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TABLE OF CONTENTS
Window.mui/Window.mui
Window.mui/MUIA_Window_Activate
Window.mui/MUIA_Window_ActiveObject
Window.mui/MUIA_Window_AltHeight
Window.mui/MUIA_Window_AltLeftEdge
Window.mui/MUIA_Window_AltTopEdge
Window.mui/MUIA_Window_AltWidth
Window.mui/MUIA_Window_AppWindow
Window.mui/MUIA_Window_Backdrop
Window.mui/MUIA_Window_Borderless
Window.mui/MUIA_Window_CloseGadget
Window.mui/MUIA_Window_CloseRequest
Window.mui/MUIA_Window_DefaultObject
Window.mui/MUIA_Window_DepthGadget
Window.mui/MUIA_Window_DragBar
Window.mui/MUIA_Window_FancyDrawing
Window.mui/MUIA_Window_Height
Window.mui/MUIA_Window_ID
Window.mui/MUIA_Window_InputEvent
Window.mui/MUIA_Window_IsSubWindow
Window.mui/MUIA_Window_LeftEdge
Window.mui/MUIA_Window_Menu
Window.mui/MUIA_Window_MenuAction
Window.mui/MUIA_Window_Menustrip
Window.mui/MUIA_Window_MouseObject
Window.mui/MUIA_Window_NeedsMouseObject
Window.mui/MUIA_Window_NoMenus
Window.mui/MUIA_Window_Open
Window.mui/MUIA_Window_PublicScreen
Window.mui/MUIA_Window_RefWindow
Window.mui/MUIA_Window_RootObject
Window.mui/MUIA_Window_Screen
Window.mui/MUIA_Window_ScreenTitle
Window.mui/MUIA_Window_SizeGadget
Window.mui/MUIA_Window_SizeRight
Window.mui/MUIA_Window_Sleep
Window.mui/MUIA_Window_Title
Window.mui/MUIA_Window_TopEdge
Window.mui/MUIA_Window_UseBottomBorderScroller
Window.mui/MUIA_Window_UseLeftBorderScroller
Window.mui/MUIA_Window_UseRightBorderScroller
Window.mui/MUIA_Window_Width
Window.mui/MUIA_Window_Window
Window.mui/MUIM_Window_AddEventHandler
Window.mui/MUIM_Window_GetMenuCheck
Window.mui/MUIM_Window_GetMenuState
Window.mui/MUIM_Window_RemEventHandler
Window.mui/MUIM_Window_ScreenToBack
Window.mui/MUIM_Window_ScreenToFront
Window.mui/MUIM_Window_SetCycleChain
Window.mui/MUIM_Window_SetMenuCheck
Window.mui/MUIM_Window_SetMenuState
Window.mui/MUIM_Window_Snapshot
Window.mui/MUIM_Window_ToBack
Window.mui/MUIM_Window_ToFront
Window.mui/Window.mui
Objects of window class are used to generate windows and
supply a place where MUI gadgets feel well. It handles
the complicated task of window resizing fully automatic,
you don't need to worry about that.
Windows are children of an application, you cannot use
a window object without having a parent application
object. On the other side, the gadgets in a window
are children of the window, you cannot use MUI gadgets
without having a parent MUI window.
Creating a window object does not mean to open it
instantly. This is done later by setting the window's
MUIA_Window_Open attribute. If your application has
several windows, the usual way is to create them all
at once at startup time and open/close it later
just by setting MUIA_Window_Open.
There is no difference in talking to gadgets whether
their parent window is open or not. If you e.g. set
the contents of a string gadget in an open window,
the gadget will refresh immediately. If the window is
closed, the gadget just remembers its new setting
and displays it later.
Window.mui/MUIA_Window_Activate
NAME
MUIA_Window_Activate -- (V4 ) [ISG], BOOL
FUNCTION
Setting this to TRUE will activate the window.
Setting this to FALSE has no effect.
The attribute will change whenever the user
activates/deactivates the window.
Specifying FALSE at object creation time will make
the window open in an inactive state.
Window.mui/MUIA_Window_ActiveObject
NAME
MUIA_Window_ActiveObject -- (V4 ) [.SG], Object *
SPECIAL INPUTS
MUIV_Window_ActiveObject_None
MUIV_Window_ActiveObject_Next
MUIV_Window_ActiveObject_Prev
FUNCTION
Set the active object in a window as if the user
would have activated it with the tab key. The
object has to be in the cycle chain for this
command to work.
