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Ian & Stuart's Australian Mac 1993 September
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September 93.img
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Fun, Tricks & Hacks
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Windows
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MSShell.c
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C/C++ Source or Header
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1992-06-14
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/*------------------------------------------------------------------------------
#
# Based on:
#
# Apple Macintosh Developer Technical Support
#
# MultiFinder-Aware Simple Sample Application
#
# Beware of comments...
#
------------------------------------------------------------------------------*/
/* Segmentation strategy:
This program consists of three segments. Main contains most of the code,
including the MPW libraries, and the main program. Initialize contains
code that is only used once, during startup, and can be unloaded after the
program starts. %A5Init is automatically created by the Linker to initialize
globals for the MPW libraries and is unloaded right away. */
/* SetPort strategy:
Toolbox routines do not change the current port. In spite of this, in this
program we use a strategy of calling SetPort whenever we want to draw or
make calls which depend on the current port. This makes us less vulnerable
to bugs in other software which might alter the current port (such as the
bug (feature?) in many desk accessories which change the port on OpenDeskAcc).
Hopefully, this also makes the routines from this program more self-contained,
since they don't depend on the current port setting. */
#include "MSWindows.h"
/* The "g" prefix is used to emphasize that a variable is global. */
MenuHandle gMenus[menuCount];
/* gMac is used to hold the result of a SysEnvirons call. This makes
it convenient for any routine to check the environment. */
SysEnvRec gMac; /* set up by Initialize */
/* GHasWaitNextEvent is set at startup, and tells whether the WaitNextEvent
trap is available. If it is false, we know that we must call GetNextEvent. */
Boolean gHasWaitNextEvent; /* set up by Initialize */
/* gInBackground is maintained by our osEvent handling routines. Any part of
the program can check it to find out if it is currently in the background. */
Boolean gInBackground; /* maintained by Initialize and DoEvent */
extern MSWindowPtr gPMWindow;
/* Cursor regions */
extern RgnHandle gFrameRgn;
extern RgnHandle gUpRgn,gRightRgn,gURightRgn,gDRightRgn,gArrowRgn;
extern RgnHandle gcUpRgn,gcRightRgn,gcURightRgn,gcDRightRgn,gcArrowRgn;
/** MultiClick Checks **/
EventRecord gLastMouseDown; /* Previous mouse down event */
EventRecord gLastMouseUp; /* Previous mouse up event */
short gClicks; /* Click counter, = 1 single click */
/* = 2 double click */
/* etc. */
/* Here are declarations for all of the C routines. In MPW 3.0 we can use
actual prototypes for parameter type checking. */
void EventLoop( void );
void DoEvent( EventRecord *event );
void AdjustCursor( Point mouse, RgnHandle region );
void GetGlobalMouse( Point *mouse );
void DoUpdate( WindowPtr window );
void DoActivate( WindowPtr window, Boolean becomingActive );
void AdjustMenus( void );
void Terminate( void );
void Initialize( void );
void ForceEnvirons( void );
Boolean TrapAvailable( short tNumber, TrapType tType );
void AlertUser( void );
extern void _DataInit();
/* This routine is part of the MPW runtime library. This external
reference to it is done so that we can unload its segment, %A5Init. */
#pragma segment Main
void main(void)
{
UnloadSeg((Ptr) _DataInit); /* note that _DataInit must not be in Main! */
/* 1.01 - call to ForceEnvirons removed */
/* If you have stack requirements that differ from the default,
then you could use SetApplLimit to increase StackSpace at
this point, before calling MaxApplZone. */
MaxApplZone(); /* expand the heap so code segments load at the top */
Initialize(); /* initialize the program */
UnloadSeg((Ptr) Initialize); /* note that Initialize must not be in Main! */
EventLoop(); /* call the main event loop */
}
/* Get events forever, and handle them by calling DoEvent.
