/* Example6 */ /* This program opens a normal window to which we connect a menu strip. */ /* The menu consists of six small dices which are all action items. This */ /* example shows how you can use Images inside a menu. */ #include struct IntuitionBase *IntuitionBase; /*************************************************************************/ /* D I C E 1 */ /*************************************************************************/ /* Data for dice 1: */ USHORT chip dice1_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x0000, /* 0000 0000 0000 0000 1 : Orange */ 0x0000, /* 0000 0000 0000 0000 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 1: */ struct Image dice1= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice1_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 1: */ struct MenuItem my_dice1_item= { NULL, /* NextItem, this is the last item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 50, /* TopEdge, 50 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice1, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* D I C E 2 */ /*************************************************************************/ /* Data for dice 2: */ USHORT chip dice2_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x7800, /* 0111 1000 0000 0000 1 : Orange */ 0x7800, /* 0111 1000 0000 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x001E, /* 0000 0000 0001 1110 */ 0x001E, /* 0000 0000 0001 1110 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 2: */ struct Image dice2= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice2_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 2: */ struct MenuItem my_dice2_item= { &my_dice1_item, /* NextItem, pointer to the next item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 40, /* TopEdge, 40 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice2, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* D I C E 3 */ /*************************************************************************/ /* Data for dice 3: */ USHORT chip dice3_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x7800, /* 0111 1000 0000 0000 1 : Orange */ 0x7800, /* 0111 1000 0000 0000 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x001E, /* 0000 0000 0001 1110 */ 0x001E, /* 0000 0000 0001 1110 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 3: */ struct Image dice3= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice3_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 3: */ struct MenuItem my_dice3_item= { &my_dice2_item, /* NextItem, pointer to the next item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 30, /* TopEdge, 30 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice3, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* D I C E 4 */ /*************************************************************************/ /* Data for dice 4: */ USHORT chip dice4_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x781E, /* 0111 1000 0001 1110 1 : Orange */ 0x781E, /* 0111 1000 0001 1110 */ 0x0000, /* 0000 0000 0000 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x781E, /* 0111 1000 0001 1110 */ 0x781E, /* 0111 1000 0001 1110 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 4: */ struct Image dice4= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice4_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 4: */ struct MenuItem my_dice4_item= { &my_dice3_item, /* NextItem, pointer to the next item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 20, /* TopEdge, 20 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice4, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* D I C E 5 */ /*************************************************************************/ /* Data for dice 5: */ USHORT chip dice5_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x781E, /* 0111 1000 0001 1110 1 : Orange */ 0x781E, /* 0111 1000 0001 1110 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x03C0, /* 0000 0011 1100 0000 */ 0x781E, /* 0111 1000 0001 1110 */ 0x781E, /* 0111 1000 0001 1110 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 5: */ struct Image dice5= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice5_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 5: */ struct MenuItem my_dice5_item= { &my_dice4_item, /* NextItem, pointer to the next item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 10, /* TopEdge, 10 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice5, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ MENUNULL, /* NextSelect, no items selected. */ }; /*************************************************************************/ /* D I C E 6 */ /*************************************************************************/ /* Data for dice 6: */ USHORT chip dice6_data[]= { 0x0000, /* 0000 0000 0000 0000 0 : Black */ 0x7BDE, /* 0111 1011 1101 1110 1 : Orange */ 0x7BDE, /* 0111 1011 1101 1110 */ 0x0000, /* 0000 0000 0000 0000 */ 0x0000, /* 0000 0000 0000 0000 */ 0x7BDE, /* 0111 1011 1101 1110 */ 0x7BDE, /* 0111 1011 1101 1110 */ 0x0000 /* 0000 0000 0000 0000 */ }; /* Image structure for dice 6: */ struct Image dice6= { 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 pixels down. */ 16, /* Width, 16 pixels wide. */ 8, /* Height, 8 lines heigh. */ 1, /* Depth, one Bitplane. */ dice6_data, /* ImageData, pointer to the image data. */ 0x1, /* PlanePick, affect Bitplane zero. */ 0x2, /* PlaneOnOff, fill Bitplane one with 1's. */ NULL /* NextImage, no Image structure connected to this one. */ }; /* The MenuItem structure for dice 6: */ struct MenuItem my_dice6_item= { &my_dice5_item, /* NextItem, pointer to the next item in the list. */ 0, /* LeftEdge, 0 pixels out. */ 0, /* TopEdge, 0 lines down. */ 50, /* Width, 50 pixels wide. */ 8, /* Height, 8 lines high. */ ITEMENABLED| /* Flags, this item will be enabled. */ /* render this item with an Image. */ /* (ITEMTEXT is not set.) */ /* it is an action item. */ /* (CHECKIT is not set.) */ HIGHCOMP, /* complement the colours when highlihted. */ 0x00000000, /* MutualExclude, no mutualexclude. */ (APTR) &dice6, /* ItemFill, pointer to the image. */ NULL, /* SelectFill, nothing since we complement the col. */ 0, /* Command, no command-key sequence. */ NULL, /* SubItem, no subitem list. */ 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. */ "Dice", /* MenuName, the string. */ &my_dice6_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. */ 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. */ "GAME", /* 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 */ }