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TABLE OF CONTENTS
Area.mui/Area.mui
Area.mui/MUIA_Background
Area.mui/MUIA_BottomEdge
Area.mui/MUIA_ContextMenu
Area.mui/MUIA_ContextMenuTrigger
Area.mui/MUIA_ControlChar
Area.mui/MUIA_CycleChain
Area.mui/MUIA_Disabled
Area.mui/MUIA_Draggable
Area.mui/MUIA_Dropable
Area.mui/MUIA_ExportID
Area.mui/MUIA_FillArea
Area.mui/MUIA_FixHeight
Area.mui/MUIA_FixHeightTxt
Area.mui/MUIA_FixWidth
Area.mui/MUIA_FixWidthTxt
Area.mui/MUIA_Font
Area.mui/MUIA_Frame
Area.mui/MUIA_FramePhantomHoriz
Area.mui/MUIA_FrameTitle
Area.mui/MUIA_Height
Area.mui/MUIA_HorizDisappear
Area.mui/MUIA_HorizWeight
Area.mui/MUIA_InnerBottom
Area.mui/MUIA_InnerLeft
Area.mui/MUIA_InnerRight
Area.mui/MUIA_InnerTop
Area.mui/MUIA_InputMode
Area.mui/MUIA_LeftEdge
Area.mui/MUIA_MaxHeight
Area.mui/MUIA_MaxWidth
Area.mui/MUIA_Pressed
Area.mui/MUIA_RightEdge
Area.mui/MUIA_Selected
Area.mui/MUIA_ShortHelp
Area.mui/MUIA_ShowMe
Area.mui/MUIA_ShowSelState
Area.mui/MUIA_Timer
Area.mui/MUIA_TopEdge
Area.mui/MUIA_VertDisappear
Area.mui/MUIA_VertWeight
Area.mui/MUIA_Weight
Area.mui/MUIA_Width
Area.mui/MUIA_Window
Area.mui/MUIA_WindowObject
Area.mui/MUIM_AskMinMax
Area.mui/MUIM_Cleanup
Area.mui/MUIM_ContextMenuBuild
Area.mui/MUIM_ContextMenuChoice
Area.mui/MUIM_DragBegin
Area.mui/MUIM_DragDrop
Area.mui/MUIM_DragFinish
Area.mui/MUIM_DragQuery
Area.mui/MUIM_DragReport
Area.mui/MUIM_Draw
Area.mui/MUIM_DrawBackground
Area.mui/MUIM_HandleEvent
Area.mui/MUIM_HandleInput
Area.mui/MUIM_Hide
Area.mui/MUIM_Setup
Area.mui/MUIM_Show
Area.mui/Area.mui
Area class is a super class for every other MUI class
except windows and applications. It holds information
about an objects current position, size and weight
and manages frames, fonts and backgrounds.
Additionally, area class handles the user input. By
setting an objects MUIA_InputMode, you can make it
behave like a button or like a toggle gadget. That's
why MUI doesn't offer an extra button class. A button
is simply a text object with a raised frame and a relverify
input mode. Since especially group class is a subclass
of area, you can create rather complex buttons consisting
of many other display elements.
Area.mui/MUIA_Background
NAME
MUIA_Background -- (V4 ) [IS.], LONG
FUNCTION
Adjust the background for an object.
Every MUI object has its own background setting.
The background is displayed "behind" the actual
object contents, e.g. behind a the text of a
text object or behind the image of an image object.
This attribute takes the same values as MUIA_Image_Spec,
please refer to autodocs of image class for a complete
description.
An object without a specific background setting will
inherit the pattern from its parent group. The default
background for a window and many other background
patterns are adjustable with the preferences program.
Only a few MUII_xxxxxxx tags make sense as background.
Important are:
MUII_ButtonBack:
You have to set this when you create a button gadget.
Thus, your button will be displayed in the users
preferred style.
MUII_TextBack:
Set this when you create a text object with a TextFrame,
e.g. some kind of status line. Do *not* use MUII_TextBack
for simple text without frame (e.g. gadget labels).
MUII_BACKGROUND
MUII_SHADOW
MUII_SHINE
MUII_FILL
MUII_SHADOWBACK
MUII_SHADOWFILL
MUII_SHADOWSHINE
MUII_FILLBACK
MUII_FILLSHINE
MUII_SHINEBACK
MUII_SHINEBACK2:
One of MUI's predefined pattern. These are not
configurable by the user and will always look the
same.
Note: It is *important* that you test your programs with
a fancy pattern configuration. With the default
setting you won't notice any errors in your backgrounds.
Area.mui/MUIA_BottomEdge
NAME
MUIA_BottomEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_LeftEdge
Area.mui/MUIA_ContextMenu
NAME
MUIA_ContextMenu -- (V11) [ISG], Object *
FUNCTION
Specifies a context sensitive popup menu for the current
object. For MUI, popup menus are nothing else but standard
intuition menus, so you must specify a pointer to a
MUI menustrip object (e.g. something returned from
MUI_MakeObject(MUIO_MenustripNM,...)) here.
