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GenGui V2.1
===========
⌐1994-95 by Matthias Meixner
Read the README file for the legal issues
This package is for layout and creation of graphical user interfaces (GUI).
Unlike some other programs like Gadtools, you do not draw your GUI just like
in a paint-program, but you describe the GUI in a kind of description
language. From this description GenGui generates a C-headerfile, wich
containes the description data in a form that is needed by the routines
which must be linked to your program and which do the real work on runtime.
For the legal issues read the "readme"-file.
1. Preface
==========
From version 36 of the Amiga operating system on it is possible to select
the font that should be used. Since there are now several new display-
resolutions it is highly recommended, that applications should be able to
use higher resolutions and therefore it is required, that programs can adapt
to a variable windowsize.
OK, lets face the current situation. There are half a dozen different
systems out there, that all allow to create font-sensitive and resizeable
GUIs. Most of them come with a shared library, that implemets its own
gadgets, and they are all about 100kBytes in size. Since there is no
standard for these tools yet, every programmer uses his preferred generator
and every program uses another shared library. But what's the use of shared-
libraries, if every program uses another one? If you have got three programs
running, that all use a different library, then the libraries allocate
already 300kBytes just for three layout-engines and for many unused button-
types, each implementing their own version of the same types of buttons.
Therefore I wrote Gengui. It uses GadTools-gadgets, which already come with
the operating system and implements a layout-enging for these gadgets. It
does not use a shared-library, but comes as a quite small link-library.
2. The basic idea:
==================
The description of the Gui is box oriented. Every box affects the size
and position of the objects inside the box. A box has an orientation, which
determines the positions of the objects in a box, in a vertical box the
first object is on top and all other objects are below this one, in a
horizontal box, the first one is on the most left side. Within a box every
object can have a relative size, a size absolut in characters or a size
absolut in pixels or a mixture of the last two. This object can be a new box,
a gadget or a custom "gadget". This allows an easy generation of resizeable
GUI's.
Maybe you should get an example now:
Imagine you want to have a GUI, which looks like that:
+-------------------------+
| |
| +-----+ +-----+ +-----+ |
| |Text1| |Text2| |Text3| |
| +-----+ +-----+ +-----+ |
| |
| |
| |
+-------------------------+
The description would look like this:
PROJECTNAME Project1 // This is the name, which will be used
// in the generated source
HBOX // horizontal box
VREL 1 // the box has relative height
HREL 1 // and relative width
BUTTON // We want to generate a button
STDLINE 1 // with a height of one line plus spacing
HREL 1 // and relative width
TEXT "Text1" // "Text1" should be written in it
ID 1 // and maybe we want to identify it later
END
BUTTON
STDLINE 1
HREL 1
TEXT "Text2"
ID 2
END
BUTTON
STDLINE 1
HREL 1
TEXT "Text3"
ID 3
END
END
This would describe a GUI with three gadgets, each has (including an adequate
spacing) one third of the width of the window, and a height of one line.
Gengui offers some reasonable defaultvalues for the different types of
objects, which significantly reduce the size of the description:
PROJECTNAME Project1
HBOX
BUTTON
TEXT "Text1"
ID 1
END
BUTTON
TEXT "Text2"
ID 2
END
BUTTON
TEXT "Text3"
ID 3
END
END
Maybe you want the first button to be double as wide as the other two
buttons:
PROJECTNAME Project1
HBOX
BUTTON
HREL 2 // now this button gets 2 parts of the width of this box
TEXT "Text1"
ID 1
END
BUTTON // whereas this button gets only one part,
TEXT "Text2"
ID 2
END
BUTTON // and this one too
TEXT "Text3"
ID 3
END
END
Now lets think of something like that:
+-----------------+
| |
| +-------------+ |
| | | |
| +-------------+ |
| |
| +--------+ |
| | | |
| +--------+ |
| |
| +---+ |
| | | |
| +---+ |
| |
+-----------------+
The first button has three times the size and the second one two times the
size of the last button.
PROJECTNAME Project1
VBOX // Now one button is above the other !
BUTTON
HREL 3 // Three thimes the size
TEXT "Text1"
ID 1
END
BUTTON
HREL 2 // two times the size of the last button.
TEXT "Text2"
ID 2
END
BUTTON
TEXT "Text3"
ID 3
END
END
And now a last example for this topic:
+---------------+
| |
| +------+ |
| | | |
| +------+ |
| |
| +--+ +------+ |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| +--+ +------+ |
| |
+---------------+
PROJECTNAME Pro2
HBOX
VBOX // left box
HREL 1
VBOX // this creates the empty place in the top left corner
END
BUTTON
VREL2
END
END
VBOX // right box
HREL 2 // of double width
BUTTON
VREL 1
END
BUTTON
VREL 2
END
END
END
3. Installation
===============
Installation is quite easy:
copy gengui.h to your include: directory or you will have to add the path
where it can be found to your include-path.