EXAMPLE
set(window,MUIA_Window_ActiveObject,okaybutton);
SEE ALSO
MUIM_Window_SetCycleChain
Window.mui/MUIA_Window_AltHeight
NAME
MUIA_Window_AltHeight -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_AltHeight_MinMax(p)
MUIV_Window_AltHeight_Visible(p)
MUIV_Window_AltHeight_Screen(p)
MUIV_Window_AltHeight_Scaled
FUNCTION
Specify the alternate (zoomed) height of a window.
If not present, the alternate height will be the
minimum height.
SEE ALSO
MUIA_Window_Height, MUIA_Window_AltWidth
Window.mui/MUIA_Window_AltLeftEdge
NAME
MUIA_Window_AltLeftEdge -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_AltLeftEdge_Centered
MUIV_Window_AltLeftEdge_Moused
MUIV_Window_AltLeftEdge_NoChange
FUNCTION
Specify the alternate (zoomed) left position of
a window. This defaults to the standard left
position.
SEE ALSO
MUIA_Window_LeftEdge, MUIA_Window_AltTopEdge
Window.mui/MUIA_Window_AltTopEdge
NAME
MUIA_Window_AltTopEdge -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_AltTopEdge_Centered
MUIV_Window_AltTopEdge_Moused
MUIV_Window_AltTopEdge_Delta(p)
MUIV_Window_AltTopEdge_NoChange
FUNCTION
Specify the alternate (zoomed) top position of
a window. This defaults to the standard top
position.
SEE ALSO
MUIA_Window_TopEdge, MUIA_Window_AltLeftEdge
Window.mui/MUIA_Window_AltWidth
NAME
MUIA_Window_AltWidth -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_AltWidth_MinMax(p)
MUIV_Window_AltWidth_Visible(p)
MUIV_Window_AltWidth_Screen(p)
MUIV_Window_AltWidth_Scaled
FUNCTION
Specify the alternate (zoomed) width of a window.
If not present, the alternate width will be the
minimum width.
SEE ALSO
MUIA_Window_Width, MUIA_Window_AltHeight
Window.mui/MUIA_Window_AppWindow
NAME
MUIA_Window_AppWindow -- (V5 ) [I..], BOOL
FUNCTION
Setting this attribute to TRUE will make this window an
AppWindow, the user will be able to drop icons on it.
You can hear about these events by listening to the
MUIA_AppMessage attribute.
SEE ALSO
MUIA_AppMessage, MUIA_Application_DropObject
Window.mui/MUIA_Window_Backdrop
NAME
MUIA_Window_Backdrop -- (V4 ) [I..], BOOL
FUNCTION
Make the window a backdrop window.
Window.mui/MUIA_Window_Borderless
NAME
MUIA_Window_Borderless -- (V4 ) [I..], BOOL
FUNCTION
Make the window borderless.
Window.mui/MUIA_Window_CloseGadget
NAME
MUIA_Window_CloseGadget -- (V4 ) [I..], BOOL
FUNCTION
Set this to FALSE and your window will not
have a close gadget.
Window.mui/MUIA_Window_CloseRequest
NAME
MUIA_Window_CloseRequest -- (V4 ) [..G], BOOL
FUNCTION
When the user hits a windows close gadget, the
window isn't closed immediately. Instead MUI only
sets this attribute to TRUE to allow your application
to react.
Usually, you will setup a notification that automatically
closes the window when a close request appears, but you
could e.g. pop up a confirmation requester or do some
other things first.
EXAMPLE
/* automagically close a window */
/* when the close gadget is pressed */
DoMethod(window,MUIM_Notify,
MUIA_Window_CloseRequest, TRUE,
window,3,MUIM_Set,MUIA_Window_Open,0);
SEE ALSO
MUIA_Window_Open
Window.mui/MUIA_Window_DefaultObject
NAME
MUIA_Window_DefaultObject -- (V4 ) [ISG], Object *
FUNCTION
The default object in a window receives keyboard input
as long as no other object is active. Good candidates
for default objects are e.g. lonely listviews. Making
such a listview the default object will allow the user
to control it immediately without the need of several
tab strokes for activation.
SEE ALSO
MUIA_Window_ActiveObject
Window.mui/MUIA_Window_DepthGadget
NAME
MUIA_Window_DepthGadget -- (V4 ) [I..], BOOL
FUNCTION
Enable or disable the depth gadget. Defaults to TRUE.
There is no good reason to use this tag.
Window.mui/MUIA_Window_DragBar
NAME
MUIA_Window_DragBar -- (V4 ) [I..], BOOL
FUNCTION
Tell MUI to give your window a dragbar.
