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TABLE OF CONTENTS
Notify.mui/Notify.mui
Notify.mui/MUIA_ApplicationObject
Notify.mui/MUIA_AppMessage
Notify.mui/MUIA_HelpLine
Notify.mui/MUIA_HelpNode
Notify.mui/MUIA_NoNotify
Notify.mui/MUIA_ObjectID
Notify.mui/MUIA_Parent
Notify.mui/MUIA_Revision
Notify.mui/MUIA_UserData
Notify.mui/MUIA_Version
Notify.mui/MUIM_CallHook
Notify.mui/MUIM_Export
Notify.mui/MUIM_FindUData
Notify.mui/MUIM_GetConfigItem
Notify.mui/MUIM_GetUData
Notify.mui/MUIM_Import
Notify.mui/MUIM_KillNotify
Notify.mui/MUIM_KillNotifyObj
Notify.mui/MUIM_MultiSet
Notify.mui/MUIM_NoNotifySet
Notify.mui/MUIM_Notify
Notify.mui/MUIM_Set
Notify.mui/MUIM_SetAsString
Notify.mui/MUIM_SetUData
Notify.mui/MUIM_SetUDataOnce
Notify.mui/MUIM_WriteLong
Notify.mui/MUIM_WriteString
Notify.mui/Notify.mui
Notify class is superclass of all other MUI classes.
It's main purpose is to handle MUI's notification
mechanism, but it also contains some other methods
and attributes useful for every object.
Notify.mui/MUIA_ApplicationObject
NAME
MUIA_ApplicationObject -- (V4 ) [..G], Object *
FUNCTION
You can obtain a pointer to the application object
that some gadget belongs to by using this attribute.
Useful mainly within callback hooks if you do not want
to deal with global variables.
If your object is not currently attached to an application,
you will receive NULL.
SEE ALSO
MUIA_WindowObject
Notify.mui/MUIA_AppMessage
NAME
MUIA_AppMessage -- (V5 ) [..G], struct AppMessage *
FUNCTION
When your window is an AppWindow, i.e. you have set the
MUIA_Window_AppWindow attribute to TRUE, you will be able
to get AppMessages by listening to MUIA_AppMessage.
Whenever an AppMessage arrives, this attribute will
be set to a pointer to that message.
MUIA_AppMessage is object specific. You can e.g. set up
different notifications for different objects in your window,
they will only get exectued when icons are dropped over the
specific object.
If you wait on MUIA_AppMessage with a window object, your
notify will always get executed when icons are dropped on
the window.
Notes:
- You should use the MUIM_CallHook method to call a
hook function when an AppMessage arrives (see below).
The pointer to the AppMessage is valid only as long as
the notification method is executed.
- AppWindows are only possible on the workench screen.
EXAMPLE
/* Call the AppMsgHook when an icon is dropped on a listview */
DoMethod(lvobj,MUIM_Notify,MUIA_AppMessage,MUIV_EveryTime,
lvobj,3,MUIM_CallHook,&AppMsgHook,MUIV_TriggerValue);
/* Call the AppMsgHook when an icon is dropped on the window */
DoMethod(winobj,MUIM_Notify,MUIA_AppMessage,MUIV_EveryTime,
winobj,3,MUIM_CallHook,&AppMsgHook,MUIV_TriggerValue);
SEE ALSO
MUIA_Window_AppWindow, MUIA_Application_DropObject, MUIM_CallHook
Notify.mui/MUIA_HelpLine
NAME
MUIA_HelpLine -- (V4 ) [ISG], LONG
FUNCTION
Define a line in a help file specified with
MUIA_Application_HelpFile.
SEE ALSO
MUIA_Application_HelpFile, MUIA_HelpNode
Notify.mui/MUIA_HelpNode
NAME
MUIA_HelpNode -- (V4 ) [ISG], STRPTR
FUNCTION
Define a node in a help file specified with
MUIA_Application_HelpFile.