Whenever the user hits the RMB and the mouse is above the parent
object, MUI will present the popup menu instead of the windows
menu.
Note: MUI will *not* dispose the MUIA_ContextMenu object when
the object is disposed. You must take care of the menustrip
object yourself. This is because menustrip objects of
MUIA_ContextMenu do not actually "belong" to their parent
objects, it's just a "reference". You are allowed to use
a single menustrip object as MUIA_ContextMenu for different
objects of the same window. Do *not* share with objects in
other windows or with the default menu of a window or
an application!
If the user selects an item, the object will receive
a MUIM_ContextMenuChoice method containing the selected
menuitem object. If you built your menustrip tree with
MUI_MakeObject(MUIO_MenustripNM,...), you will find the
nm_UserData of your menu entry in muiUserData(menuitem).
If you have control over methods because you are a
subclass, you can immediately take approriate actions
when receiving MUIM_ContextMenuChoice.
If you dont have a subclass or dont override
MUIM_ContextMenuChoice, the method will finally reach
area class and will set the attribute MUIA_ContextMenuTrigger
to the appropriate menuitem object. This allows you to react on
context menu selections by simple notification and eliminates
the need of writing a subclass just for this purpose.
Note: Subclasses are always the better solution!
There is also a possibility to dynamically create popup menus
on the fly. See MUIM_ContextMenuBuild for details.
NOTES
MUI uses the same tree-like technique as always (e.g. with
drag&drop) to find out whichs context menu to use on a
certain mouse position. This allows you to have a context
menu for a group and different context menus for its
children. The MUI preferences program makes use of that
feature by allowing to control a single gadget or a whole
page of gadgets with popup menus.
SEE ALSO
MUIA_ContextMenuTrigger, MUIM_ContextMenuChoice,
MUIM_ContextMenuBuild
Area.mui/MUIA_ContextMenuTrigger
NAME
MUIA_ContextMenuTrigger -- (V11) [..G], Object *
FUNCTION
Allows reacting on context menus with notificaton.
When the MUIM_ContextMenuChoice method reaches area class
because you did not override it in a subclass, it sets
MUIA_ContextMenuTrigger to the received paremeter which
is a pointer to the user-selected menuitem object.
See MUIA_ContextMenu for details.
SEE ALSO
MUIA_ContextMenu, MUIM_ContextMenuChoice, MUIM_ContextMenuBuild
Area.mui/MUIA_ControlChar
NAME
MUIA_ControlChar -- (V4 ) [ISG], char
FUNCTION
Pressing the control char will have the same effect
as pressing return if the object was active.
This can be used to create old style key shortcuts.
Note: Using an uppercase control char will force
the user to press shift.
SEE ALSO
mui.h / KeyButton() macro
Area.mui/MUIA_CycleChain
NAME
MUIA_CycleChain -- (V11) [ISG], LONG
FUNCTION
MUI 3 introduces a new keyboard cycle chain system. All you
have to do is to set MUIA_CycleChain to 1 for every object
that you want to have in your chain, MUI does the rest
automatically. The old MUIM_Window_SetCycleChain will continue
to work but is considered obsolete.
SEE ALSO
Window.mui/MUIM_Window_SetCycleChain
Area.mui/MUIA_Disabled
NAME
MUIA_Disabled -- (V4 ) [ISG], BOOL
FUNCTION
Disable or enable a gadget. Setting this attribute
causes a gadget to become disabled, it gets a ghost
pattern and doesn't respond to user input any longer.
Disabled gadgets cannot be activated with the TAB key.
Using MUIA_Disable on a group of objects will disable
all objects within that group.
EXAMPLE
/* we have a radio button gadget with three */
/* entries, the third should enable a string gadget */
/* with additional parameters */
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 0,
string, 3, MUIM_Set, MUIA_Disabled, TRUE);
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 1,
string, 3, MUIM_Set, MUIA_Disabled, TRUE);
DoMethod(radio, MUIM_Notify, MUIA_Radio_Active, 2,
string, 3, MUIM_Set, MUIA_Disabled, FALSE);
Area.mui/MUIA_Draggable
NAME
MUIA_Draggable -- (V11) [ISG], BOOL
FUNCTION
Set this if you want the complete object to be
dragable for D&D operations.
Area.mui/MUIA_Dropable
NAME
MUIA_Dropable -- (V11) [ISG], BOOL
FUNCTION
Only objects with this attribute set to TRUE will be asked
if they want to become an active Drag & Drop destination
at all. Though this attribute defaults to TRUE, this doesnt
mean that every object automatically aceppts D&D actions,
because the MUIM_DragQuery method is answered FALSE when
it arrives at area class.
