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egsintui.doc
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/*
* $
* $ FILE : egsintui.doc
* $ VERSION : 1
* $ REVISION : 1
* $ DATE : 08-Feb-93 09:55
* $
* $ Author : mvk
* $
*
*
* (c) Copyright 1990/93 VIONA Development
* All Rights Reserved
*
*/
egsintui.library/EI_ActivateGadget
egsintui.library/EI_ActivateWindow
egsintui.library/EI_AddGadget
egsintui.library/EI_AddGList
egsintui.library/EI_AddToMenu
egsintui.library/EI_AddToItem
egsintui.library/EI_BackCalcProportional
egsintui.library/EI_BeginRefresh
egsintui.library/EI_CalcProportional
egsintui.library/EI_ClearPointer
egsintui.library/EI_CloneColor
egsintui.library/EI_CloseScreen
egsintui.library/EI_CloseWindow
egsintui.library/EI_CreateItem
egsintui.library/EI_CreateLeave
egsintui.library/EI_CreateMenu
egsintui.library/EI_DeactivateWindow
egsintui.library/EI_DefaultColor
egsintui.library/EI_DoubleClick
egsintui.library/EI_EndRefresh
egsintui.library/EI_FindMenuItem
egsintui.library/EI_FindSubMenu
egsintui.library/EI_FreeMenu
egsintui.library/EI_GetDefaultScreen
egsintui.library/EI_GetPrefFont
egsintui.library/EI_GetPrefPointer
egsintui.library/EI_GetWinColor
egsintui.library/EI_Interpret
egsintui.library/EI_Interpret1Param
egsintui.library/EI_Interpret2Param
egsintui.library/EI_InterpretStacked
egsintui.library/EI_LockIntuition
egsintui.library/EI_ModifyIDCMP
egsintui.library/EI_MoveWindow
egsintui.library/EI_ObtainColor
egsintui.library/EI_OffGadget
egsintui.library/EI_OffGList
egsintui.library/EI_OffMenuItem
egsintui.library/EI_OnGadget
egsintui.library/EI_OnGList
egsintui.library/EI_OnMenuItem
egsintui.library/EI_OpenScreen
egsintui.library/EI_OpenWindow
egsintui.library/EI_PutMenuHome
egsintui.library/EI_PutMenuOut
egsintui.library/EI_RedrawGadgetList
egsintui.library/EI_RefreshGadget
egsintui.library/EI_RefreshGList
egsintui.library/EI_RefreshScreen
egsintui.library/EI_RefreshWindow
egsintui.library/EI_ReleaseColor
egsintui.library/EI_RemoveGadget
egsintui.library/EI_RemoveGList
egsintui.library/EI_ReportMouse
egsintui.library/EI_ScrollWindow
egsintui.library/EI_SetMenuStrip
egsintui.library/EI_SetPointer
egsintui.library/EI_SetWindowTitles
egsintui.library/EI_SizeWindow
egsintui.library/EI_SleepWindow
egsintui.library/EI_SysRequest
egsintui.library/EI_ToggleMenuItem
egsintui.library/EI_UnlockIntuition
egsintui.library/EI_WakeWindow
egsintui.library/EI_WindowBorder
egsintui.library/EI_WindowToBack
egsintui.library/EI_WindowToFront
egsintui.library/EI_ActivateGadget
NAME
EI_ActivateGadget activate a string gadget
SYNOPSIS
EI_ActivateGadget(win, gad, force)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
BOOL force;
FUNCTION
Attempts to activate a string gadget. If force is false this will only succeed
if the gadgets window is active and no other string gadget is active. If force
is true this call will allways succeed, by deactivating other gadgets and
activating the gadgets window.
INPUTS
win : gadgets window
gad : pointer to the gadget
force : true, to force activation
RETURNS
egsintui.library/EI_ActivateWindow
NAME
EI_ActivateWindow activate window
SYNOPSIS
EI_ActivateWindow(win)
A0
EI_WindowPtr win;
FUNCTION
Activates a window, the actual active window will become deactivated.
INPUTS
win : pointer to window
RETURNS
egsintui.library/EI_AddGadget
NAME
EI_AddGadget add gadget to window
SYNOPSIS
EI_AddGadget(win, gad)
A0 A1
EI_WindowPtr win;
EI_GadgetPtr gad;
FUNCTION
Adds a gadget to the windows gadget list and displays it. If this is a
master gadget all asociated son gadgets are also added. If the gadget is not
disabled using gadget flag EI_gadgetInactive, the user can reach it
immediately.
