/* 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". */ #include struct IntuitionBase *IntuitionBase; /* The coordinates for the box: */ SHORT my_points[]= { 0, 0, /* Start at position (0,0) */ 70, 0, /* Draw a line to the right to position (70,0) */ 70, 10, /* Draw a line down to position (70,10) */ 0, 10, /* Draw a line to the right to position (0,10) */ 0, 0 /* Finish of by drawing a line up to position (0,0) */ }; /* The Border structure: */ struct Border my_border= { 0, 0, /* LeftEdge, TopEdge. */ 1, /* FrontPen, colour register 1. */ 0, /* BackPen, for the moment unused. */ JAM1, /* DrawMode, draw the lines with colour 1. */ 5, /* Count, 5 pair of coordinates in the array. */ my_points, /* XY, pointer to the array with the coordinates. */ NULL, /* NextBorder, no other Border structures are connected. */ }; /* We can use the same Border structure for both of the gadgets since */ /* they have the same size. */ /************/ /* GADGET 1 */ /************/ /* The first text string: */ UBYTE my_first_string[]="GADGET 1"; /* The IntuiText structure: */ struct IntuiText my_first_text= { 1, /* FrontPen, colour register 1. */ 0, /* BackPen, colour register 0. */ JAM1, /* DrawMode, draw the characters with colour 1, do not */ /* change the background. */ 4, 2, /* LeftEdge, TopEdge. */ NULL, /* ITextFont, use default font. */ my_first_string, /* IText, the text that will be printed. */ /* (Remember my_text = &my_text[0].) */ NULL, /* NextText, no other IntuiText structures are connected. */ }; struct Gadget my_first_gadget= { NULL, /* NextGadget, no more gadgets in the list. */ 40, /* LeftEdge, 40 pixels out. */ 20, /* TopEdge, 20 lines down. */ 71, /* Width, 71 pixels wide. */ 11, /* Height, 11 pixels lines heigh. */ GADGHCOMP, /* Flags, when this gadget is highlighted, the gadget */ /* will be rendered in the complement colours. */ /* (Colour 0 (00) will be changed to colour 3 (11) */ /* (Colour 1 (01) - " - 2 (10) */ /* (Colour 2 (10) - " - 1 (01) */ /* (Colour 3 (11) - " - 0 (00) */ GADGIMMEDIATE| /* Activation, our program will recieve a message when */ RELVERIFY, /* the user has selected this gadget, and when the user */ /* has released it. */ BOOLGADGET, /* GadgetType, a Boolean gadget. */ (APTR) &my_border, /* GadgetRender, a pointer to our Border structure. */ /* (Since Intuition does not know if this will be a */ /* pointer to a Border structure or an Image structure, */ /* Intuition expects an APTR (normal memory pointer). */ /* We will therefore have to calm down the compiler by */ /* doing some "casting".) */ NULL, /* SelectRender, NULL since we do not supply the gadget */ /* with an alternative image. (We complement the */ /* colours instead) */ &my_first_text,/* GadgetText, a pointer to our IntuiText structure. */ /* (See chapter 3 GRAPHICS for more information) */ NULL, /* MutualExclude, no mutual exclude. */ NULL, /* SpecialInfo, NULL since this is a Boolean gadget. */ /* (It is not a Proportional/String or Integer gdget) */ 0, /* GadgetID, no id. */ NULL /* UserData, no user data connected to the gadget. */ }; /************/ /* GADGET 2 */ /************/ /* The second text string: */ UBYTE my_second_string[]="GADGET 2"; /* The IntuiText structure: */ struct IntuiText my_second_text= { 1, /* FrontPen, colour register 1. */ 0, /* BackPen, colour register 0. */ JAM1, /* DrawMode, draw the characters with colour 1, do not */ /* change the background. */ 4, 2, /* LeftEdge, TopEdge. */ NULL, /* ITextFont, use default font. */ my_second_string, /* IText, the text that will be printed. */ /* (Remember my_text = &my_text[0].) */ NULL, /* NextText, no other IntuiText structures are connected. */ }; struct Gadget my_second_gadget= { &my_first_gadget, /* NextGadget, after this comes my_first_gadget. */ 150, /* LeftEdge, 150 pixels out. */ 20, /* TopEdge, 20 lines down. */ 71, /* Width, 71 pixels wide. */ 11, /* Height, 11 pixels lines heigh. */ GADGHCOMP, /* Flags, when this gadget is highlighted, the gadget */ /* will be rendered in the complement colours. */ /* (Colour 0 (00) will be changed to colour 3 (11) */ /* (Colour 1 (01) - " - 2 (10) */ /* (Colour 2 (10) - " - 1 (01) */ /* (Colour 3 (11) - " - 0 (00) */ GADGIMMEDIATE| /* Activation, our program will recieve a message when */ RELVERIFY, /* the user has selected this gadget, and when the user */ /* has released it. */ BOOLGADGET, /* GadgetType, a Boolean gadget. */ (APTR) &my_border, /* GadgetRender, a pointer to our Border structure. */ /* (Since Intuition does not know if this will be a */ /* pointer to a Border structure or an Image structure, */ /* Intuition expects an APTR (normal memory pointer). */ /* We will therefore have to calm down the compiler by */ /* doing some "casting".) */ NULL, /* SelectRender, NULL since we do not supply the gadget */ /* with an alternative image. (We complement the */ /* colours instead) */ &my_second_text,/* GadgetText, a pointer to our IntuiText structure. */ /* (See chapter 3 GRAPHICS for more information) */ NULL, /* MutualExclude, no mutual exclude. */ NULL, /* SpecialInfo, NULL since this is a Boolean gadget. */ /* (It is not a Proportional/String or Integer gdget) */ 0, /* GadgetID, no id. */ NULL /* UserData, no user data connected to the gadget. */ }; /* 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. */ 320, /* Width 320 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, */ GADGETDOWN| /* or a gadget has been pressed on, or */ GADGETUP, /* a gadge has been released. */ 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. */ &my_second_gadget, /* FirstGadget A pointer to my_second_gadget /* structure. */ NULL, /* CheckMark Use Intuition's default CheckMark. */ "TOUCH ME", /* Title Title of the window. */ NULL, /* Screen Connected to the Workbench Screen. */ NULL, /* BitMap No Custom BitMap. */ 320, /* MinWidth We will not allow the window to become */ 50, /* MinHeight smaller than 320 x 50, and not bigger */ 640, /* MaxWidth than 640 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; /* In this example we also need to store the address of the gadget */ /* which sent us the mesage: */ APTR address; /* we declare a memory pointer (APTR) called address. */ /* 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 ); /* 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; /* Save the IDCMP flag. */ address = my_message->IAddress; /* Save the address. */ /* 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: */ switch( class ) { case CLOSEWINDOW: /* The user selected the Close window gadget! */ close_me=TRUE; break; case GADGETDOWN: /* The user has pressed on one of the Boolean */ /* gadgets. We have now to check which: */ if( address == (APTR) &my_first_gadget) printf("Gadget 1 Down\n"); else printf("Gadget 2 Down\n"); /* We need to do some "casting" here again since APTR is a */ /* normal memory pointer, while &my_first_gadget is a */ /* pointer to a Gadget structure. It is actually the same */ /* thing but we need to explain this for the compiler. */ break; case GADGETUP: /* The user has released one of the Boolean */ /* gadgets. We have now to check which: */ if( address == (APTR) &my_first_gadget) printf("Gadget 1 Up\n"); else printf("Gadget 2 Up\n"); break; } } } /* 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 */ }