4. The description language
===========================
These are the keywords of the description languange. It does not distinguish
between lower- and uppercase. Some keywords have more than one name, since
i could not decide wich one would be more easy to remember :). These other
names can be found in the brackets ().
Every command must be on a separate line, comments begin with '//' and mark
the rest of the line as comment.
#c_source
#end_source
Everything between these two lines will be directly included in the
generated output. These keywords must begin on the first column !
These are the commands that are used to describe the objects of the GUI:
BACKFILL Hook: Install a Backfill Hook, that is used for rendering
the background of this box.
BAR
BAR : Insert a bar between two objects. The direction depends on
the containing object. If this is a VBOX, then a horizontal
bar will be generated, otherwise a vertical bar.
BUTTON
BUTTON : Normal button, default size HREL 1, STDLINE 1,
MINHCHAR strlen(Text), MINHPIX 4
CHECKBOX
CHECKBOX : Checkbox, default size HCAR 2, VCHAR 1
CUSTOM
CUSTOM : Custom Gadget, default size HREL 1, VREL 1,
Read also the chapter about custom gadgets !
CYCLE
CYCLE : Cycle-gadget, default size HREL 1, STDLINE 1
MINHCHAR max(strlen(Texts in the Cyclegadget)),
MINHPIX 24
FRAME
FRAME RAISED|RECESSED
: Draw a frame around this Box (VBOX or HBOX).
It is raised (FRAME RAISED) or recessed (FRAME RECESSED).
GFXBUTTON : Graphical button. It supports two highlight-methods:
complement and highlight-image. The images are selected within
this block with the "IMAGE" command. If there is one such
command, then complement is used, if there are two of them,
then the second one is used for highlighting.
You can adjust the alignment within its space with the
following flags:
Horizontal alignment: GG_Left,GG_HCentered,GG_Right
Vertical alignment: GG_Top,GG_VCentered,GG_Bottom
default: GG_Left,GG_Top
You can switch off highlighting by the GG_NoHighlight-flag.
The size of the active region of the button, i.e. the region,
that reacts to mouse-clicks, is determined by the size of
the first image, unless you use the GG_FullSize flag, which
tells gengui, that the whole allocated space should be
active.
NOTE: you need to select a suitable activation for this
gadget, e.g. with:
ACTIVATION GACT_RELVERIFY
GFXBUTTON now supports to change the GFLG_SELECTED flag
during runtime with GG_SetGadgetAttrs(). The tag to
do that is GA_Disabled and it must be the first tag in the
taglist.
HBOX
HBOX : horizontal box, default size: HREL 1, VREL 1
INTEGER
INTEGER : Integer-gadget, default size HREL 1, STDLINE 1
LISTVIEW
LISTVIEW : default size HREL 1, VREL 1
MX
MX : MX-gadget, default size HREL 1, VREL 1,
MINVCHAR # of entries, MINVPIX 6
NUMBER
NUMBER : Number-gadget, default size HREL 1, STDLINE 1
PALETTE
PALETTE : Palette-gadget, default size HREL 1, VREL 1
PLAINTEXT
PLAINTEXT: Formatted Text, default size HREL 1, STDLINE 1.
MINHPIX and MINVPIX are set according to the size of the
text as default.
Plaintext supports the following format descriptions:
\n : Newline
%% : '%'
%Cx : Set foreground color to x
(e.g. %C1 : set color to 1)
%cx : Set background color to x
%B : Bold on
%b : Bold off
%I : Italics on
%i : Italics off
%N : Normal style (Bold,Italics,Underlined off)
%U : Underlined on
%u : Underlined off
You can adjust the alignment within its space with the following
flags:
Horizontal alignment: GG_Left,GG_HCentered,GG_Right
Vertical alignment: GG_Top,GG_VCentered,GG_Bottom
default: GG_Left,GG_Top
Unlike TEXT this is not a gadtools gadget, but allows easier
formatting of text, since it allows texts, that use more
than one color, style or that span more than one line.
