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4 GADGETS
4.1 INTRODUCTION
In this chapter we will look at how the user can communicate
with the program. All programs which uses Intuition should,
if possible, be controlled by a mouse, since it is the most
commonly used input device. Intuition's Gadgets will play a big
role here.
A gadget can be a "button" which the user can click on, but it
can also be a small knob which can be dragged (like a volume
control on a radio). A gadget can even be a box where the user
can enter a text string or a value. The advantages of using
gadgets are almost uncountable. They are very well supported by
Intuition which means that your program does hardly need to do
anything, but still have an outstanding user interface which
is both easy to understand as well as use.
4.2 DIFFERENT TYPES OF GADGETS
There exist two types of gadgets: System gadgets, which we
already have discussed in chapter 2.3 SYSTEM GADGETS, and
Custom gadgets. For every window System gadgets always look
the same, and are always placed in the same places. Custom
Gadgets, however, can be placed wherever you want, and it is
you who decide how they should look like.
4.3 CUSTOM GADGETS
There exist four different types of Custom gadgets:
- Boolean gadget On/Off (True/False) button.
- Proportional gadget A small knob which can be moved around
inside a container.
- String gadgets Gadget which enables the user to enter
a string.
- Integer gadget Same as the String gadget, except that
the user can only enter integer numbers.
4.3.1 GRAPHICS FOR CUSTOM GADGETS
You can render the gadget with help of the high-level graphics
utilities which are supported by Intuition (See chapter 3
GRAPHICS for more information). You can render the gadget with
help of a Border structure, or an Image structure. You can even
have a different rendering when the gadget is selected,
highlighted.
It is of course possible to open gadgets with no rendering at
all. The Drag gadget (System gadget) is a good example.
4.3.2 POSITION
You can position the gadget everywhere on the display. The
position is normally relative to the top left corner of the
displaying element (Window, Requester etc). If you want you
can position the gadget relative to some other sides than the
top left corner:
If you want the gadget to be placed 10 pixels out and 20 lines
down from the top left corner of a window, you set LeftEdge to
10, and TopEdge to 20. (LeftEdge etc are elements in the Gadget
structure which is described later in the chapter.)
If you on the other hand want the gadget to always be 20 pixels
above the bottom border of the window, and 10 pixels to the left
of the right border, you set LeftEdge to -10 and TopEdge to -20
together with the Flags GRELRIGHT and GRELBOTTOM. (More about
this later.)
4.3.3 SIZE
You decide the width and height of the gadget (the select box
of the gadget) by setting the Width and Height variables as
desired.
If you set the Height to 25, the gadget will be 25 lines high.
If you on the other hand set the Height to -25 and you set the
GRELHEIGHT flag, the gadget will always be 25 lines smaller
than the containing element (window etc).
Same applies for the Width. If you set the Width to 50, the
gadget will always be 50 pixels wide.
If you on the other hand set the Width to be -50 and you set
the flag GRELWIDTH, the gadget will always be 50 pixels smaller
than the containing element.
4.4 INITIALIZE A CUSTOM GADGET
When you want to use a Custom gadget you need to declare and
initialize a Gadget structure which look like this:
struct Gadget
{
struct Gadget *NextGadget;
SHORT LeftEdge, TopEdge, Width, Height;
USHORT Flags;
USHORT Activation;
USHORT GadgetType;
APTR GadgetRender;
APTR SelectRender;
struct IntuiText *GadgetText;
LONG MutualExclude;
APTR SpecialInfo;
USHORT GadgetID;
APTR UserData;
}
NextGadget: A pointer to the next gadget in the list if
there exist one, else NULL.
LeftEdge, TopEdge: Position of the gadget's select box relative
to the displaying element.
Width, Height: Width and height of the gadget's select box.
Flags: You must set one of the following four
highlighting flags: (The gadget is
highlighted when it is selected)
GADGHCOMP: Complement the colours of all
pixels in the gadget's select
box.
GADGHBOX: Draw a box around the the
gadget's select box.
GADGHIMAGE: Display an alternative Image/
Border.
GADGHNONE: No highlighting.
If the gadget should be rendered as an Image
set the flag GADGIMAGE, otherwise (render it
with a Border structure, or no rendering at
all) clear this flag.
If you want the position and/or size of the
gadget to be relative to the size of the
displaying element, set the desired flags:
GRELBOTTOM: TopEdge is used as an offset
relative to the bottom of the
displaying element, instead of
an offset relative to the top of
the displaying element.
