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Almathera Ten Pack 3: CDPD 3
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Gadgets
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Example9.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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232 lines
/* Example9 */
/* 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 Proportional gadget. */
#include <intuition/intuition.h>
struct IntuitionBase *IntuitionBase;
/* THE PROPORTIONAL GADGET's STRUCTURES: */
/* 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. */
-65, 2, /* LeftEdge, TopEdge. */
NULL, /* ITextFont, use default font. */
"Volume:", /* IText, the text that will be printed. */
NULL, /* NextText, no other IntuiText structures. */
};
/* We need to declare an Image structure for the knob, but since */
/* Intuition will take care of the size etc of the knob, we do not need */
/* to initialize the Image structure: */
struct Image my_image;
struct PropInfo my_prop_info=
{
FREEHORIZ| /* Flags, the knob should be moved horizontally, and */
AUTOKNOB, /* Intuition should take care of the knob image. */
0, /* HorizPot, start position of the knob. */
0, /* VertPot, 0 since we will not move the knob hor. */
MAXBODY * 1/64, /* HorizBody, 64 steps. */
0, /* VertBody, 0 since we will not move the knob hor. */
/* These variables are initialized and maintained by Intuition: */
0, /* CWidth */
0, /* CHeight */
0, 0, /* HPotRes, VPotRes */
0, /* LeftBorder */
0 /* TopBorder */
};
struct Gadget my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
80, /* LeftEdge, 80 pixels out. */
30, /* TopEdge, 30 lines down. */
200, /* Width, 200 pixels wide. */
12, /* Height, 12 pixels lines heigh. */
GADGHCOMP, /* Flags, complement the colours. */
GADGIMMEDIATE| /* Activation, our program will recieve a message */
RELVERIFY, /* when the user has selected this gadget, and when */
/* the user has released it. */
PROPGADGET, /* GadgetType, a Proportional gadget. */
(APTR) &my_image,/* GadgetRender, a pointer to our Image structure. */
/* (Intuition will take care of the knob image) */
/* (See chapter 3 GRAPHICS for more information) */
NULL, /* SelectRender, NULL since we do not supply the */
/* gadget with an alternative image. */
&my_text, /* GadgetText, volume. */
NULL, /* MutualExclude, no mutual exclude. */
(APTR) &my_prop_info, /* SpecialInfo, pointer to a PropInfo structure. */
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_gadget, /* FirstGadget A pointer to the String gadget. */
NULL, /* CheckMark Use Intuition's default CheckMark. */
"Proportional Window", /* 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;
/* 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 );
/* We have now recieved one or more messages. */
/* Since we may recieve several messages we stay in the while loop */
/* and collect, save, reply and execute the messages until there is */
/* a pause: */
while(my_message=(struct IntuiMessage *)GetMsg( my_window->UserPort))
{
/* GetMsg will return a pointer to a message if there was one, */
/* else it returns NULL. We will therefore stay in this while loop */
/* as long as there are some messages waiting in the port. */
/* 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. */
/* 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 selected the Prop. gadget: */
printf("Proportional gadget selected.\n");
break;
case GADGETUP: /* The user has released the Prop. gadget: */
printf("Proportional gadget released.\n");
break;
}
}
printf("Volume= %1.0f\n\n", (float) my_prop_info.HorizPot/MAXPOT*64);
}
/* 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 */
}
/*************************************************************************/
/* EXTRA INFORMATION: */
/* We will recieve a message (GADGETDOWN) when the user selects the */
/* knob, and one message (GADGETUP) when the user releases the knob. If */
/* the user on the other hand clicks inside the container (not on the */
/* knob) we will recieve both a GADGETDOWN and a GADGETUP message at the */
/* same time. */
/* It is because of that we need to have a while loop which collects the */
/* messages once one or more has arrived. We can not as before just wait */
/* and then collect one message, since there may be more in the queue. */
/*************************************************************************/