SEE ALSO
MUIM_DragQuery
Area.mui/MUIA_ExportID
NAME
MUIA_ExportID -- (V4 ) [ISG], ULONG (OBSOLETE)
FUNCTION
Objects with a non NULL MUIA_ExportID export their
contents during MUIM_Application_Save and import
them during MUIM_Application_Load.
You have to use different ExportIDs for your objects!
NOTE
This attribute is renamed to MUIA_ObjectID since
muimaster.library V12.
SEE ALSO
MUIM_Application_Save, MUIM_Application_Load
Area.mui/MUIA_FillArea
NAME
MUIA_FillArea -- (V4 ) [IS.], BOOL
FUNCTION
Set this if you are a custom class and dont want area class to
clear your background during the DoSuperMethod() in your
draw method. Note that if you set this, your draw method
is responsible for filling every pixel of your objects
rectangle, otherwise some display trash will remain there.
Area.mui/MUIA_FixHeight
NAME
MUIA_FixHeight -- (V4 ) [I..], LONG
FUNCTION
Give your object a fixed pixel height. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create an 8x8 pixel rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidth , 8,
MUIA_FixHeight , 8,
MUIA_Background, MUII_FILL,
End;
SEE ALSO
MUIA_FixWidth, MUIA_FixWidthTxt, MUIA_FixHeightTxt
Area.mui/MUIA_FixHeightTxt
NAME
MUIA_FixHeightTxt -- (V4 ) [I..], STRPTR
FUNCTION
Give your object a fixed pixel height. The height
will match the height of the given string. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create a fixed size rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidthTxt , "00:00:00",
MUIA_FixHeightTxt, "\n\n",
MUIA_Background , MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidth, MUIA_FixWidthTxt
Area.mui/MUIA_FixWidth
NAME
MUIA_FixWidth -- (V4 ) [I..], LONG
FUNCTION
Give your object a fixed pixel width. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create an 8x8 pixel rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidth , 8,
MUIA_FixHeight , 8,
MUIA_Background, MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidthTxt, MUIA_FixHeightTxt
Area.mui/MUIA_FixWidthTxt
NAME
MUIA_FixWidthTxt -- (V4 ) [I..], STRPTR
FUNCTION
Give your object a fixed pixel width. The width
will match the width of the given string. This tag is
absolutely not needed in a general MUI application
and only present for emergency situations. Please
think twice before using it!
EXAMPLE
/* create a fixed size rectangle with FILLPEN */
RectangleObject,
MUIA_FixWidthTxt , "00:00:00",
MUIA_FixHeightTxt, "\n\n",
MUIA_Background , MUII_FILL,
End;
SEE ALSO
MUIA_FixHeight, MUIA_FixWidth, MUIA_FixHeightTxt
Area.mui/MUIA_Font
NAME
MUIA_Font -- (V4 ) [I.G], struct TextFont *
SPECIAL INPUTS
MUIV_Font_Inherit
MUIV_Font_Normal
MUIV_Font_List
MUIV_Font_Tiny
MUIV_Font_Fixed
MUIV_Font_Title
MUIV_Font_Big
MUIV_Font_Button
FUNCTION
Every MUI object can have its own font, just set it with
this tag. Objects without an explicit font setting will
inherit it from their parent group.
You normally won't need to open a font yourself, just
use one of the predefined values to get a font from
the users preferences.
EXAMPLE
/* since the text contains tabs, */
/* use the fixed width font for displaying */
msgread = FloattextObject,
MUIA_Font, MUIV_Font_Fixed,
...,
End;
Area.mui/MUIA_Frame
NAME
MUIA_Frame -- (V4 ) [I..], LONG
SPECIAL INPUTS
MUIV_Frame_None
MUIV_Frame_Button
MUIV_Frame_ImageButton
MUIV_Frame_Text
MUIV_Frame_String
MUIV_Frame_ReadList
MUIV_Frame_InputList
MUIV_Frame_Prop
MUIV_Frame_Gauge
MUIV_Frame_Group
MUIV_Frame_PopUp
MUIV_Frame_Virtual
MUIV_Frame_Slider
MUIV_Frame_Count
FUNCTION
Define a frame for the current object. Since area class
is a superclass for all elements in a window, you can
assign frames to every object you wish.
You don't adjust the style of your frame directly,
instead you only specify a type:
MUIV_Frame_Button
for standard buttons with text in it.
MUIV_Frame_ImageButton
for small buttons with images, e.g. the arrows
of a scrollbar.
MUIV_Frame_Text
for a text field, e.g. a status line display.
MUIV_Frame_String
for a string gadget.
MUIV_Frame_ReadList
for a read only list.
MUIV_Frame_InputList
for a list that handles input (has a cursor).
MUIV_Frame_Prop
for proportional gadgets.