Get the events by calling WaitNextEvent, if it's available, otherwise
by calling GetNextEvent. Also call AdjustCursor each time through the loop. */
void EventLoop(void)
{
RgnHandle cursorRgn;
Boolean gotEvent;
EventRecord event;
Point mouse;
cursorRgn = NewRgn(); /* we’ll pass WNE an empty region the 1st time thru */
do {
/* use WNE if it is available */
if ( gHasWaitNextEvent ) {
GetGlobalMouse(&mouse);
AdjustCursor(mouse, cursorRgn);
gotEvent = WaitNextEvent(everyEvent, &event, -1, cursorRgn);
}
else {
SystemTask();
gotEvent = GetNextEvent(everyEvent, &event);
}
GameTime();
if ( gotEvent ) {
/* make sure we have the right cursor before handling the event */
AdjustCursor(event.where, cursorRgn);
DoEvent(&event);
}
/* If you are using modeless dialogs that have editText items,
you will want to call IsDialogEvent to give the caret a chance
to blink, even if WNE/GNE returned FALSE. However, check FrontWindow
for a non-NIL value before calling IsDialogEvent. */
} while ( true ); /* loop forever; we quit via ExitToShell */
} /*EventLoop*/
MSChildPtr GetFirstChild(MSWindowPtr window)
{
MSChildPtr MSChild = nil;
if ( IsAppWindow((WindowPtr) window) && (MSChild = window->child))
while ((MSChild->origin.h & kOffscreenOffset) && (MSChild->next != nil))
MSChild = MSChild->next;
return(MSChild);
}
/* set the active flag for front child and parent (i.e. the base child) */
void SetActive(WindowPtr window,Boolean becomingActive)
{
MSChildPtr MSChild;
MSChild = GetFirstChild((MSWindowPtr)window);
MSChild->active = becomingActive; // front child for active draw
while (MSChild->next != nil)
MSChild = MSChild->next;
MSChild->active = becomingActive; // parent for active draw
}
void BringChildFront(WindowPtr window,Point where,Boolean doUpdate)
{
Point pt;
Rect r;
MSChildPtr MSChild,MSFront,*pParent;
pParent = &((MSWindowPtr)window)->child;
MSFront = *pParent;
MSChild = MSFront;
if (doUpdate && (MSChild->next != nil)) {
SetOrigin(0,0);
r = MSChild->portRect;
OffsetRect(&r,MSChild->origin.h,MSChild->origin.v);
EraseRect(&r);
}
while (MSChild->next != nil) { // don't swap parent => base child
MSChild->active = false; // front child may become inactive
SetOrigin( -MSChild->origin.h, -MSChild->origin.v);
pt = where;
GlobalToLocal(&pt);
if (PtInRect(pt,&MSChild->portRect)) {
if (MSChild != MSFront) { // if not already in front
*pParent = MSChild->next; // link child's next to parent's next
MSChild->next = MSFront; // link front to after child
((MSWindowPtr)window)->child = MSChild; // link child to front
}
doUpdate = true;
break; // skip out
}
pParent = &MSChild->next;
MSChild = *pParent;
}
SetOrigin(0,0);
SetActive(window,true);
if (doUpdate) {
InvalRect(&window->portRect);
if (MSChild->next != nil) {
r = MSChild->portRect;
OffsetRect(&r,MSChild->origin.h,MSChild->origin.v);
EraseRect(&r);
}
BeginUpdate(window);
DrawWindow(window);
EndUpdate(window);
}
SetCursorRgns();
}
/* Do the right thing for an event. Determine what kind of event it is, and call
the appropriate routines. */
void DoEvent(EventRecord *event)
{
short part, err;
long result;
WindowPtr window;
Boolean hit;
char key;
Point aPoint;
Rect dragRect;
switch ( event->what ) {
case mouseDown:
part = FindWindow(event->where, &window);
if (window)
SetPort(window); // added ??