SEE ALSO
MUIA_Application_HelpFile, MUIA_HelpLine
Notify.mui/MUIA_NoNotify
NAME
MUIA_NoNotify -- (V7 ) [.S.], BOOL
FUNCTION
If you set up a notify on an attibute to react on user input,
you will also recognize events when you change this attribute
under program control with SetAttrs(). Setting MUIA_NoNotify
together with your attribute will prevent this notification
from being triggered.
NOTE
MUIA_NoNotify is a "one time" attribute. Its only valid during
the current SetAttrs() call!
EXAMPLE
SetAttrs(slider,MUIA_NoNotify,TRUE,MUIA_Slider_Level,26,TAG_DONE);
Notify.mui/MUIA_ObjectID
NAME
MUIA_ObjectID -- (V11) [ISG], ULONG
FUNCTION
This is a synonym for MUIA_ExportID.
SEE ALSO
MUIA_ExportID
Notify.mui/MUIA_Parent
NAME
MUIA_Parent -- (V11) [..G], Object *
FUNCTION
Get a pointer to the parent object of the current object.
The parent obect is always the group/family object which
contains the current object. If an object has no parent
group, this attribute will be NULL.
SEE ALSO
group.mui/MUIA_Group_Child
Notify.mui/MUIA_Revision
NAME
MUIA_Revision -- (V4 ) [..G], LONG
FUNCTION
Get the revision number of an objects class. Although
MUIA_Revision is documented at notify class, you will
of course receive the revision number of the objects true
class.
EXAMPLE
strobj = MUI_NewObject(MUIC_String,...,TAG_DONE);
...
get(strobj,MUIA_Version ,&v);
get(strobj,MUIA_Revision,&r);
printf("String class version %ld.%ld\n",v,r);
SEE ALSO
MUIA_Version
Notify.mui/MUIA_UserData
NAME
MUIA_UserData -- (V4 ) [ISG], ULONG
FUNCTION
A general purpose value to fill in any kind of information.
Notify.mui/MUIA_Version
NAME
MUIA_Version -- (V4 ) [..G], LONG
FUNCTION
Get the version number of an objects class. Although
MUIA_Version is documented at notify class, you will
of course receive the version number of the objects true
class.
EXAMPLE
strobj = MUI_NewObject(MUIC_String,...,TAG_DONE);
...
get(strobj,MUIA_Version ,&v);
get(strobj,MUIA_Revision,&r);
printf("String class version %ld.%ld\n",v,r);
SEE ALSO
MUIA_Revision
Notify.mui/MUIM_CallHook
NAME
MUIM_CallHook (V4 )
SYNOPSIS
DoMethod(obj,MUIM_CallHook,struct Hook *Hook, ULONG param1, /* ... */);
FUNCTION
Call a standard amiga callback hook, defined by a Hook
structure. Together with MUIM_Notify, you can easily
bind hooks to buttons, your hook will be called when
the button is pressed.
The hook will be called with a pointer to the hook
structure in a0, a pointer to the calling object in a2
and a pointer to the first parameter in a1.
INPUTS
Hook pointer to a struct Hook.
param1,... zero or more parameters. The hook function will
receive a pointer to the first parameter in
register a1.
EXAMPLE
standalone:
DoMethod(obj,MUIM_CallHook,&hookstruct,13,42,"foobar","barfoo");
within a notification statement:
DoMethod(propobj,MUIM_Notify,MUIA_Prop_First,MUIV_EveryTime,
propobj,3,MUIM_CallHook,&prophook,MUIV_TriggerValue);
prophook will be called every time the knob is moving and gets
a pointer to the knobs current level in a1.
Notify.mui/MUIM_Export
NAME
MUIM_Export (V12)
SYNOPSIS
DoMethod(obj,MUIM_Export,Object *dataspace);
FUNCTION
This method is called for each object in the application tree
(including menus) during execution of MUIM_Application_Save.
It's purpose is to export an objects "contents" to a dataspace
object for later saving to an IFF file.
If you override this method to export your custom data, you
are supposed to use your MUIA_ObjectID as ID for the dataspace
entry. Don't export if your MUIA_ObjectID is 0.
