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Almathera Ten Pack 3: CDPD 3
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Gadgets
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Example5.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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308 lines
/* Example5 */
/* 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 two */
/* Image structures connected to it. Each time the user clicks on the */
/* gadget it will change images, lamp on/lamp off. */
/* Since the program is using Intuition we need to include this file: */
#include <intuition/intuition.h>
struct IntuitionBase *IntuitionBase;
/* The Image data for the dark lamp: */
/* Remember that Image data must ALWAYS be placed in chip memory: */
USHORT chip lamp_off_data[84]=
{
0x00FF,0x8000, /* Bitplane ZERO */
0x0700,0x7000,
0x18F0,0x0C00,
0x27E0,0x0200,
0x4800,0x0100,
0x9100,0x4080,
0x90AA,0x8080,
0x8080,0x8080,
0x4041,0x0100,
0x2041,0x0200,
0x1822,0x0C00,
0x0622,0x3000,
0x01FF,0xC000,
0x0150,0x2000,
0x0205,0x4000,
0x0150,0x2000,
0x0205,0x4000,
0x0150,0x2000,
0x0205,0x4000,
0x01FF,0x8000,
0x003C,0x0000,
0x0000,0x0000, /* Bitplane ONE */
0x00FF,0x8000,
0x070F,0xF000,
0x181F,0xFC00,
0x37FF,0xFE00,
0x6EFF,0xBF00,
0x6F55,0x7F00,
0x7F7F,0x7F00,
0x3FBE,0xFE00,
0x1FBE,0xFC00,
0x07DD,0xF000,
0x01DD,0xC000,
0x0000,0x0000,
0x00AF,0xC000,
0x01FA,0x8000,
0x00AF,0xC000,
0x01FA,0x8000,
0x00AF,0xC000,
0x01FA,0x8000,
0x0000,0x0000,
0x0000,0x0000
};
/* The Image structure for the dark lamp: */
struct Image lamp_off=
{
0, 0, /* LeftEdge, TopEdge */
25, 21, /* Width, Height */
2, /* Depth */
lamp_off_data, /* ImageData */
0x03, 0x00, /* PlanePick, PlaneOnOff */
NULL /* NextImage */
};
/* The Image data for the light lamp: */
/* Remember that Image data must ALWAYS be placed in chip memory: */
USHORT chip lamp_on_data[84]=
{
0x00FF,0x8000, /* Bitplane ZERO */
0x07FF,0xF000,
0x1FFF,0xFC00,
0x3FFF,0xFE00,
0x7FFF,0xFF00,
0xFFFF,0xFF80,
0xFFFF,0xFF80,
0xFFFF,0xFF80,
0x7FFF,0xFF00,
0x3FFF,0xFE00,
0x1FFF,0xFC00,
0x07FF,0xF000,
0x01FF,0xC000,
0x0150,0x2000,
0x0205,0x4000,
0x0150,0x2000,
0x0205,0x4000,
0x0150,0x2000,
0x0205,0x4000,
0x01FF,0x8000,
0x003C,0x0000,
0x0000,0x0000, /* Bitplane ONE */
0x00FF,0x8000,
0x070F,0xF000,
0x181F,0xFC00,
0x37FF,0xFE00,
0x6CFF,0x9F00,
0x6E00,0x3F00,
0x7E7F,0x3F00,
0x3F3E,0x7E00,
0x1F3E,0x7C00,
0x079C,0xF000,
0x019C,0xC000,
0x0000,0x0000,
0x00AF,0xC000,
0x01FA,0x8000,
0x00AF,0xC000,
0x01FA,0x8000,
0x00AF,0xC000,
0x01FA,0x8000,
0x0000,0x0000,
0x0000,0x0000
};
/* The Image structure for the light lamp: */
struct Image lamp_on=
{
0, 0, /* LeftEdge, TopEdge */
25, 21, /* Width, Height */
2, /* Depth */
lamp_on_data, /* ImageData */
0x03, 0x00, /* PlanePick, PlaneOnOff */
NULL /* NextImage */
};
struct Gadget my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
40, /* LeftEdge, 40 pixels out. */
20, /* TopEdge, 20 lines down. */
25, /* Width, 25 pixels wide. */
21, /* Height, 21 pixels lines heigh. */
GADGHIMAGE| /* Flags, display an alternative image when selected. */
GADGIMAGE, /* The gadget should be rendered as an Image. */
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) &lamp_off, /* GadgetRender, a pointer to our unselected Image. */
/* (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". We tell the compiler that */
/* the pointer to the Image structure is the same thing */
/* as a memory pointer (APTR). */
(APTR) &lamp_on, /* SelectRender, a pointer to the alternative image. */
NULL, /* GadgetText, no text connected to this gadget. */
NULL, /* MutualExclude, no mutual exclude. */
NULL, /* SpecialInfo, NULL since this is a Boolean gadget. */
/* (It is not a Proportional/String or Integer gadget) */
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. */
"ENLIGHTEN 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. */
};
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. */
/* Is the lamp on? */
/* We check if the SELECTED bit is set: */
if(my_gadget.Flags & SELECTED)
printf("Lamp: ON\n");
else
printf("Lamp: OFF\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 */
}