home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Aminet 14
/
Aminet 14 - Oct 1996.iso
/
Tools
/
MUI
/
Developer
/
Autodocs
/
MUI_Boopsi.doc
< prev
next >
Wrap
Text File
|
1996-08-20
|
11KB
|
394 lines
TABLE OF CONTENTS
Boopsi.mui/Boopsi.mui
Boopsi.mui/MUIA_Boopsi_Class
Boopsi.mui/MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_MaxHeight
Boopsi.mui/MUIA_Boopsi_MaxWidth
Boopsi.mui/MUIA_Boopsi_MinHeight
Boopsi.mui/MUIA_Boopsi_MinWidth
Boopsi.mui/MUIA_Boopsi_Object
Boopsi.mui/MUIA_Boopsi_Remember
Boopsi.mui/MUIA_Boopsi_Smart
Boopsi.mui/MUIA_Boopsi_TagDrawInfo
Boopsi.mui/MUIA_Boopsi_TagScreen
Boopsi.mui/MUIA_Boopsi_TagWindow
Boopsi.mui/Boopsi.mui
MUI's boopsi class provides an interface to standard,
system style boopsi gadgets. Since boopsis gadgetclass
misses some important features needed for an automatic
layout system like MUI, there are several problems with
such an interface. MUI tries to solve these problems
with some additional attributes.
Coming with release 3.x of the amiga operating system are
some very nice boopsi gadgets such as "colorwheel.gadget"
or "gradientslider.gadget". With MUI's boopsi class, you
can use these gadgets just as if they were MUI objects.
You can talk to a MUIized boopsi object as if it was the
boopsi object itself. MUI will pass through all attributes
and try to be completely transparent. Additionally, if
a boopsi object generates notification events via
IDCMP_UPDATE, MUI turns them into MUI notification events.
Thus, you can e.g. react on the change of WHEEL_Saturation
in a MUI colorwheel boopsi gadget as on any other MUI
attribute.
An example program "BoopsiDoor.c" is provided to show
how this magic works.
Note: OS 3.0/3.1 colorwheel.gadget can accidently render itself
one pixel too big, overwriting other parts of the window.
As a workaround, MUI will subtract one from the width/height
before passing it on to a colorwheel boopsi object.
Boopsi.mui/MUIA_Boopsi_Class
NAME
MUIA_Boopsi_Class -- (V4 ) [ISG], struct IClass *
FUNCTION
Pointer to the (private) class you want to create a boopsi
object from. Only useful if you previously generated your
own boopsi class with MakeClass().
Of course you may not free the class until you're done
with your object.
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_ClassID
NAME
MUIA_Boopsi_ClassID -- (V4 ) [ISG], char *
FUNCTION
MUIA_Boopsi_ClassID specifies the name for the public
Boopsi class you want to create an object of. It will
only be used when MUIA_Boopsi_Class is NULL.
The public class must be in memory before you can create
an instance of it, you will have to open the required class
library by hand.
Note the string given to MUIA_Boopsi_ClassID must remain
valid until you're done with the object.
EXAMPLE
/* Complete example code can be found in BoopsiDoor.c */
cwbase = OpenLibrary("gadgets/colorwheel.gadget",0);
Wheel = BoopsiObject, /* MUI and Boopsi tags mixed */
NeXTFrame,
MUIA_Boopsi_ClassID , "colorwheel.gadget",
MUIA_Boopsi_MinWidth , 30, /* boopsi objects don't know */
MUIA_Boopsi_MinHeight, 30, /* their sizes, so we help */
MUIA_Boopsi_Remember , WHEEL_Saturation, /* keep important values */
MUIA_Boopsi_Remember , WHEEL_Hue, /* during window resize */
MUIA_Boopsi_TagScreen, WHEEL_Screen, /* this magic fills in */
WHEEL_Screen , NULL, /* the screen pointer */
GA_Left , 0,
GA_Top , 0, /* MUI will automatically */
GA_Width , 0, /* fill in the correct values */
GA_Height , 0,
ICA_TARGET , ICTARGET_IDCMP, /* needed for notification */
End;
...