INPUTS
win : window to which to add
gad : pointer to gadget
RETURNS
egsintui.library/EI_AddGList
NAME
EI_AddGList add several gadgets
SYNOPSIS
EI_AddGList(win, gad, num)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
WORD num;
FUNCTION
Adds a list of gadgets to a windows gadget list, and displays them. If there
are master gadgets in the list, all son gadgets will be added too.
INPUTS
win : pointer to window
gad : pointer to first gadget in list
num : number of gadgets in list
RETURNS
egsintui.library/EI_AddToMenu
NAME
EI_AddToItem add a menu item to an main menu
SYNOPSIS
EI_AddToItem(menu, add)
A0 A1
EI_MenuPtr menu;
EI_MenuItemPtr add;
FUNCTION
Adds an item 'add' (or an submenu leaf) to a menu. Make sure that the
item 'add' is full buildt up, when you add it to the root menu,
because several initialisations are done to 'add' during this routine.
INPUTS
menu : The menu to be extended
add : The item to be included in the root menu
RESULTS
egsintui.library/EI_AddToItem
NAME
EI_AddToItem add a sub menu item to an item
SYNOPSIS
EI_AddToItem(item, add)
A0 A1
EI_MenuItemPtr item,add;
FUNCTION
Adds an item 'add' (or an submenu leaf) to an item 'item'. If the item
has none submenu attached yet, this routine creates one. Make sure that
the subitem 'add' is full bulidt up, when you add it to the submenu,
because several initialisations are done to 'add' during this routine.
INPUTS
item : The item to become an item with a sub menu
add : The item to be included in the sub menu
RESULTS
egsintui.library/EI_BeginRefresh
NAME
EI_BeginRefresh begin refresh for window
SYNOPSIS
done = EI_BeginRefresh(win, key)
D0 A0 D0
BOOL done;
EI_WindowPtr win;
ULONG key;
FUNCTION
Attempts to start a refresh for a window. For more information look at
egslayers.library/EL_BeginUpdate.
The border, the gadgets and the rendering of the intuigfx programm in the
window field .render, is carried out automagically by the egsintui.library.
INPUTS
key : refresh key
RETURNS
egsintui.library/EI_ClearPointer
NAME
EI_ClearPointer remove windows pointer
SYNOPSIS
EI_ClearPointer(win)
A0
EI_WindowPtr win;
FUNCTION
Removes the windows pointer and uses the default pointer again.
INPUTS
RETURNS
egsintui.library/EI_CloneColor
NAME
EI_CloneColor clone a screen color
SYNOPSIS
newcolor = EI_CloneColor(scr,color)
A0 D0
EI_ScreenPtr scr;
ULONG newcolor, color;
FUNCTION
Clones the lock on an allready locked screen color. The resulting color
has to be released, when not needed any more.
INPUTS
RETURNS
egsintui.library/EI_CloseScreen
NAME
EI_CloseScreen close a screen
SYNOPSIS
EI_CloseScreen(scr)
A0
EI_ScreenPtr scr;
FUNCTION
Closes a screen that was opened using EI_OpenScreen, and all windows which
reside on it. All memory and structures that are linked to this screen
E_Screen, EL_LayerInfo etc. are freed.
INPUTS
RETURNS
egsintui.library/EI_CloseWindow
NAME
EI_CloseWindow close a window
SYNOPSIS
EI_CloseWindow(win)
A0
EI_WindowPtr win;
FUNCTION
Closes a window, opened by EI_OpenWindow, frees all linked structures like
layer, rastport etc. If it was the last window on the default screen, the
default screen is also closed.
INPUTS
RETURNS
egsintui.library/EI_CreateItem
NAME
EI_CreateItem create a menu item
SYNOPSIE
item = EI_CreateItem(font, name, id, key, toggle);
D0 A0 A1 D0 D1 D2
EI_MenuItemPtr item;
EG_EFontPtr font;
char *name;
LONG id;
char key;
BOOL toggle;
FUNCTION
Creates an menu item to be attached to a menu or sub menu by EI_AddToMenu or
EI_AddToItem. The font 'font' has to be kept open, as long as the menu is
being used. If char is no null byte, the item has a hot key. If toggle is
TRUE then the item has a check mark, and can be toggeled.
