/* 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.) */ /* Extra information: */ /* This program will quit first when the user has selected the Close */ /* window gadget. To tell Intuition that we want the System gadget Close */ /* window to send us a message when the user selects it, we only need to */ /* set the CLOSEWINDOW flag in the IDCMPFlags field. */ #include struct IntuitionBase *IntuitionBase; /* Declare a pointer to a Window structure: */ struct Window *my_window; /* Declare and initialize your NewWindow structure: */ struct NewWindow my_new_window= { 50, /* LeftEdge x position of the window. */ 25, /* TopEdge y positio of the window. */ 200, /* Width 200 pixels wide. */ 100, /* Height 100 lines high. */ 0, /* DetailPen Text should be drawn with colour reg. 0 */ 1, /* BlockPen Blocks should be drawn with colour reg. 1 */ CLOSEWINDOW, /* IDCMPFlags The window will give us a message if the */ /* user has selected the Close window gad. */ SMART_REFRESH| /* Flags Intuition should refresh the window. */ WINDOWCLOSE| /* Close Gadget. */ WINDOWDRAG| /* Drag gadget. */ WINDOWDEPTH| /* Depth arrange Gadgets. */ WINDOWSIZING| /* Sizing Gadget. */ ACTIVATE, /* The window should be Active when opened. */ NULL, /* FirstGadget No Custom gadgets. */ NULL, /* CheckMark Use Intuition's default CheckMark. */ "CLOSE ME", /* Title Title of the window. */ NULL, /* Screen Connected to the Workbench Screen. */ NULL, /* BitMap No Custom BitMap. */ 80, /* MinWidth We will not allow the window to become */ 30, /* MinHeight smaller than 80 x 30, and not bigger */ 300, /* MaxWidth than 300 x 200. */ 200, /* MaxHeight */ WBENCHSCREEN /* Type Connected to the Workbench Screen. */ }; main() { /* Boolean variable used for the while loop: */ BOOL close_me; /* Declare a variable in which we will store the IDCMP flag: */ ULONG class; /* Declare a pointer to an IntuiMessage structure: */ struct IntuiMessage *my_message; /* Before we can use Intuition we need to open the Intuition Library: */ IntuitionBase = (struct IntuitionBase *) OpenLibrary( "intuition.library", 0 ); if( IntuitionBase == NULL ) exit(); /* Could NOT open the Intuition Library! */ /* We will now try to open the window: */ my_window = (struct Window *) OpenWindow( &my_new_window ); /* Have we opened the window succesfully? */ if(my_window == NULL) { /* Could NOT open the Window! */ /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); exit(); } /* We have opened the window, and everything seems to be OK. */ close_me = FALSE; /* Stay in the while loop until the user has selected the Close window */ /* gadget: */ while( close_me == FALSE ) { /* Wait until we have recieved a message: */ Wait( 1 << my_window->UserPort->mp_SigBit ); /* Collect the message: */ my_message = (struct IntuiMessage *) GetMsg( my_window->UserPort ); /* Ahhh, these paranoid compilers... */ /* Have we collected the message sucessfully? */ if(my_message) { /* After we have collected the message we can read it, and save any */ /* important values which we maybe want to check later: */ class = my_message->Class; /* After we have read it we reply as fast as possible: */ /* REMEMBER! Do never try to read a message after you have replied! */ /* Some other process has maybe changed it. */ ReplyMsg( my_message ); /* Check which IDCMP flag was sent: */ if( class == CLOSEWINDOW ) close_me=TRUE; /* The user selected the Close window gadget! */ } } /* We should always close the windows we have opened before we leave: */ CloseWindow( my_window ); /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); /* THE END */ }