RESULT
Return 0 if you dont want your superclasses to be able to
import/export any values themselves. Otherwise
return(DoSuperMethodA(cl,obj,msg));
EXAMPLE
ULONG mExport(struct IClass *cl,Object *obj,struct MUIP_Export *msg)
{
struct Data *mydata = INST_DATA(cl,obj);
ULONG id;
ULONG exp=0;
if (id=(muiNotifyData(obj)->mnd_ObjectID))
{
DoMethod(msg->dataspace,MUIM_Dataspace_Add,
&mydata->myvalue,sizeof(LONG),id);
}
return(0);
}
SEE ALSO
MUIM_Import, application.mui/MUIM_Application_Load,
application.mui/MUIM_Application_Save
Notify.mui/MUIM_FindUData
NAME
MUIM_FindUData (V8 )
SYNOPSIS
DoMethod(obj,MUIM_FindUData,ULONG udata);
FUNCTION
This method tests if the MUIA_UserData of the object
contains the given <udata> and returns the object
pointer in this case.
Although this is not very useful for single objects,
performing this method on objects that handle children
can become very handy. In this case, all the children
(any maybe their children) are tested against <udata>
and the first matching object is returned.
This method is especially useful if you created your
menu tree with a NewMenu structure and you want to
find the object pointer for a single menu item.
INPUTS
udata - userdata to look for.
RESULT
A pointer to the first object with the specified user data
or NULL if no object is found.
NOTES
If you have many objects in your application, MUIM_FindUData
may take quite long. You can limit the amount of time
by performing the method not on the application but on the
window or even on the group/family your object is placed in.
SEE ALSO
MUIM_GetUData, MUIM_SetUData
Notify.mui/MUIM_GetConfigItem
NAME
MUIM_GetConfigItem (V11)
SYNOPSIS
DoMethod(obj,MUIM_GetConfigItem,ULONG id, ULONG *storage);
FUNCTION
yet undocumented, complain in the beta mailing list :)
INPUTS
RESULT
BUGS
SEE ALSO
Notify.mui/MUIM_GetUData
NAME
MUIM_GetUData (V8 )
SYNOPSIS
DoMethod(obj,MUIM_GetUData,ULONG udata, ULONG attr, ULONG *storage);
FUNCTION
This method tests if the MUIA_UserData of the object
contains the given <udata> and gets <attr> to
<storage> for itself in this case.
Although this is not very useful for single objects,
performing this method on objects that handle children
can become very handy. In this case, all the children
(any maybe their children) are searched against <udata>
and the first matching objects will be asked for the
specified attribute.
INPUTS
udata - userdata to look for.
attr - attribute to get.
storage - place to store the attribute.
NOTES
If you have many objects in your application, MUIM_GetUData
may take quite long. You can limit the amount of time
by performing the method not on the application but on the
window or even on the group/family your objects are place in.
SEE ALSO
MUIM_SetUData, MUIM_FindUData
Notify.mui/MUIM_Import
NAME
MUIM_Import (V12)
SYNOPSIS
DoMethod(obj,MUIM_Import,Object *dataspace);
FUNCTION
This method is called for each object in the application tree
(including menus) during execution of MUIM_Application_Load.
It's purpose is to import an objects "contents" from a dataspace
object after loading from an IFF file.
If you override this method to import your custom data, you
are supposed to use your MUIA_ObjectID as ID for the dataspace
entry. Don't import if your MUIA_ObjectID is 0.
RESULT
Return 0 if you dont want your superclasses to be able to
import/export any values themselves. Otherwise
return(DoSuperMethodA(cl,obj,msg));
EXAMPLE
ULONG mImport(struct IClass *cl,Object *obj,struct MUIP_Import *msg)
{
struct Data *mydata = INST_DATA(cl,obj);
ULONG id;
ULONG *data;
if (id=(muiNotifyData(obj)->mnd_ObjectID))
{
if (data = (ULONG *)DoMethod(msg->dataspace,MUIM_Dataspace_Find,id))
{
mydata->myvalue = *data;
}
}
return(0);
}
SEE ALSO
MUIM_Import, application.mui/MUIM_Application_Load,
application.mui/MUIM_Application_Save
Notify.mui/MUIM_KillNotify
NAME
MUIM_KillNotify (V4 )
SYNOPSIS
DoMethod(obj,MUIM_KillNotify,ULONG TrigAttr);
FUNCTION
MUIM_KillNotify kills previously given notifications on specific
attributes.