See also GfxPrint();
SCROLLER
SCROLLER : Scroller, default size HREL 1, VREL 1
SLIDER
SLIDER : Slider, default size HREL 1, VREL 1
STRING
STRING : String-gadget, default size HREL 1, STDLINE 1
TEXT
TEXT : Text-gadget, default size HREL 1, STDLINE 1
See also PLAINTEXT
VBOX
VBOX : vertical box, default size: HREL 1, VREL 1
Each of these commads defines a block, which must be terminated by "END"
Commands specifying the size of the objects:
HCHAR (XCHAR)
HCHAR chars : Absolute width of 'chars' characters
HPIX (XPIX)
HPIX pixel : Absolute width of 'pixel' pixels
HREL (XREL)
HREL size : Relative width
STDCOL
STDCOL chars : Absolute width of 'chars' characters plus 4 pixels space
STDLINE
STDLINE chars : Absolute height of 'chars' characters plus 4 pixels space
VCHAR (YCHAR)
VCHAR chars : Absolute height of 'chars' characters
VPIX (YPIX)
VPIX pixel : Absolute height of 'pixel' pixels
VREL (YREL)
VREL size : Relative height
XSPACE
XSPACE xs : Set the amount of horizontal space between gadgets to
xs pixels, defaults to INTERWIDTH
(only allowed within HBOX/VBOX)
YSPACE
YSPACE ys : Set the amount of vertical space between gadgets to
ys pixels, defaults to INTERHEIGHT
(only allowed within HBOX/VBOX)
Commands specifying the minimal size for relative objects (box or gadget):
MINHCHAR (MINXCHAR)
MINHCHAR chars : Minimal width of 'chars' characters
MINHPIX (MINXPIX)
MINHPIX pixel : Minimal width of 'pixel' pixels
MINSTDCOL
MINSTDCOL chars : Minimal width of 'chars' characters plus 4 pixels space
MINSTDLINE
MINSTDLINE chars : Minimal height of 'chars' characters plus 4 pixels space
MINVCHAR (MINYCHAR)
MINVCHAR chars : Minimal height of 'chars' characters
MINVPIX (MINYPIX)
MINVPIX pixel : Minimal height of 'pixel' pixels
Commands that are used to reserve free space next to an object
BOTTOMCHARSPACE
BOTTOMCHARSPACE char: reserves free space in the bottom of the object,
that is 'char' characters high
LEFTCHARSPACE
LEFTCHARSPACE char : reserves free space left to the object, that is
'char' characters wide
RIGHTCHARSPACE
RIGHTCHARSPACE char : reserves free space right to the object, that is
'char' characters wide
TOPCHARSPACE
TOPCHARSPACE char : reserves free space in the top of the object,
that is 'char' characters high
BOTTOMPIXSPACE
BOTTOMPIXSPACE pix: reserves free space in the bottom of the object,
that is 'pix' pixels high
LEFTPIXSPACE
LEFTPIXSPACE pix : reserves free space left to the object, that is
'pix' pixels wide
RIGHTPIXSPACE
RIGHTPIXSPACE pix : reserves free space right to the object, that is
'pix' pixels wide
TOPPIXSPACE
TOPPIXSPACE pix : reserves free space in the top of the object,
that is 'pix' pixels high
BOTTOMSTDSPACE
BOTTOMSTDSPACE char: reserves free space in the bottom of the object,
that is 'char' characters plus 4 pixels high
LEFTSTDSPACE
LEFTSTDSPACE char : reserves free space left to the object, that is
'char' characters plus 4 pixels wide
RIGHTSTDSPACE
RIGHTSTDSPACE char : reserves free space right to the object, that is
'char' characters plus 4 pixels wide
TOPSTDSPACE
TOPSTDSPACE char : reserves free space in the top of the object,
that is 'char' characters plus 4 pixels high
These commands specify the minimal width/height for objects with relative
width/height. It does not affect the relative sizes of different objects.
Thus if you have two objects within one box, each having the same relative
width and one of these has a minimal width of 5 chars and the other one
of 6 chars, then the minimal width of the first one will also be 6 chars,
since the relative size says, that the two objects have always the same
width.
The default values used by Gengui for the minimal sizes are often sufficient
enougth, therefore you will not need to use these commands too often.
(At least I hope so :-) )
Commands for the description of gadget-specific data:
ACTIVATION
ACTIVATION flg: Set the activation-flags for GFXBUTTONS (GACT_...).
See also intuition/intuition.h
CUSTOM
CUSTOM func : Set the custom function for custom-gadgets.
NOTE: this is only valid within a custom-object and since
it is written the same way as the CUSTOM-object
the meaning of CUSTOM only depends on the context.
FLAGS
FLAGS flagset : Set the flags of the gadget (-> ng_Flags)
NOTE: it is possible spread the flags to more than one
FLAGS command e.g.:
FLAGS a|b
would have the same effect as
FLAGS a
FLAGS b
HOOK
HOOK function : Set a hook function that is called, when the gadget sends
a message. See also the chapter on hook-functions.
ID
ID [label=]id : Set the ID of the gadget (-> ng_GadgetID)
NOTE: id must not contain any whitespace characters !
The value of the ID must be >=0. If you supply a label,
then gengui will generate the following define:
#define label id
Furthermore it will use the label for the generation of
the Names, that are used to access the Gadgets.
IMAGE
IMAGE image : This sets the image-data for GFXBUTTONs. "image" must
point to a "struct Image" variable. You can generate this
data using IconEdit when you have set "SRC" in the
tooltypes of IconEdit. Then you will find "Save as C..."
in the projects menu. Since IconEdit generates some
additional information for the icons, you will need to
delete this information from the generated sourcecode.
You may define up to two images for every GFXBUTTON.