Defaults to TRUE.
There is no good reason to disable the dragbar!
Window.mui/MUIA_Window_FancyDrawing
NAME
MUIA_Window_FancyDrawing -- (V8 ) [ISG], BOOL
FUNCTION
Usually, the only possible place to do some rendering is
during a MUIM_Draw method. However, if you have a class
that really requires very high graphical output speed
(e.g. a module players scope or a game class), you can
set MUIA_Window_FancyDrawing to TRUE.
This allows your class to render anywhere between
MUIM_Show and MUIM_Hide, e.g. directly after an
attribute change with OM_SET or from a seperate
task.
Note that your rastport etc. is only valid between
MUIM_Show and MUIM_Hide. Keep that in mind!
When drawing from a seperate task, you have to clone
the RastPort and use the copy for your rendering!
NOTES
Please use this attribute sparingly. It might prevent
MUI from doing nice things with your window, e.g.
building an automatic virtual group when the screen
is too small.
MUIA_Window_FancyDrawing is really only necessary for
very few types of applications. You should use the
traditional way (MUIM_Draw and MUI_Redraw()) whenever
and wherever possible!
Window.mui/MUIA_Window_Height
NAME
MUIA_Window_Height -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_Height_MinMax(p)
MUIV_Window_Height_Visible(p)
MUIV_Window_Height_Screen(p)
MUIV_Window_Height_Scaled
MUIV_Window_Height_Default
FUNCTION
Specify the height of a window. Usually, you won't give
a pixel value here but instead use one of the following
magic macros:
MUIV_Window_Height_Default:
calculated from objects default sizes.
MUIV_Window_Height_MinMax(0..100):
somewhere between the minimum height (0) and the
maximum height (100) of your window.
MUIV_Window_Height_Visible(1..100):
percentage of the screens visible height.
MUIV_Window_Height_Screen(1..100):
percentage of the screens total height.
MUIV_Window_Height_Scaled:
height will be adjusted so that
width : height == minimum width : minimum height.
Note that a windows width and height may not
both be scaled.
Default for this tag is MUIV_Window_Height_Default.
As long as your window has a window id (MUIA_Window_ID),
choosing a size is not that important. MUI will always
remember a windows last position and size and these
values will simply override your settings. Positioning
and sizing should be completely under user control,
a programmer doesn't need to worry about it.
SEE ALSO
MUIA_Window_Width, MUIA_Window_ID
Window.mui/MUIA_Window_ID
NAME
MUIA_Window_ID -- (V4 ) [ISG], ULONG
FUNCTIONS
For most of your windows, you should define a longword
as id value. Only a window with an id is able to
remember its size and position.
Additionally, when you use an ascii id (e.g. 'MAIN'),
your window can be controlled from ARexx.
Of course all windows of your application must have
unique ids.
SEE ALSO
MUIA_Window_LeftEdge, MUIM_Window_Snapshot
Window.mui/MUIA_Window_InputEvent
NAME
MUIA_Window_InputEvent -- (V4 ) [..G], struct InputEvent *
FUNCTION
This attribute gets set whenever your window receives
an input event. You can react on this by creating
a notification event containing a standard
commodities.library input description string.
Due to performance reasons, only IDCMP_RAWKEY,
IDCMP_DISKINSERTED and IDCMP_DISKREMOVED events
are translated to a MUIA_Window_InputEvent
notification.
Prior to MUI 3.0, the input description string needed
to remain valid as long as the notification lasts. MUI 3.0
converts the string to a struct IX immediately, speeding
up the comparision and eliminating the need to keep
the description strings allocated.
NOTE
Notification on MUIA_Window_InputEvent is inefficient.
You should only use this notification for a few keyboard events
that are "general" to the window, e.g. F-Keys for certain
program actions. Keyboard control for single user interface
elements should be implemented by using subclasses and
requesting rawkey input events from there.
EXAMPLE
DoMethod(window, MUIM_Notify,
MUIA_Window_InputEvent, "-repeat f1",
txobj, 3,
MUIM_Set, MUIA_Text_Contents, "f1 pressed/repeated");
Window.mui/MUIA_Window_IsSubWindow
NAME
MUIA_Window_IsSubWindow -- (V4 ) [ISG], BOOL
FUNCTION
Windows with this flag set to TRUE dont get disposed
when the application object is disposed. You should set
this if your window belongs to an object placed in another
window (e.g. popup windows) and you want to dispose the
window object yourself during the OM_DISPOSE method
of the parent object.