INPUTS
TrigAttr - Attribute for which the notify was specified. If you
set up more than one notify for an attribute, only
the first one will be killed.
EXAMPLE
DoMethod(button,MUIM_KillNotify,MUIA_Pressed);
SEE ALSO
MUIM_Notify
Notify.mui/MUIM_KillNotifyObj
NAME
MUIM_KillNotifyObj (V16)
SYNOPSIS
DoMethod(obj,MUIM_KillNotifyObj,ULONG TrigAttr, Object *dest);
FUNCTION
yet undocumented, complain in the beta mailing list :)
INPUTS
RESULT
BUGS
SEE ALSO
Notify.mui/MUIM_MultiSet
NAME
MUIM_MultiSet (V7 )
SYNOPSIS
DoMethod(obj,MUIM_MultiSet,ULONG attr, ULONG val, APTR obj, /* ... */);
FUNCTION
Set an attribute for multiple objects.
Receiving an attribute/value pair and a list of objects,
this method sets the new value for all the objects in the list.
This is especially useful for disabling/enabling lots of
objects with one singe function call.
The object that executes this method isn't affected!
Note: This method was implemented in version 7 of notify class.
INPUTS
attr attribute to set.
value new value for the attribute.
obj, ... list of MUI objects, terminated with a NULL pointer.
EXAMPLE
/* disable all the address related gadgets... */
DoMethod(xxx, MUIM_MultiSet, MUIA_Disabled, TRUE,
ST_Name, ST_Street, ST_City, ST_Country, ST_Phone, NULL);
/* note that the xxx object doesn't get disabled! */
SEE ALSO
MUIM_Set, MUIM_Notify
Notify.mui/MUIM_NoNotifySet
NAME
MUIM_NoNotifySet (V9 )
SYNOPSIS
DoMethod(obj,MUIM_NoNotifySet,ULONG attr, char *format, ULONG val, /* ... */);
FUNCTION
Acts like MUIM_Set but doesn't trigger any notification.
This can become useful to avoid deadlocks with bi-directional
connections.
INPUTS
attr attribute you want to set.
val value to set the attribute to.
EXMAPLE
DoMethod(editor,MUIM_Notify,EDIT_Top,MUIV_EveryTime,
sbar,3,MUIM_NoNotifySet,MUIA_Prop_First,MUIV_TriggerValue);
DoMethod(sbar,MUIM_Notify,MUIA_Prop_First,MUIV_EveryTime,
editor,3,MUIM_NoNotifySet,EDIT_Top,MUIV_TriggerValue);
SEE ALSO
MUIM_Set
Notify.mui/MUIM_Notify
NAME
MUIM_Notify (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Notify,ULONG TrigAttr, ULONG TrigVal, APTR DestObj, ULONG FollowParams, /* ... */);
FUNCTION
Add a notification event handler to an object. Notification
is essential for every MUI application.
A notification statement consists of a source object,
an attribute/value pair, a destination object and a
notification method. The attribute/value pair belongs
to the source object and determines when the notification
method will be executed on the destination object.
Whenever the source object gets the given attribute set to
the given value (this can happen because of the user
pressing some gadgets or because of your program explicitly
setting the attribute with SetAttrs()), the destination
object will execute the notification method.
With some special values, you can trigger the notification
every time the attribute is changing. In this case, you
can include the triggering attributes value within the
notification method. See below.
One big problem with notification are endless loops.
