/* ------------------------------------------------------------------ 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 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 */