete catalog of the types of GUI elements that can be created with
the Ged system:
Button_ID:
A standard BOOLGADGET button, with a bevel box border. The label
always appears inside the gadget.
Toggle_ID:
Looks like a button, but really toggles between two states. The
label always appears inside the gadget. I wouldn't use this too
often, as it isn't really very AUISG compliant.
String_ID:
A standard string gadget, with the 2.0 look border around it. The
label always appears to the left of the gadget.
Integer_ID:
A standard LONGINT string gadget, with the 2.0 look border
around it. The label always appears to the left of the gadget.
HSlider_ID:
Horizontal slider (PROPGADGET), with a bevel border. The label
always appears to the left of the gadget.
VSlider_ID:
Vertical slider (PROPGADGET), with a bevel border. The label
always appears above the gadget.
Cycle_ID:
2.0-style cycle gadget, for cycling through a list of choices.
Ged breaks away a little from the style guide here in the way it
handles these kinds of gadgets. Clicking the right side of the
gadget cycles upwards, clicking the left side of the gadget cycles
downwards, and double-clicking in the middle of the gadget brings
up a list of all the choices in the gadget. A tool type
(GTCOMPLIANT) in ImageFX will disable all this fancy stuff if
you're used to standard GadTools-type cycler gadgets.
There is also no way to attach a label to a Ged cycle gadget; you
have to use a Text_ID item and place a text near it.
Check_ID:
2.0-style checkbox gadget. Gadget labels always appears on the
right side of the checkbox.
MX_ID:
2.0-style mutual exclusion (radio) gadget. Note that Ged does
*NOT* do any mutual exclusion - this gadget behaves just like a
checkbox gadget. The only difference is the imagery. You must
still do the mutual exclusion yourself. The label always appears
on the right side of the gadget.
Border_ID:
Draw a bevel-box border, raised or recessed.
Text_ID:
Draw a string of text.
Image_ID:
Display an Image structure.
End_ID:
Used to end an array of NewGad structure.
The following styles will not be used often, if ever:
QButton_ID:
Same as Button_ID with no imagery.
QToggle_ID:
Same as Toggle_ID with no imagery.
QString_ID:
Same as String_ID with no imagery.
QInteger_ID:
Same as Integer_ID with no imagery.
QHSlider_ID:
Same as HSlider_ID with no imagery.
QVSlider_ID:
Same as VSlider_ID with no imagery.
QCycle_ID:
Same as Cycle_ID with no imagery.
QCheck_ID:
Same as Check_ID with no imagery.
QMX_ID:
Same as MX_ID with no imagery.
Special non-GUI styles:
Ignore_ID:
Not implemented.
Font_ID:
Not implemented.
Offset_ID:
Internal use only.
Scale_ID:
Specify this style as the first in your NewGad array, and layout
your gadgets based on an 8-point font. The Ged system will
automatically scale the sizes and positions of your GUI elements
to fit the font that the user specified for ImageFX. You should
use this only for opening windows on the ImageFX screen. ImageFX
itself uses this for most of its displays.
ged/GedWin ged/GedWin
NAME
GedWin -- Somewhat higher-level version of GedWindow().
SYNOPSIS
returnCode = GedWin ( newWindow, newGadArray, activateID,
D0.L A0 A1 D0.L
initCode, cleanupCode, textArray )
A2 A3 A4
int GedWin ( struct NewWindow *newWindow,
struct NewGad *newGadArray,
int activateID,
int (*initCode)(struct Window *, struct NewGad *),
int (*cleanupCode)(struct Window *, struct Gadget *),
char **textArray );
FUNCTION
Open a new window, add gadgets to it, process the events of the
window, and return only when the window is closed. This is a
convenient do-it-all function for opening requesters and such
containing Ged gadgets.
This function is meant specifically for opening windows on the ImageFX
screen. It will make sure the ImageFX screen is in front, roll the
screen up far enough to hold the window, and block all input to other
ImageFX windows before opening this new window.
In all other respects, this function is identical to GedWindow().
INPUTS
See GedWindow().
RESULTS
See GedWindow().
EXAMPLE
See GedWindow().
NOTES
BUGS
SEE ALSO
ged/GedWindow
ged/GedWindow ged/GedWindow
NAME
GedWindow -- Open and handle a window with Ged gadgets.
