Window Defs
Volume Number: | | 2
|
Issue Number: | | 10
|
Column Tag: | | Pascal Procedures
|
Window Definition Routines
By Darryl Lovato, TML Systems, Inc., MacTutor Contributing Editor
In my first article describing definition routines, I stated that the best way to create a Definition Routine was to develop the routine as a procedure or function in your code, and when it is finished, make it into its respective resource (MDEF, WDEF, CDEF, LDEF). This finished resource can then be installed into your application and used just as you would a standard Definition Routine. There seems to be some confusion about this.
Creating the routine within your program requires that you do some hacking that isn't very nice, and slightly buggy, but it usually works. The reason you would want to create the routine as part of your code is because it's much faster to compile a definition procedure as part of your code as opposed to compiling the procedure into a resource, installing it, and then running the program that uses it.
As my first article explained, there are several ways to create the Definition Routine as part of your program. The way I choose to include the Definition Routine is shown below:
.....
var {our menu handle}
myMenuHdl : MenuHandle;
.....
{this is the proc that will become a resource}
procedure TheMenuProc(.....);
begin
.....
end;
.....
{first, we need to get a menu handle!}
myMenuHdl := GetNewMenu(.....);
{second, we create a new handle that will be the handle to our routine.
}
myMenuHdl^^.menuProc := NewHandle(0);
{third, we make the handle point to a pointer to our routine. This,
in effect makes a handle to our routine (which is what we went through
all this for!). We can do this because the routine is in the
first code segment that is always locked.}
myMenuHdl^^.menuProc^ := Ptr(@TheMenuProc);
Mike Shulster's approach to creating a definition routine is a bit different, but works just as well. He makes a 6 byte resource, MDEF, WDEF, etc. All the resource contains is a JMP XXXXXXXX instruction. After he gets the handle to the routine, he patches the contents of the resource so that it will to jump back to his code!!! This method is shown below.
.....
var {our menu handle}
myMenuHdl : MenuHandle;
.....
{this is the proc that will become a resource}
procedure TheMenuProc(.....);
begin
.....
end;
.....
{first, we need to get a menu handle. This will read the 6 byte "defintion"
resource and place a handle to it in the menu record}
myMenuHdl := GetNewMenu(.....);
{Now we need to patch the resource's JMP XXXXXXXX instruction
so that it will jump to our Definition Routine. This is done by making
a blind pointer}
{get a ptr to the resource data}
MyPtr := Pointer(myMenuHdl^^.menuProc^);
{skip JMP instruction but not address}
MyPtr := Pointer(Ord4(myPtr) + 2);
{and stuff the address of the menu proc in the XXXXXXXX portion of
the resource}
MyPtr^ := Ord4(@TheMenuProc);
{the resource data now consists of a jump back to the applications
code that implements the definition routine.}
These methods should only be used during development!
Normally, a fairly large program consists of more than one code segment, therefore you can never be sure if the procedure is going to be part of segment one (which is locked). You could Hlock the code segment the code is a part of, but this would result in heap fragmentation which is a BIG NO NO!
How do you compile the Definition Procedure into a resource? TML Pascal allows you to do this very easily. When I wrote this, mid-August, the only other compiler that I know of that had this capability was Lisa Pascal.
A TML Pascal shell is shown below for a program that is to be compiled into a resource. Note: it must be compiled with the create desk accessory option checked.
program TheDefProcProgram;
{$C type id [attribute] [name]}
{$H ''}
{----------------------- RESOURCE STARTS HERE --}
procedure TheDefProc(.....);
const
type
var
begin
end;
{------------------------- RESOURCE ENDS HERE --}
begin {no main program allowed}
end.
The type, is the resource type, id is the resource id, the name and attribute fields are optional and are used to set the resources name and attributes. Always remember to compile your tested Definition Routines into a resource when they are finished! The $H '' tells the compiler that the desk accessory header should not be linked to the Definition Routine. [The $C directive tells the compiler to create a code resource out of the first procedure. -Ed]
There are a number of GREAT things that can be done with definition routines. By the way, have any of you seen dBase Mac? The PopUps used in dBase Mac are custom Control Definitions, which we cover next month!
Introduction to Wdef Routines
This month we are covering Window Definition Routines. What is a window definition routine? It is a procedure that defines a particular type of window. The routine controls the way windows are drawn, the regions of the window, the highlighting, how they are grown, etc. In general, Window Definition routines define windows' appearance and behavior. The standard type of Macintosh window has been pre-defined for you and is stored in the system file. You may however want to define your own type of window. The windows in Microsoft's Flight Simulator are good examples of non-standard windows.