switch ( part ) {
case inMenuBar: /* process a mouse menu command (if any) */
AdjustMenus();
result = MenuSelect(event->where);
DoMenuCommand(GetFirstChild((MSWindowPtr)window),gMenus[HiWrd(result)],result);
break;
case inSysWindow: /* let the system handle the mouseDown */
SystemClick(event, window);
break;
case inContent:
if ( window != FrontWindow() ) { // allow "do first click"
SelectWindow(window);
if ( IsAppWindow(window) ) { // update it now
SetPort(window);
BringChildFront(window,event->where,true);
}
DoEvent(event);
} else
if (!ContentClick(event, window))
if (!DragChild(window, event->where))
goto doDrag;
break;
case inDrag: /* pass screenBits.bounds to get all gDevices */
doDrag: SetRect(&dragRect,4,24,qd.screenBits.bounds.right - 4,
qd.screenBits.bounds.bottom - 4);
DragWindow(window, event->where, &dragRect);
SetCursorRgns();
break;
case inGrow:
break;
case inZoomIn:
case inZoomOut:
hit = TrackBox(window, event->where, part);
if ( hit ) {
SetPort(window); /* the window must be the current port... */
EraseRect(&window->portRect); /* because of a bug in ZoomWindow */
ZoomWindow(window, part, true); /* note that we invalidate and erase... */
InvalRect(&window->portRect); /* to make things look better on-screen */
SetCursorRgns();
}
break;
}
gLastMouseDown = *event; /* Save for multi-click checking */
break;
case mouseUp: /* Mouse was released */
gLastMouseUp = *event; /* Save for multi-click checking */
break;
case keyDown:
case autoKey: /* check for menukey equivalents */
key = event->message & charCodeMask;
if ( event->modifiers & cmdKey ) /* Command key down */
if ( event->what == keyDown ) {
AdjustMenus(); /* enable/disable/check menu items properly */
result = MenuKey(key);
DoMenuCommand(GetFirstChild((MSWindowPtr)window),gMenus[HiWrd(result)],result);
}
break;
case activateEvt:
DoActivate((WindowPtr) event->message, (event->modifiers & activeFlag) != 0);
break;
case updateEvt:
DoUpdate((WindowPtr) event->message);
break;
/* 1.01 - It is not a bad idea to at least call DIBadMount in response
to a diskEvt, so that the user can format a floppy. */
case diskEvt:
if ( HiWrd(event->message) != noErr ) {
SetPt(&aPoint, kDILeft, kDITop);
err = DIBadMount(aPoint, event->message);
}
break;
case kOSEvent:
/* 1.02 - must BitAND with 0x0FF to get only low byte */
switch ((event->message >> 24) & 0x0FF) { /* high byte of message */
case kSuspendResumeMessage: /* suspend/resume is also an activate/deactivate */
gInBackground = (event->message & kResumeMask) == 0;
DoActivate(FrontWindow(), !gInBackground);
break;
}
break;
}
} /*DoEvent*/
/* Check if mouse down event is part of a multiple click */
void CountClicks(EventRecord *macEvent)
{ /* To be a multiclick, clicks must: */
short h,v; /* • Hit the same view */
/* • Occur within a certain time */
/* • Be "close" in space */
h = gLastMouseDown.where.h - macEvent->where.h;
if (h < 0) h -= h;
v = gLastMouseDown.where.v - macEvent->where.v;
if (v < 0) v -= v;
if ( ((macEvent->when - gLastMouseUp.when) < GetDblTime()) &&
((h + v) < 10) ) {
gClicks++;
} else { /* Reset click counter */
gClicks = 1;
}
}
void GetFrameRgns(Rect *portRect)
{
Rect rect;
rect = *portRect;
RectRgn(gFrameRgn,&rect);
InsetRect(&rect,kGrowBorder+1,kGrowBorder+1);
RectRgn(gArrowRgn,&rect);
DiffRgn(gFrameRgn,gArrowRgn,gFrameRgn); // the whole frame
CopyRgn(gFrameRgn,gURightRgn);
OffsetRgn(gArrowRgn,kPictWidth,kPictWidth); // down to right
DiffRgn(gURightRgn,gArrowRgn,gURightRgn);
OffsetRgn(gArrowRgn,-2*kPictWidth,-2*kPictWidth); // up to left
DiffRgn(gURightRgn,gArrowRgn,gURightRgn);
CopyRgn(gFrameRgn,gDRightRgn);
OffsetRgn(gArrowRgn,2*kPictWidth,0); // up to right
DiffRgn(gDRightRgn,gArrowRgn,gDRightRgn);
OffsetRgn(gArrowRgn,-2*kPictWidth,2*kPictWidth); // down to left
DiffRgn(gDRightRgn,gArrowRgn,gDRightRgn);
OffsetRgn(gArrowRgn,kPictWidth,-kPictWidth); // back to center