SYNOPSIS
returnCode = GedWindow ( newWindow, newGadArray, activateID,
D0.L A0 A1 D0.L
initCode, cleanupCode, textArray )
A2 A3 A4
int GedWindow ( struct NewWindow *newWindow,
struct NewGad *newGadArray,
int activateID,
int (*initCode)(struct Window *, struct NewGad *),
int (*cleanupCode)(struct Window *, struct Gadget *),
char **textArray );
FUNCTION
Open a new window, add gadgets to it, process the events of the
window, and return only when the window is closed. This is a
convenient do-it-all function for opening requesters and such
containing Ged gadgets.
There are two ways to have the window closed. One is to specify a
close gadget in the NewWindow structure, in which case this function
will return -1 when the close gadget is pressed. The other way is to
make sure that one or more of your Ged gadgets have a code pointer
that returns a non-zero value. You may also specify in the NewGad
structure of Button_ID gadgets that a non-zero value be returned
without the need for a user-supplied function.
An alert will be presented if the window open fails, and a -2 will be
returned.
If this window is opened on the ImageFX screen, pressing the right
mouse button any time while this window is open will toggle the
menu panel on or off.
If you are opening this window on the ImageFX screen, you may want to
consider using the GedWin() function instead.
If you need to do anything fancy (like menus, for example) you will
not be able to use this function.
INPUTS
newWindow -- a pointer to a NewWindow structure used to open the
window. Note that you must make sure that you select the
proper IDCMP flags for the gadget styles you have chosen
for this window.
newGadArray -- pointer to an array of NewGad structures, each
element of which describes a UI feature (gadget,
text, image, or bevel box). The contents of each
NewGad structure depends on the Style chosen
(see scan/ged.h for details of the NewGad struct).
activateID -- if non-zero, this should be a string or integer
gadget ID number to automatically activate when the
window opens.
initCode -- User-supplied code to call to initialize certain things
during the process of opening the window. This function
will actually be called twice during the initialization
process. The first time, the NewGad * argument will be
valid. The second time, the Window * argument will be
valid. The invalid argument will be NULL. Most times you
will not need to use these functions.
cleanupCode -- User-supplied code to call during the cleanup process.
textArray -- Array of text pointers to be supplied to Ged_Create().
RESULTS
Returns the result code of the gadget that terminated the window,
or -1 if the close gadget was pressed. This function will not return
until the window is closed one way or another.
EXAMPLE
/*
* Simple window with nothing but an Okay and Cancel gadget.
*
*/
extern struct ScanBase *ScanBase;
/* Text indexes */
enum {
G_Okay = 1,
G_Cancel
};
/* Text string array */
char *textArray[] = {
NULL,
"_Okay", /* note underscore to make keyboard shortcut */
"_Cancel"
};
/* Gadget ID's */
enum {
ID_Okay = 100,
ID_Cancel
};
/* GUI definition */
struct NewGad newGads[] = {
{ Button_ID, ID_Okay, 8,18,90,12, G_Okay, NULL,0, NULL, ID_Okay,0,NULL,0 },
{ Button_ID, ID_Cancel, 294,18,90,12, G_Cancel, NULL,0, NULL, ID_Cancel,0,NULL,0 },
{ Border_ID, 0, 0,0,421,34, NULL,NULL,0,NULL, FALSE,TRUE,0,0 },
{ End_ID }
};
/* Window definition */
struct NewWindow newWindow = {
9,13,421,64,
0,1,
GADGETUP,
BORDERLESS|ACTIVATE|NOCAREREFRESH|SMART_REFRESH|RMBTRAP,
NULL,
NULL,
NULL,
NULL,
NULL,
40,20,-1,-1,
CUSTOMSCREEN
};
void TestGedWindow (void)
{
int rc;
rc = GedWindow(&newWindow, boolNewGads, 0, NULL, NULL, textArray);
switch(rc) {
case ID_Okay :
printf("ok!\n");
break;
case ID_Cancel :
printf("cancel!\n");
break;
default :
printf("oops.\n");
break;
}
}
NOTES
BUGS
SEE ALSO
ged/GedWin
ged/Ged_Activate ged/Ged_Activate
NAME
Ged_Activate -- Activate a string or integer gadget.
SYNOPSIS
Ged_Activate ( window, gadgetid )
A0 D0.L
void Ged_Activate ( struct Window *window, int gadgetid );
FUNCTION
Attempts to activate the gadget identified by the ID value
given in the supplied window. Of course, this only works
for String_ID and Integer_ID style gadgets.