GRELRIGHT: LeftEdge is used as an offset
relative to the right edge of
the displaying element, instead
of an offset relative to the
left edge of the displaying
element.
GRELWIDTH: Width describes an increment to
the width of the displaying
element, instead of describing
the absolute width of the
gadget.
GRELRIGHT: Height describes an increment
to the height of the displaying
element, instead of describing
the absolute height of the
gadget.
If this gadget is a toggle-select gadget
(see Activation flags) you can set the
SELECTED flag, and the gadget will be
selected and highlighted when opened. If
not, the gadget will be unselected and non-
highlighted when opened.
You can also examine this field to see if
the SELECTED flag is set or not. If it is
set, the gadget is selected, else it is
unselected.
If you want that the gadget should be
disabled when opened, you set the flag
GADDISABLED. Your program can later change
this by calling the functions OnGadget()
(enables the gadget) and OffGadget()
(disables the gadget).
Activation: Set the flags for the desired effects:
(More about these later...)
GADGIMMEDIATE: If you want your program to
know immediately when the
user selects this gadget, you
should set this flag.
RELVERIFY: If you want your program to
receive a message when the
user releases the gadget and
the pointer is still inside
the gadget's select box, you
should set this flag.
FOLLOWMOUSE: Set this flag if you want
your program to receive mouse
positions every time the user
moves the mouse while this
gadget is selected.
TOGGLESELECT: Each time the user selects
this gadget, the on/off state
of the gadget (as well as the
image) is toggled. Your
program can later check the
status of the gadget by
examining the SELECTED bit in
the Flags field.
BOOLEXTEND: Set this flag if your gadget
has a BoolInfo structure
connected to it.
If your gadget is connected to a window you
can set the following flags in order to
change the size of the window's borders.
(You can then put the gadget there.):
RIGHTBORDER: The width of the window's
right border is calculated
with help of the gadget's
position and width.
LEFTBORDER: The width of the window's
left border is calculated
with help of the gadget's
position and width.
TOPBORDER: The height of the window's
top border is calculated
with help of the gadget's
position and height.
BOTTOMBORDER: The height of the window's
bottom border is calculated
with help of the gadget's
position and height.
If this gadget is connected to a requester
you can set the ENDGADGET flag. The
requester will only go away when a gadget
with the ENDGADGET flag has been selected.
(See chapter 5 REQUESTERS for more
information about gadgets connected to
requesters.)
Intuition will only care about these flags
if the gadget is a String/Integer gadget:
STRINGRIGHT: Set this flag if you want the
characters in the string to
be right-justified.
STRINGCENTER: Set this flag if you want the
characters in the string to
be center-justified.
(The default is left-justified.)
LONGINT: Set this flag if you want
that the user should only be
able to enter a 32-bit signed
integer value.
ALTKEYMAP: Set this flag if you want to
use an alternative keymap.
Remember to give the AltKeyMap
pointer in the StringInfo
structure a pointer to the
keymap.
GadgetType: You must set one of the following three
flags:
BOOLGADGET: Set this flag if you want a
Boolean gadget.
STRGADGET: Set this flag if you want a
String/Integer gadget. If you
want an Integer gadget you
also need to set the
Activation flag LONGINT.
PROPGADGET: Set this flag if you want a
Proportional gadget.
The following two flags are only for gadgets
connected to Gimmezerozero windows and
requesters.
GZZGADGET: If the gadget is connected to
a Gimmezerozero window and
you have set this flag, the
gadget will be put in the
outer window, and will not
destroy any drawings etc in
the inner window.
REQGADGET: Set this flag if the gadget
is connected to a requester.
GadgetRender: A pointer to an Image or Border structure
(See chapter 3 GRAPHICS for more information)
which will be used to render the gadget. (If
you supply a pointer to an Image structure
you need to set the Flags variable to
GADGIMAGE.) Set it to NULL if you do not
want to supply the gadget with any graphics.
SelectRender: A pointer to an alternative Image or Border
structure which will be used when the gadget
is highlighted. Remember to set the
GADGHIMAGE bit in the Flags variable if you
want to use an alternative Image/Border.
(GadgetRender and SelectRender must point to
the same type of data. If you have specified
that you want to use an Image for the
GadgetRender (GADGIMAGE), SelectRender must
then also point to an Image structure.)