rect = *portRect;
InsetRect(&rect,kPictWidth,0);
RectRgn(gUpRgn,&rect);
SectRgn(gFrameRgn,gUpRgn,gUpRgn);
rect = *portRect;
InsetRect(&rect,0,kPictWidth);
RectRgn(gRightRgn,&rect);
SectRgn(gFrameRgn,gRightRgn,gRightRgn);
}
/* Change the cursor's shape, depending on its position. This also calculates the region
where the current cursor resides (for WaitNextEvent). If the mouse is ever outside of
that region, an event would be generated, causing this routine to be called,
allowing us to change the region to the region the mouse is currently in. If
there is more to the event than just “the mouse moved”, we get called before the
event is processed to make sure the cursor is the right one. In any (ahem) event,
this is called again before we fall back into WNE. */
void SetCursorRgns()
{
WindowPtr window;
PixMapHandle portPixMap;
Rect rect;
MSChildPtr MSChild;
window = FrontWindow(); /* we only adjust the cursor when we are in front */
if ( (! gInBackground) && (! IsDAWindow(window)) ) {
/* calculate regions for different cursor shapes */
/* start with a big, big rectangular region */
SetRectRgn(gArrowRgn, kExtremeNeg, kExtremeNeg, kExtremePos, kExtremePos);
/* calculate Rgns */
if ( IsAppWindow(window) ) {
SetPort(window); /* make a global version of the viewRect */
portPixMap = ((CGrafPtr)window)->portPixMap;
SetOrigin(-(*portPixMap)->bounds.left,-(*portPixMap)->bounds.top);
GetFrameRgns(&window->portRect); // main cursor regions
if (window == gPMWindow) {
MSChild = GetFirstChild((MSWindowPtr)window);
if (MSChild->next != nil) {
CopyRgn(gUpRgn,gcUpRgn); // save cursor regions
CopyRgn(gRightRgn,gcRightRgn);
CopyRgn(gURightRgn,gcURightRgn);
CopyRgn(gDRightRgn,gcDRightRgn);
CopyRgn(gArrowRgn,gcArrowRgn);
rect = MSChild->portRect;
// OffsetRect(&rect,(*portPixMap)->bounds.left + MSChild->origin.h,
// (*portPixMap)->bounds.top + MSChild->origin.v);
OffsetRect(&rect,MSChild->origin.h,MSChild->origin.v);
GetFrameRgns(&rect); // get child cursor regions
UnionRgn(gcUpRgn,gUpRgn,gUpRgn); // combine cursor regions
UnionRgn(gcRightRgn,gRightRgn,gRightRgn);
UnionRgn(gcURightRgn,gURightRgn,gURightRgn);
UnionRgn(gcDRightRgn,gDRightRgn,gDRightRgn);
DiffRgn(gcArrowRgn,gFrameRgn,gArrowRgn);
}
}
SetOrigin(0,0);
}
}
}
void AdjustCursor(Point mouse,RgnHandle region)
{
WindowPtr window;
window = FrontWindow(); /* we only adjust the cursor when we are in front */
if ( (! gInBackground) && (! IsDAWindow(window)) ) {
/* change the cursor and the region parameter */
if ( PtInRgn(mouse,gArrowRgn) ) {
SetCursor(*GetCursor(kArrowCursor));
CopyRgn(gArrowRgn,region);
} else
if ( PtInRgn(mouse,gURightRgn) ) {
SetCursor(*GetCursor(kURightCursor));
CopyRgn(gURightRgn,region);
} else
if ( PtInRgn(mouse,gDRightRgn) ) {
SetCursor(*GetCursor(kDRightCursor));
CopyRgn(gDRightRgn,region);
} else
if ( PtInRgn(mouse,gRightRgn) ) {
SetCursor(*GetCursor(kHoriCursor));
CopyRgn(gRightRgn,region);
} else
if ( PtInRgn(mouse,gUpRgn) ) {
SetCursor(*GetCursor(kVertCursor));
CopyRgn(gUpRgn,region);
} else {
InitCursor();
CopyRgn(gArrowRgn,region);
}
}
} /* AdjustCursor */
/* Get the global coordinates of the mouse. When you call OSEventAvail
it will return either a pending event or a null event. In either case,
the where field of the event record will contain the current position
of the mouse in global coordinates and the modifiers field will reflect
the current state of the modifiers. Another way to get the global
coordinates is to call GetMouse and LocalToGlobal, but that requires
being sure that thePort is set to a valid port. */
void GetGlobalMouse(Point *mouse)
{
EventRecord event;
OSEventAvail(kNoEvents, &event); /* we aren't interested in any events */
*mouse = event.where; /* just the mouse position */
} /*GetGlobalMouse*/
/* This is called when an update event is received for a window.