Window.mui/MUIA_Window_LeftEdge
NAME
MUIA_Window_LeftEdge -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_LeftEdge_Centered
MUIV_Window_LeftEdge_Moused
FUNCTION
Specify the left edge of a window. Usually, you shouldn't
define a pixel value here but instead use one of the
following macros:
MUIV_Window_LeftEdge_Centered:
window appears centered on the visible area of screen.
MUIV_Window_LeftEdge_Moused
window appears centered under the mouse pointer.
Default for this tag is MUIV_Window_LeftEdge_Centered.
As long as your window has a window id (MUIA_Window_ID),
choosing a position is not that important. MUI will always
remember a windows last position and size and these
values will simply override your settings. Positioning
and sizing should be completely under user control,
a programmer doesn't need to worry about it.
SEE ALSO
MUIA_Window_TopEdge, MUIA_Window_ID
Window.mui/MUIA_Window_Menu
NAME
MUIA_Window_Menu -- (V4 ) [I..], struct NewMenu * (OBSOLETE)
SPECIAL INPUTS
MUIV_Window_Menu_NoMenu
FUNCTION
Obsolete, use MUIA_Window_Menustrip instead.
SEE ALSO
MUIA_Window_Menustrip
Window.mui/MUIA_Window_MenuAction
NAME
MUIA_Window_MenuAction -- (V8 ) [ISG], ULONG
FUNCTION
Whenever a menu item is selected, this attribute will be
set to the corresponding UserData field of the gadtools
NewMenu structure. This allows reacting on menu items
via broadcasting.
SEE ALSO
MUIA_Window_Menu
Window.mui/MUIA_Window_Menustrip
NAME
MUIA_Window_Menustrip -- (V8 ) [I.G], Object *
FUNCTION
Specify a menu strip object for this window. The object
is treated as a child of the window and will be disposed
when the window is disposed.
Menustrip objects defined for a window will override an
applications Menustrip object.
MUIA_Window_Menustrip replaces the old and obsolete
MUIA_Window_Menu tag.
Usually, you will create the menu object with MUI's builtin
object library from a gadtools NewMenu structure, but its
also OK to define the menu tree "by hand" using the
Family class.
If you have a global menu for all your applications windows
but you want some windows to have no menu, use the
MUIA_Window_NoMenus tag.
SEE ALSO
MUIA_Window_NoMenus
Window.mui/MUIA_Window_MouseObject
NAME
MUIA_Window_MouseObject -- (V10) [..G], Object *
FUNCTION
When MUIA_Window_NeedsMouseObject is enabled for this window,
you can setup notificationns on MUIA_Window_MouseObject to
find out on which object the mouse pointer is located.
SEE ALSO
MUIA_Window_NeedsMouseObject
Window.mui/MUIA_Window_NeedsMouseObject
NAME
MUIA_Window_NeedsMouseObject -- (V10) [I..], BOOL
FUNCTION
If you want to react on changes of the MUIA_Window_MouseObject
attribute, you have to set this to TRUE when creating your
window.
SEE ALSO
MUIA_Window_MouseObject
Window.mui/MUIA_Window_NoMenus
NAME
MUIA_Window_NoMenus -- (V4 ) [IS.], BOOL
FUNCTION
Temporarily disable the menu strip of a window.
SEE ALSO
MUIA_Window_Menu
Window.mui/MUIA_Window_Open
NAME
MUIA_Window_Open -- (V4 ) [.SG], BOOL
FUNCTION
This little attribute can be used to open and close
a window. When opening a window, MUI does lots of
stuff to calculate sizes and positions of all
gadgets. Minimum and maximum window sizes will be
adjusted automatically.
When the minimum size of a window is too big to fit
on the screen, MUI tries to reduce font sizes and
does a new calculation. You should always design
your windows to fit on a 640*200 screen with
all fonts set to topaz/8.
When a window is closed (and you specified a
MUIA_Window_ID), MUI remembers its position
and size and uses these values during the next
opening.
After setting MUIA_Window_Open to TRUE, you should
test if MUI was able to open the window by getting
the attribute again. If you don't and if this was
the only window of your application, the user won't
be able to do any input and your application will
seem to hang.
EXAMPLE
set(window,MUIA_Window_Open,TRUE);
get(window,MUIA_Window_Open,&open);
if (!open)
{
MUI_Request(app,0,0,0,"Ok","Failed to open window.");
exit(20);
}
SEE ALSO
MUIA_Window_RootObject
Window.mui/MUIA_Window_PublicScreen
NAME
MUIA_Window_PublicScreen -- (V6 ) [ISG], STRPTR
FUNCTION
Force the window to appear on the public screen who's name
is specified by this attribute. This tag overrides the
user preferences setting and is overridden by
MUIA_Window_Screen.