INPUTS
font : The font to be used for the item. The suggestion for the font
is the screen font if you attache the menu to screen else the
windows font.
name : The name of the item.
id : The id to be used and to identify the item.
key : A shortcut character or a NULL for no shortcut
toggle : A flag, determinig if the item is toggleable
RETURNS
item - the created menu-item or NULL for failure
EXAMPLE
/*
** Author: Markus van Kempen
** Date : 17. Dezember 1992
**
** Input : EG_EFontPtr = Point to a Font for Menu
** Output: EI_MenuPtr = Point to the Menu-Structure
** for assign to the EI_NewWindow-Structure
** --> "newWindow.menu=menu"
**
** This is a routine for init a menu structure.
** It calls the functions from egsintui.library.
** If you want to change the menus, you must
** only change this file.
**
**
** (c) by VIONA-Development 1992/93
**
*/
EI_MenuPtr EI_CreateMenu(void);
EI_MenuItemPtr EI_CreateLeave(void);
EI_MenuPtr InitMenu(EG_EFontPtr font)
{
EI_MenuPtr menu;
EI_MenuItemPtr item1,item2;
struct TextAttr *attr;
if(font == NULL)
{
attr = (struct TextAttr *) EI_GetPrefFont(1);
font = (EG_EFontPtr) EG_OpenFont(attr);
}
/** Create a complex menu, which will look like this
+----------------------------+------------+
| Project | Flags |
+------------+---------------+-----------++
+------------+ +-----------+
| Load O | | -/ Flag 1 |
| Save... > +--------------+| -/ Flag 2 |
| Rename | Save S || Flag 3 |
| New N | Save as A || Flag 4 |
| Close X | Save & Close || Flag 5 |
| About +--------------+| Flag 6 |
| Quit Q | | Flag 7 |
+------------+ +-----------+
**/
menu = EI_CreateMenu();
item1 = EI_CreateItem(font,"Project",0,0,0);
EI_AddToItem(item1,EI_CreateLeave());
EI_AddToItem(item1,EI_CreateItem(font,"Load", 0x1,'O',0));
item2=EI_CreateItem(font,"Save",0x10,0,0);
EI_AddToItem(item2,EI_CreateItem(font,"Save" ,0x11,'S',0));
EI_AddToItem(item2,EI_CreateItem(font,"Save as" ,0x12,'A',0));
EI_AddToItem(item2,EI_CreateItem(font,"Save & Close" ,0x13,'C',0));
EI_AddToItem(item1,item2);
EI_AddToItem(item1,EI_CreateItem(font,"New", 0x3,'N',0));
EI_AddToItem(item1,EI_CreateItem(font,"Close",0x4,'X',0));
EI_AddToItem(item1,EI_CreateItem(font,"About",0x5,NULL,0));
EI_AddToItem(item1,EI_CreateItem(font,"Quit" ,0x6,'Q',0));
EI_AddToMenu(menu,item1);
item1 = EI_CreateItem(font,"Flags",0,0,0);
EI_AddToItem(item1,EI_CreateLeave());
EI_AddToItem(item1,EI_CreateItem(font,"Flag 1",0x20,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 2",0x21,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 3",0x22,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 4",0x23,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 5",0x24,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 6",0x25,0,1));
EI_AddToItem(item1,EI_CreateItem(font,"Flag 7",0x26,0,1));
EI_AddToMenu(menu,item1);
return(menu);
}
egsintui.library/EI_CreateLeave
NAME
EI_CreateLeave create an item to detach a submenu
SYNOPSIS
item = EI_CreateLeave()
D0
EI_MenuItemPtr item;
FUNCTION
Creates a menu item that gives the user the ability to detach a submenu
from its item. You must add this item to the sub menu using EI_AddToItem.
INPUTS
RESULTS
item : Detach menu item
egsintui.library/EI_CreateMenu
NAME
EI_CreateMenu creates a root menue
SYNOPSIS
menu = EI_CreateMenu()
D0
EI_MenuPtr menu;
FUNCTION
Creates a root menu. Items can be attached to this menu using EI_AddToMenu.
See EI_CreateItem for more informations.
INPUTS
RESULTS
menu : An empty root menu structure.
egsintui.library/EI_DeactivateWindow
NAME
EI_DeactivateWindow deactivate window
SYNOPSIS
EI_DeactivateWindow(win)
A0
EI_WindowPtr win;
FUNCTION
Deactivates a window, if it was currently the active one. The window that
was active before this window, will become active again.
INPUTS
RETURNS
egsintui.library/EI_DefaultColor
NAME
EI_DefaultColor get a default color
SYNOPSIS
color = EI_DefaultColor(depth, tag)
D0 D0 D1
ULONG color;
WORD depth;
ULONG tag;
FUNCTION
Returns the preference value of a screen color.