GadgetText: A pointer to an IntuiText structure (See
chapter 3 GRAPHICS for more information)
which will be used to print some text in the
gadget. Set it to NULL if you do not want
any text connected to your gadget.
MutualExclude: This field represent the first 32 gadgets
in the list. If this gadget is selected,
all specified gadgets in the MutualExclude
field are deselected automatically. For
example, if you want that gadget number 0,
2, 5 and 8 should be deselected (mutual
excluded) when this gadget is selected, the
MutualExclude field should be set to 293.
( 293(d) == 100100101(b) )
Remember, the mutual exclude works only with
toggle-select gadgets.
SpecialInfo: If the gadget is a Proportional gadget you
should here give Intuition a pointer to a
PropInfo structure, or if the gadget is a
String (Integer) gadget you should give
Intuition a pointer to a StringInfo
structure.
If the gadget is a Boolean gadget you can
connect a BoolInfo structure which will
place a mask on the gadget's select box.
(See below for more information.)
GadgetID This variable is left for your own use.
Intuition ignores this field.
UserData: A pointer to any structure you may want
to connect to the gadget. Intuition ignores
this field.
4.5 BOOLEAN GADGET
If you want a Boolean gadget you should declare and initialize
the Gadget structure something like this:
struct my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
40, /* LeftEdge, 40 pixels out. */
20, /* TopEdge, 20 lines down. */
60, /* Width, 60 pixels wide. */
20, /* Height, 20 pixels lines high. */
GADGHCOMP, /* Flags, when this gadget is highlighted, */
/* the gadget will be rendered in the */
/* complement colours: */
/* (Colour 0 (00) will become colour 3 (11) */
/* (Colour 1 (01) - " - 2 (10) */
/* (Colour 2 (10) - " - 1 (01) */
/* (Colour 3 (11) - " - 0 (00) */
GADGIMMEDIATE| /* Activation, our program will receive a */
RELVERIFY, /* message when the user has selected this */
/* gadget, and when the user has released */
/* it. */
BOOLGADGET, /* GadgetType, a Boolean gadget. */
&my_border, /* GadgetRender, a pointer to our Border */
/* structure. */
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. */
NULL, /* MutualExclude, no mutual exclude. */
NULL, /* SpecialInfo, no BoolInfo connected to it. */
0, /* GadgetID, no id. */
NULL /* UserData, no user data connected to the */
/* gadget. */
};
It is possible to connect a mask to a Boolean gadget. In that
case the gadget would only be selected when the user clicks
inside the selected (masked) area, and only that area would be
highlighted. If you want to connect a mask to a Boolean gadget
you need to declare and initialize a BoolInfo structure
together with its mask.
The BoolInfo structure look like this:
struct BoolInfo
{
USHORT Flags;
UWORD *Mask;
ULONG Reserved;
};
Flags: There exist only one flag for the moment: BOOLMASK.
Mask: Pointer to the binary mask. (The width and height of
the mask must be the same as the width and height of
the select box.)
Reserved: This field is reserved and should therefore be set
to 0.
The binary mask is built up as an Image plane. Only the
selected (1's) parts of the mask will be sensitive and
highlighted.
A mask for a gadget with the width of 16 pixels, and the height
of 8 pixels can look something like this: (Only the inner part
of the select box will be sensitive and highlighted.)
Mask 16-Bit memory words Hexadecimal
------------------------------------------------------
0000001111000000 0000 0011 1100 0000 03C0
0000111111110000 0000 1111 1111 0000 0FF0
0011111111111100 0011 1111 1111 1100 3FFC
1111111111111111 1111 1111 1111 1111 FFFF
1111111111111111 1111 1111 1111 1111 FFFF
0011111111111100 0011 1111 1111 1100 3FFC
0000111111110000 0000 1111 1111 0000 0FF0
0000001111000000 0000 0011 1100 0000 03C0
The mask would in this case be declared/initialized like this:
UWORD my_mask[]=
{
0x03C0,
0x0FF0,
0x3FFC,
0xFFFF,
0xFFFF,
0x3FFC,
0x0FF0,
0x03C0
};
See Example6 for more information about the BoolInfo structure.
4.6 STRING/INTEGER GADGET
String and Integer gadgets are a bit more complicated to
declare since you need to supply the Gadget structure with a
StringInfo structure. However, String and Integer gadgets
allows the user to enter a string or an integer value without
much effort from your side. Intuition takes care of most of the
work, and you almost only need to decide how long and where the
string gadget should be.