Please use this tag sparely, overriding user prefs is
not a good idea!
SEE ALSO
MUIA_Window_Screen
Window.mui/MUIA_Window_RefWindow
NAME
MUIA_Window_RefWindow -- (V4 ) [IS.], Object *
FUNCTION
Setting MUIA_Window_RefWindow to another MUI window
object will make the left and top position relative
to this reference window. Using
MUIA_Window_LeftEdge, MUIV_Window_LeftEdge_Centered or
MUIA_Window_TopEdge, MUIV_Window_TopEdge_Centered tag,
you can easily open one window within another.
Note that if your window has an id, the window will
remember its last position and reopen there. Thus,
this tag is only useful if you omit MUIA_Window_ID,
maybe for some small requester windows.
SEE ALSO
MUIA_Window_ID, MUIA_Window_LeftEdge
Window.mui/MUIA_Window_RootObject
NAME
MUIA_Window_RootObject -- (V4 ) [ISG], Object *
FUNCTION
This is a pointer to a MUI object and defines the
contents of your window. Usually, this root object
will be of class MUIC_Group since you surely want to
have more than one gadget.
The root object is treated as child of a window
and will be disposed when the window is disposed.
Note that windows can only have one child.
NOTES
Although you may create a window without root object,
you have to set one before the window is openend!
You can *only* use MUIA_Window_RootObject in a SetAttrs()
call if your window is not open yet!
EXAMPLE
win = WindowObject, MUIA_Window_RootObject,
VGroup,
Child, ...,
Child, ...,
End,
End;
SEE ALSO
MUIA_Window_Open
Window.mui/MUIA_Window_Screen
NAME
MUIA_Window_Screen -- (V4 ) [ISG], struct Screen *
FUNCTION
You can get a pointer to the parent screen of a window by
getting this attribute. The result will be NULL when the
window is currently closed.
Specifying MUIA_Window_Screen at object creation time or
with a SetAttrs() call allows you to explicitly tell MUI
on which screen the window should be opened. You normally
won't need this feature and leave the decision about
screens to the users preferences setting.
SEE ALSO
MUIA_Window_PublicScreen, MUIA_Window_Window
Window.mui/MUIA_Window_ScreenTitle
NAME
MUIA_Window_ScreenTitle -- (V5 ) [ISG], STRPTR
FUNCTION
This text will appear in the screens title bar
when the window is active.
SEE ALSO
MUIA_Window_Title
Window.mui/MUIA_Window_SizeGadget
NAME
MUIA_Window_SizeGadget -- (V4 ) [I..], BOOL
FUNCTION
Tell MUI if you want a sizing gadget for this window.
Usually you won't need this attribute since MUI
will automatically disable the sizing gadget when
your window is not sizeable because of your gadget
layout.
Window.mui/MUIA_Window_SizeRight
NAME
MUIA_Window_SizeRight -- (V4 ) [I..], BOOL
FUNCTION
When set to TRUE, the size gadget will reside
in the right window border.
Window.mui/MUIA_Window_Sleep
NAME
MUIA_Window_Sleep -- (V4 ) [.SG], BOOL
FUNCTION
This attribute can be used to put a window to sleep.
The window gets disabled and a busy pointer appears.
The attribute contains a nesting count, if you tell
your window to sleep twice, you will have to tell
it to wake up twice too.
A sleeping window cannot be resized.
SEE ALSO
MUIA_Application_Sleep
Window.mui/MUIA_Window_Title
NAME
MUIA_Window_Title -- (V4 ) [ISG], STRPTR
FUNCTION
Specify the title of a window.
SEE ALSO
MUIA_Window_ScreenTitle
Window.mui/MUIA_Window_TopEdge
NAME
MUIA_Window_TopEdge -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_TopEdge_Centered
MUIV_Window_TopEdge_Moused
MUIV_Window_TopEdge_Delta(p)
FUNCTION
Specify the top edge of a window. Usually, you shouldn't
define a pixel value here but instead use one of the
following macros:
MUIV_Window_TopEdge_Centered:
window appears centered on the visible area of screen.
MUIV_Window_TopEdge_Moused
window appears centered under the mouse pointer.
MUIV_Window_TopEdge_Delta(p)
window appears p pixels below the screens title bar.
Default for this tag is MUIV_Window_TopEdge_Centered.