If there are two of them, then the second one is used for
highlighting.
LABELS
LABELS label1 [,label2 ...]:
Generates everything required for labels in MX-BUTTONS
and CYCLE-BUTTONS. These are the string arrays and the
suitable tags for the taglists.
TAGS
TAGS tags : Set the tags for a gadget. You need not set TAG_DONE,
since this is automatically done. You may use more than
one TAGS command per gadget, e.g.
TAGS a,b
TAGS c,d
would have the same effect as
TAGS a,b,c,d
TEXT
TEXT string : Set the text for the gadget (-> ng_GadgetText)
If you specify more than one text, then all these texts
are concatenated.
TEXTATTR
TEXTATTR textattr : Set ng_TextAttr. By default the standart font of the
window is used for the gadgets.
TEXTID
TEXTID [label=]id: Text-id for the use with localized GUI's. Note that
you also need to link with gengui_lnk_locale.o
to activate the support for locale.library.
Furthermore you need to define and initialize the
variable 'Catalog' with the catalog, that should be
used. If Catalog is NULL, or if there is no
translation in the catalog, then gengui will use the
non-translated texts, that were set with "TEXT".
IMPORTANT: If you don't select a TEXTID, then "65535"
will be used as ID. Therefore this ID
must not occur in your catalog-file !
If you supply a label, then gengui will generate the
following define:
#define label id
See also examples/xarc_locale
USER
USER userdata : Set user data. You can access the user data via the
macro GetUserData().
NOTE: the field ng_UserData is required by GenGui itself,
but therefore it has another field reserved for
this purpose.
General note: The parameters of all these commands may be preprocessor
symbols, in fact they are just passed on to the generated
source.
5. What's generated by GenGui
=============================
GenGui takes the descriptionfile and generates two headerfile. The first
headerfile contains the full data of the descriptionfile and some required
or useful defines. First it contains a struct WinInfo that has the name which
was set using the command projectname. This struct is required for rendering
the GUI to the window, therefore it is the most important structure in the
headerfile. It allocates GadInfo structures, which store the information of
the look of the GUI. To make these accessible for GG_SetLowlevelAttrs()
Gengui generates defines which are used to supersede the generic names of
the structure valiables. The names have the form:
'Projectname'_GadInfo_'GadgetID'
'GadgetID' is the ID, given by the 'ID' command or the label, if given.
They identify the variables themselves. Therefore you will need to use the
&-operator to get the address of them for use with GG_SetLowlevelAttrs().
Furthermore an array of pointers to gadgets is allocated in the headerfile.
The name of this array has the form:
'Projectname'_Gadgets
This array contains the pointers to the gadgets which you require for e.g.
setting new attributes of the gadgets via GG_SetGadgetAttrs(). But note,
that these entries are only valid as long as the GUI is rendered to the
window and that these entries change when the GUI is resized or changed in
other ways. To know which entry in this array belongs to a certain gadget,
GenGui generates a definition for every Gadget, which tells you which entry
belongs to a certain gadget. The name of this definition has the form:
'Projectname'_'GadgetID'
OK, let's have a simple example to illustrate, how you would use it. The
second headerfile has the extension "_def.h" and contains only the structure
definitions, the prototypes, the "extern" references and the #defines. It is
useful if you want to access the GUI from another module.
This could be a description of a GUI:
#c_source
#define ExampleButton 1 // I want to have a more telling name than a number
#end_source
Projectname Test
VBOX
BUTTON
TEXT "Test"
ID ExampleButton
end
end
or which is equivalent:
Projectname TEST
VBOX
BUTTON
TEXT "Test"
ID ExampleButton=1
end
end
To render the GUI to the window you would use:
RenderGui(window,&Test);
And to change the attributes of the gadget you would use:
GG_SetGadgetAttrs(Test_Gadgets[Test_ExampleButton],window,NULL, ... );
Or for lowlevel changes:
GG_SetLowlevelAttrs(&Test_GadInfo_ExampleButton, .... );
For the handling of gadgets, there are some useful macros in gengui.h,
which is automatically included in the generated headerfiles:
GetGadget() generates the address of the selected gadget from the
received IntuiMessage:
struct Gadget *GetGadget(struct IntuiMessage *)
GetInfo() calculates the address of the GadInfo structure from the
address of the gadget.
struct GadInfo *GetInfo(struct Gadget *)
GetString() takes the address of a string-gadget and retrieves a pointer
to the contents of the buffer.
UBYTE *GetString(struct Gadget *)
GetNumber() retrieves the value stored in a number-gadget.
LONG GetNumber(struct Gadget *)
GetUserData(): Since Gengui needs the field "UserData" for internal use, it
reserves another field for this purpose, it generates a this
macro GetUserData() that fullfills the purpose of accessing
this field for userdata.
ULONG GetUserData(struct Gadget *)
For the handling of customgadgets you require some additional defines:
First there are some "modes" defined, whose meaning is explained in the
chapter for customgadgets.