INPUTS
tag must be a element of the colortags (EIC_...) defined in egsintui.h
RETURNS
egsintui.library/EI_DoubleClick
NAME
EI_DoubleClick check for double click
SYNOPSIS
double = EI_DoubleClick(StartSec, StartMicros, EndSec, EndMicros)
D0 D0 D1 D2 D3
BOOL double;
ULONG StartSec, StartMicros, EndSec, EndMicros;
FUNCTION
Checks if two mouse clicks are one double click, by checking if the time
between the ticks is small enough (actually calls
intuition.library/DoubleClick).
INPUTS
RETURNS
egsintui.library/EI_EndRefresh
NAME
EI_EndRefresh
SYNOPSIS
EI_EndRefresh(win, ready)
A0 D0
EI_WindowPtr win;
BOOL ready;
FUNCTION
Ends a refresh segment. Look at egslayers.library/EndUpdate for more
information.
INPUTS
RETURNS
egsintui.library/EI_FindMenuItem
NAME
EI_FindMenuItem
SYNOPSIS
item = EI_FindMenuItem(menu, id)
D0 A0 D0
EI_MenuItemPtr item;
EI_MenuPtr menu;
LONG id;
FUNCTION
Searches recursively for a menu item in the described menu. Returns NULL,
it no item is found.
INPUTS
menu : the root menu
id : the id of the searched menu item
RETURNS
item : a pointer to the item or NULL
egsintui.library/EI_FindSubMenu
NAME
EI_FindSubMenu
SYNOPSIS
submenu = EI_FindSubMenu(menu, id)
D0 A0 D0
EI_MenuPtr submenu;
EI_MenuPtr menu;
LONG id;
FUNCTION
Searches recursively for a menu item in the described menu. Returns NULL,
it no item is found, or the sub menu that contains the item.
INPUTS
menu : the root menu
id : the id of the searched menu item
RETURNS
submenu : a pointer to the sub menu that contains the item
egsintui.library/EI_FreeMenu
NAME
EI_FreeMenu free the memory associated to a menue
SYNOPSIS
EI_FreeMenu(menu);
A0
EI_MenuPtr menu;
FUNCTION
Returns the memory that was allocated for a menu, using EI_CreateMenu and
EI_CreateItem back to the free memory pool. This is done recursively for
all submenues and items. So you need only one call to clean up a menu and
all its submenues and items. Make sure that you only free items and menus
that have been allocated using EI_CreateMenu, EI_CreateItem and
EI_CreateLeave.
INPUTS
menu : Menustructure that has been allocated by EI_CreateMenu etc.
RETURNS
egsintui.library/EI_GetDefaultScreen
NAME
EI_GetDefaultScreen return a pointer to the default NewScreen
SYNOPSIS
newscr = EI_GetDefaultScreen();
D0
EI_NewScreenPtr newscr;
FUNCTION
Returns a pointer to the "NewScreen" structure of the default screen.
You might use this function to clone the default screen. If you need some
information of the default screen before you open a window on it, it is
suggested to open an offscreen window, and retrieve the information there.
INPUTS
RETURNS
egsintui.library/EI_GetPrefFont
NAME
EI_GetPrefFont get one of the preferences fonts
SYNOPSIS
font = EI_GetPrefFont(type)
D0 D0
TextAttr *font;
ULONG type;
FUNCTION
Returns a text attr structure for one of the default fonts. These fonts
are the user selected and should be used whenever possible.
INPUTS
type : 0 -> Screenfont
1 -> Windowfont
2 -> Systemfont
RETURNS
font : the selected font, or NULL if not supported
egsintui.library/EI_GetPrefPointer
NAME
EI_GetPrefPointer get one of the preferences pointers
SYNOPSIS
mouse = EI_GetPrefPointer(type)
D0 D0
E_EMouse *mouse;
ULONG type;
FUNCTION
Returns an egs mouse structure, that may be passed to 'SetPointer'. Valid
values for type are defined in egsintui.h with prefix 'EIM_'.
INPUTS
type : Mousetypes (EIM_...)
RETURNS
mouse : the selected mouse (this is no copy, but the original and may not
be altered).
egsintui.library/EI_GetWinColor
NAME
EI_GetWinColor get one of the windows color
SYNOPSIS
color = EI_GetWinColor(colors,tag);
ULONG color;
EI_ColorTablePtr colors;
ULONG tag;
FUNCTION
Returns one of a screens/windows colors.