4.6.1 STRINGINFO STRUCTURE
The StringInfo structure look like this:
struct StringInfo
{
UBYTE *Buffer;
UBYTE *UndoBuffer;
SHORT BufferPosition;
SHORT MaxChars;
SHORT DispPos;
SHORT UndoPos;
SHORT NumChars;
SHORT DispCount;
SHORT CLeft, CTop;
struct Layer *LayerPtr;
LONG LongInt;
struct KeyMap *AltKeyMap;
};
Buffer: A pointer to a NULL-terminated string.
UndoBuffer: A pointer to a NULL-terminated string which
is used by Intuition to store an undo string.
This must be at least as long as the Buffer
string. When the user selects this gadget
Intuition makes a copy of the Buffer string
which will be copied back if the user
presses AMIGA + Q. Since only one String/
Integer gadget can be active at a time
several String/Integer gadgets can use the
same undo string.
MaxChars: The maximum number of characters which may
be entered. (Number of characters in the
buffer + the NULL '\0' sign.)
BufferPos: Cursor position in the buffer string.
DispPos: Position of the first character which is
displayed.
These variables are initialized and maintained by Intuition:
UndoPos: Cursor position in the undo string.
NumChars: Current number of characters in the buffer.
DispCount: Current number of visible characters in the
container.
CLeft, CTop: Top left offset of the container.
LayerPtr: Pointer to the Layer structures.
LongInt: If this is an Integer gadget you can examine
the value here to find out what the user has
entered.
AltKeyMap: A pointer to an alternative keymap.
(Remember to set the flag ALTKEYMAP in the
Activation field.)
4.6.2 INITIALIZE A STRING/INTEGER GADGET
This is an example on how you can initialize a string gadget:
UBYTE my_buffer[50];
UBYTE my_undo_buffer[50];
struct StringInfo my_string_info=
{
my_buffer, /* Buffer, pointer to a NULL-terminated s. */
my_undo_buffer, /* UndoBuffer, pointer to a NULL- */
/* terminated string. (Remember my_buffer */
/* is equal to &my_buffer[0]) */
0, /* BufferPos, initial position of the */
/* cursor. */
50, /* MaxChars, 49 characters + NULL-sign. */
0, /* DispPos, first character in the string */
/* should be first character in the */
/* display. */
/* Intuition initializes and maintains these variables: */
0, /* UndoPos */
0, /* NumChars */
0, /* DispCount */
0, 0, /* CLeft, CTop */
NULL, /* LayerPtr */
NULL, /* LongInt */
NULL, /* AltKeyMap */
};
struct Gadget my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
68, /* LeftEdge, 68 pixels out. */
30, /* TopEdge, 30 lines down. */
198, /* Width, 198 pixels wide. */
8, /* Height, 8 pixels lines high. */
GADGHCOMP, /* Flags, draw the select box in the */
/* complement colours. Note: it is actually */
/* only the cursor which will be drawn in */
/* the complement colours (yellow). If you */
/* set the flag GADGHNONE the cursor will */
/* not be highlighted, and the user will */
/* therefore not be able to see it. */
GADGIMMEDIATE| /* Activation, our program will receive a */
RELVERIFY, /* message when the user has selected this */
/* gadget, and when the user has released */
/* it. */
STRGADGET, /* GadgetType, a String gadget. */
&my_border, /* GadgetRender, a pointer to our Border */
/* structure. */
NULL, /* SelectRender, NULL since we do not */
/* supply the gadget with an alternative */
/* image. */
&my_text, /* GadgetText, a pointer to our IntuiText */
/* structure. */
NULL, /* MutualExclude, no mutual exclude. */
&my_string_info,/* SpecialInfo, a pointer to a StringInfo */
/* structure. */
0, /* GadgetID, no id. */
NULL /* UserData, no user data connected to the */
/* gadget. */
};
The only difference between declaring and initializing a String
gadget and an Integer gadget, is that when you initialize an
Integer gadget you also need to:
1. Set the flag LONGINT in the Activation field.
2. Copy an integer string into the buffer string.
eg: strcpy( my_buffer, "0" );
4.6.3 USING A STRING/INTEGER GADGET
Once you have declared and initialized the appropriate
structures Intuition takes care of everything else. While the
user is entering a string he/she can even use some special
keys:
------------------------------------------------------------
| <- Moves the cursor to the left. |
| -> Moves the cursor to the right. |
| SHIFT and <- Moves the cursor to the beginning of the |
| string. |
| SHIFT and -> Moves the cursor to the end of the string. |
| BACKSPACE Deletes the character to the left of the |
| cursor. |
| DEL Deletes the character under the cursor. |
| AMIGA and Q Undo the last changes of the string. |
| AMIGA and X Clears the buffer string. |
| RETURN Releases the gadget. If we have set the |
| activation flag RELVERIFY we will receive |
| a message telling us that the user has |
| finished. |
------------------------------------------------------------
4.7 PROPORTIONAL GADGET
A proportional gadget is roughly a knob which can be moved
horizontally, vertically or both inside a container. It can be
like a volume control on a radio, or it can be used to show the
user how much more data there exist in the file etc.
4.7.1 PROPINFO STRUCTURE
The PropInfo structure look like this:
struct PropInfo
{
USHORT Flags;
USHORT HorizPot;
USHORT VertPot;
USHORT HorizBody;
USHORT VertBody;
USHORT CWidth;
USHORT CHeight;
USHORT HPotRes, VPotRes;
USHORT LeftBorder;
USHORT TopBorder;
};
Flags: You normally should set one or both of the
following two bits:
FREEHORIZ Set this bit if you want the
user to be able to move the
knob horizontally.
FREEVERT Set this bit if you want the
user to be able to move the
knob vertically.
AUTOKNOB Set this bit if you want that
the size of the knob to be
controlled by Intuition.
(HorizBody and VertBody
affects the size of the
Autoknob.)
- If you want to use
Intuition's Autoknob you
should give GadgetRender a
pointer to an Image structure.
(You do not need to initialize
the Image structure since
Intuition takes care of it.)
- If you on the other hand
would like to use your own
knob image, you give
GadgetRender a pointer to your
Image structure, which you have
initialized yourself.
PROPBORDERLESS Set this bit if you do not
want any border around the
container.
KNOBHIT This is a flag which is set by
Intuition if this gadget is
selected.
HorizPot: This variable contains the actual
(horizontally) proportional value. If the
user has moved the knob 25% to the right,
HorizPot is 25% of MAXPOT (0xFFFF).
(0xFFFF * 0.25 = 0x3FFF)
VertPot: Same as HorizPot except that this is the
vertically proportional value.
HorizBody: Describes how much HorizPot should change
every time the user clicks inside the
container. If the volume of a melody can be
between 0-63 (64 steps), HorizPot should
change 1/64 each time. The HorizBody should
therefore be initialized to:
1/64 * MAXBODY (0xFFFF) == 3FF
HorizBody describes also how much the user
can see/use of the entire data. For example,
if you have a list of 32 file names, and the
user only can see 8 names at one time (25%),
the knob (AUTOKNOB) should fill 25% of the
container. HorizBody should in this case be
initialized to:
MAXBODY * 8 / 32 (25% of 0xFFFF) == 3FFFF
VertBody: Same as HorizBody except that it affects
VertPot, and the vertical size of the knob
(AUTOKNOB).
These variables are initialized and maintained by Intuition:
CWidth: Width of the container.
CHeight: Height of the container.
HPotRes, VPotRes: Pot increments.
LeftBorder: Position of the container's left border.
TopBorder: Position of the container's top border.
4.7.2 INITIALIZE A PROPORTIONAL GADGET
This is an example on how you can initialize a proportional
gadget which can, for example, be used to change the volume of
a melody (64 positions):
/* 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 */
AUTOKNOB, /* horizontally, and 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 vertically. */
MAXBODY * 1/64, /* HorizBody, 64 steps. */
0, /* VertBody, 0 since we will not move the */
/* knob vertically. */
/* 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. */
80, /* LeftEdge, 80 pixels out. */
30, /* TopEdge, 30 lines down. */
200, /* Width, 200 pixels wide. */
12, /* Height, 12 pixels lines high. */
GADGHCOMP, /* Flags, no highlighting. */
GADGIMMEDIATE| /* Activation, our program will receive a */
RELVERIFY, /* message when the user has selected this */
/* gadget, and when the user has released */
/* it. */
PROPGADGET, /* GadgetType, a Proportional gadget. */
&my_image, /* GadgetRender, a pointer to our Image */
/* structure. (Intuition will take care */
/* of the knob image. See chapter 3 */
/* GRAPHICS for more information about */
/* images.) */
NULL, /* SelectRender, NULL since we do not */
/* supply the gadget with an alternative */
/* image. */
&my_text, /* GadgetText, pointer to a IntuiText */
/* structure. */
NULL, /* MutualExclude, no mutual exclude. */
&my_prop_info, /* SpecialInfo, pointer to a PropInfo */
/* structure. */
0, /* GadgetID, no id. */
NULL /* UserData, no user data connected to */
/* the gadget. */
};
4.8 MONITORING THE GADGETS
Once you have decided which gadgets to use and how they should
look like, it is time to decide what information they should
send to your program. You need to decide if they should send a
message when the user has selected them, or when the user has
released them etc. All this work with handling the input can be
easily done with help of Intuition's IDCMP system. IDCMP stands
for Intuition's Direct Communications Message Ports system.
