/* Example3 */ /* This program opens a normal window to which we connect a menu strip. */ /* The menu will look like this: */ /* */ /* Edit */ /* ---------- */ /* | Style ----------------------- */ /* --------| v Plain [A] P | */ /* | Bold [A] B | */ /* | Underlined [A] U | */ /* | Italic [A] I | */ /* ----------------------- */ /* */ /* This example is very similar to Example2, but the user can this time */ /* also access the subitems from the keyboard. For example, to select */ /* Bold the user only needs to press the right Amiga key [A] together */ /* with the "B" key. */ #include struct IntuitionBase *IntuitionBase; /*************************************************************************/ /* F O U R T H S U B I T E M */ /*************************************************************************/ /* The text for the fourth subitem: */ struct IntuiText my_fourth_text= { 2, /* FrontPen, black. */ 0, /* BackPen, not used since JAM1. */ JAM1, /* DrawMode, do not change the background. */ CHECKWIDTH, /* LeftEdge, CHECKWIDTH amount of pixels out. */ /* This will leave enough space for the check mark. */ 1, /* TopEdge, 1 line down. */ NULL, /* TextAttr, default font. */ "Italic", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the fourth subitem: */ struct MenuItem my_fourth_subitem= { NULL, /* NextItem, this is the last subitem in the list. */ 50, /* LeftEdge, 50 pixels out. */ 35, /* TopEdge, 35 lines down. */ 150, /* Width, 150 pixels wide. */ /* 150 pixels is enough in this example (the */ /* Amiga key + character fits perfectly), but */ /* if you are not sure you can always add the */ /* constant COMMWIDTH. Eg, 150 + COMMWIDTH. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ ITEMENABLED| /* this item will be enabled. */ CHECKIT| /* it is an attribute item. */ COMMSEQ| /* also accessable from the keyboard. */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000001, /* MutualExclude, mutualexclude the first subitem. */ (APTR) &my_fourth_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 'I', /* Command, the user can select this item by */ /* pressing the right Amiga key together */ /* with the I key. Remember to: */ /* 1. Set the flag COMMSEQ. */ /* 2. Make the itembox wide enough. */ /* (Intuition does not care if you write */ /* a capital letter or not. Pressing the */ /* Amiga key together with an 'I' or an */ /* 'i' makes no difference.) */ NULL, /* SubItem, ignored by Intuition. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* T H I R D S U B I T E M */ /*************************************************************************/ /* The text for the third subitem: */ struct IntuiText my_third_text= { 2, /* FrontPen, black. */ 0, /* BackPen, not used since JAM1. */ JAM1, /* DrawMode, do not change the background. */ CHECKWIDTH, /* LeftEdge, CHECKWIDTH amount of pixels out. */ /* This will leave enough space for the check mark. */ 1, /* TopEdge, 1 line down. */ NULL, /* TextAttr, default font. */ "Underlined", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the third subitem: */ struct MenuItem my_third_subitem= { &my_fourth_subitem, /* NextItem, linked to the fourth subitem. */ 50, /* LeftEdge, 50 pixels out. */ 25, /* TopEdge, 25 lines down. */ 150, /* Width, 150 pixels wide. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ ITEMENABLED| /* this item will be enabled. */ CHECKIT| /* it is an attribute item. */ COMMSEQ| /* also accessable from the keyboard. */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000001, /* MutualExclude, mutualexclude the first subitem. */ (APTR) &my_third_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 'U', /* Command, the user can select this item by */ /* pressing the right Amiga key together */ /* with the U key. */ NULL, /* SubItem, ignored by Intuition. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* S E C O N D S U B I T E M */ /*************************************************************************/ /* The text for the second subitem: */ struct IntuiText my_second_text= { 2, /* FrontPen, black. */ 0, /* BackPen, not used since JAM1. */ JAM1, /* DrawMode, do not change the background. */ CHECKWIDTH, /* LeftEdge, CHECKWIDTH amount of pixels out. */ /* This will leave enough space for the check mark. */ 1, /* TopEdge, 1 line down. */ NULL, /* TextAttr, default font. */ "Bold", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the second subitem: */ struct MenuItem my_second_subitem= { &my_third_subitem, /* NextItem, linked to the third subitem. */ 50, /* LeftEdge, 50 pixels out. */ 15, /* TopEdge, 15 lines down. */ 150, /* Width, 150 pixels wide. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ ITEMENABLED| /* this item will be enabled. */ CHECKIT| /* it is an attribute item. */ COMMSEQ| /* also accessable from the keyboard. */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000001, /* MutualExclude, mutualexclude the first subitem. */ (APTR) &my_second_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 'B', /* Command, the user can select this item by */ /* pressing the right Amiga key together */ /* with the B key. */ NULL, /* SubItem, ignored by Intuition. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* F I R S T S U B I T E M */ /*************************************************************************/ /* The text for the first subitem: */ struct IntuiText my_first_text= { 2, /* FrontPen, black. */ 0, /* BackPen, not used since JAM1. */ JAM1, /* DrawMode, do not change the background. */ CHECKWIDTH, /* LeftEdge, CHECKWIDTH amount of pixels out. */ /* This will leave enough space for the check mark. */ 1, /* TopEdge, 1 line down. */ NULL, /* TextAttr, default font. */ "Plain", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the first subitem: */ struct MenuItem my_first_subitem= { &my_second_subitem, /* NextItem, linked to the second subitem. */ 50, /* LeftEdge, 50 pixels out. */ 5, /* TopEdge, 5 lines down. */ 150, /* Width, 150 pixels wide. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ ITEMENABLED| /* this item will be enabled. */ CHECKIT| /* it is an attribute item. */ CHECKED| /* this item is initially selected. */ COMMSEQ| /* also accessable from the keyboard. */ HIGHCOMP, /* complement the colours when highlihted. */ 0xFFFFFFFE, /* MutualExclude, mutualexclude all items except the */ /* first one. */ (APTR) &my_first_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 'P', /* Command, the user can select this item by */ /* pressing the right Amiga key together */ /* with the P key. */ NULL, /* SubItem, ignored by Intuition. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* T H E O N L Y I T E M */ /*************************************************************************/ /* The text for the item: */ struct IntuiText my_text= { 2, /* FrontPen, black. */ 0, /* BackPen, not used since JAM1. */ JAM1, /* DrawMode, do not change the background. */ 0, /* LeftEdge, 0 pixels out. */ /* No space is needed for a check mark. */ 1, /* TopEdge, 1 line down. */ NULL, /* TextAttr, default font. */ "Style", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the item: */ struct MenuItem my_item= { NULL, /* NextItem, no more items after this one. */ 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 lines down. */ 100, /* Width, 100 pixels wide. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ ITEMENABLED| /* this item will be enabled. */ /* it is an action item. (CHECKIT is not set) */ HIGHCOMP, /* complement the colours when highlihted. */ 0, /* MutualExclude, no mutualexclude. */ (APTR) &my_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ &my_first_subitem, /* SubItem, pointer to the first subitem. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* M E N U */ /*************************************************************************/ /* The Menu structure for the first (and only) menu: */ struct Menu my_menu= { NULL, /* NextMenu, no more menu structures. */ 0, /* LeftEdge, left corner. */ 0, /* TopEdge, for the moment ignored by Intuition. */ 50, /* Width, 50 pixels wide. */ 0, /* Height, for the moment ignored by Intuition. */ MENUENABLED, /* Flags, this menu will be enabled. */ "Edit", /* MenuName, the string. */ &my_item /* FirstItem, pointer to the first (and only) item in */ /* the list. */ }; /* 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. */ MENUPICK, 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. */ "Style Editor",/* 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; /* If we recieve a MENUPICK event, the Code field of the message */ /* structure will contain the menu number of the first selected item. */ /* Declare a variable to store the Code value in, and an extra menu */ /* number variable: */ USHORT code, menu_number; /* Declare a MenuItem pointer: */ struct MenuItem *item; /* 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. */ SetMenuStrip( my_window, &my_menu ); printf("Menustrip connected to window!\n"); 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 ); /* As long as we collect messages sucessfully we stay in the loop: */ while(my_message=(struct IntuiMessage *) GetMsg( my_window->UserPort )) { /* 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; code = my_message->Code; /* 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! */ if(class == MENUPICK) { printf("\nMenu pick!\n"); menu_number = code; while( menu_number != MENUNULL ) { /* Get the address of the item: */ item = (struct MenuItem *) ItemAddress( &my_menu, menu_number ); /* Print out the menu number plus etc: */ printf("menu_number= %d\n", menu_number ); printf("MENUNUM = %d\n", MENUNUM(menu_number) ); printf("ITEMNUM = %d\n", ITEMNUM(menu_number) ); printf("SUBNUM = %d\n", SUBNUM(menu_number) ); /* Get the following item's menu number: */ menu_number = item->NextSelect; } } } } printf("Menustrip removed from window!\n"); ClearMenuStrip( my_window ); /* Close the window: */ CloseWindow( my_window ); /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); /* THE END */ }