MUI_DisposeObject(wheel);
CloseLibrary(cwbase);
SEE ALSO
MUIA_Boopsi_Class
Boopsi.mui/MUIA_Boopsi_MaxHeight
NAME
MUIA_Boopsi_MaxHeight -- (V4 ) [ISG], ULONG
FUNCTION
For MUI's automatic layout system, it's required that
objects know their minimum and maximums sizes. Since boopsi
gadgets don't support this feature, you will have to help
MUI and adjust these values by hand.
Defaults:
MUIA_Boopsi_MinWidth - 1 pixel
MUIA_Boopsi_MinHeight - 1 pixel
MUIA_Boopsi_MaxWidth - unlimited
MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_MaxWidth
NAME
MUIA_Boopsi_MaxWidth -- (V4 ) [ISG], ULONG
FUNCTION
For MUI's automatic layout system, it's required that
objects know their minimum and maximums sizes. Since boopsi
gadgets don't support this feature, you will have to help
MUI and adjust these values by hand.
Defaults:
MUIA_Boopsi_MinWidth - 1 pixel
MUIA_Boopsi_MinHeight - 1 pixel
MUIA_Boopsi_MaxWidth - unlimited
MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_MinHeight
NAME
MUIA_Boopsi_MinHeight -- (V4 ) [ISG], ULONG
FUNCTION
For MUI's automatic layout system, it's required that
objects know their minimum and maximums sizes. Since boopsi
gadgets don't support this feature, you will have to help
MUI and adjust these values by hand.
Defaults:
MUIA_Boopsi_MinWidth - 1 pixel
MUIA_Boopsi_MinHeight - 1 pixel
MUIA_Boopsi_MaxWidth - unlimited
MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_MinWidth
NAME
MUIA_Boopsi_MinWidth -- (V4 ) [ISG], ULONG
FUNCTION
For MUI's automatic layout system, it's required that
objects know their minimum and maximums sizes. Since boopsi
gadgets don't support this feature, you will have to help
MUI and adjust these values by hand.
Defaults:
MUIA_Boopsi_MinWidth - 1 pixel
MUIA_Boopsi_MinHeight - 1 pixel
MUIA_Boopsi_MaxWidth - unlimited
MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_Object
NAME
MUIA_Boopsi_Object -- (V4 ) [..G], Object *
FUNCTION
No input, just an output since this attribute is
only getable. What MUI returns when generating a
BoopsiObject is a standard MUI object, not a pointer
to the Boopsi gadget itself. In case you really need
this Boopsi gadget pointer, you can obtain it by getting
MUIA_Boopsi_Object from the MUI object.
Since MUI passes along every unknown attribute to the
boopsi gadget, there should be no need for this tag anyway.
Note that the boopsi object pointer is only valid when the
window is open!
SEE ALSO
MUIA_Boopsi_Class, MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_Remember
NAME
MUIA_Boopsi_Remember -- (V4 ) [I..], ULONG
FUNCTION
Most boopsi objects are kind of silly, they don't support
automatic resizing or jumping from screen to screen.
Therefor, MUI sometimes needs to dispose and regenerate
a boopsi object. This will result in loosing the current
state of the object, e.g. saturation and hue values
in a colorwheel.
To solve this problem, you can tell MUI what attributes
must be remembered during dispose/regeneration. For a
colorwheel, this would e.g. be WHEEL_Saturation and WHEEL_Hue.
Before disposing the boopsi object, the remember tags are
read and stored in a private buffer. After regeneration,
the contents of this buffer are passed back to the boopsi
again.
Note that you can define up to five MUIA_Boopsi_Remember tags.
BUGS
The remember procedure will not work when the attributes
you want to remember are just pointers to data stored
somewhere in the boopsi object.
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_ClassID
Boopsi.mui/MUIA_Boopsi_Smart
NAME
MUIA_Boopsi_Smart -- (V9 ) [I..], BOOL
FUNCTION
Specify TRUE for smart BOOPSI gadgets that allow resizing,
e.g. the textfield.class. In this case, MUI will not
dispose and recreate the object.