INPUTS
window -- pointer to the window where the gadget resides.
id -- ID value of the gadget to activate.
RESULT
None.
EXAMPLE
NOTES
SEE ALSO
ged/Ged_Add ged/Ged_Add
NAME
Ged_Add -- Add a Ged context to a window.
SYNOPSIS
Ged_Add ( context, window )
A0 A1
void Ged_Add ( struct GedContext *context, struct Window *window );
FUNCTION
Adds (ie. draws) the imagery specified by the supplied GedContext
to the given window. This includes gadgets, text, bevel borders,
and images.
INPUTS
context -- pointer to a GedContext structure, which has been filled
in by a call to Ged_Create().
window -- pointer to the Window in which to add the context.
RESULT
None.
EXAMPLE
NOTES
The normal procedure to follow is something like this:
if (Ged_Create(&context, newGadArray)) {
Ged_Add(&context, window);
/* do window stuff */
Ged_Remove(&context, window);
Ged_Delete(&context);
}
SEE ALSO
ged/Ged_Create,ged/Ged_Remove
ged/Ged_Create ged/Ged_Create
NAME
Ged_Create -- Allocate a complete Ged context based on an input
array of gadget, text, border, and image
specifications.
SYNOPSIS
success = Ged_Create ( context, newGadArray, textArray )
A0 A1 A2
int Ged_Create ( struct GedContext *context,
struct NewGad *newGadArray,
char **textArray );
FUNCTION
Fills in the supplied GedContext structure with pointers to
lists of Gadget, IntuiText, Border, and Images suitable for
adding to a window with Ged_Add(). Dynamically allocates Gadget
structures based on the information contained in the input array
of NewGad specifiers; this list also contains information on where
and how to place text, borders, and images.
INPUTS
context -- pointer to GedContext structure which is filled
with a bunch of (read only) information.
newGadArray -- pointer to an array of NewGad structures, each
element of which describes a UI feature (gadget,
text, image, or bevel box). The contents of each
NewGad structure depends on the Style chosen
(see scan/ged.h for details of the NewGad struct).
textArray -- pointer to an array of text strings. Each NewGad
should specify it's label as an index into this
text array, so that they may be internationalized
fairly easily. If this pointer is NULL, ImageFX
will assume that each NewGad.Label is really a
pointer to a (char *) string.
RESULT
success -- 0 if the function failed, non-zero if successful.
EXAMPLE
NOTES
The newGadArray must remain valid throughout the entire lifetime of
the gadgets, as the NewGad structure that created a gadget is
referenced whenever a gadget is fiddled with. For example, when a
slider gadget is adjusted, the new value of the slider is stored in
the NewGad that created the slider.
Also note that each gadget's Pointer argument (as specified in the
NewGad structure) must remain valid throughout the lifetime of the
gadgets, as they are updated whenever a gadget is modified. They are
also initialized immediately.
SEE ALSO
ged/Ged_Delete,scan/ged.h
ged/Ged_Delete ged/Ged_Delete
NAME
Ged_Delete -- Free all memory associated with a Ged context.
SYNOPSIS
Ged_Delete ( context )
A0
void Ged_Delete ( struct GedContext *context );
FUNCTION
Frees all memory associated with the given GedContext structure.
When this function returns, all pointers within the GedContext
structure are invalid.
INPUTS
context -- pointer to GedContext structure as filled in by
the Ged_Create() function.
RESULTS
None.
EXAMPLE
NOTES
BUGS
SEE ALSO
ged/Ged_Create
ged/Ged_Enable ged/Ged_Enable
NAME
Ged_Enable -- Enable or disable (ghost) a Ged gadget.
SYNOPSIS
Ged_Enable ( window, gadgetID, enable )
A0 D0.W D1.W
void Ged_Enable ( struct Window *window,
short gadgetID,
short enable );
FUNCTION
Use this function to enable or disable a Ged gadget. Disabling a
gadget prevents the user from accessing it. The gadget imagery will
be refreshed immediately.
INPUTS
window -- pointer to the Window containing the gadgets.
gadgetID -- the ID number of the gadget you wish to examine.
enable -- flag indication whether you want to enable or disable the
gadget. Use a non-zero value to enable the gadget, or
zero to disable (ghost) the gadget.
RESULTS
None.
EXAMPLE
NOTES
BUGS
SEE ALSO
ged/Ged_Get ged/Ged_Get
NAME
Ged_Get -- return the state of a given Ged gadget.