Hard name but very easy use.
The IDCMP system is also explained, in more detail, in chapter
8 IDCMP.
If you want to use the IDCMP system you only need to follow
these steps:
1. Decide what events your gadget should report. You do it by
setting the appropriate flags in the Activation field in the
Gadget structure:
GADGIMMEDIATE Set this flag if you want your program to
receive a message immediately when the user
selects this gadget.
RELVERIFY Set this flag if you want your program to
receive a message when the user releases
(while still pointing at it) this gadget. If
the user releases the gadget after having
moved away the pointer from the select box,
your program will not receive any message.
FOLLOWMOUSE Set this flag if you want your program to
receive a message every time the mouse is
moved while this gadget is selected.
2. If the gadgets are connected to a window you need to tell
Intuition which messages should be allowed to pass by. You
do it by setting the appropriate flags in the IDCMPFlags
field in the NewWindow structure:
GADGETDOWN If a gadget connected to a window has the
GADGIMMEDIATE flag set, you should set the
GADGETDOWN flag.
GADGETUP If a gadget connected to a window has the
RELVERIFY flag set, you should set the
GADGETUP flag.
MOUSEMOVE If a gadget connected to a window has the
FOLLOWMOUSE flag set, you should set the
MOUSEMOVE flag.
CLOSEWINDOW If you have connected the Close window gadget
(System gadget) to your window, you can set
this bit, and your program will receive a
message when the user selects this gadget.
Remember, Intuition does not close the window
automatically when the user clicks on the
Close window gadget. It is up to your program
to decide what to do when you receive a
CLOSEWINDOW event. (See Example1)
3. Once your program is running it is time to try to collect
and examine the messages sent to us by Intuition. One very
commonly used way of doing it is to put the program to sleep
[ Wait() ] and it will wake first when a message has
arrived. We will then try to collect it [ GetMsg() ], and
then (if success) examine the message. When we are finished
with it we send it back [ ReplyMsg() ] so Intuition can send
us another message if there is one. We can then put the
program to sleep again, and so on.
When we collect a message with help of the function GetMsg() we
actually receive a pointer to an IntuiMessage structure or NULL
if there was nothing for us. The IntuiMessage structure look
like this:
struct IntuiMessage
{
struct Message ExecMessage;
ULONG Class;
USHORT Code;
USHORT Qualifier;
APTR IAddress;
SHORT MouseX, MouseY;
ULONG Seconds, Micros;
struct Window *IDCMPWindow;
struct IntuiMessage *SpecialLink;
};
This structure is fully explained in chapter 8 IDCMP, so you do
not need to bother so much about it for the moment. However,
there is two variables in the structure that we need to
understand. They are:
Class: When a message is sent this field contains the
reason for why it was sent. It contains an IDCMP
flag which tells us what has happened. For
example, if the user has selected a gadget with
the GADGIMMEDIATE flag set, this variable is
equal to GADGETDOWN.
IAddress: This is a pointer to the gadget (or similar)
which sent the message. For example, if a program
receives a message telling us that a gadget was
selected, we need to know which gadget since
there may be several gadget connected to the same
window. This pointer points to that gadget.
