/* Example4 */ /* This program opens a normal window to which we connect a menu strip. */ /* The menu will look like this: */ /* */ /* Status */ /* -------------- */ /* | v Readmode | (ghosted) */ /* | Editmode | */ /* -------------- */ /* */ /* The Readmode item is selected and ghosted, and when the user selects */ /* the Editmode item, it will become disabled (ghosted) while the read- */ /* mode item will be enabled (not ghosted). This means that if the */ /* program is in "readmode", the user should only be able to chose the */ /* "editmode", and v.v. */ /* */ /* The purpose with this program is to show how you can use the OnMenu */ /* and OffMenu functions inorder to make an "user-friendly interface". */ #include struct IntuitionBase *IntuitionBase; /*************************************************************************/ /* E D I T M O D E I T E M */ /*************************************************************************/ /* The text for the editmode item: */ struct IntuiText my_editmode_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. */ "Editmode", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the editmode item: */ struct MenuItem my_editmode_item= { NULL, /* NextItem, last item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 10, /* TopEdge, 10 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. */ HIGHCOMP, /* complement the colours when highlihted. */ 0xFFFFFFFD, /* MutualExclude, mutualexclude all items except the */ /* second (this) one. */ (APTR) &my_editmode_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, not accessable from the keyboard. */ NULL, /* SubItem, ignored by Intuition. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* R E A D M O D E I T E M */ /*************************************************************************/ /* The text for the readmode item: */ struct IntuiText my_readmode_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. */ "Readmode", /* IText, the string. */ NULL /* NextItem, no link to other IntuiText structures. */ }; /* The MenuItem structure for the readmode item: */ struct MenuItem my_readmode_item= { &my_editmode_item, /* NextItem, pointer to the second (edit) item. */ 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 lines down. */ 150, /* Width, 150 pixels wide. */ 10, /* Height, 10 lines high. */ ITEMTEXT| /* Flags, render this item with text. */ /* this item will be disabled. */ CHECKIT| /* it is an attribute item. */ CHECKED| /* this item is initially selected. */ HIGHCOMP, /* complement the colours when highlihted. */ 0xFFFFFFFE, /* MutualExclude, mutualexclude all items except the */ /* first (this) one. */ (APTR) &my_readmode_text, /* ItemFill, pointer to the text. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, not accessable from the keyboard. */ NULL, /* SubItem, ignored by Intuition. */ 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. */ "Status", /* MenuName, the string. */ &my_readmode_item /* FirstItem, pointer to the first 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. */ 250, /* Width 250 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. */ "Read or Edit", /* 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 two extra menu */ /* number variables: */ USHORT code, menu_number, 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 ); /* Check which item was selected: */ if( item == &my_readmode_item ) { /* The Readmode (first) item was selected! */ printf("We are now in READMODE!\n"); /* Disable the Readmode item: */ number = SHIFTMENU( 0 ) + SHIFTITEM( 0 ) + SHIFTSUB( NOSUB ); /* first menu first item no subitem. */ OffMenu( my_window, number ); /* Enable the Editmode item: */ number = SHIFTMENU( 0 ) + SHIFTITEM( 1 ) + SHIFTSUB( NOSUB ); /* first menu second item no subitem. */ OnMenu( my_window, number ); } if( item == &my_editmode_item ) { /* The Editmode (second) item was selected! */ printf("We are now in EDITMODE!\n"); /* Disable the Editmode item: */ number = SHIFTMENU( 0 ) + SHIFTITEM( 1 ) + SHIFTSUB( NOSUB ); /* first menu second item no subitem. */ OffMenu( my_window, number ); /* Enable the Readmode item: */ number = SHIFTMENU( 0 ) + SHIFTITEM( 0 ) + SHIFTSUB( NOSUB ); /* first menu first item no subitem. */ OnMenu( my_window, 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 */ }