INPUTS
colors : The color table, of a screen or a window
tag : One of the colortags from egsintui.h
RESULT
color : The selected color
egsintui.library/EI_Interpret
NAME
EI_Interpret interpret IntuiGfx programm
SYNOPSIS
EI_Interpret(rast, colors, toff, prog, x, y)
A0 A1 A2 A3 D0 D1
EG_RastPortPtr rast;
IG_WinColorsPtr colors;
IG_IntuiGfxPtr toff, prog;
WORD x, y;
FUNCTION
Interperts an intuiGfx programm (see also intuigfx.doc)
INPUTS
rast : rastport to draw in
colors : wincolors from window
toff : pointer to sufficient stack space (stacktop)
prog : pointer to first command
x, y : starting location
RETURNS
egsintui.library/EI_Interpret1Param
NAME
EI_Interpret1Param interpret IntuiGfx programm
SYNOPSIS
EI_Interpret1Param(rast, colors, prog, x, y, para1)
A0 A1 A2 D0 D1 D2
EG_RastPortPtr rast;
IG_WinColorsPtr colors;
IG_IntuiGfxPtr prog;
WORD x, y;
LONG para1;
FUNCTION
Interpret IntuiGfx programm with one parameter (see also intuigfx.doc),
allocates own stack with 256 entries.
INPUTS
rast : rastport to draw in
colors : wincolors from window
prog : pointer to first command
x, y : starting location
para1 : parameter
RETURNS
egsintui.library/EI_Interpret2Param
NAME
EI_Interpret2Param interpret IntuiGfx programm
SYNOPSIS
EI_Interpret2Param(rast, colors, prog, x, y, para1, para2)
A0 A1 A2 D0 D1 D2 D3
EG_RastPortPtr rast;
IG_WinColorsPtr colors;
IG_IntuiGfxPtr prog;
WORD x, y;
LONG para1, para2;
FUNCTION
Interpret IntuiGfx programm with two parameters (see also intuigfx.doc),
allocates own stack with 256 entries.
INPUTS
rast : rastport to draw in
colors : wincolors from window
prog : pointer to first command
x, y : starting location
para1 : parameter 1
para2 : parameter 2
RETURNS
egsintui.library/EI_InterpretStacked
NAME
EI_InterpretStacked interpret IntuiGfx programm
SYNOPSIS
EI_InterpretStacked(rast, colors, prog, x, y)
A0 A1 A2 D0 D1
EG_RastPortPtr rast;
IG_WinColorsPtr colors;
IG_IntuiGfxPtr prog;
WORD x, y;
FUNCTION
Interpret IntuiGfx programm without parameters (see also intuigfx.doc),
allocates own stack with 256 entries.
INPUTS
rast : rastport to draw in
colors : wincolors from window
prog : pointer to first command
x, y : starting location
RETURNS
egsintui.library/EI_LockIntuition
NAME
EI_LockIntuition lock intuition
SYNOPSIS
EI_LockIntuition()
FUNCTION
Locks intuition. No user or window actions can take place if intuition is
locked. This call must be paired by EI_UnlockIntuition.
INPUTS
RETURNS
egsintui.library/EI_ModifyIDCMP
NAME
EI_ModifyIDCMP modifies windows idcmp
SYNOPSIS
EI_ModifyIDCMP(win, flags)
A0 D0
EI_WindowPtr win;
ULONG flags;
FUNCTION
Wodifies a windows idcmp flags. Opens or closes the port if necessary. If
the window has its own port (not created by intui..), this port will be
untouched.
INPUTS
win : pointer to window
flags : flagset of EI_EIDCMPFlags
RETURNS
egsintui.library/EI_MoveWindow
NAME
EI_MoveWindow moves a window
SYNOPSIS
EI_MoveWindow(win, dx, dy)
A0 D0 D1
EI_WindowPtr win;
WORD dx, dy;
FUNCTION
Moves a window by dx, dy. The window may be moved out of the screen. This
function may cause refresh events.
INPUTS
RETURNS
egsintui.library/EI_ObtainColor
NAME
EI_ObtainColor obtain one of a screens color
SYNOPSIS
color = EI_ObtainColor(scr,red,green,blue);
D0 A0 D0 D1 D2
ULONG color;
EI_ScreenPtr scr;
UBYTE red,green,blue;
FUNCTION
Locks a colorregister of the screen for usage with red/green/blue or
returns the 24 bit color value associated to red/green/blue. You have to
release this color, if you do not need it anymore. But notice, that the
color register may be reused at once, so make sure that nothing is
rendered in this color before you release it. If no color register is free
and no used one is close enough, this function will return the 24 color
value itself. The egsgfx and egsblit library will use this value and
approximate it by dithering.
