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Amiga Plus 1999 #3
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Amiga Plus CD - 1999 - No. 3.iso
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System
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mui
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developer
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c
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examples
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class3.c
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C/C++ Source or Header
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1977-12-31
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8KB
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294 lines
#include "demo.h"
/***************************************************************************/
/* Here is the beginning of our new class... */
/***************************************************************************/
/*
** This is the instance data for our custom class.
*/
struct Data
{
int x,y,sx,sy;
};
/*
** AskMinMax method will be called before the window is opened
** and before layout takes place. We need to tell MUI the
** minimum, maximum and default size of our object.
*/
SAVEDS ULONG mAskMinMax(struct IClass *cl,Object *obj,struct MUIP_AskMinMax *msg)
{
/*
** let our superclass first fill in what it thinks about sizes.
** this will e.g. add the size of frame and inner spacing.
*/
DoSuperMethodA(cl,obj,msg);
/*
** now add the values specific to our object. note that we
** indeed need to *add* these values, not just set them!
*/
msg->MinMaxInfo->MinWidth += 100;
msg->MinMaxInfo->DefWidth += 120;
msg->MinMaxInfo->MaxWidth += 500;
msg->MinMaxInfo->MinHeight += 40;
msg->MinMaxInfo->DefHeight += 90;
msg->MinMaxInfo->MaxHeight += 300;
return(0);
}
/*
** Draw method is called whenever MUI feels we should render
** our object. This usually happens after layout is finished
** or when we need to refresh in a simplerefresh window.
** Note: You may only render within the rectangle
** _mleft(obj), _mtop(obj), _mwidth(obj), _mheight(obj).
*/
SAVEDS ULONG mDraw(struct IClass *cl,Object *obj,struct MUIP_Draw *msg)
{
struct Data *data = INST_DATA(cl,obj);
/*
** let our superclass draw itself first, area class would
** e.g. draw the frame and clear the whole region. What
** it does exactly depends on msg->flags.
**
** Note: You *must* call the super method prior to do
** anything else, otherwise msg->flags will not be set
** properly !
*/
DoSuperMethodA(cl,obj,msg);
/*
** if MADF_DRAWOBJECT isn't set, we shouldn't draw anything.
** MUI just wanted to update the frame or something like that.
*/
if (msg->flags & MADF_DRAWUPDATE) /* called from our input method */
{
if (data->sx || data->sy)
{
SetBPen(_rp(obj),_dri(obj)->dri_Pens[SHINEPEN]);
ScrollRaster(_rp(obj),data->sx,data->sy,_mleft(obj),_mtop(obj),_mright(obj),_mbottom(obj));
SetBPen(_rp(obj),0);
data->sx = 0;
data->sy = 0;
}
else
{
SetAPen(_rp(obj),_dri(obj)->dri_Pens[SHADOWPEN]);
WritePixel(_rp(obj),data->x,data->y);
}
}
else if (msg->flags & MADF_DRAWOBJECT)
{
SetAPen(_rp(obj),_dri(obj)->dri_Pens[SHINEPEN]);
RectFill(_rp(obj),_mleft(obj),_mtop(obj),_mright(obj),_mbottom(obj));
}
return(0);
}
SAVEDS ULONG mSetup(struct IClass *cl,Object *obj,struct MUIP_HandleInput *msg)
{
if (!(DoSuperMethodA(cl,obj,msg)))
return(FALSE);
MUI_RequestIDCMP(obj,IDCMP_MOUSEBUTTONS|IDCMP_RAWKEY);
return(TRUE);
}
SAVEDS ULONG mCleanup(struct IClass *cl,Object *obj,struct MUIP_HandleInput *msg)
{
MUI_RejectIDCMP(obj,IDCMP_MOUSEBUTTONS|IDCMP_RAWKEY);
return(DoSuperMethodA(cl,obj,msg));
}
SAVEDS ULONG mHandleInput(struct IClass *cl,Object *obj,struct MUIP_HandleInput *msg)
{
#define _between(a,x,b) ((x)>=(a) && (x)<=(b))
#define _isinobject(x,y) (_between(_mleft(obj),(x),_mright(obj)) && _between(_mtop(obj),(y),_mbottom(obj)))
struct Data *data = INST_DATA(cl,obj);
if (msg->muikey!=MUIKEY_NONE)
{
switch (msg->muikey)
{
case MUIKEY_LEFT : data->sx=-1; MUI_Redraw(obj,MADF_DRAWUPDATE); break;
case MUIKEY_RIGHT: data->sx= 1; MUI_Redraw(obj,MADF_DRAWUPDATE); break;
case MUIKEY_UP : data->sy=-1; MUI_Redraw(obj,MADF_DRAWUPDATE); break;
case MUIKEY_DOWN : data->sy= 1; MUI_Redraw(obj,MADF_DRAWUPDATE); break;
}
}
if (msg->imsg)
{
switch (msg->imsg->Class)
{
case IDCMP_MOUSEBUTTONS:
{
if (msg->imsg->Code==SELECTDOWN)
{
if (_isinobject(msg->imsg->MouseX,msg->imsg->MouseY))
{
data->x = msg->imsg->MouseX;
data->y = msg->imsg->MouseY;
MUI_Redraw(obj,MADF_DRAWUPDATE);
MUI_RequestIDCMP(obj,IDCMP_MOUSEMOVE);
}
}
else
MUI_RejectIDCMP(obj,IDCMP_MOUSEMOVE);
}
break;
case IDCMP_MOUSEMOVE:
{
if (_isinobject(msg->imsg->MouseX,msg->imsg->MouseY))
{
data->x = msg->imsg->MouseX;
data->y = msg->imsg->MouseY;
MUI_Redraw(obj,MADF_DRAWUPDATE);
}
}
break;
}
}
return(DoSuperMethodA(cl,obj,msg));