The other structures in the headerfile contain the actual data that
describes the GUI. Since they are not important for the programmer their
names consist of the projectname and an extension of some numbers and
characters.
If you want to know more of what can be found in the headerfile you should
have a look at the generated source :).
6. Writing code using GenGui
============================
The first thing you have to do is to write the file with the description of
the GUI in the description-language, that was presented in chapter 2. The
filename must have the extension .gui. The next step is to compile this
description to a normal C-headerfile using GenGui:
GenGui file.gui
You will get two headerfiles: file.h and file_def.h
"file.h" contains the data of the GUI and "file_def.h" contains all from
"file.h" except for the data itself.
There are two important aspects:
- You must use Gui_GetIMsg() instead of GT_GetIMsg()!
- You must use Gui_SetGadgetAttrs() instead of GT_SetGadgetAttrs()!
The following example will show you how to use these GUI's within your own
programs:
#include "file.h" // include the headerfile that was generated by GenGui
main()
{
struct IntuiMessage *msg;
struct WIndow *win;
int run=1;
/*
. Now open all required libraries and the window. "win" must point to
. the newly opened window.
*/
/* The Projectname of the GUI is TestPro */
if(GG_RenderGui(win,&TestPro)) {/* do the cleanup, send an error msg .... */}
/* GG_RenderGui returns 0 if successful, an error code on failure */
while(run) {
WaitPort(win->UserPort); // you may use Wait instead, if you like :)
while(msg=GG_GetIMsg(win->UserPort)) {
/* It is very important that you use this function instead of
GetMsg or GT_GetIMsg(), since it does some additional
actions !!! */
switch(msg->Class) {
case IDCMP_CLOSEWINDOW: run=0;break;
case IDCMP_NEWSIZE: GG_ResizeGui(&TestPro); // do the resizing
break;
case IDCMP_REFRESHWINDOW:
GG_BeginRefresh(&TestPro);
GG_RefreshGui(&TestPro); // and the refresh
GG_EndRefresh(&TestPro,TRUE);
break;
// ... and some more actions you need
}
GG_ReplyIMsg(msg);
}
}
GG_FreeGui(&TestPro); // Free the gadgets
/* close the window and free the sources etc. */
}
When opening the window you should consider that it must be large enough to
have room for all gadgets. If the window is too small then the GUI will look
quite messed up. You can determine the minimal required size with the
GG_MinSize function, at least when the MIN-sizes are correctly set. Or you
can use GG_SmartRenderGui, which takes care of the needed size and moves or
resizes the window due to these requirements. It even substitutes the font
used in the window by a smaller one, if required.
5. Hook functions
=================
For every gadget you may define a hook-function. This function is called
whenever Intuition sends a message for this gadget. It receives the address
of the Intuimessage as parameter and must return an int as result. If you
return null then the Intuimessage is passed on to your main program, in the
other case the Intuimessage is ignored and your program will not receive
this message any more:
int __stdargs HookFunction(struct IntuiMessage *msg)
{
int ignore=1; /* The IntuiMessage will not be passed on to the program */
/* do some actions */
return ignore;
}
7. Custom gadgets
=================
Custom gadgets are a very powerful element for generating graphical user
interfaces. They not only allow you to add gadgets other than gadtools
gadgets, you can also use it to render information to the window, that is
not really a gadget, for example some borders or texts, which should
be resizeable. And a special thing which you can create using customgadgets
are multiplexed user interfaces. "What's that?", you may ask. OK, I'll give
you an idea, what you can achieve by this. Imagine that there is not enough
room in the window to place all gadgets in it. Then you could have e.g. a
cyclegadget with which you can select the group of gadgets you want to
be visible in the window.
First at all every customgadget requires a function that handles the
creation of the "gadget". This function gets 7 arguments, the first one is
a pointer to a WinInfo structure, the second one is a pointer to a NewGadget
structure which was filled with all needed data (only MODE_NEW,MODE_RESIZE
and MODE_REFRESH). The third one is a pointer to a GadInfo and the last
four parameters describe the position and the width/height of the area of
gadget.
NOTE: The area of the gadget also contains the spacing around the gadget.
The (suggested) dimensions of the gadget itself can be found in the
newgadget structure.
This function is called in several cases. It is not only called when the
gadget should be created, but also when it should be removed. There are
6 Modes, which are marked in 'Mode' field of the WinInfo structure.
The Modes are:
GG_MODE_NEW: A new gadget should be created. If you create gadgets you
should add them to the GList 'Gadgets' in the WinInfo
structure and fill 'Prev' in the same structure with the
pointer to the last gadget.
GG_MODE_RESIZE: The gadget should be resized. You must not use
GT_SetGadgetAttrs() to change the state of gadtools gadgets,
since during the GG_MODE_RESIZE call the gadgets are not
bound to any window and GG_SetGadgetAttrs() would not work
at this point, but you might use GG_SetLowlevelAttrs().