INPUTS
scr : The screen on which the color is to be used
red,green,blue : The color values that build the color
RESULTS
color : A color value that can be used for egsgfx and egsblit
egsintui.library/EI_OffGadget
NAME
EI_OffGadget deactivate gadget
SYNOPSIS
EI_OffGadget(win, gad)
A0 A1
EI_WindowPtr win;
EI_GadgetPtr gad;
FUNCTION
Deaactivates a gadget and draws its passive rendering (see structures
for more information). The gadget can not be reached by the user if it
is deactivated. The gadget can be reactivated using EI_OnGadget. If the
gadget is a master gadget, all of its son gadgets are also deactivated.
INPUTS
RETURNS
egsintui.library/EI_OffGList
NAME
EI_OffGList deactivate several gadgets
SYNOPSIS
EI_OffGList(win, gad, num)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
WORD num;
FUNCTION
Deaactivates a list of gadgets and draws their passive rendering (see
structures for more information). The gadgets can not be reached by the user
if they are deactivated. The gadgets can be reactivated using EI_OnGList.
If the list contains a master gadget, all of its son gadgets are also
deactivated.
INPUTS
win : pointer to window
gad : pointer to first gadget in list
num : number of gadgets in list
RETURNS
egsintui.library/EI_OffMenuItem
NAME
EI_OffMenuItem deactivates a menu item
SYNOPSIS
EI_OffMenuItem(menu,item);
EI_MenuPtr menu;
EI_MenuItemPtr item;
FUNCTION
Deactivates a menu item, and makes it unselectable.
INPUT
menu : The menu that contains the item
item : The item itself
RESULTS
egsintui.library/EI_OnGadget
NAME
EI_OnGadget activate a gadget
SYNOPSIS
EI_OnGadget(win, gad)
A0 A1
EI_WindowPtr win;
EI_GadgetPtr gad;
FUNCTION
Activates a gadget, and draws its active rendering. The gadget can now be
reached by the user. If it is a master gadget then all son gadgets are
activated too.
INPUTS
RETURNS
egsintui.library/EI_OnGList
NAME
EI_OnGList activate several gadgets
SYNOPSIS
EI_OnGList(win, gad, num)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
WORD num;
FUNCTION
Activates a list of gadgets, and draws their active rendering. The gadgets
can now be reached by the user. If there is a master gadget in the list then
all son gadgets are activated too.
INPUTS
win : pointer to window
gad : pointer to first gadget in list
num : number of gadgets in list
RETURNS
egsintui.library/EI_OnMenuItem
NAME
EI_OnMenuItem activates a menu item
SYNOPSIS
EI_OnMenuItem(menu,item);
EI_MenuPtr menu;
EI_MenuItemPtr item;
FUNCTION
Activates a menu item, and makes it selectable again.
INPUT
menu : The menu that contains the item
item : The item itself
RESULTS
egsintui.library/EI_OpenScreen
NAME
EI_OpenScreen opens a screen
SYNOPSIS
scr = EI_OpenScreen(newScreen)
D0 A0
EI_ScreenPtr scr;
struct EI_NewScreen * newScreen;
FUNCTION
Opens a screen that is able to contain windows. Initialises all needed
structures like E_EScreen, EL_LayerInfo or EG_RastPort. This screen must
be closed using EI_CloseScreen.
INPUTS
newScreen : filled EI_NewScreen structure, containing all informations
needed to open the screen
RETURNS
a fully initialized screen pointer, or NULL if failed.
egsintui.library/EI_OpenWindow
NAME
EI_OpenWindow open a window
SYNOPSIS
win = EI_OpenWindow(new)
D0 A0
EI_WindowPtr win;
struct EI_NewWindow * new;
FUNCTION
Opens a window on an EI_Screen, or the default screen, if none specified.
If this is the first window on the default screen, also opens the
default screen. This window must be closed using EI_CloseWindow.
INPUTS
new : filled EI_NewWindow structure, containing all informations
needed to open a window
RETURNS
a handle to an open window, or NULL if failed.
egsintui.library/EI_PutMenuHome
NAME
EI_PutMenuHome put menu back in strip
SYNOPSIS
EI_PutMenuHome(menu)
A0
EI_MenuPtr menu;
FUNCTION
Puts a menu, which has been extracted from the menu strip back to the
strip.