MUIV_Frame_Group
for groups.
How the frame is going to look is adjustable via the
preferences program.
Four spacing values belong to each frame that tell
MUI how many pixels should be left free between the
frame and its contents. These spacing values are also
user adjustable as long as you don't override them
with one of MUIA_InnerLeft, MUIA_InnerRight, MUIA_InnerTop,
or MUIA_InnerBottom.
Note: The first object in a window (MUIA_Window_RootObject)
may *not* have a frame. If you need this you will have
to create a dummy group with just one child.
EXAMPLE
strobj = StringObject,
MUIA_Frame, MUIV_Frame_String,
End;
SEE ALSO
MUIA_InnerLeft, MUIA_InnerRight, MUIA_InnerTop,
MUIA_InnerBottom
Area.mui/MUIA_FramePhantomHoriz
NAME
MUIA_FramePhantomHoriz -- (V4 ) [I..], BOOL
FUNCTION
Setting this to TRUE causes the specified frame to be
a horizontal phantom frame. The frame will not appear
but its vertical components (frame height, inner
top and inner bottom spacing) will be used to calculate
positions and dimensions (horizontal components are
treated as 0).
This is extremely useful for a correct labeling of objects.
You would e.g. label a string gadget by using a text object
with a phantom string frame. Thus, the label text will
be always on the same vertical position as the string
gadget text, no matter what spacing values the user
configured.
SEE ALSO
Label() macros in "mui.h".
Area.mui/MUIA_FrameTitle
NAME
MUIA_FrameTitle -- (V4 ) [I..], STRPTR
FUNCTION
This tag identifies a text string that will be displayed
centered in the top line of a frame. This can become
handy if you want to name groups of objects.
You may not use MUIA_FrameTitle without defining
a MUIA_Frame.
EXAMPLE
VGroup,
MUIA_Frame , MUIV_Frame_Group,
MUIA_FrameTitle, "Spacing",
...
SEE ALSO
MUIA_Frame
Area.mui/MUIA_Height
NAME
MUIA_Height -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_LeftEdge,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_HorizDisappear
NAME
MUIA_HorizDisappear -- (V11) [ISG], LONG
FUNCTION
Objects with a disappear level disappear automatically
when their parent window gets too small to display them.
Use this for things that make your GUI look nicer
(e.g. Imagery) but are not absolutely necessary.
By using disappearing objects, you can make nice GUIs
which still work on crappy 640x200 screens.
You can give horizontal or vertical disappear levels
to objects which are used for horizontal or vertical
layout calculations respectively.
Objects with a small disappear level disappear before
objects with a big disappear level.
SEE ALSO
MUIA_VertDisappear
Area.mui/MUIA_HorizWeight
NAME
MUIA_HorizWeight -- (V4 ) [ISG], WORD
FUNCTION
Adjust the horizontal weight of an object. Usually
you can simply use MUIA_Weight instead of this tag
but in some two-dimensional groups it may become
handy to have different horizontal and vertical
weights.
SEE ALSO
MUIA_Weight
Area.mui/MUIA_InnerBottom
NAME
MUIA_InnerBottom -- (V4 ) [I.G], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerLeft
NAME
MUIA_InnerLeft -- (V4 ) [I.G], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerRight
NAME
MUIA_InnerRight -- (V4 ) [I.G], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InnerTop
NAME
MUIA_InnerTop -- (V4 ) [I.G], LONG
FUNCTION
Adjust the space between an object and its frame.
Usually you shouldn't use this tag since you will
override the users preferred default setting.
SEE ALSO
MUIA_Frame
Area.mui/MUIA_InputMode
NAME
MUIA_InputMode -- (V4 ) [I..], LONG
SPECIAL INPUTS
MUIV_InputMode_None
MUIV_InputMode_RelVerify
MUIV_InputMode_Immediate
MUIV_InputMode_Toggle
FUNCTION
Adjust the input mode for an object.
MUI has no distinct button class. Instead you can make
every object (even groups) behave like a button by
setting an input mode for them. Several input modes
area available:
MUIV_InputMode_None:
No input, this is not a gadget.
MUIV_InputMode_RelVerify:
For buttons and similar stuff.
MUIV_InputMode_Immediate:
Used e.g. in a radio button object.
MUIV_InputMode_Toggle:
For things like checkmark gadgets.
The input mode setting determines how a user action
will trigger the attributes MUIA_Selected, MUIA_Pressed
and MUIA_Timer. See their documentation for details.
EXAMPLE
/* A traditional button, just a text object with */
/* a button frame and a relverify input mode: */
okbutton = TextObject,
MUIA_Frame , MUIV_Frame_Button,
MUIA_InputMode , MUIV_InputMode_RelVerify,
MUIA_Text_Contents, "OK",
...
