/* Example10 */ /* This program will open a two normal windows with all system gadgets */ /* connected to them. If the first window is Activated, the pointer will */ /* chage shapes into a Zzz symbol, if the second window is activated, */ /* the pointer will look like a pistol. */ /* If your program is using Intuition you should include intuition.h: */ #include struct IntuitionBase *IntuitionBase; /* Declare a pointer to the first Window structure: */ struct Window *my_window1; /* Declare and initialize your first NewWindow structure: */ struct NewWindow my_new_window1= { 50, /* LeftEdge x position of the window. */ 25, /* TopEdge y positio of the window. */ 200, /* Width 200 pixels wide. */ 150, /* Height 150 lines high. */ 0, /* DetailPen Text should be drawn with colour reg. 0 */ 1, /* BlockPen Blocks should be drawn with colour reg. 1 */ NULL, /* IDCMPFlags No IDCMP flags. */ SMART_REFRESH| /* Flags Intuition should refresh the window. */ WINDOWCLOSE| /* Close Gadget. */ WINDOWDRAG| /* Drag gadget. */ WINDOWDEPTH| /* Depth arrange Gadgets. */ WINDOWSIZING, /* Sizing Gadget. */ NULL, /* FirstGadget No Custom Gadgets. */ NULL, /* CheckMark Use Intuition's default CheckMark (v). */ "Zzz", /* 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. */ }; /* Declare a pointer to the second Window structure: */ struct Window *my_window2; /* Declare and initialize your second NewWindow structure: */ struct NewWindow my_new_window2= { 300, /* LeftEdge x position of the window. */ 25, /* TopEdge y positio of the window. */ 200, /* Width 200 pixels wide. */ 150, /* Height 150 lines high. */ 0, /* DetailPen Text should be drawn with colour reg. 0 */ 1, /* BlockPen Blocks should be drawn with colour reg. 1 */ NULL, /* IDCMPFlags No IDCMP flags. */ SMART_REFRESH| /* Flags Intuition should refresh the window. */ WINDOWCLOSE| /* Close Gadget. */ WINDOWDRAG| /* Drag gadget. */ WINDOWDEPTH| /* Depth arrange Gadgets. */ WINDOWSIZING, /* Sizing Gadget. */ NULL, /* FirstGadget No Custom Gadgets. */ NULL, /* CheckMark Use Intuition's default CheckMark (v). */ "BANG!", /* 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. */ }; /* Declare and initialize Sprite data for the Pointers: */ /* Zzz: (16 x 16 pixels) */ USHORT chip sprite_data_Zzz[36]= { 0x0000, 0x0000, /* Used by Intuition only. */ 0x0300, 0x0000, 0x1F9C, 0x0300, 0x3FFE, 0x1F9C, 0x63E3, 0x3FFE, 0x7A3B, 0x3FFE, 0xF7B7, 0x7FFE, 0xEF63, 0x7FFE, 0xE23F, 0x7FFE, 0x7FFE, 0x3FC0, 0x3fC0, 0x0F80, 0x0FB0, 0x0000, 0x0078, 0x0030, 0x0030, 0x0000, 0x0004, 0x0000, 0x000E, 0x0004, 0x0004, 0x0000, 0x0000, 0x0000 /* Used by Intuition only. */ }; /* Pistol: (16 x 11 pixels) */ USHORT chip sprite_data_Pistol[26]= { 0x0000, 0x0000, /* Used by Intuition only. */ 0x0000, 0x4010, 0x0000, 0xFFF8, 0x01E0, 0xFE18, 0x00E0, 0x071C, 0x0000, 0x03FC, 0x001C, 0x027E, 0x001C, 0x02BF, 0x001E, 0x01FF, 0x001E, 0x003F, 0x000E, 0x001F, 0x0000, 0x001F, 0x0000, 0x0000 /* Used by Intuition only. */ }; main() { /* 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 first window: */ my_window1 = (struct Window *) OpenWindow( &my_new_window1 ); /* Have we opened the first window succesfully? */ if(my_window1 == NULL) { /* Could NOT open the first Window! */ /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); exit(); } /* We will now try to open the second window: */ my_window2 = (struct Window *) OpenWindow( &my_new_window2 ); /* Have we opened the second window succesfully? */ if(my_window2 == NULL) { /* Could NOT open the second Window! */ /* Close the first window: */ CloseWindow( my_window1 ); /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); exit(); } /* We will now call the function SetPointer() to change the windows */ /* default pointer: */ SetPointer( my_window1, sprite_data_Zzz, 16, 16, 0, 0); SetPointer( my_window2, sprite_data_Pistol, 11, 16, 0, -1); /* We have opened the windows, and everything seems to be OK. */ /* Wait for 30 seconds: */ Delay( 50 * 30); /* We should always close the windows we have opened before we leave: */ CloseWindow( my_window2 ); CloseWindow( my_window1 ); /* Close the Intuition Library since we have opened it: */ CloseLibrary( IntuitionBase ); /* THE END */ }