GG_MODE_REFRESH: Redraw the gadget. You need not redraw system-gadgets, since
RefreshGList() is called internally.
GG_MODE_FREE: Free the gadget and delete all stored contents
GG_MODE_STOP: Delete the gadget, but keep the contents, that were stored
by GG_MODE_BACKUP.
GG_MODE_BACKUP: Store the complete information of the gadget e.g. if the
gadget is disabled and the selection-state. You may store
that information in the Code field of the delivered GadInfo
structure and the information if it is disabled can be
stored using the flag GG_FLAG_DISABLED in 'dim.Flags' of
this structure. You must not change any other bits in this
field.
GG_MODE_RESTORE: Restore the information that was stored with GG_MODE_BACKUP.
If you just want to draw some lines, you should ignore the latter three
cases that are only important for the handling of gadgets or 'SubGui's. In
these cases the contents of the NewGadget structure are not valid, however
you will get a pointer to such a structure to avoid enforcer-hits.
You can also use the field Render in the WinInfo structure to determine if
you have draw your lines. It is set to 1 if drawing is needed and to 0 if
not.
You must return 0 if everything was OK and any value !=0 if an error
occurred.
If you want to draw some lines and render another GUI in this area you can
use "SubGuis". Therefore you must describe a complete GUI just like before
and render this GUI with GG_SubGui() to the window. This function takes the
same parameters as RenderGui() plus four additional parameters which
describe the position and the dimensions of the GUI. You must call this
every time your customfunction is called. This function returns 0 on success
and a value !=0 if an error occurred. In this case your function must
also return a value !=0 to tell that there was an error.
There is another thing that is possible using 'SubGuis', that are
multiplexed user-interfaces. You might have several groups of gadgets that
are rendered to the same place in the window and e.g. a global variable
decides which of these groups is displayed in the window. Note that you must
remove the complete GUI from the window first, if you want to switch the
groups, but you cannot use FreeGui(), since this would lose the complete
information that is stored in the GUI. StopGui() exists for this case. It
stores this information and removes the GUI after this. The next time you
call RenderGUI this information is restored. StopGUI() can also be used
if you want to keep informations although you want to close the window,
because you might reopen it later. See also the example for multiplexed
interfaces.
8. The functions in the runtime-library "gengui_lnk.o"
======================================================
GG_BeginRefresh:
void GG_BeginRefresh(struct WinInfo *winfo)
Invokes the intuition.library/BeginRefresh() function in a manner
friendly to the gengui toolkit. This function call permits the
gadgets to refresh themselves at the correct time and restricts
rendering to the damaged regions that need refresh.
Call GT_EndRefresh() function when done.
NOTE:
The nature of GadTools precludes the use of the IDCMP flag
WFLG_NOCAREREFRESH. You must handle IDCMP_REFRESHWINDOW events
in at least the minimal way, namely:
case IDCMP_REFRESHWINDOW:
GG_BeginRefresh(wininfo);
GG_EndRefresh(wininfo, TRUE);
break;
Normally you would use:
case IDCMP_REFRESHWINDOW:
GG_BeginRefresh(&Project);
GG_RefreshGui(&Project);
GG_EndRefresh(&Project, TRUE);
break;
GG_BeginResizeGui:
void GG_BeginResizeGui(struct WinInfo *winfo)
You can use this function to speed up the process of resizing the GUI.
Therefore you have to use IDCMP_SIZEVERIFY, which signals your program,
that the user wants to resize the GUI. If you call GG_BeginResizeGui,
when this happens, all gadgets are detached from the window and intuition
does no refresh on these gadgets, which would be useless anyways, since
the GUI is refreshed after it has been resized. But note, you really
should know, that if you don't handle this message immediately, you may
get a deadlock of your system. Therefore don't use IDCMP_SIZEVERIFY if
you are not sure about the side-effects of switching on this
message-type. It's probably better to have a slightly slower program,
than a buggy program.
GG_ClearWindow:
void GG_ClearWindow(struct Window *)
Removes all contents from the window, erases the inner of the window
with the EraseRect() and refreshes the windowborders.
GG_EndRefresh:
void GG_EndRefresh(struct WinInfo *winfo, BOOL complete)
Invokes the intuition.library/EndRefresh() function in a manner
friendly to the gengui toolkit. This function call permits the
gadgets to refresh themselves at the correct time and restricts
rendering to the damaged regions that need refresh.
Call this function when you have used GG_BeginRefresh()
GG_FreeGui:
void GG_FreeGui(struct WinInfo *winfo)
GG_FreeGui removes the gadgets from the window. It is save to call this
functions for already freed GUIs.
GG_GetIMsg:
struct IntuiMessage *GG_GetIMsg(struct MsgPort *)
You must call this function instead of GT_GetIMsg() or GetMsg().
