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C source, ASCII text
— 7K bytes
— 1994-01-01
/*
------------------------------------------------------------------
Black Nebula
File : player.c
Programmer: Colin Adams / C Manual
Date: 30/5/91
Last Modified : 10/6/91
Description:
Puts up a string gadget and gets the player to type their name
into it. Loosely based on an example in the C Manual.
------------------------------------------------------------------
*/
#include <intuition/intuition.h>
extern struct IntuitionBase *IntuitionBase;
extern struct Screen *screen;
/* data structures, generated with Power Windows interface generation
program */
SHORT my_points[]=
{
-7, -4, /* Start at position (-7, -4) */
200, -4, /* Draw a line to the right to position (200,-4) */
200, 11, /* Draw a line down to position (200,11) */
-7, 11, /* Draw a line to the right to position (-7,11) */
-7, -4 /* Finish of by drawing a line up to position (-7,-4) */
};
struct Border my_border=
{
0, 0, /* LeftEdge, TopEdge. */
1, /* FrontPen, colour register 1. */
0, /* BackPen, for the moment unused. */
JAM1, /* DrawMode, draw the lines with colour 1. */
5, /* Count, 5 pair of coordinates in the array. */
my_points, /* XY, pointer to the array with the coordinates. */
NULL, /* NextBorder, no other Border structures are connected. */
};
struct IntuiText my_text=
{
1, /* FrontPen, colour register 1. */
0, /* BackPen, colour register 0. */
JAM1, /* DrawMode, draw the characters with colour 1, do not */
/* change the background. */
-53, 0, /* LeftEdge, TopEdge. */
NULL, /* ITextFont, use default font. */
"Name:", /* IText, the text that will be printed. */
NULL, /* NextText, no other IntuiText structures. */
};
UBYTE my_buffer[50]; /* 50 characters including the NULL-sign. */
UBYTE my_undo_buffer[50]; /* Must be at least as big as my_buffer. */
struct StringInfo my_string_info=
{
my_buffer, /* Buffer, pointer to a null-terminated string. */
my_undo_buffer, /* UndoBuffer, pointer to a null-terminated string. */
/* (Remember my_buffer is equal to &my_buffer[0]) */
0, /* BufferPos, initial position of the cursor. */
50, /* MaxChars, 50 characters + null-sign ('\0'). */
0, /* DispPos, first character in the string should be */
/* first character in the display. */
/* Intuition initializes and maintaines these variables: */
0, /* UndoPos */
0, /* NumChars */
0, /* DispCount */
0, 0, /* CLeft, CTop */
NULL, /* LayerPtr */
NULL, /* LongInt */
NULL, /* AltKeyMap */
};
struct Gadget my_gadget=
{
NULL, /* NextGadget, no more gadgets in the list. */
68, /* LeftEdge, 68 pixels out. */
30, /* TopEdge, 30 lines down. */
198, /* Width, 198 pixels wide. */
8, /* Height, 8 pixels lines heigh. */
GADGHCOMP, /* Flags, draw the select box in the complement */
/* colours. Note: it actually only the cursor which */
/* will be drawn in the complement colours (yellow). */
/* If you set the flag GADGHNONE the cursor will not be */
/* highlighted, and the user will therefore not be able */
/* to see it. */
GADGIMMEDIATE| /* Activation, our program will recieve a message when */
RELVERIFY, /* the user has selected this gadget, and when the user */
/* has released it. */
STRGADGET, /* GadgetType, a String gadget. */
(APTR) &my_border, /* GadgetRender, a pointer to our Border structure. */
NULL, /* SelectRender, NULL since we do not supply the gadget */
/* with an alternative image. */
&my_text, /* GadgetText, a pointer to our IntuiText structure. */
NULL, /* MutualExclude, no mutual exclude. */
(APTR) &my_string_info, /* SpecialInfo, a pointer to a StringInfo str. */
0, /* GadgetID, no id. */
NULL /* UserData, no user data connected to the gadget. */
};
struct Window *my_window;
struct NewWindow my_new_window=
{
50, /* LeftEdge x position of the window. */
25, /* TopEdge y positio of the window. */
320, /* Width 320 pixels wide. */
100, /* Height 100 lines high. */
0, /* DetailPen Text should be drawn with colour reg. 0 */
1, /* BlockPen Blocks should be drawn with colour reg. 1 */
CLOSEWINDOW| /* IDCMPFlags The window will give us a message if the */
/* user has selected the Close window gad, */
GADGETDOWN| /* or a gadget has been pressed on, or */
GADGETUP, /* a gadge has been released. */
SMART_REFRESH| /* Flags Intuition should refresh the window. */
WINDOWCLOSE| /* Close Gadget. */
WINDOWDRAG| /* Drag gadget. */
WINDOWDEPTH| /* Depth arrange Gadgets. */
WINDOWSIZING| /* Sizing Gadget. */
ACTIVATE, /* The window should be Active when opened. */
&my_gadget, /* FirstGadget A pointer to the String gadget. */
NULL, /* CheckMark Use Intuition's default CheckMark. */
"Enter your name:",/* Title Title of the window. */
NULL, /* Screen Connected to the Workbench Screen. */
NULL, /* BitMap No Custom BitMap. */
320, /* MinWidth We will not allow the window to become */
50, /* MinHeight smaller than 320 x 50, and not bigger */
640, /* MaxWidth than 640 x 200. */
200, /* MaxHeight */
CUSTOMSCREEN /* Type Connected to the Workbench Screen. */
};
/* start of my code (end of power windows stuff) */
char *EnterName(void)
{
BOOL close_me;
ULONG class;
struct IntuiMessage *my_message;
strcpy(my_buffer, "");
my_new_window.Screen = screen;
my_window = (struct Window *) OpenWindow( &my_new_window );
if(my_window == NULL)
{
DisplayBeep(NULL);
return (char *) my_string_info.Buffer;
}
close_me = FALSE;
while(!close_me)
{
Wait(1 << my_window->UserPort->mp_SigBit);
my_message = (struct IntuiMessage *) GetMsg( my_window->UserPort);
if(my_message)
{
class = my_message->Class;
ReplyMsg(my_message);
switch( class )
{
case CLOSEWINDOW:
close_me=TRUE;
break;
case GADGETUP:
close_me = TRUE;
break;
}
}
}
CloseWindow(my_window);
return (char *) my_string_info.Buffer;
}
/* end of module */