As long as your window has a window id (MUIA_Window_ID),
choosing a position is not that important. MUI will always
remember a windows last position and size and these
values will simply override your settings. Positioning
and sizing should be completely under user control,
a programmer doesn't need to worry about it.
SEE ALSO
MUIA_Window_LeftEdge, MUIA_Window_ID
Window.mui/MUIA_Window_UseBottomBorderScroller
NAME
MUIA_Window_UseBottomBorderScroller -- (V13) [ISG], BOOL
FUNCTION
If set to TRUE, the window will feature a scrollbar in its
bottom border. You must set this for the window object if
any children are going to use this window border scroller,
e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.
NOTES
Obviously, scroll gadgets in window borders wont look good
with borderless or non-resizable windows.
SEE ALSO
MUIA_Window_UseLeftBorderScroller,
MUIA_Window_UseRightBorderScroller
Prop.mui/MUIA_Prop_UseWinBorder,
Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_UseLeftBorderScroller
NAME
MUIA_Window_UseLeftBorderScroller -- (V13) [ISG], BOOL
FUNCTION
If set to TRUE, the window will feature a scrollbar in its
left border. You must set this for the window object if
any children are going to use this window border scroller,
e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.
NOTES
Obviously, scroll gadgets in window borders wont look good
with borderless or non-resizable windows.
SEE ALSO
MUIA_Window_UseBottomBorderScroller,
MUIA_Window_UseRightBorderScroller
Prop.mui/MUIA_Prop_UseWinBorder,
Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_UseRightBorderScroller
NAME
MUIA_Window_UseRightBorderScroller -- (V13) [ISG], BOOL
FUNCTION
If set to TRUE, the window will feature a scrollbar in its
right border. You must set this for the window object if
any children are going to use this window border scroller,
e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.
NOTES
Obviously, scroll gadgets in window borders wont look good
with borderless or non-resizable windows.
SEE ALSO
MUIA_Window_UseLeftBorderScroller,
MUIA_Window_UseBottomBorderScroller
Prop.mui/MUIA_Prop_UseWinBorder,
Scrollgroup.mui/MUIA_Scrollgroup_UseWinBorder
Window.mui/MUIA_Window_Width
NAME
MUIA_Window_Width -- (V4 ) [I.G], LONG
SPECIAL INPUTS
MUIV_Window_Width_MinMax(p)
MUIV_Window_Width_Visible(p)
MUIV_Window_Width_Screen(p)
MUIV_Window_Width_Scaled
MUIV_Window_Width_Default
FUNCTION
Specify the width of a window. Usually, you won't give
a pixel value here but instead use one of the following
magic macros:
MUIV_Window_Width_Default:
calculated from objects default sizes.
MUIV_Window_Width_MinMax(0..100):
somewhere between the minimum width (0) and the
maximum width (100) of your window.
MUIV_Window_Width_Visible(1..100):
percentage of the screens visible width.
MUIV_Window_Width_Screen(1..100):
percentage of the screens total width.
MUIV_Window_Width_Scaled:
width will be adjusted so that
width : height == minimum width : minimum height.
Note that a windows width and height may not
both be scaled.
Default for this tag is MUIV_Window_Width_Default.
As long as your window has a window id (MUIA_Window_ID),
choosing a size is not that important. MUI will always
remember a windows last position and size and these
values will simply override your settings. Positioning
and sizing should be completely under user control,
a programmer doesn't need to worry about it.
SEE ALSO
MUIA_Window_Height, MUIA_Window_ID
Window.mui/MUIA_Window_Window
NAME
MUIA_Window_Window -- (V4 ) [..G], struct Window *
FUNCTION
When your window is open, you can obtain a pointer
to the intuition Window structure with this tag
and use it e.g. in an asl.library requester call.
Since the user can close your window any time
(e.g. iconification), you must be prepared to
receive a NULL pointer as result.
SEE ALSO
MUIA_Window_Screen
Window.mui/MUIM_Window_AddEventHandler
NAME
MUIM_Window_AddEventHandler (V16)
SYNOPSIS
DoMethod(obj,MUIM_Window_AddEventHandler,struct MUI_EventHandlerNode *ehnode);
FUNCTION
Event handlers introduced in muimaster.library V16 offer a
new way for custom classes to receive user input. They work
a little like the previously introduced input handlers
(MUIM_Application_AddInputHandler). You fill out a struct
MUI_EventHandlerNode (preferably located somewhere in the
instance data of your custom class) with the type of events
you wish to receive and then call MUIM_Window_AddEventHandler
to add your node to a windows event handler queue.