It calls DrawWindow to draw the contents of an application window.
As an effeciency measure that does not have to be followed, it
calls the drawing routine only if the visRgn is non-empty. This
will handle situations where calculations for drawing or drawing
itself is very time-consuming. */
void DoUpdate(WindowPtr window)
{
if ( IsAppWindow(window) ) {
SetPort(window);
BeginUpdate(window); /* this sets up the visRgn */
if ( ! EmptyRgn(window->visRgn) ) /* draw if updating needs to be done */
DrawWindow(window);
EndUpdate(window);
}
} /*DoUpdate*/
/* This is called when a window is activated or deactivated.
In Sample, the Window Manager's handling of activate and
deactivate events is sufficient. Other applications may have
TextEdit records, controls, lists, etc., to activate/deactivate. */
void DoActivate(WindowPtr window,Boolean becomingActive)
{
if ( IsAppWindow(window) ) {
SetActive(window,becomingActive);
SetPort(window);
InvalRect(&window->portRect); // get the selection & bounds updated
}
} /*DoActivate*/
/* Enable and disable menus based on the current state.
The user can only select enabled menu items. We set up all the menu items
before calling MenuSelect or MenuKey, since these are the only times that
a menu item can be selected. Note that MenuSelect is also the only time
the user will see menu items. This approach to deciding what enable/
disable state a menu item has the advantage of concentrating all
the decision-making in one routine, as opposed to being spread throughout
the application. Other application designs may take a different approach
that is just as valid. */
void AdjustMenus(void)
{
WindowPtr window;
MenuHandle menu;
window = FrontWindow();
menu = gMenus[mEditInx];
if ( IsDAWindow(window) ) { /* a desk accessory might need the edit menu… */
EnableItem(menu, iUndo);
EnableItem(menu, iCut);
EnableItem(menu, iCopy);
EnableItem(menu, iClear);
EnableItem(menu, iPaste);
} else { /* …but we don’t use it */
DisableItem(menu, iUndo);
DisableItem(menu, iCut);
DisableItem(menu, iCopy);
DisableItem(menu, iClear);
DisableItem(menu, iPaste);
}
} /*AdjustMenus*/
/* Close a window. This handles desk accessory and application windows. */
/* 1.01 - At this point, if there was a document associated with a
window, you could do any document saving processing if it is 'dirty'.
DoCloseWindow would return true if the window actually closed, i.e.,
the user didn’t cancel from a save dialog. This result is handy when
the user quits an application, but then cancels the save of a document
associated with a window. */
Boolean DoCloseWindow(WindowPtr window)
{
if ( IsDAWindow(window) )
CloseDeskAcc(((WindowPeek) window)->windowKind);
else if ( IsAppWindow(window) )
CloseWindow(window);
return true;
} /*DoCloseWindow*/
/**************************************************************************************
*** 1.01 DoCloseBehind(window) was removed ***
1.01 - DoCloseBehind was a good idea for closing windows when quitting
and not having to worry about updating the windows, but it suffered
from a fatal flaw. If a desk accessory owned two windows, it would
close both those windows when CloseDeskAcc was called. When DoCloseBehind
got around to calling DoCloseWindow for that other window that was already
closed, things would go very poorly. Another option would be to have a
procedure, GetRearWindow, that would go through the window list and return
the last window. Instead, we decided to present the standard approach
of getting and closing FrontWindow until FrontWindow returns NIL. This
has a potential benefit in that the window whose document needs to be saved
may be visible since it is the front window, therefore decreasing the
chance of user confusion. For aesthetic reasons, the windows in the
application should be checked for updates periodically and have the
updates serviced.