SEE ALSO
MUIA_Selected, MUIA_Timer, MUIA_Pressed
Area.mui/MUIA_LeftEdge
NAME
MUIA_LeftEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_MaxHeight
NAME
MUIA_MaxHeight -- (V11) [I..], LONG
FUNCTION
Specify a maximum height for an object (in pixels).
SEE ALSO
MUIA_MaxWidth, MUIA_FixWidth, MUIA_FixHeight
Area.mui/MUIA_MaxWidth
NAME
MUIA_MaxWidth -- (V11) [I..], LONG
FUNCTION
Specify a maximum width for an object (in pixels).
SEE ALSO
MUIA_MaxHeight, MUIA_FixWidth, MUIA_FixHeight
Area.mui/MUIA_Pressed
NAME
MUIA_Pressed -- (V4 ) [..G], BOOL
FUNCTION
Learn if a button is pressed (or released).
The MUIA_Pressed attribute of a gadget is triggered
by some user action, depending on the input mode:
MUIV_InputMode_RelVerify:
- set when lmb is pressed.
- cleared when lmb is released and the mouse
is still over the gadget (otherwise it will
be cleared too, but without triggering a
notification event).
MUIV_InputMode_Immediate:
- undefined, use MUIA_Selected for this.
MUIV_InputMode_Toggle:
- undefined, use MUIA_Selected for this.
Waiting for MUIA_Pressed getting FALSE is the usual
way to react on button gadgets.
EXAMPLE
DoMethod(btcancel,MUIM_Notify,MUIA_Pressed,FALSE,
app,2,MUIM_Application_ReturnID,ID_CANCEL);
SEE ALSO
MUIA_Selected, MUIA_Timer, MUIA_ShowSelState, MUIA_InputMode
Area.mui/MUIA_RightEdge
NAME
MUIA_RightEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_Width, MUIA_Height,
MUIA_LeftEdge, MUIA_BottomEdge
Area.mui/MUIA_Selected
NAME
MUIA_Selected -- (V4 ) [ISG], BOOL
FUNCTION
Get and set the selected state of a gadget.
This attribute can be triggered by the user
clicking on the gadget (or using the keyboard),
depending on the input mode:
MUIV_InputMode_RelVerify:
- set when lmb is pressed.
- cleared when lmb is released.
- cleared when the gadget is selected and the
mouse leaves the gadget box.
- set when the mouse reenters the gadget box.
MUIV_InputMode_Immediate:
- set when lmb is pressed.
MUIV_InputMode_Toggle:
- toggled when lmb is pressed.
Of course you may set this attribute yourself, e.g.
to adjust the state of a checkmark gadget.
A selected gadget will display its border reverse
and get the configured MUII_SelectedBack background.
This can be avoided using the MUIA_ShowSelState tag.
SEE ALSO
MUIA_Pressed, MUIA_Timer, MUIA_ShowSelState, MUIA_InputMode
Area.mui/MUIA_ShortHelp
NAME
MUIA_ShortHelp -- (V11) [ISG], STRPTR
FUNCTION
Specify a string that is to be used as bubble help for this
object.
Area.mui/MUIA_ShowMe
NAME
MUIA_ShowMe -- (V4 ) [ISG], BOOL
FUNCTION
Objects with this attribute set are not displayed. You can
set MUIA_ShowMe at any time, causing objects to appear and
to disappear immediately. A new layout is calculated whenever
some objects are shown or hidden. When necessary, MUI will
resize the parent window to make place for the new objects.
NOTE
Currently, MUI does a complete window refresh after
showing/hiding objects. This behaviour might get improved
in the future.
Area.mui/MUIA_ShowSelState
NAME
MUIA_ShowSelState -- (V4 ) [I..], BOOL
FUNCTION
Normally a gadget will reverse its frame and
display the configured MUII_SelectetBack background
pattern in its selected state. For some objects
(e.g. checkmarks) this is not recommended and
can be supressed by setting MUIA_ShowSelState
to FALSE.
SEE ALSO
MUIA_Selected
Area.mui/MUIA_Timer
NAME
MUIA_Timer -- (V4 ) [..G], LONG
FUNCTION
MUIA_Timer gets triggered when a relverify button is
pressed and (after a little delay) increases every
INTUITICK as long as the mouse remains over the gadget.
This makes it possible to have buttons repeatedly
cause some actions, just like the arrow gadgets of
a scrollbar.
EXAMPLE
DoMethod(btmore,MUIM_Notify,MUIA_Timer,MUIV_EveryTime,
app,2,MUIM_Application_ReturnID,ID_MORE);
DoMethod(btless,MUIM_Notify,MUIA_Timer,MUIV_EveryTime,
app,2,MUIM_Application_ReturnID,ID_LESS);
SEE ALSO
MUIA_Pressed, MUIA_Selected
Area.mui/MUIA_TopEdge
NAME
MUIA_TopEdge -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_LeftEdge, MUIA_Width, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_VertDisappear
NAME
MUIA_VertDisappear -- (V11) [ISG], LONG
FUNCTION
Objects with a disappear level disappear automatically
when their parent window gets too small to display them.
