home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Almathera Ten Pack 3: CDPD 3
/
Almathera Ten on Ten - Disc 3: CDPD3.iso
/
ab20
/
ab20_archive
/
text
/
cmanual.lzh
/
ACM1.lzh
/
Gadgets
/
Example4.c
< prev
next >
Wrap
C/C++ Source or Header
|
1990-01-30
|
12KB
|
318 lines
/* Example4 */
/* 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 two Boolean gadgets with the */
/* text "GADGET 1" and "GADGET 2". */
#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. */
};
/* We can use the same Border structure for both of the gadgets since */
/* they have the same size. */
/************/
/* GADGET 1 */
/************/
/* The first text string: */
UBYTE my_first_string[]="GADGET 1";
/* The IntuiText structure: */
struct IntuiText my_first_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_first_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_first_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 */
RELVERIFY, /* the user has selected this gadget, and when the user */
/* has released it. */
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_first_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. */
};
/************/
/* GADGET 2 */
/************/
/* The second text string: */
UBYTE my_second_string[]="GADGET 2";
/* The IntuiText structure: */
struct IntuiText my_second_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_second_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_second_gadget=
{
&my_first_gadget, /* NextGadget, after this comes my_first_gadget. */
150, /* LeftEdge, 150 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 */
RELVERIFY, /* the user has selected this gadget, and when the user */
/* has released it. */
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_second_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. */
320, /* Width 320 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, or */
GADGETUP, /* a gadge has been released. */
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_second_gadget, /* FirstGadget A pointer to my_second_gadget
/* structure. */
NULL, /* CheckMark Use Intuition's default CheckMark. */
"TOUCH ME", /* Title Title of the window. */
NULL, /* Screen Connected to the Workbench Screen. */
NULL, /* BitMap No Custom BitMap. */
320, /* MinWidth We will not allow the window to become */
50, /* MinHeight smaller than 320 x 50, and not bigger */
640, /* MaxWidth than 640 x 200. */
200, /* MaxHeight */
WBENCHSCREEN /* Type Connected to the Workbench Screen. */
};
main()
{
/* Boolean variable used for the while loop: */
BOOL close_me;
/* Declare a variable in which we will store the IDCMP flag: */
ULONG class;
/* In this example we also need to store the address of the gadget */
/* which sent us the mesage: */
APTR address;
/* we declare a memory pointer (APTR) called address. */
/* 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; /* Save the IDCMP flag. */
address = my_message->IAddress; /* Save the address. */
/* 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 one of the Boolean */
/* gadgets. We have now to check which: */
if( address == (APTR) &my_first_gadget)
printf("Gadget 1 Down\n");
else
printf("Gadget 2 Down\n");
/* We need to do some "casting" here again since APTR is a */
/* normal memory pointer, while &my_first_gadget is a */
/* pointer to a Gadget structure. It is actually the same */
/* thing but we need to explain this for the compiler. */
break;
case GADGETUP: /* The user has released one of the Boolean */
/* gadgets. We have now to check which: */
if( address == (APTR) &my_first_gadget)
printf("Gadget 1 Up\n");
else
printf("Gadget 2 Up\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 */
}