**************************************************************************************/
/* Clean up the application and exit. We close all of the windows so that
they can update their documents, if any. */
/* 1.01 - If we find out that a cancel has occurred, we won't exit to the
shell, but will return instead. */
void Terminate(void)
{
WindowPtr aWindow;
Boolean closed;
closed = true;
do {
aWindow = FrontWindow(); /* get the current front window */
if (aWindow != nil)
closed = DoCloseWindow(aWindow); /* close this window */
}
while (closed && (aWindow != nil));
if (closed)
ExitToShell(); /* exit if no cancellation */
} /*Terminate*/
/* Set up the whole world, including global variables, Toolbox managers,
and menus. We also create our one application window at this time.
Since window storage is non-relocateable, how and when to allocate space
for windows is very important so that heap fragmentation does not occur.
Because Sample has only one window and it is only disposed when the application
quits, we will allocate its space here, before anything that might be a locked
relocatable object gets into the heap. This way, we can force the storage to be
in the lowest memory available in the heap. Window storage can differ widely
amongst applications depending on how many windows are created and disposed. */
/* 1.01 - The code that used to be part of ForceEnvirons has been moved into
this module. If an error is detected, instead of merely doing an ExitToShell,
which leaves the user without much to go on, we call AlertUser, which puts
up a simple alert that just says an error occurred and then calls ExitToShell.
Since there is no other cleanup needed at this point if an error is detected,
this form of error- handling is acceptable. If more sophisticated error recovery
is needed, an exception mechanism, such as is provided by Signals, can be used. */
#pragma segment Initialize
void Initialize(void)
{
long total, contig;
EventRecord event;
short count;
gInBackground = false;
InitGraf((Ptr) &qd.thePort);
InitFonts();
InitWindows();
InitMenus();
TEInit();
InitDialogs(nil);
InitCursor();
/* Call MPPOpen and ATPLoad at this point to initialize AppleTalk,
if you are using it. */
/* NOTE -- It is no longer necessary, and actually unhealthy, to check
PortBUse and SPConfig before opening AppleTalk. The drivers are capable
of checking for port availability themselves. */
/* This next bit of code is necessary to allow the default button of our
alert be outlined.
1.02 - Changed to call EventAvail so that we don't lose some important
events. */
for (count = 1; count <= 3; count++)
EventAvail(everyEvent, &event);
/* Ignore the error returned from SysEnvirons; even if an error occurred,
the SysEnvirons glue will fill in the SysEnvRec. You can save a redundant
call to SysEnvirons by calling it after initializing AppleTalk. */
SysEnvirons(kSysEnvironsVersion, &gMac);
/* Make sure that the machine has at least 128K ROMs. If it doesn't, exit. */
if (gMac.machineType < 0) AlertUser();
/* 1.02 - Move TrapAvailable call to after SysEnvirons so that we can tell
in TrapAvailable if a tool trap value is out of range. */
gHasWaitNextEvent = TrapAvailable(_WaitNextEvent, ToolTrap);
/* 1.01 - We used to make a check for memory at this point by examining ApplLimit,
ApplicZone, and StackSpace and comparing that to the minimum size we told
MultiFinder we needed. This did not work well because it assumed too much about
the relationship between what we asked MultiFinder for and what we would actually
get back, as well as how to measure it. Instead, we will use an alternate
method comprised of two steps. */
/* It is better to first check the size of the application heap against a value
that you have determined is the smallest heap the application can reasonably
work in. This number should be derived by examining the size of the heap that
is actually provided by MultiFinder when the minimum size requested is used.
The derivation of the minimum size requested from MultiFinder is described
in Sample.h. The check should be made because the preferred size can end up
being set smaller than the minimum size by the user. This extra check acts to
insure that your application is starting from a solid memory foundation. */
if ((long) GetApplLimit() - (long) ApplicZone() < kMinHeap) AlertUser();
/* Next, make sure that enough memory is free for your application to run. It
is possible for a situation to arise where the heap may have been of required
size, but a large scrap was loaded which left too little memory. To check for
this, call PurgeSpace and compare the result with a value that you have determined
is the minimum amount of free memory your application needs at initialization.