Imagine you have a prop gadget and want to show its
state with a gauge object. You connect MUIA_Prop_First
with MUIA_Gauge_Max and everything is fine, the gauge
gets updated when the user drags around the gadget. On
the other hand, if your program sets the gauge to a new
value, you might want your prop gadget to immediately
show this change and connect MUIA_Gauge_Max width
MUIA_Prop_First. Voila, a perfect endless loop.
To avoid these conditions, MUI always checks new
attribute values against the current state and
cancels notification when both values are equal.
Thus, setting MUIA_Prop_First to 42 if the prop
gadgets first position is already 42 won't trigger
any notification event.
INPUTS
TrigAttr attribute that triggers the notification.
TrigValue value that triggers the notification. The
special value MUIV_EveryTime makes MUI execute
the notification method every time when
TrigAttr changes. In this case, the special
value MUIV_TriggerValue in the notification
method will be replaced with the value
that TrigAttr has been set to. You can use
MUIV_TriggerValue up to four times in one
notification method. Since version 8 of
muimaster.library, you can also use
MUIV_NotTriggerValue here. In this case,
MUI will replace TRUE values with FALSE
and FALSE values with TRUE. This
can become quite useful when you try to set
"negative" attributes like MUIA_Disabled.
DestObj object on which to perform the notification
method. Either supply a valid object pointer or
one of the following special values (V10) which
will be resolved at the time the event occurs:
MUIV_Notify_Self - notifies the object
itself.
MUIV_Notify_Window - notifies the object's
parent window.
MUIV_Notify_Application - notifies the object's
application.
FollowParams number of following parameters. If you e.g.
have a notification method with three parts
(maybe MUIM_Set,attr,val), you have to set
FollowParams to 3. This allows MUI to copy
the complete notification method into a
private buffer for later use.
... following is the notification method.
EXAMPLE
/*
** Every time when the user releases a button
** (and the mouse is still over it), the button object
** gets its MUIA_Pressed attribute set to FALSE.
** Thats what a program can react on with notification,
** e.g. by openening another window.
*/
DoMethod(buttonobj,MUIM_Notify,
MUIA_Pressed, FALSE, /* attribute/value pair */
windowobj, /* destination object */
3, /* 3 following words */
MUIM_Set, MUIA_Window_Open, TRUE); /* notification method */
/*
** Lets say we want to show the current value of a
** prop gadget somewhere in a text field:
*/
DoMethod(propobj,MUIM_Notify, /* notification is triggered */
MUIA_Prop_First, MUIV_EveryTime /* every time the attr changes */
textobj /* destination object */
4, /* 4 following words */
MUIM_SetAsString, MUIA_Text_Contents,
"value is %ld !", MUIV_TriggerValue);
/* MUIV_TriggerValue will be replaced with the
current value of MUIA_Prop_First */
/*
** Inform our application when the user hits return
** in a string gadget:
*/
DoMethod(stringobj,MUIM_Notify,
MUIA_String_Acknowledge, MUIV_EveryTime,
MUIV_Notify_Application, 2, MUIM_Application_ReturnID, ID_FOOBAR);
Notify.mui/MUIM_Set
NAME
MUIM_Set (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Set,ULONG attr, ULONG val);
FUNCTION
Set an attribute to a value. Normally, you would set
attributes with intuition.library SetAttrs() or with
the OM_SET method as with any other boopsi objects.
But since these calls need a complete tag list, not
just a single attribute/value pair, they are not
useful within a MUIM_Notify method.
INPUTS
attr attribute you want to set.
val value to set the attribute to.
EXMAPLE
DoMethod(strobj,MUIM_Set,MUIA_String_Contents,"foobar");
and
SetAttrs(strobj,MUIA_String_Contents,"foobar",TAG_DONE);
are equal.
SEE ALSO
MUIM_SetAsString, MUIM_Notify, MUIM_NoNotifySet
Notify.mui/MUIM_SetAsString
NAME
MUIM_SetAsString (V4 )
SYNOPSIS
DoMethod(obj,MUIM_SetAsString,ULONG attr, char *format, ULONG val, /* ... */);
FUNCTION
Set a (text kind) attribute to a string. This can be useful
if you want to connect a numeric attribute of an object with
a text attribute of another object.