Here is an example of how a program which collects IDCMP
messages can look like:
main()
{
/* Declare a variable in which we will store the IDCMP */
/* flag: */
ULONG class;
/* Declare a pointer in which we will store the address */
/* of the object (gadget) which sent the message: */
APTR address;
/* Declare a pointer to an IntuiMessage structure: */
struct IntuiMessage *my_message;
/* ... */
/* (This is an endless loop) */
while( TRUE )
{
/* 1. Put our program to sleep, and wake up first when */
/* we have received a message. Do not bother for the */
/* moment about all these funny thing we put inside */
/* the Wait () function. I will talk about that later */
/* on. */
/* Wait until we have received a message: */
Wait( 1 << my_window->UserPort->mp_SigBit );
/* 2. We have now received a message and we shall now */
/* try to collect it. If success the function GetMsg() */
/* will return a pointer to an IntuiMessage */
/* structure, otherwise it will return NULL. */
/* Collect the message: */
my_message = GetMsg( my_window->UserPort );
/* 3. If we have collected a message successfully we save */
/* some important values which we later can use. */
if( my_message )
{
/* Save the code variable: */
class = my_message->Class;
/* Save the address of the gadget: */
address = my_message->IAddress;
/* 4. After we have saved all important values we */
/* reply as fast as possible. Once we have replied */
/* we can NOT use the IntuiMessage structure any */
/* more! */
ReplyMsg( my_message );
/* 5. We can now check what message was sent to us. */
/* Check which IDCMP flag was sent: */
switch( class )
{
case GADGETDOWN: /* The user has selected a gadget: */
/* If we want to check which gadget sent the */
/* message we simply need to check the */
/* address pointer: */
if( address == &my_first_gadget)
/* The gadget "my_first_gadget" selected. */
/* Do what ever you want... */
if( address == &my_second_gadget)
/* The gadget "my_second_gadget" selected. */
/* Do what ever you want... */
break;
case GADGETUP: /* The user has released a gadget: */
/* Do what ever you want... */
break;
case MOUSEMOVE: /* The user has moved the mouse */
/* while a gadget was selected. */
/* Do what ever you want... */
break;
case CLOSEWINDOW: /* The user has selected the close */
/* window gadget. Time to quit. */
/* Do what ever you want... */
break;
}
}
}
/* ... */
}
4.9 FUNCTIONS
Here are some commonly used functions:
RefreshGadgets()
This function redraws all the gadgets in the list, starting
by the specified gadget. If you for example has added or
deleted a gadget you need to call this function to see the
changes. On the other hand, if you have changed the imagery
of a gadget, or the gadget's image has been trashed by
something, you can also use this function to refresh the
display.
Synopsis: RefreshGadgets( gadget, window, requester);
gadget: (struct Gadget *) Pointer to the gadget where the
redrawing should start. This gadget, and all the
following gadgets in the list will be redrawn.
window: (struct Window *) Pointer to the window which the
gadgets are connected to.
requester: (struct Requester *) If the gadget is connected to
a requester, set this pointer to point to that
requester, else NULL. Important, if this gadget is
connected to a requester, it must be displayed
when you execute this command! (See chapter 5
REQUESTERS for more information about requesters.)
AddGadget()
This function adds a gadget to the gadget list.
Synopsis: result = AddGadget( window, gadget, position );
result: (long) The actual position of the gadget when it
has been added.
window: (struct Window *) Pointer to the window, to which
the gadget should be added.
gadget: (struct Gadget *) Pointer to the gadget which will
be added.
position: (long) Position in the gadget list. (Starts from
zero). Eg:
0 -> Before all other gadgets.
1 -> After the first gadget, but before the
second.
If a too big value is entered (or -1), the gadget
will be placed last in the list.
Important, after your program has added the necessary
gadgets, you need to call the function RefreshGadgets() in
order to see your changes. You may add (or take away) several
gadgets, but when you are finished you must call that
function.
RemoveGadget()
This function removes a gadget from the list:
Synopsis: result = RemoveGadget( window, gadget );
result: (long) The position of the removed gadget or -1 if
something went wrong.
window: (struct Window *) Pointer to the window that the
gadget is connected to.
gadget: (struct Gadget *) Pointer to the gadget which will
be removed.
Important, after your program has removed the necessary
gadgets, you need to call the function RefreshGadgets() in
order to see your changes. You may take away (or add) several
gadgets, but when you are finished you must call that
function.
OnGadget()
This function enables a gadget (removes the GADGDISABLED bit
in the gadget structure's Flags field):
Synopsis: OnGadget( gadget, window, requester );
gadget: (struct Gadget *) Pointer to the gadget which
will be enabled.
window: (struct Window *) Pointer to the window that the
gadget is attached to.
requester: (struct Requester *) If the gadget is connected
to a requester, set this pointer to point to that
requester, else NULL. Important, if this gadget
is connected to a requester, it must be displayed
when you execute this command!