Use this for things that make your GUI look nicer
(e.g. Imagery) but are not absolutely necessary.
By using disappearing objects, you can make nice GUIs
which still work on crappy 640x200 screens.
You can give horizontal or vertical disappear levels
to objects which are used for horizontal or vertical
layout calculations respectively.
Objects with a small disappear level disappear before
objects with a big disappear level.
SEE ALSO
MUIA_HorizDisappear
Area.mui/MUIA_VertWeight
NAME
MUIA_VertWeight -- (V4 ) [ISG], WORD
FUNCTION
Adjust the vertical weight of an object. Usually
you can simply use MUIA_Weight instead of this tag
but in some two-dimensional groups it may become
handy to have different horizontal and vertical
weights.
SEE ALSO
MUIA_Weight
Area.mui/MUIA_Weight
NAME
MUIA_Weight -- (V4 ) [I..], WORD
FUNCTION
This tag is a shorthand for MUIA_HorizWeight and
MUIA_VertWeight, it sets both weights at once.
The weight of an object determines how much room it
will get during the layout process. Imagine you have
a 100 pixel wide horizontal group with two string
gadgets. Usually, each gadget will get half of the
room and be 50 pixels wide. If you feel the left
gadget is more important and should be bigger,
you can give it a weight of 200 (and 100 for
the right gadget). Because the left gadget is
twice as "heavy" as the right gadget, it will
become twice as big (about 66 pixel) as the
right one (34 pixel).
Of course giving weights only makes sense if the
object is resizable. A MUIA_VertWeight for a
(always fixed height) string gadget is useless.
An object with a weight of 0 will always stay
at its minimum size.
By default, all objects have a weight of 100.
EXAMPLE
HGroup,
StringGadget, MUIA_Weight, 50, End,
StringGadget, MUIA_Weight, 100, End,
StringGadget, MUIA_Weight, 200, End,
End;
SEE ALSO
MUIA_HorizWeight, MUIA_VertWeight
Area.mui/MUIA_Width
NAME
MUIA_Width -- (V4 ) [..G], LONG
FUNCTION
You can use this to read the current position and
dimension of an object, if you e.g. need it to pop
up some requester below.
Of course, this attribute is only valid when the
parent window of the object is currently open.
SEE ALSO
MUIA_TopEdge, MUIA_LeftEdge, MUIA_Height,
MUIA_RightEdge, MUIA_BottomEdge
Area.mui/MUIA_Window
NAME
MUIA_Window -- (V4 ) [..G], struct Window *
FUNCTION
This attribute can be used to get a pointer to the
intuition window structure of the parent window
ot the object. This pointer could e.g. be used
in calls to asl.library.
The result is only valid when the window is opened.
SEE ALSO
MUIA_Window_Window
Area.mui/MUIA_WindowObject
NAME
MUIA_WindowObject -- (V4 ) [..G], Object *
FUNCTION
You can obtain a pointer to the window object
that some gadget belongs to by using this attribute.
Useful mainly within callback hooks if you do not want
to deal with global variables.
SEE ALSO
MUIA_ApplicationObject
Area.mui/MUIM_AskMinMax
NAME
MUIM_AskMinMax (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_AskMinMax,struct MUI_MinMax *MinMaxInfo);
FUNCTION
see developer documentation.
Area.mui/MUIM_Cleanup
NAME
MUIM_Cleanup (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Cleanup,);
FUNCTION
see developer documentation.
Area.mui/MUIM_ContextMenuBuild
NAME
MUIM_ContextMenuBuild (V11)
SYNOPSIS
DoMethod(obj,MUIM_ContextMenuBuild,LONG mx, LONG my);
FUNCTION
Allows dynamic creation of context menus.
When MUI is about to show a new context menu, it does not
simply use the MUIA_ContextMenu field of area class. Instead,
it sends a MUIM_ContextMenuBuild to the object in question and
uses the return value as the new menustrip object.
When MUIM_ContextMenuBuild reaches area class, it just return
the contents of MUIA_ContextMenu so you neednt care about this
method if you only have static, non-changing context menus.
However, if your context menus depend on some internal states
of your objects or on the mouse position within your objects,
you have to have a subclass which overrides
MUIM_ContextMenuBuild, creates a nice menustrip object and
returns it.
INPUTS
mx - current x position of mouse
my - current y position of mouse
Since MUI does (unfortunately) not use relative coordinates
at all, these two aren't relative either.
RESULT
You must return a pointer to a menustrip object or NULL if
you failed to create one.