Boopsi.mui/MUIA_Boopsi_TagDrawInfo
NAME
MUIA_Boopsi_TagDrawInfo -- (V4 ) [ISG], ULONG
FUNCTION
Unfortunately, most boopsi gadgets need information on
the display environment they will reside in at object
creation time. Due to MUI's concept, this information
is not available that early.
To solve this problem, MUI doesn't generate the boopsi
object instantly, creation is delayed until the window
containing the gadget is opened.
At this time, MUI fills some values about display
environment into the boopsi objects creation tag list.
You have to tell MUI, what tags are actually needed.
With MUIA_Boopsi_TagDrawInfo you can tell MUI where
to fill in a needed DrawInfo structure.
EXAMPLE
If your boopsi gadget needs a pointer to a DrawInfo
structure supplied with the MYBOOPSI_DrawInfo tag,
you would have to specify
BoopsiObject,
RecessedFrame,
...
MUIA_Boopsi_TagDrawInfo, MYBOOPSI_DrawInfo,
...
MYBOOPSI_DrawInfo, 0, /* will be filled later by MUI */
...
GA_Left , 0, /* needs to be there, will */
GA_Top , 0, /* be filled later by MUI */
GA_Width , 0,
GA_Height, 0,
End;
SEE ALSO
MUIA_Boopsi_ClassID, MUIA_Boopsi_TagScreen, MUIA_Boopsi_TagWindow
Boopsi.mui/MUIA_Boopsi_TagScreen
NAME
MUIA_Boopsi_TagScreen -- (V4 ) [ISG], ULONG
FUNCTION
Unfortunately, most boopsi gadgets need information on
the display environment they will reside in at object
creation time. Due to MUI's concept, this information
is not available that early.
To solve this problem, MUI doesn't generate the boopsi
object instantly, creation is delayed until the window
containing the gadget is opened.
At this time, MUI fills some values about display
environment into the boopsi objects creation tag list.
You have to tell MUI, what tags are actually needed.
With MUIA_Boopsi_TagScreen you can tell MUI where
to fill in a needed Screen structure.
EXAMPLE
If your boopsi gadget needs a pointer to a Screen
structure supplied with the MYBOOPSI_Screen tag,
you would have to specify
BoopsiObject,
RecessedFrame,
...
MUIA_Boopsi_TagScreen, MYBOOPSI_Screen,
...
MYBOOPSI_Screen, 0, /* will be filled later by MUI */
...
GA_Left , 0, /* needs to be there, will */
GA_Top , 0, /* be filled later by MUI */
GA_Width , 0,
GA_Height, 0,
End;
SEE ALSO
MUIA_Boopsi_ClassID, MUIA_Boopsi_TagDrawInfo,
MUIA_Boopsi_TagWindow
Boopsi.mui/MUIA_Boopsi_TagWindow
NAME
MUIA_Boopsi_TagWindow -- (V4 ) [ISG], ULONG
FUNCTION
Unfortunately, most boopsi gadgets need information on
the display environment they will reside in at object
creation time. Due to MUI's concept, this information
is not available that early.
To solve this problem, MUI doesn't generate the boopsi
object instantly, creation is delayed until the window
containing the gadget is opened.
At this time, MUI fills some values about display
environment into the boopsi objects creation tag list.
You have to tell MUI, what tags are actually needed.
With MUIA_Boopsi_TagWindow you can tell MUI where
to fill in a needed Window structure.
EXAMPLE
If your boopsi gadget needs a pointer to a Window
structure supplied with the MYBOOPSI_Window tag,
you would have to specify
BoopsiObject,
RecessedFrame,
...
MUIA_Boopsi_TagWindow, MYBOOPSI_Window,
...
MYBOOPSI_Window, 0, /* will be filled later by MUI */
...
GA_Left , 0, /* needs to be there, will */
GA_Top , 0, /* be filled later by MUI */
GA_Width , 0,
GA_Height, 0,
End;
SEE ALSO
MUIA_Boopsi_ClassID, MUIA_Boopsi_TagDrawInfo,
MUIA_Boopsi_TagWindow