This number can be derived several different ways. One way that is fairly
straightforward is to run the application in the minimum size configuration
as described previously. Call PurgeSpace at initialization and examine the value
returned. However, you should make sure that this result is not being modified
by the scrap's presence. You can do that by calling ZeroScrap before calling
PurgeSpace. Make sure to remove that call before shipping, though. */
/* ZeroScrap(); */
PurgeSpace(&total, &contig);
if (total < kMinSpace) AlertUser();
for (count = kMaxMasters; count > 0; count--)
MoreMasters(); // get some spare handles
/* The extra benefit to waiting until after the Toolbox Managers have been initialized
to check memory is that we can now give the user an alert to tell him/her what
happened. Although it is possible that the memory situation could be worsened by
displaying an alert, MultiFinder would gracefully exit the application with
an informative alert if memory became critical. Here we are acting more
in a preventative manner to avoid future disaster from low-memory problems. */
if ( !InitializeApp() )
AlertUser();
/*
** Set up menus last, since the menu drawing can then use
** any palette we have for our window.
** Makes the Apple look better, in particular.
*/
SetUpMenus();
} /*Initialize*/
/* Check to see if a given trap is implemented. This is only used by the
Initialize routine in this program, so we put it in the Initialize segment.
The recommended approach to see if a trap is implemented is to see if
the address of the trap routine is the same as the address of the
Unimplemented trap. */
/* 1.02 - Needs to be called after call to SysEnvirons so that it can check
if a ToolTrap is out of range of a pre-MacII ROM. */
#pragma segment Initialize
Boolean TrapAvailable(short tNumber,TrapType tType)
{
if ( ( tType == ToolTrap ) &&
( gMac.machineType > envMachUnknown ) &&
( gMac.machineType < envMacII ) ) { /* it's a 512KE, Plus, or SE */
tNumber = tNumber & 0x03FF;
if ( tNumber > 0x01FF ) /* which means the tool traps */
tNumber = _Unimplemented; /* only go to 0x01FF */
}
return NGetTrapAddress(tNumber, tType) != GetTrapAddress(_Unimplemented);
} /*TrapAvailable*/
#pragma segment Main
/* Check to see if a window belongs to the application. If the window pointer
passed was NIL, then it could not be an application window. WindowKinds
that are negative belong to the system and windowKinds less than userKind
are reserved by Apple except for windowKinds equal to dialogKind, which
mean it is a dialog.
1.02 - In order to reduce the chance of accidentally treating some window
as an AppWindow that shouldn't be, we'll only return true if the windowkind
is userKind. If you add different kinds of windows to Sample you'll need
to change how this all works. */
Boolean IsAppWindow(WindowPtr window)
{
extern WindowPtr gMineWindow,gAlertWindow;
short windowKind;
if ( window == nil )
return false;
else { /* application windows have windowKinds = userKind (8) */
windowKind = ((WindowPeek) window)->windowKind;
return (window == gPMWindow || window == gMineWindow || window == gAlertWindow );
}
} /*IsAppWindow*/
/* Check to see if a window belongs to a desk accessory. */
Boolean IsDAWindow(WindowPtr window)
{
if ( window == nil )
return false;
else /* DA windows have negative windowKinds */
return ((WindowPeek) window)->windowKind < 0;
} /*IsDAWindow*/
/* Display an alert that tells the user an error occurred, then exit the program.
This routine is used as an ultimate bail-out for serious errors that prohibit
the continuation of the application. Errors that do not require the termination
of the application should be handled in a different manner. Error checking and
reporting has a place even in the simplest application. The error number is used
to index an 'STR#' resource so that a relevant message can be displayed. */
void AlertUser(void)
{
short itemHit;
SetCursor(*GetCursor(132)); // kArrowCursor
itemHit = Alert(rUserAlert, nil);
ExitToShell();
} /* AlertUser */