}
/*
** Here comes the dispatcher for our custom class.
** Unknown/unused methods are passed to the superclass immediately.
*/
SAVEDS ASM ULONG MyDispatcher(REG(a0) struct IClass *cl,REG(a2) Object *obj,REG(a1) Msg msg)
{
switch (msg->MethodID)
{
case MUIM_AskMinMax : return(mAskMinMax (cl,obj,(APTR)msg));
case MUIM_Draw : return(mDraw (cl,obj,(APTR)msg));
case MUIM_HandleInput: return(mHandleInput(cl,obj,(APTR)msg));
case MUIM_Setup : return(mSetup (cl,obj,(APTR)msg));
case MUIM_Cleanup : return(mCleanup (cl,obj,(APTR)msg));
}
return(DoSuperMethodA(cl,obj,msg));
}
/***************************************************************************/
/* Thats all there is about it. Now lets see how things are used... */
/***************************************************************************/
int main(int argc,char *argv[])
{
APTR app,window,MyObj;
struct MUI_CustomClass *mcc;
init();
/* Create the new custom class with a call to MUI_CreateCustomClass(). */
/* Caution: This function returns not a struct IClass, but a */
/* struct MUI_CustomClass which contains a struct IClass to be */
/* used with NewObject() calls. */
/* Note well: MUI creates the dispatcher hook for you, you may */
/* *not* use its h_Data field! If you need custom data, use the */
/* cl_UserData of the IClass structure! */
if (!(mcc = MUI_CreateCustomClass(NULL,MUIC_Area,NULL,sizeof(struct Data),MyDispatcher)))
fail(NULL,"Could not create custom class.");
app = ApplicationObject,
MUIA_Application_Title , "Class3",
MUIA_Application_Version , "$VER: Class3 17.6 (18.08.96)",
MUIA_Application_Copyright , "©1993, Stefan Stuntz",
MUIA_Application_Author , "Stefan Stuntz",
MUIA_Application_Description, "Demonstrate the use of custom classes.",
MUIA_Application_Base , "CLASS3",
SubWindow, window = WindowObject,
MUIA_Window_Title, "A rather complex custom class",
MUIA_Window_ID , MAKE_ID('C','L','S','3'),
WindowContents, VGroup,
Child, TextObject,
TextFrame,
MUIA_Background, MUII_TextBack,
MUIA_Text_Contents, "\33cPaint with mouse,\nscroll with cursor keys.",
End,
Child, MyObj = NewObject(mcc->mcc_Class,NULL,
TextFrame,
TAG_DONE),
End,
End,
End;
if (!app)
fail(app,"Failed to create Application.");
set(window,MUIA_Window_DefaultObject, MyObj);
DoMethod(window,MUIM_Notify,MUIA_Window_CloseRequest,TRUE,
app,2,MUIM_Application_ReturnID,MUIV_Application_ReturnID_Quit);
/*
** This is the ideal input loop for an object oriented MUI application.
** Everything is encapsulated in classes, no return ids need to be used,
** we just check if the program shall terminate.
** Note that MUIM_Application_NewInput expects sigs to contain the result
** from Wait() (or 0). This makes the input loop significantly faster.
*/
set(window,MUIA_Window_Open,TRUE);
{
ULONG sigs = 0;
while (DoMethod(app,MUIM_Application_NewInput,&sigs) != MUIV_Application_ReturnID_Quit)
{
if (sigs)
{
sigs = Wait(sigs | SIGBREAKF_CTRL_C);
if (sigs & SIGBREAKF_CTRL_C) break;
}
}
}
set(window,MUIA_Window_Open,FALSE);
/*
** Shut down...
*/
MUI_DisposeObject(app); /* dispose all objects. */
MUI_DeleteCustomClass(mcc); /* delete the custom class. */
fail(NULL,NULL); /* exit, app is already disposed. */
}