It returns a pointer to an IntuiMessage, if there is a message of
interest for the program, otherwise it returns NULL. This is for example
the case if you have a hook-function seleced for a gadget which returns a
value !=0 to indicate that the message may be ignored.
GG_GfxPrint:
void GG_GfxPrint(struct RastPort *rast,char *text,int left,int top);
This function is used to format and print a text to a RastPort.
The following format-specifiers are supported:
\n : Newline: the next character is printed at the start
of the next line.
%% : '%'
%Cx : Set foreground color to x
(e.g. %C1 : set color to 1)
%cx : Set background color to x
%B : Bold on
%b : Bold off
%I : Italics on
%i : Italics off
%N : Normal style (Bold,Italics,Underlined off)
%U : Underlined on
%u : Underlined off
Parameters:
rast : Pointer to your RastPort
text : A pointer to your textstring
left,top : Left, top corner of the textblock
GG_GfxPrintSize:
void GG_GfxPrintSize(struct RastPort *rast,char *text,struct TextSize *size);
This function is used to calculate the width and height a text
would occupy when printed with GG_GfxPrint().
Parameters:
rast : Pointer to your RastPort
text : A pointer to your textstring
size : A pointer to the struct, in which the result will
be stored.
GG_MinSize:
void GG_MinSize(struct Window *win, struct WinInfo *gui,
struct GG_ObjectSize *size);
GG_MinSize calculates the minimal size for the window win, such that
the gui will fit within this window. The result is written to 'size',
which must point to some valid memory-position. This size does not cover
any bordersizes of the window, these must be added to the calculated
sizes.
GG_MinSize:
void GG_MinSizeFont(struct TextFont *font, struct WinInfo *gui,
struct GG_ObjectSize *size);
GG_MinSizeFont calculates the minimal size for the font 'font', such that
the gui will fit within window of this (inner) size. The result is
written to 'size', which must point to some valid memory-position.
This size does not cover any bordersizes of the window. Therefore
it would be suitable for opening a window with WA_InnerWidth and
WA_InnerHeight.
GG_RefreshGui:
int GG_RefreshGui(struct WinInfo *winfo)
This function is used to refresh the gadgets within the window.
It is only important if you are using SimpleRefresh, since only then it
is your job to refresh the window. If you are using SmartRefresh windows
then it should not be required since the system does that job for you.
It returns 0 if everything was OK.
GG_RenderGui:
int GG_RenderGui(struct Window *win, struct WinInfo *winfo)
GG_RenderGui draws the gadgets to the window. You must supply the pointer
to the window and the pointer to the WinInfo structure of your GUI.
This one can be obtained by using the & operator on the name that was
selected using "PROJECTNAME" in the descriptionfile.
It returns 0 if everything was OK.
GG_ResizeGui:
int GG_ResizeGui(struct WinInfo *winfo)
This function is used to adapt the GUI to the new size when a window
has been resized. You must call this function every time you receive
a IDCMP_NEWSIZE message.
It returns 0 if everything was OK.
You can speed up the resizing-process by using GG_BeginResizeGui.
GG_SetGadgetAttrs / GG_SetGadgetAttrsA:
BOOL GG_SetGadgetAttrsA(struct Gadget *, struct Window *,
struct Requester *, struct TagItem *)
BOOL GG_SetGadgetAttrs(struct Gadget *, struct Window *,
struct Requester *, Tag, ...)
This is a replacemet for the function GT_SetGadgetAttrs of
gadtools.library. You must call this function instead of that of gadtools,
since Gengui needs to keep track of the information stored in the gadgets.
NOTE: Whereas the gadtools function returns VOID this one returns if it
was successful to modify the attributes. If there is not enough
memory it returns 0 to indicate that there was an error and the
attributes are not changed.
GG_SetLowlevelAttrs / GG_SetLowlevelAttrsA:
BOOL GG_SetLowlevelAttrsA(struct GadInfo *, struct TagItem *)
BOOL GG_SetLowlevelAttrs(struct GadInfo *, Tag, ...)
Whereas the GG_SetAttrs function cannot be used, as long as the
GUI is not rendered to a window, and cannot be used for changing tags,
that cannot be changed as long as Gadgets are rendered to a window,
e.g. the depth of a palette-gadget, these functions can do this magic
thing. If the GUI is already rendered to a window, you must call
GG_ResizeGui after this function, to make these changes take effect.
GG_ResizeGui removes and recreates all gadgets and this allows to
change really all tags.
GG_SmartRenderGui:
int GG_SmartRenderGui(struct Window *win, struct WinInfo *winfo,
struct TextFont **font)
GG_SmartRenderGui determines the minimum size of the GUI and adjusts the
window according to this information. Therefore it may resize and move
the window and if this is not sufficient, it will switch to another font.
Therefore you must call it with a pointer to a pointer to a font.
