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Almathera Ten Pack 3: CDPD 3
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Gadgets
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Example3.c
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C/C++ Source or Header
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1990-01-30
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9KB
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240 lines
/* Example3 */
/* 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 the text */
/* "PRESS ME". The on/off state of the gadget is toggled each time the */
/* user hitts the gadget. */
#include <intuition/intuition.h>
struct IntuitionBase *IntuitionBase;
/* The coordinates for the box: */
SHORT my_points[]=
{
0, 0, /* Start at position (0,0) */
70, 0, /* Draw a line to the right to position (70,0) */
70, 10, /* Draw a line down to position (70,10) */
0, 10, /* Draw a line to the right to position (0,10) */
0, 0 /* Finish of by drawing a line up to position (0,0) */
};
/* The Border structure: */
struct Border my_border=
{
0, 0, /* LeftEdge, TopEdge. */
1, /* FrontPen, colour register 1. */
0, /* BackPen, for the moment unused. */
JAM1, /* DrawMode, draw the lines with colour 1. */
5, /* Count, 5 pair of coordinates in the array. */
my_points, /* XY, pointer to the array with the coordinates. */
NULL, /* NextBorder, no other Border structures are connected. */
};
/* The text string: */
UBYTE my_string[]="PRESS ME";
/* The IntuiText structure: */
struct IntuiText my_text=
{
1, /* FrontPen, colour register 1. */
0, /* BackPen, colour register 0. */
JAM1, /* DrawMode, draw the characters with colour 1, do not */
/* change the background. */
4, 2, /* LeftEdge, TopEdge. */
NULL, /* ITextFont, use default font. */
my_string, /* IText, the text that will be printed. */
/* (Remember my_text = &my_text[0].) */
NULL, /* NextText, no other IntuiText structures are connected. */
};
struct Gadget my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
40, /* LeftEdge, 40 pixels out. */
20, /* TopEdge, 20 lines down. */
71, /* Width, 71 pixels wide. */
11, /* Height, 11 pixels lines heigh. */
GADGHCOMP, /* Flags, when this gadget is highlighted, the gadget */
/* will be rendered in the complement colours. */
/* (Colour 0 (00) will be changed to colour 3 (11) */
/* (Colour 1 (01) - " - 2 (10) */
/* (Colour 2 (10) - " - 1 (01) */
/* (Colour 3 (11) - " - 0 (00) */
GADGIMMEDIATE| /* Activation, our program will recieve a message when */
/* the user has selected this gadget. */
TOGGLESELECT, /* The on/off state of the gadget is toggled each time. */
BOOLGADGET, /* GadgetType, a Boolean gadget. */
(APTR) &my_border, /* GadgetRender, a pointer to our Border structure. */
/* (Since Intuition does not know if this will be a */
/* pointer to a Border structure or an Image structure, */
/* Intuition expects an APTR (normal memory pointer). */
/* We will therefore have to calm down the compiler by */
/* doing some "casting".) */
NULL, /* SelectRender, NULL since we do not supply the gadget */
/* with an alternative image. (We complement the */
/* colours instead) */
&my_text, /* GadgetText, a pointer to our IntuiText structure. */
/* (See chapter 3 GRAPHICS for more information) */
NULL, /* MutualExclude, no mutual exclude. */
NULL, /* SpecialInfo, NULL since this is a Boolean gadget. */
/* (It is not a Proportional/String or Integer gdget) */
0, /* GadgetID, no id. */
NULL /* UserData, no user data connected to the gadget. */
};
/* Declare a pointer to a Window structure: */
struct Window *my_window;
/* Declare and initialize your NewWindow structure: */
struct NewWindow my_new_window=
{
50, /* LeftEdge x position of the window. */
25, /* TopEdge y positio of the window. */
200, /* Width 200 pixels wide. */
100, /* Height 100 lines high. */
0, /* DetailPen Text should be drawn with colour reg. 0 */
1, /* BlockPen Blocks should be drawn with colour reg. 1 */
CLOSEWINDOW| /* IDCMPFlags The window will give us a message if the */
/* user has selected the Close window gad, */
GADGETDOWN, /* or a gadget has been pressed on. */
SMART_REFRESH| /* Flags Intuition should refresh the window. */
WINDOWCLOSE| /* Close Gadget. */
WINDOWDRAG| /* Drag gadget. */
WINDOWDEPTH| /* Depth arrange Gadgets. */
WINDOWSIZING| /* Sizing Gadget. */
ACTIVATE, /* The window should be Active when opened. */
&my_gadget, /* FirstGadget A pointer to my_gadget structure. */
NULL, /* CheckMark Use Intuition's default CheckMark. */
"TOGGLE ME", /* Title Title of the window. */
NULL, /* Screen Connected to the Workbench Screen. */
NULL, /* BitMap No Custom BitMap. */
140, /* MinWidth We will not allow the window to become */
50, /* MinHeight smaller than 140 x 50, and not bigger */
300, /* MaxWidth than 300 x 200. */
200, /* MaxHeight */
WBENCHSCREEN /* Type Connected to the Workbench Screen. */
};
/*************************************************************************/
/* Extra information: */
/* You first need to decide what messages the gadgets should report. */
/* In this case we told the Boolean gadget to send a message if the user */
/* pressed on it. (We sat the flag GADGIMMEDIATE) (The Close window */
/* gadget will always send a message if someone has selected it.) */
/* The important thing to remember is that we need to tell the window */
/* what messages should be allowed to pass by. It was therefore we */
/* needed to set the IDCMP flags GADGETDOWN and CLOSEWINDOW in the */
/* NewWindow structure. */
/*************************************************************************/
main()
{
/* Boolean variable used for the while loop: */
BOOL close_me;
/* Declare a variable in which we will store the IDCMP flag: */
ULONG class;
/* Declare a pointer to an IntuiMessage structure: */
struct IntuiMessage *my_message;
/* Before we can use Intuition we need to open the Intuition Library: */
IntuitionBase = (struct IntuitionBase *)
OpenLibrary( "intuition.library", 0 );
if( IntuitionBase == NULL )
exit(); /* Could NOT open the Intuition Library! */
/* We will now try to open the window: */
my_window = (struct Window *) OpenWindow( &my_new_window );
/* Have we opened the window succesfully? */
if(my_window == NULL)
{
/* Could NOT open the Window! */
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
exit();
}
/* We have opened the window, and everything seems to be OK. */
close_me = FALSE;
/* Stay in the while loop until the user has selected the Close window */
/* gadget: */
while( close_me == FALSE )
{
/* Wait until we have recieved a message: */
Wait( 1 << my_window->UserPort->mp_SigBit );
/* Collect the message: */
my_message = (struct IntuiMessage *) GetMsg( my_window->UserPort );
/* Have we collected the message sucessfully? */
if(my_message)
{
/* After we have collected the message we can read it, and save any */
/* important values which we maybe want to check later: */
class = my_message->Class;
/* After we have read it we reply as fast as possible: */
/* REMEMBER! Do never try to read a message after you have replied! */
/* Some other process has maybe changed it. */
ReplyMsg( my_message );
/* Check which IDCMP flag was sent: */
switch( class )
{
case CLOSEWINDOW: /* The user selected the Close window gadget! */
close_me=TRUE;
break;
case GADGETDOWN: /* The user has pressed on the Boolean gadget. */
printf("Hit\n");
break;
}
}
}
/* We should always close the windows we have opened before we leave: */
CloseWindow( my_window );
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
/* THE END */
}