SYNOPSIS
value = Ged_Get ( window, gadgetID )
D0.L A0 D0.W
long Ged_Get ( struct Window *window, short gadgetID );
FUNCTION
Returns the current state (value) of any Ged gadget in a window.
The return value will differ depending on the style of gadget you are
examining (see below).
INPUTS
window -- pointer to the Window containing the gadgets.
gadgetID -- the ID number of the gadget you wish to examine.
RESULTS
value -- the current value of the gadget. The returned value and type
depends on the style of gadget you are examining:
Button_ID (long) Always 0.
Toggle_ID (long) Selection state (1=on, 0=off).
MX_ID (long) Selection state (1=on, 0=off).
Check_ID (long) Selection state (1=on, 0=off).
String_ID (char *) String contents.
Integer_ID (long) Integer value.
HSlider_ID (long) Slider value.
VSlider_ID (long) Slider value.
Cycle_ID (long) Cycle index.
EXAMPLE
NOTES
Examining a gadget's Pointer variable will accomplish the same thing.
BUGS
SEE ALSO
ged/Ged_Set
ged/Ged_GetIMsg ged/Ged_GetIMsg
NAME
Ged_GetIMsg -- Handle Ged gadget events.
SYNOPSIS
intuiMsg = Ged_GetIMsg ( window, &returnCode )
D0.L A0.L A1.L
struct IntuiMessage *Ged_GetIMsg ( struct Window *window,
short *returnCode );
FUNCTION
Process events from the given window, filtering out those events which
pertain only to Ged gadgets. If an event is found to be a Ged event,
then the event is processed and the results of the processing are
stored in the variable that returnCode points to.
When Ged gadget activity is detected, the Ged system will update the
gadget imagery as necessary, then call the optional user-supplied code
(set with NewGad.Code) for the gadget. The return value from this user-
supplied code is placed in the variable that returnCode points to. A
zero result generally means everything went alright.
INPUTS
window -- pointer to the Window to process.
returnCode -- where to store the return codes from any user-supplied
code processed by the Ged system.
RESULTS
intuiMsg -- If this event is not of a type that Ged cares about, then
the IntuiMessage is returned for you to process normally.
If Ged did in fact process the event, NULL is returned.
EXAMPLE
NOTES
BUGS
SEE ALSO
ged/Ged_Remove ged/Ged_Remove
NAME
Ged_Remove -- Remove a Ged context from a window.
SYNOPSIS
Ged_Remove ( context )
A0
void Ged_Remove ( struct GedContext *context );
FUNCTION
Remove all the gadgets in the Ged context from the window that
this context was added to (with Ged_Add()).
INPUTS
context -- pointer to GedContext as filled in by the Ged_Create()
function.
RESULTS
None.
EXAMPLE
NOTES
BUGS
SEE ALSO
ged/Ged_Add
ged/Ged_Set ged/Ged_Set
NAME
Ged_Set -- Set the state of a Ged gadget.
SYNOPSIS
Ged_Set ( window, gadgetID, newValue )
A0 D0.W D1.L
void Ged_Set ( struct Window *window,
short gadgetID,
long newValue );
FUNCTION
Set the state of a gadget, that is, the contents of a string
or integer gadget, the value of a slider gadget, or the selection state
of checkbox or toggle gadgets.
INPUTS
window -- window containing the gadgets.
gadgetID -- the ID number of the gadget you wish to modify.
newValue -- new value to store in the given gadget. The value depends
on the type of gadget you are modifying:
Button_ID Ignored.
Toggle_ID (long) Selection state (1=on, 0=off).
MX_ID (long) Selection state (1=on, 0=off).
Check_ID (long) Selection state (1=on, 0=off).
String_ID (char *) New string contents.
Integer_ID (long) New integer value.
HSlider_ID (long) New slider value.
VSlider_ID (long) New slider value.
Cycle_ID (long) New cycle index.
Note that there is no range checking on the value you
supply.
The gadget imagery will be refreshed.
The gadget's Pointer variable (if present) will be updated.
RESULTS
None.
EXAMPLE
NOTES
For slider gadgets (styles HSlider_ID and VSlider_ID), the gadgets
Code function will be called when the imagery is refreshed. The is
because in most cases, the code for a slider gadget is used to update
a numerical value somewhere near the slider.
BUGS
SEE ALSO
ged/Ged_Get