If this pointer is a nullpointer, then it will open the topaz 80 font,
in the other case it will use the delivered font as a fall-back font.
It is up to you to close this font, when your program exits. If the GUI
would not fit within the window, although it already uses the fall-back-
font, it ignores that and the display might look messed up, but that's
probably better, than not being able to display anything at all,
since the user then really has no chance to use the program.
GG_SmartRenderGui draws the gadgets to the window. You must supply the
pointer to the window and the pointer to the WinInfo structure of your
GUI. This one can be obtained by using the & operator on the name that
was selected using "PROJECTNAME" in the descriptionfile.
It returns 0 if everything was OK.
Input:
win: Pointer to an open Window
winfo: Pointer to your GUI, You can obtain this pointer
by using the & operator on the name, you have given
for PROJECTNAME in the descriptionfile
font: Pointer to an pointer to an fall-back-font or to a
NULL-pointer.
Result: 0 if everything was OK
Example:
struct TextFont *font=NULL;
...
/* Open your window */
if(GG_SmartRenderGui(win,&Gui,&font)) {
/* failed */
CloseWindow(win);
if(font) CloseFont(font);
/* additional error-handling */
}
... /* Your code goes here */
CloseWindow(win)
if(font) CloseFont(font); /* you must not close it, as long as
the window stays open, since it will be
uses as long as this window exists */
Notes:
- If you call it with your own fall-back font, that was obtained by
OpenDiskFont, you must call CloseDiskFont instead of CloseFont.
- The fall-back font should definitely be smaller than the default-font,
GG_StopGui:
void GG_StopGui(struct WinInfo *winfo)
GG_StopGui() stores the information of the gadgets and removes them after
this from the window. GG_RenderGui() will recognize if the information was
stored and will restore them if this was the case.
GG_SubGui:
int GG_SubGui(struct WinInfo *parent, struct WinInfo *winfo,
int left,int top,int width, int height)
GG_SubGui allows to draw GUIs within another GUI. You must not use this
function for other purposes. It is not possible to render a GUI only
with this function. You must use GG_RenderGui() for this, since it
allocates some additional resources wich are also required by GG_SubGui
and must be already allocated when GG_SubGui is called.
MACROS:
======
GetString:
UBYTE * GetString(struct Gadget *)
This macro returns a pointer to the contents of a string-gadget if passed
a pointer to the string-gadget.
GetNumber:
LONG GetNumber(struct Gadget *)
This macro returns the contents of a integer-gadget if passed
a pointer to the integer-gadget.
GetInfo:
struct GadInfo * GetInfo(struct Gadget *)
This macro returns a pointer to the correlated GadInfo structure of a
given gadget.
GetUserData:
ULONG GetUserData(struct Gadget *)
This macro returns a the userdata of the given gadget.
NOTE: You cannot use the udserdata-field of gadtools gadgets, since
this field is required by the gengui link-library for internal use.
GetGadget:
struct Gadget * GetGadget(struct IntuiMessage *)
This macro calculates the address of the gadget in an intuimessage
of the type IDCMP_GADGETUP or IDCMP_GADGETDOWN
9. Compiling
============
You need to compile gengui_lnk.c in the Gui_lib directory and link this to
your program. Of course you need not recompile it every time. Just compile
it with your favourite C-compiler and then link gengui_lnk.o to your program.
If you are using SAS-C, then you can use the already compiled module in this
directory.
10. What's new
=============
Version 2.1:
There is now support for easy reserving space aroung objects, that is
required for e.g. the texts of gadgets. (Till version 2.0 you had to
reserve it via empty boxes.)
Previous versions did not support BeginRefresh and EndRefresh, this
caused a slowdown of the refresh and of scrolling in the window.
Now there are GG_BeginRefresh() and GG_EndRefresh(). These clean up
the damage-list of the window and reduce the rendering of the refresh
to the damaged regions and therefore speed up the refresh.
Version 2.0:
GenGui has some additional capabilities for designing GUI's. There are:
- frames
- bars
- graphical buttons
- formatted texts
- backgound patterns
Furthermore GenGui is now able to determine the minimum size of the window
the GUI should be rendered to. Therefore there is a new set of commands
for the description language, to determine the minimum size for boxes or
gadgets with relative size. The user is supported by a quite complex
default-mechanism, so that he need not give any information in most cases.
Then I have cleaned up the names of the interface for gengui. But don't
panic, if you define GG_OLDSTYLE you will get the old names for
compatibility reasons.
NOTE: It is not possible just to link with the new link-library, you have
also to recompile the GUI-description with the new gengui, but that
shouldn't be a problem.
NOTE2: You should not use Gui_GetIMsg any more, which internally replies
the Intuimessage, since this could mess up multi-selections of menus.
Instead you should use GG_GetIMsg() and GG_ReplyMsg().
11. Credits
===========
Thanks to all who have sent me bug-reports and / or suggestions for
improvements of this tool.