Whenever an input event arrives, MUIs window class iterates
through the list of event handlers. The class of the input
event is matched against the event handlers class field and
in case of a match, the method MUIM_HandleEvent is invoked on
the specified object.
Each event handler may decide to "eat" the input event, this
means window class will abort iterating the handler queue
after calling this handler.
MUI follows certain priority rules when iterating through
the handler queue of a window. If there are handler entries
for the active object (MUIA_Window_ActiveObject) or for the
default object (MUIA_Window_DefaultObject), their nodes are
checked before all other nodes. Active objects are checked
before default objects. If there was no active and no
default object or if none of them ate the event, the rest
of the handler queue is checked according to their
ehn_Priority field.
A good place to add/remove event handlers is the
MUIM_Setup/MUIM_Cleanup method pair of your custom class.
If you wish to change certain fields (e.g. ehn_Events)
in an active handler (one that is currently added to a
windows), you must deactivate (remove) the handler, make
your changes and then add it again. Do not change fields
of an active handler without removing it first!
INPUTS
Pointer to an initialized struct MUI_EventHandler node:
ehn_Priority - event handlers are inserted according to their
priority. 0 is fine in almost all cases.
ehn_Flags - no flags are defined yet. Always use 0 here!
ehn_Events - Exclusive OR of all IDCMP_* flags you want this
handler to react on.
ehn_Object - insert a pointer to yourself here.
ehn_Class - if you point this to your class, MUI will invoke
MUIM_HandleEvent with CoerceMethod(ehn_Class,...)
instead as with DoMethod(obj,...). This will bypass
any subclasses you might have and directly hand
the input event to the dispatcher. If you dont
set ehn_Class, MUIM_HandleEvent is sent like any
other method to the true class of your object.
Since every class should add a handler itself
if it needs some input, MUIM_HandleEvent methods
are different from other MUI methods which usually
travel from class to class in an objects class
tree. MUIM_HandleEvent is more treated like a
hook function instead of a method: in almost all
cases you will want it to be passed directly to
a specific class dispatcher (by setting ehn_Class).
Also, this dispatcher will usually not pass the
method to its super class but instead return
directly.
RESULT
MUIM_Window_AddEventHandler cannot fail, the result
value of the method is currently undefined.
NOTES
Event handlers are more flexible and more efficient than the
pre-V16 functions MUI_RequestIDCMP() and MUI_RejectIDCMP().
Also, event handlers dont suffer from problems that arise if
more than one class of an object calls MUI_RequestIDCMP().
Though the old functions will remain working for
compatibility reasons, it's suggested that only event
handlers are used in new code.
You must match each MUIM_Window_AddEventHandler with
exactly one MUIM_Window_RemEventHandler method.
EXAMPLE
MUIM_Setup:
data->ehnode.ehn_Object = obj;
data->ehnode.ehn_Class = cl;
data->ehnode.ehn_Events = IDCMP_MOUSEBUTTONS;
DoMethod(_win(obj),MUIM_Window_AddEventHandler,&data->ehnode);
MUIM_Cleanup:
DoMethod(_win(obj),MUIM_Window_RemEventHandler,&data->ehnode);
Changing the trigger events of an active handler:
DoMethod(_win(obj),MUIM_Window_RemEventHandler,&data->ehnode);
data->ehnode.ehn_Events |= IDCMP_MOUSEMOVE;
DoMethod(_win(obj),MUIM_Window_AddEventHandler,&data->ehnode);
More examples can be found in the MUI demo source codes that
deal with custom classes.
SEE ALSO
MUIM_Window_RemEventHandler, MUIM_HandleEvent
Window.mui/MUIM_Window_GetMenuCheck
NAME
MUIM_Window_GetMenuCheck (V4 ) (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_GetMenuCheck,ULONG MenuID);
FUNCTION
Ask whether a checkmark menu item has its
checkmark set or cleared.
INPUTS
MenuID - the value you wrote into the
UserData field of struct NewMenu.
SEE ALSO
MUIM_Window_SetMenuCheck, MUIA_Window_Menu
Window.mui/MUIM_Window_GetMenuState
NAME
MUIM_Window_GetMenuState (V4 ) (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_GetMenuState,ULONG MenuID);
FUNCTION
Ask whether a menu item is enabled or disabled.
INPUTS
MenuID - the value you wrote into the
UserData field of struct NewMenu.