INPUTS
attr attribute to set.
format C like formatting string, remember to use "%ld" !
val,... one or more paremeters for the format string.
EXAMPLE
stand alone:
DoMethod(txobj,MUIM_SetAsString,MUIA_Text_Contents,
"My name is %s and I am %ld years old.",name,age);
within a notification statement:
DoMethod(propobj,MUIM_Notify,MUIA_Prop_First,MUIV_EveryTime,
txobj,4,MUIM_SetAsString,MUIA_Text_Contents,
"prop gadget shows %ld.",MUIV_TriggerValue);
SEE ALSO
MUIM_Set, MUIM_Notify
Notify.mui/MUIM_SetUData
NAME
MUIM_SetUData (V8 )
SYNOPSIS
DoMethod(obj,MUIM_SetUData,ULONG udata, ULONG attr, ULONG val);
FUNCTION
This method tests if the MUIA_UserData of the object
contains the given <udata> and sets <attr> to
<val> for itself in this case.
Altough this is not very useful for single objects,
performing this method on objects that handle children
can become very handy. In this case, all the children
(any maybe their children) are tested against <udata>
and all matching objects will get the attribute set.
If you e.g. want to clear several string gadgets in
your applciation at once, you simply give them the
same MUIA_UserData and use
DoMethod(app,MUIM_SetUData,MyUDATA,MUIA_String_Contents,NULL);
INPUTS
udata - userdata to look for.
attr - attribute to set.
val - value to set attribute to.
NOTES
If you have many objects in your application, MUIM_SetUData
may take quite long. You can limit the amount of time
by performing the method not on the application but on the
window or even on the group your gadgets are place in.
SEE ALSO
MUIM_GetUData, MUIM_FindUData, MUIM_SetUDataOnce
Notify.mui/MUIM_SetUDataOnce
NAME
MUIM_SetUDataOnce (V11)
SYNOPSIS
DoMethod(obj,MUIM_SetUDataOnce,ULONG udata, ULONG attr, ULONG val);
FUNCTION
This method performs like MUIM_SetUData, but stops when it has
found an object with the given user data. If you don't have
objects with equal user datas and don't rely on setting all
of them, MUIM_SetUDataOnce is preferrable because it's more
efficient.
SEE ALSO
MUIM_SetUData, MUIM_GetUData
Notify.mui/MUIM_WriteLong
NAME
MUIM_WriteLong (V6 )
SYNOPSIS
DoMethod(obj,MUIM_WriteLong,ULONG val, ULONG *memory);
FUNCTION
This method simply writes a longword somewhere to memory.
Although this seems quite useless, it might become handy
if used within a notify statement. For instance, you could
easily connect the current level of a slider with some
member of your programs data structures.
INPUTS
val - value to write
memory - location to write the value to
EXAMPLE
/* Let the slider automagically write its level to a variable */
static LONG level;
DoMethod(slider,MUIM_Notify,MUIA_Slider_Level,MUIV_EveryTime,
slider,3,MUIM_WriteLong,MUIV_TriggerValue,&level);
SEE ALSO
MUIM_WriteString, MUIM_Notify
Notify.mui/MUIM_WriteString
NAME
MUIM_WriteString (V6 )
SYNOPSIS
DoMethod(obj,MUIM_WriteString,char *str, char *memory);
FUNCTION
This method simply copies a string somewhere to memory.
Although this seems quite useless, it might become handy
if used within a notify statement. For instance, you could
easily connect the current contents of a string gadget
with some member of your programs data structures.
Note: The string is copied with strcpy(), you must assure
that the destination points to enough memory.
INPUTS
str - string to copy
memory - location to write the value to
EXAMPLE
static char buffer[256];
DoMethod(string,MUIM_Notify,MUIA_String_Contents,MUIV_EveryTime,
string,3,MUIM_WriteString,MUIV_TriggerValue,buffer);
SEE ALSO
MUIM_WriteLong, MUIM_Notify