INPUTS
RETURNS
egsintui.library/EI_PutMenuOut
NAME
EI_PutMenuOut extract menu from strip
SYNOPSIS
EI_PutMenuOut(menu, win, x, y)
A0 A1 D0 D1
EI_MenuPtr menu;
EI_WindowPtr win;
WORD x, y;
FUNCTION
Extract a menu from its menu strip. The menu then stays open, and can be
moved around the screen as a layer. The menu can be put back using
EI_PutMenuHome. The same can be achieved by the user, using a special
menu item (see structures for more information)
INPUTS
menu : pointer to menu to extract
win : window to which the menu belongs
x, y : upper left edge, where the menu first appears
RETURNS
egsintui.library/EI_RedrawGadgetList
NAME
EI_RedrawGadgetList
SYNOPSIS
EI_RedrawGadgetList(win, border, inside)
A0 D0 D1
EI_WindowPtr win;
BOOL border, inside;
FUNCTION
INPUTS
RETURNS
egsintui.library/EI_RefreshGadget
NAME
EI_RefreshGadget refresh a gadget
SYNOPSIS
EI_RefreshGadget(win, gad)
A0 A1
EI_WindowPtr win;
EI_GadgetPtr gad;
FUNCTION
Refreshes a gadget, by recalculating all asociated elements (propgadget)
and redraws it. This function has to be called if the gadget is modified
by a programm, to show its new state. If the gadget is a master gadget then
all son gadgets are refreshed too. Refresh caused by obscured gadget parts
is carried out by EGSIntui automagically.
INPUTS
RETURNS
egsintui.library/EI_RefreshGList
NAME
EI_RefreshGList refresh several gadgets
SYNOPSIS
EI_RefreshGList(win, gad, num)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
WORD num;
FUNCTION
Refreshes a list of gadgets, by recalculating all asociated elements
(propgadget) and redraws them. This function has to be called if gadget are
modified by a programm, to show their new state. If a gadget in the list is a
master gadget then all son gadgets are refreshed too.
INPUTS
win : pointer to window
gad : pointer to first gadget in list
num : number of gadgets in list
RETURNS
egsintui.library/EI_ReleaseColor
NAME
EI_ReleaseColor frees a color of a screen
SYNOPSIS
EI_ReleaseColor(scr,color);
A0 D0
EI_ScreenPtr scr;
ULONG color;
FUNCTION
Returns a color register that was locked using "EI_ObtainColor" or
"EI_CloneColor" back to the free pool. The color of this register may
change at once, so make sure that there is no rendering in this color
left. If the color is 24 bit value nothing is done.
INPUTS
RETURNS
egsintui.library/EI_RemoveGadget
NAME
EI_RemoveGadget removes a gadget
SYNOPSIS
EI_RemoveGadget(win, gad)
A0 A1
EI_WindowPtr win;
EI_GadgetPtr gad;
FUNCTION
Removes a gadget from a windows gadget list, and fills its former location
with the windows background color. If the gadget is a master gadget, then
all son gadgets are removed too.
INPUTS
RETURNS
egsintui.library/EI_RemoveGList
NAME
EI_RemoveGList remove several gadgets
SYNOPSIS
EI_RemoveGList(win, gad, num)
A0 A1 D0
EI_WindowPtr win;
EI_GadgetPtr gad;
WORD num;
FUNCTION
Removes a list of gadgets from a windows gadget list, and fills their former
location with the windows background color. If a gadget in the list is a
mastergadget, then all son gadgets are removed too.
INPUTS
win : pointer to window
gad : pointer to first gadget in list
num : number of gadgets in list
RETURNS
egsintui.library/EI_ReportMouse
NAME
EI_ReportMouse determines if mouse moves shall be send
SYNOPSIS
EI_ReportMouse(win, flag)
A0 D0
EI_WindowPtr win;
BOOL flag;
FUNCTION
Determines wether mouse move messages shall be send to a window or not.
If flag is true, then following mouse moves will be broadcasted to your
window, else not. To receive mouse moves you also have to set
EI_iMouseMove in your eidcmpflags.
INPUTS
RETURNS
egsintui.library/EI_ScrollWindow
NAME
EI_ScrollWindow scroll a window
SYNOPSIS
EI_ScrollWindow(win, dx, dy)
A0 D0 D1
EI_WindowPtr win;
WORD dx, dy;
FUNCTION
Scrolls the interiour of a window by dx, dy. This function only works
with GimmeZeroZero or borderless windows. This function also modifies
the coordinates of the windows upper left corner.
INPUTS
RETURNS
egsintui.library/EI_SetMenuStrip
NAME
EI_SetMenuStrip sets new menu strip
SYNOPSIS
EI_SetMenuStrip(win, menu)
A0 A1
EI_WindowPtr win;
EI_MenuPtr menu;
FUNCTION
Sets a new menu strip for a window. EI_SetMenuStrip(win,NIL) clears the
current menu strip. This function puts all extracted submenus back to
the strip.