SEE ALSO
MUIM_Window_SetMenuState, MUIA_Window_Menu
Window.mui/MUIM_Window_RemEventHandler
NAME
MUIM_Window_RemEventHandler (V16)
SYNOPSIS
DoMethod(obj,MUIM_Window_RemEventHandler,struct MUI_EventHandlerNode *ehnode);
FUNCTION
Remove an event handler.
RESULT
MUIM_Window_RemEventHandler cannot fail, the result
value of the method is currently undefined.
INPUTS
ehnode - event handler node structure you passed to
MUIM_Window_AddEventHandler previously.
NOTES
Every call to MUIM_Window_AddEventHandler must be matched
by exactly one call to MUIM_Window_RemEventHandler.
SEE ALSO
MUIM_Window_RemEventHandler, MUIM_HandleEvent
Window.mui/MUIM_Window_ScreenToBack
NAME
MUIM_Window_ScreenToBack (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Window_ScreenToBack);
FUNCTION
Put the window's screen to back. This command is
only valid when the window is opened.
SEE ALSO
MUIM_Window_ScreenToFront, MUIM_Window_ToFront,
MUIM_Window_ToBack
Window.mui/MUIM_Window_ScreenToFront
NAME
MUIM_Window_ScreenToFront (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Window_ScreenToFront);
FUNCTION
Put the window's screen to font. This command is
only valid when the window is opened.
SEE ALSO
MUIM_Window_ScreenToBack, MUIM_Window_ToFront,
MUIM_Window_ToBack
Window.mui/MUIM_Window_SetCycleChain
NAME
MUIM_Window_SetCycleChain (V4 ) (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetCycleChain,Object *obj[1]);
FUNCTION
Set the cycle chain for a window. To make MUI's keyboard
control work, you need to setup a chain of objects that
should be activatable with the tab key. This can be
any objects you wish, MUI supports complete keyboard
handling even for sliders or listviews.
If you forget to set a cycle chain because you
are a mouse-man, you certainly will annoy some
users of your application!
INPUTS
One or more objects, terminated with a NULL.
EXAMPLE
DoMethod(window,MUIM_Window_SetCycleChain,
str1,str2,slide1,list,radio,cycle1,cycle2,NULL);
SEE ALSO
MUIA_Window_ActiveObject, Area.mui/MUIA_CycleChain
Window.mui/MUIM_Window_SetMenuCheck
NAME
MUIM_Window_SetMenuCheck (V4 ) (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetMenuCheck,ULONG MenuID, LONG stat);
FUNCTION
Set or clear the checkmark of a menu item.
INPUTS
MenuID - the value you wrote into the
UserData field of struct NewMenu.
set - TRUE to set checkmark, FALSE to clear
SEE ALSO
MUIM_Window_GetMenuCheck, MUIA_Window_Menu,
Window.mui/MUIM_Window_SetMenuState
NAME
MUIM_Window_SetMenuState (V4 ) (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetMenuState,ULONG MenuID, LONG stat);
FUNCTION
Enable or disable a menu item.
INPUTS
MenuID - the value you wrote into the
UserData field of struct NewMenu.
set - TRUE to enable item, FALSE to disable.
SEE ALSO
MUIM_Window_GetMenuState, MUIA_Window_Menu,
Window.mui/MUIM_Window_Snapshot
NAME
MUIM_Window_Snapshot (V11)
SYNOPSIS
DoMethod(obj,MUIM_Window_Snapshot,LONG flags);
FUNCTION
MUIM_Window_Snapshot is the programmer's interface to MUI's
window position remembering facility.
NOTES
Snapshotting a window is only possible if it has a
non-NULL MUIA_Window_ID.
INPUTS
flags - use 0 to unsnapshot the window.
This is equal to the user doubleclicking
on the window's snapshot gadget.
- use 1 to snapshot the window.
This is equal to the user clicking
on the window's snapshot gadget.
SEE ALSO
MUIA_Window_ID
Window.mui/MUIM_Window_ToBack
NAME
MUIM_Window_ToBack (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Window_ToBack);
FUNCTION
Put the window to back. When the window is not currently open,
this command does simply nothing.
SEE ALSO
MUIM_Window_ToFront, MUIM_Window_ScreenToFront,
MUIM_Window_ScreenToBack
Window.mui/MUIM_Window_ToFront
NAME
MUIM_Window_ToFront (V4 )
SYNOPSIS
DoMethod(obj,MUIM_Window_ToFront);
FUNCTION
Put the window to front. When the window is not currently open,
this command does simply nothing.
SEE ALSO
MUIM_Window_ToBack, MUIM_Window_ScreenToFront,
MUIM_Window_ScreenToBack