Remember, as long as the gadget is disabled the user can not
select it, and it will not broadcast any messages. A disabled
gadget is drawn as usual except that it "ghosted".
OffGadget()
This function disables a gadget (sets the GADGDISABLED bit in
the gadget structure's Flags field):
Synopsis: OffGadget( gadget, window, requester );
gadget: (struct Gadget *) Pointer to the gadget which will
be disabled.
window: (struct Window *) Pointer to the window that the
gadget is attached to.
requester: (struct Requester *) If the gadget is connected to
a requester, set this pointer to point to that
requester, else NULL. Important, if this gadget is
connected to a requester, it must be displayed
when you execute this command!
ModifyProp()
This function modifies a proportional gadget's values and
knob. For example, if your program is reading files from the
disk, VertBody was maybe equal to 0xFFFF (MAXBODY) in the
beginning, but as more files are collected from the disk, you
maybe want to change the size of the knob etc. You then
simply call this function and it will change the values as
well as redraw the gadget.
Synopsis: ModifyProp( gadget, window, requester, flags,
horiz_pot, vert_pot, horiz_body, vert_body );
gadget: (struct Gadget *) Pointer to the proportional
gadget which should be changed and redrawn.
window: (struct Window *) Pointer to the window which
the proportional gadget is connected to.
requester: (struct Requester *) If the gadget is connected
to a requester, set this pointer to point to
that requester, else NULL. Important, if this
gadget is connected to a requester, it must be
displayed when you execute this command!
flags: (long) Here is the list of all flags you may
use:
FREEHORIZ Set this bit if you want the
user to be able to move the
knob horizontally.
FREEVERT Set this bit if you want the
user to be able to move the
knob vertically.
AUTOKNOB Set this bit if you want that
the size of the knob to be
controlled by Intuition.
(HorizBody and VertBody
affects the size of the
Autoknob.)
- If you want to use
Intuition's Autoknob you
should give GadgetRender a
pointer to an Image structure.
(You do not need to initialize
the Image structure since
Intuition takes care of it.)
- If you on the other hand
would like to use your own
knob image, you give
GadgetRender a pointer to your
Image structure, which you have
initialized yourself.
PROPBORDERLESS Set this bit if you do not
want any border around the
container.
(See chapter 4.7 for more information.)
horiz_pot: (long) This variable contains the actual
(horizontally) proportional value. If the knob
should be moved 25% to the right, HorizPot
should be set to 25% of MAXPOT (0xFFFF).
(0xFFFF * 0.25 = 0x3FFF)
vert_pot: (long) Same as HorizPot except that this is the
vertically proportional value.
horiz_body: (long) Describes how much HorizPot should change
every time the user clicks inside the container.
If the volume of a melody can be between 0-63
(64 steps), HorizPot should change 1/64 each
time. The HorizBody should therefore be set to:
1/64 * MAXBODY (0xFFFF) == 3FF
HorizBody describes also how much the user can
see/use of the entire data. For example, if you
have a list of 32 file names, and the user only
can see 8 names at one time (25%), the knob
(AUTOKNOB) should fill 25% of the container.
HorizBody should in this case be set to:
MAXBODY * 8 / 32 (25% of 0xFFFF) == 3FFFF
vert_body: Same as HorizBody except that it affects
VertPot, and the vertical size of the knob
(AUTOKNOB).
4.10 EXAMPLES
Example1
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. (Same as Example3 in chapter 2
WINDOWS, except that we have added an IDCMP check on the
Close window gadget.)
Example2
Same as Example1 except that we have added a Boolean gadget
with the text "PRESS ME".
Example3
Same as Example2 except that the on/off state of the gadget
is toggled each time the user hits the gadget.
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".
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.
Example6
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 a connecting mask. The gadget will only
be highlighted when the user selects this gadget while
pointing inside the specified (masked) area.
Example7
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
String gadget.
Example8
Same as Example7 except that it is an Integer gadget.
Example9
Same as Example7 except that it is a Proportional gadget.
Example10
Same as Example9 except that the Proportional gadget uses a
custom image knob.
Example11
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 where the knob can be moved both
horizontally and vertically.
Example12
This program will open a SuperBitmap 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 Proportional gadgets, one on the right side, and
one at the bottom. With help of these two gadgets, the user
can move around the BitMap.
This example is for experienced programmers only, since it
uses some functions etc which we have not discussed yet. I
have, however, included it here since it is a good example on
how you can combine Proportional gadgets with SuperBitmap
windows.