/* Example5 */ /* 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 a Boolean gadget with two */ /* Image structures connected to it. Each time the user clicks on the */ /* gadget it will change images, lamp on/lamp off. */ /* Since the program is using Intuition we need to include this file: */ #include struct IntuitionBase *IntuitionBase; /* The Image data for the dark lamp: */ /* Remember that Image data must ALWAYS be placed in chip memory: */ USHORT chip lamp_off_data[84]= { 0x00FF,0x8000, /* Bitplane ZERO */ 0x0700,0x7000, 0x18F0,0x0C00, 0x27E0,0x0200, 0x4800,0x0100, 0x9100,0x4080, 0x90AA,0x8080, 0x8080,0x8080, 0x4041,0x0100, 0x2041,0x0200, 0x1822,0x0C00, 0x0622,0x3000, 0x01FF,0xC000, 0x0150,0x2000, 0x0205,0x4000, 0x0150,0x2000, 0x0205,0x4000, 0x0150,0x2000, 0x0205,0x4000, 0x01FF,0x8000, 0x003C,0x0000, 0x0000,0x0000, /* Bitplane ONE */ 0x00FF,0x8000, 0x070F,0xF000, 0x181F,0xFC00, 0x37FF,0xFE00, 0x6EFF,0xBF00, 0x6F55,0x7F00, 0x7F7F,0x7F00, 0x3FBE,0xFE00, 0x1FBE,0xFC00, 0x07DD,0xF000, 0x01DD,0xC000, 0x0000,0x0000, 0x00AF,0xC000, 0x01FA,0x8000, 0x00AF,0xC000, 0x01FA,0x8000, 0x00AF,0xC000, 0x01FA,0x8000, 0x0000,0x0000, 0x0000,0x0000 }; /* The Image structure for the dark lamp: */ struct Image lamp_off= { 0, 0, /* LeftEdge, TopEdge */ 25, 21, /* Width, Height */ 2, /* Depth */ lamp_off_data, /* ImageData */ 0x03, 0x00, /* PlanePick, PlaneOnOff */ NULL /* NextImage */ }; /* The Image data for the light lamp: */ /* Remember that Image data must ALWAYS be placed in chip memory: */ USHORT chip lamp_on_data[84]= { 0x00FF,0x8000, /* Bitplane ZERO */ 0x07FF,0xF000, 0x1FFF,0xFC00, 0x3FFF,0xFE00, 0x7FFF,0xFF00, 0xFFFF,0xFF80, 0xFFFF,0xFF80, 0xFFFF,0xFF80, 0x7FFF,0xFF00, 0x3FFF,0xFE00, 0x1FFF,0xFC00, 0x07FF,0xF000, 0x01FF,0xC000, 0x0150,0x2000, 0x0205,0x4000, 0x0150,0x2000, 0x0205,0x4000, 0x0150,0x2000, 0x0205,0x4000, 0x01FF,0x8000, 0x003C,0x0000, 0x0000,0x0000, /* Bitplane ONE */ 0x00FF,0x8000, 0x070F,0xF000, 0x181F,0xFC00, 0x37FF,0xFE00, 0x6CFF,0x9F00, 0x6E00,0x3F00, 0x7E7F,0x3F00, 0x3F3E,0x7E00, 0x1F3E,0x7C00, 0x079C,0xF000, 0x019C,0xC000, 0x0000,0x0000, 0x00AF,0xC000, 0x01FA,0x8000, 0x00AF,0xC000, 0x01FA,0x8000, 0x00AF,0xC000, 0x01FA,0x8000, 0x0000,0x0000, 0x0000,0x0000 }; /* The Image structure for the light lamp: */ struct Image lamp_on= { 0, 0, /* LeftEdge, TopEdge */ 25, 21, /* Width, Height */ 2, /* Depth */ lamp_on_data, /* ImageData */ 0x03, 0x00, /* PlanePick, PlaneOnOff */ NULL /* NextImage */ }; struct Gadget my_gadget= { NULL, /* NextGadget, no more gadgets in the list. */ 40, /* LeftEdge, 40 pixels out. */ 20, /* TopEdge, 20 lines down. */ 25, /* Width, 25 pixels wide. */ 21, /* Height, 21 pixels lines heigh. */ GADGHIMAGE| /* Flags, display an alternative image when selected. */ GADGIMAGE, /* The gadget should be rendered as an Image. */ GADGIMMEDIATE| /* Activation, our program will recieve a message when */ /* the user has selected this gadget. */ TOGGLESELECT, /* The on/off state of the gadget is toggled each time. */ BOOLGADGET, /* GadgetType, a Boolean gadget. */ (APTR) &lamp_off, /* GadgetRender, a pointer to our unselected Image. */ /* (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". We tell the compiler that */ /* the pointer to the Image structure is the same thing */ /* as a memory pointer (APTR). */ (APTR) &lamp_on, /* SelectRender, a pointer to the alternative image. */ NULL, /* GadgetText, no text connected to this gadget. */ NULL, /* MutualExclude, no mutual exclude. */ NULL, /* SpecialInfo, NULL since this is a Boolean gadget. */ /* (It is not a Proportional/String or Integer gadget) */ 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. */ 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, */ GADGETDOWN, /* or a gadget has been pressed on. */ 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_gadget, /* FirstGadget A pointer to my_gadget structure. */ NULL, /* CheckMark Use Intuition's default CheckMark. */ "ENLIGHTEN ME",/* Title Title of the window. */ NULL, /* Screen Connected to the Workbench Screen. */ NULL, /* BitMap No Custom BitMap. */ 140, /* MinWidth We will not allow the window to become */ 50, /* MinHeight smaller than 140 x 50, 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 ); /* 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: */ switch( class ) { case CLOSEWINDOW: /* The user selected the Close window gadget! */ close_me=TRUE; break; case GADGETDOWN: /* The user has pressed on the Boolean gadget. */ /* Is the lamp on? */ /* We check if the SELECTED bit is set: */ if(my_gadget.Flags & SELECTED) printf("Lamp: ON\n"); else printf("Lamp: OFF\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 */ }