INPUTS
RETURNS
egsintui.library/EI_SetPointer
NAME
EI_SetPointer sets a mouse pointer for a window
SYNOPSIS
EI_SetPointer(win, mouse)
A0 A1
EI_WindowPtr win;
E_EMousePtr mouse;
FUNCTION
Sets a custom mouse pointer for a window. If the window is active, the
pointer will change immediately, otherwise it will change, when this window
is activated.
INPUTS
RETURNS
egsintui.library/EI_SetWindowTitles
NAME
EI_SetWindowTitles modify window/screen title
SYNOPSIS
EI_SetWindowTitles(win, wTitle, sTitle)
A0 A1 A2
EI_WindowPtr win;
CHAR * wTitle, sTiile;
FUNCTION
Modifies a windows and/or screens title. Usage of -1 instead of a pointer
to a text will not effect the current title, NULL clears the title.
INPUTS
win : window pointer
wTitle : title to appear in the windows title
sTitle : title to appear in the screens title, when window is active
RETURNS
egsintui.library/EI_SizeWindow
NAME
EI_SizeWindow change window size
SYNOPSIS
EI_SizeWindow(win, dx, dy)
A0 D0 D1
EI_WindowPtr win;
WORD dx, dy;
FUNCTION
Changes a windows visible size. This function may cause a refresh message
to be broadcasted.
INPUTS
RETURNS
egsintui.library/EI_SleepWindow
NAME
EI_SleepWindow put a window to sleep
SYNOPSIS
EI_SleepWindow(win)
A0
EI_WindowPtr win;
FUNCTION
Puts a window to sleep. A sleeping window gets no input events and can not
be resized using the sizing gadget. The only message that is passed is
an eventuall refresh message. This function may be handy for modal requests.
The window can be awakened again using "WakeWindow".
INPUTS
RETURNS
egsintui.library/EI_SysRequest
NAME
EI_SysRequest make system request
SYNOPSIS
response = EI_SysRequest(win, title, bodyTxt, gadgTxt)
D0 A0 A1 A2 A3
WORD response;
EI_WindowPtr win;
CHAR * title, bodyTxt, gadgTxt;
FUNCTION
Creates and opens a system request, on a windows screen, or the default
screen. Then it waits for the user to answer the request, by clicking on
one of the buttons.
The request text may have several lines and several gadgets by seperating
them through a "|".
EXAMPLE
res = EI_SysRequest(mywin, "Request",
"Not enough memory|to proceed",
"RETRY|IGNORE|CANCEL");
INPUTS
win : window on which screen the requester shall appear, or NULL for
default screen
title : requesters title
bodyTxt : text in the requesters body, lines seperated by "|"
gadgTxt : text of the gadgets, seperated by "|"
RETURNS
the number of the gadget, that was pressed
egsintui.library/EI_ToggleMenuItem
NAME
EI_ToggleMenuItem toggles the state of a menu item
SYNOPSIS
EI_ToggleMenuItem(menu,item)
A0 A1
EI_MenuPtr menu;
EI_MenuItemPtr item;
FUNCTION
Toggles the state (checkmark) of a toggle menu item. If the menu resides
on the screen, the change will be noticeable at once.
INPUTS
RETURNS
egsintui.library/EI_UnlockIntuition
NAME
EI_UnlockIntuition unlocks intuition
SYNOPSIS
EI_UnlockIntuition()
FUNCTION
Partner to EI_LockIntuition
INPUTS
RETURNS
egsintui.library/EI_WakeWindow
NAME
EI_WakeWindow return window from sleeping state
SYNOPSIS
EI_WakeWindow(win)
A0
EI_WindowPtr win;
FUNCTION
Returns a window back from the sleeping state to active duty.
INPUTS
RETURNS
egsintui.library/EI_WindowBorder
NAME
EI_WindowBorder modify maximum size of window
SYNOPSIS
EI_WindowBorder(win, dx, dy)
A0 D0 D1
EI_WindowPtr win;
WORD dx, dy;
FUNCTION
Modifies the maximum size of a window by dx, dy.
INPUTS
RETURNS
egsintui.library/EI_WindowToBack
NAME
EI_WindowToBack move window back
SYNOPSIS
EI_WindowToBack(win)
A0
EI_WindowPtr win;
FUNCTION
Moves a window behind all others on the screen, this function may cause
refresh messages.
INPUTS
RETURNS
egsintui.library/EI_WindowToFront
NAME
EI_WindowToFront move window to front
SYNOPSIS
EI_WindowToFront(win)
A0
EI_WindowPtr win;
FUNCTION
Moves a window in front of all other windows on a screen. This function
may cause refresh messages.
INPUTS
RETURNS