NOTES
MUI will never dispose the object you return. You must be
take care of this yourself, e.g. by storing a pointer somewhere
in your instance data and killing it on the next invocation
of MUIM_ContextMenuBuild and on OM_DISPOSE.
Even when overriding MUIM_ContextMenuBuild, you *must* set
MUIA_ContextMenu of your object to something different from NULL.
MUI will find out that your object actually has a popup menu
by directly checking the contents of MUIA_ContextMenu in the
instance data of area class due to speed reasons.
SEE ALSO
MUIA_ContextMenu, MUIA_ContextMenuTrigger, MUIM_ContextMenuChoice,
Area.mui/MUIM_ContextMenuChoice
NAME
MUIM_ContextMenuChoice (V11)
SYNOPSIS
DoMethod(obj,MUIM_ContextMenuChoice,Object *item);
FUNCTION
Allows reacting on context menus in subclasses.
See MUIA_ContextMenu for details.
SEE ALSO
MUIA_ContextMenuTrigger, MUIM_ContextMenuChoice,
MUIM_ContextMenuBuild
Area.mui/MUIM_DragBegin
NAME
MUIM_DragBegin (V11)
SYNOPSIS
DoMethod(obj,MUIM_DragBegin,Object *obj);
FUNCTION
Inform an object that it has become the active destination
of a drag&drop action. An object will only receive this if
it has responded positively to a previous MUIM_DragQuery.
SEE ALSO
MUIM_DragQuery, MUIM_DragFinish, MUIM_DragReport, MUIM_DragDrop
Area.mui/MUIM_DragDrop
NAME
MUIM_DragDrop (V11)
SYNOPSIS
DoMethod(obj,MUIM_DragDrop,Object *obj, LONG x, LONG y);
FUNCTION
Indicate that the user dropped something on the current
object.
SEE ALSO
MUIM_DragBegin, MUIM_DragFinish, MUIM_DragReport, MUIM_DragQuery
Area.mui/MUIM_DragFinish
NAME
MUIM_DragFinish (V11)
SYNOPSIS
DoMethod(obj,MUIM_DragFinish,Object *obj);
FUNCTION
Indicate that an object is no longer the active destination
object of a drag&drop action.
SEE ALSO
MUIM_DragQuery, MUIM_DragBegin, MUIM_DragReport, MUIM_DragDrop
Area.mui/MUIM_DragQuery
NAME
MUIM_DragQuery (V11)
SYNOPSIS
DoMethod(obj,MUIM_DragQuery,Object *obj);
FUNCTION
MUI offers complete drag & drop capabilities for every object.
If enabled, the user is able to grab an object, drag it around
and drop it on another object. Currently, D&D is limited to
single applications, i.e. you cannot take an object from one
program and drop it into another one. D&D between different
windows of the same application, however, is fine.
MUI controls the D&D actions with a set of five methods:
MUIM_DragQuery, MUIM_DragBegin, MUIM_DragReport, MUIM_DragDrop
and MUIM_DragFinish. Basically things work this way:
Lets assume the user has taken an object (called the source
object) and is now starting to drag it around. During
dragging, MUI will find out which object is currently under
the mouse pointer and if it found one, send it the
MUIM_DragQuery method. An object that receives MUIM_DragQuery
can now determine it it wishes to accept drops from the source
object or not. If it responds positively, the object will
become the current destination object.
Due to the nature of MUIs layout system, a specific x,y pair
of coordinates cannot be bound to a specific object
immediately. Instead, the coordinates belong to a whole tree
of objects, for example some cycle gadget, its parent group,
the parent group of the parent group and so on until the tree
reaches the windows root object. To allow complete groups of
objects to participate in D&D business, the MUIM_DragQuery is
first sent to the deepest nested object (the cycle gadget in
the above example). If this one doesn't respond, MUI sends a
MUIM_DragQuery to its parent group and so on until it either
finds some object who accepts the drop or reaches the end of
the tree. If there is an accepting object, it will become the
current destination, if there isnt, no destination will be
set.
Objects becoming active destinations of a drag process learn
about their current state by receiving a MUIM_DragBegin
method. This method, when reaching area class, e.g. draws a
special frame around the object to indicate the current state
to the user.
The opposite of MUIM_DragBegin is MUIM_DragFinish will be sent
as soon as the object stops being destination of the drag
process, i.e. because the user aborted the drag or moved out
of the bounding box. MUIM_DragFinish will also be sent after a
successful drop, you cant count on receiving a MUIM_DragFinish
if you received a MUIM_DragBegin before. Furthermore, only one
object will be between MUIM_DragBegin and MUIM_DragFinish at
any time.
Active destination objects (between MUIM_DragBegin and
MUIM_DragFinish) receive MUIM_DragReport methods as long as
the user moves the mouse within the object. MUIM_DragReport
contains the mouse coordinates, so the object can update its
display according to the position of the source object. A
listview would e.g. indicate the insert position to give the
user an idea where the source would be inserted in case of a
drop.
All the method mentioned above are just interim messages that
help visualizing the drag process. When the user actually
decides to drop its source object, the current destination
object (if any) receives a MUIM_DragDrop method and can
perfrom whatever operatoin it thinks is suited to handle a D&D
action from the source object.
You probably have noticed that D&D is controlled by methods.
This means that you need to write subclasses if you intend to
use it. However, you neednt implement all the above mentioned
things to reach your goal. In fact, MUIM_DragQuery and
MUIM_DragDrop are enough for almost all D&D invocations.
Here's a little example of how MUI implements D&D between
objects of Pendisplay class. These few lines allow the user to
take any Pendisplay (or subclasses from Pendisplay like e.g.
Poppen class) and drop it onto another one:
ULONG mDragQuery(cl,obj,struct MUIP_DragQuery *msg)
{
char *spec;
/* refuse to drop on ourselves */
if (msg->obj==obj)
return(MUIV_DragQuery_Refuse);
/* if the source object offers the attribute */
/* we want, show that we would accept it. */
if (get(msg->obj,MUIA_Pendisplay_Spec,&spec))
return(MUIV_DragQuery_Accept);
/* refuse otherwise */
return(MUIV_DragQuery_Refuse);
}
ULONG mDragDrop(cl,obj,struct MUIP_DragDrop *msg)
{
char *spec;
/* copy the attribute from the source object */
get(msg->obj,MUIA_Pendisplay_Spec,&spec);
set(obj,MUIA_Pendisplay_Spec,spec);
return(0);
}
SEE ALSO
MUIM_DragBegin, MUIM_DragFinish, MUIM_DragReport, MUIM_DragDrop
Area.mui/MUIM_DragReport
NAME
MUIM_DragReport (V11)
SYNOPSIS
DoMethod(obj,MUIM_DragReport,Object *obj, LONG x, LONG y, LONG update);
FUNCTION
Interim messages from MOUSEMOVEs and INTUITICKs sent as long
as an object is active destination of a drag&drop action.
SEE ALSO
MUIM_DragQuery, MUIM_DragFinish, MUIM_DragBegin, MUIM_DragDrop
Area.mui/MUIM_Draw
NAME
MUIM_Draw (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Draw,ULONG flags);
FUNCTION
see developer documentation.
Area.mui/MUIM_DrawBackground
NAME
MUIM_DrawBackground (V11)
SYNOPSIS
DoMethod(obj,MUIM_DrawBackground,LONG left, LONG top, LONG width, LONG height, LONG xoffset, LONG yoffset, LONG flags);
FUNCTION
If you decided to use MUIA_FillArea, FALSE for your custom
class, i.e. if you care about background rendering yourself,
you can use this method to draw a specific part of your
objects background with the defined MUIA_Background.
INPUTS
- left, top, right, bottom: rectangle to draw, be sure to
add your objects _mleft and _mtop coordinates.
- xoffset, yoffset: offset to use when background is a pattern.
- flags: always set to 0 for now!
RESULT
The result value of this method is currently undefined.
SEE ALSO
MUIA_Background
Area.mui/MUIM_HandleEvent
NAME
MUIM_HandleEvent (V16)
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_HandleEvent,struct IntuiMessage *imsg, LONG muikey);
FUNCTION
This method is invoked whenever one of an event handlers
trigger signals arrives. It's described in area class
context but does not really belong here.
INPUTS
imsg - pointer to a struct IntuiMessage that caused the event.
note well that this may be NULL in which case you
simply not parse imsg.
muikey - if the imsg translates to a predefined keystroke,
this parameter holds the corresponding MUIKEY_XXXX
value. Otherwise it will be MUIKEY_NONE.
NOTES
You must not rely on imsg being non-NULL, regardless whether
muikey is set or unset.
RESULT
The result is a bitfield. Currently, only one bit is defined:
- MUI_EventHandlerRC_Eat
Set this if this event was for you and you want MUI to stop
calling other event handlers in the chain.
All other bits are reserved for future use and must be zero!
SEE ALSO
window.mui/MUIM_Window_AddEventHandler
Area.mui/MUIM_HandleInput
NAME
MUIM_HandleInput (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_HandleInput,struct IntuiMessage *imsg, LONG muikey);
FUNCTION
see developer documentation.
Area.mui/MUIM_Hide
NAME
MUIM_Hide (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Hide,);
FUNCTION
see developer documentation.
Area.mui/MUIM_Setup
NAME
MUIM_Setup (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Setup,struct MUI_RenderInfo *RenderInfo);
FUNCTION
see developer documentation.
Area.mui/MUIM_Show
NAME
MUIM_Show (V4 )
[For use within custom classes only]
SYNOPSIS
DoMethod(obj,MUIM_Show,);
FUNCTION
see developer documentation.