The window definition procedure I decided to use for an example doesn't create a non-standard window but it shows exactly how the standard menu definition works! The standard definition routine was written in 68000 Assembler, by Andy Hertzfeld (my hero), but ours will be written entirely in TML Pascal. There isn't any noticeable speed difference between the standard Menu Def and our imitation.
The pascal definition and general outline for a Window Definition function follows:
function MyWindowDef(varCode : Integer;
theWindow : WindowPtr;
message : Integer;
param : LongInt) : LongInt;
type
RectPtr = ^Rect;
var
aRectPtr : RectPtr;
procedure DoDraw(aWindow : WindowPtr; param : LongInt);
begin
... {draw window - check param to draw go-away or frame}
end
function DoHit(aWindow : WindowPtr; param : LongInt) : LongInt;
begin
... {check to see if the point is in window, return region}
end;
procedure DoCalcRgn(aWindow : WindowPtr);
begin
... { calculate the windows structure and content rgns}
end;
procedure DoInit(aWindow : WindowPtr);
begin
... { allocate any additional storage needed for window}
end;
procedure DoDispose(aWindow : WindowPtr);
begin
... { dispose of what you created in DoInit}
end;
procedure DoGrow(aWindow : WindowPtr; aRect : Rect);
begin
... {draw the grow- outline of the window in the rect}
end;
procedure DoGIcon(aWindow : WindowPtr);
begin
... {draw the grow icon}
end;
begin
case message of
wDrawMsg :
DoDraw(theWindow, param);
wHitMsg :
MyWindowDef := DoHit(theWindow, param);
wCalcRgnMsg :
DoCalcRgn(theWindow);
wInitMsg :
DoInit(theWindow);
wDisposeMsg :
DoDispose(theWindow);
wGrowMsg :
begin
aRectPtr := RectPtr(param);
DoGrow(theWindow, aRectPtr^);
end;
wGIconMsg :
DoGIcon(theWindow);
end;
end;
The Parameters
The varCode parameter tells the window definition routine what variation of the window we are doing. For example, in the standard round-corner document window, the varCode parameter tells the definition function the radius of the corners.
The window manager gets the varCode in the following ways: When you create a window from a resource, you specify the definition ID in the Window Record. The definition ID is actually the resource ID of the window definition function in the upper 12 bits, and the varCode in the lower 4 bits:
The Window manager calls the Resource manager with
defHandle := GetResource('WDEF',resourceID);
and stores the result in the windowDefProc field of the window record in the following format.
The variation code is then passed to the Window Definition function.
TheWindow is a Pointer to the window the message effects. Remember that type-casting the window pointer, which is a GrafPtr, into a Window Peek, is done by the following:
aWindowPeekVar := WindowPeek(aWindowPtrVar);
The message parameter tells you what operation you are to perform. The possible messages are: wDraw, wHit, wCalcRgns, wNew, wDispose, wGrow, and wDrawGIcon.
The param parameter is used to pass all kinds of stuff to your definition funtion. For instance, in the draw routine, you check the value of it to see if you are to draw the entire frame or just "toggle" the highlight state of the window's go-away box. In the grow message, it is a pointer to a rect and in the hit message it is the point in which the mouse button was pressed.
DoDraw Procedure
The DoDraw procedure is called in response to a wDraw message. It examines the value of param, if it is equal to wInGoAway then it toggles the state of the go-away box. In our example we do the highlighting differently, we just call InvertRect to toggle the state. If the value of param is 0, then we draw the entire window frame. The current port will already be set to the WindowMgrPort. If the go-away flag is true in the window record, we also draw the go-away region. If the highlighted field is true, we "highlight" the title bar, this shows the user that this window is the currently active one.
DoHit Function
The DoHit procedure is called in response to a wHit message. It is past the point (global coords) in the param parameter. It should determine where the point "hit" and return one of the following: 1) It should return wNoHit if it wasn't in the window. 2) It should return wInContent if the point was in the content region, and 3) it should return wInGrow if it was in the grow Region. It should also return wInGoAway if it was in the go-away rgn. The constants wInGrow and wInGoAway should only be returned if the window is active (highlighted = true).
DoCalcRgns Procedure
The DoCalcRgns procedure calculates the window's content and structure regions. The structure region is the entire window, including the title bar (if any), any shading, and the frame lines. In short it is the entire window. The content region is the area in which all drawing to the window will be clipped. It is always a sub-set of the structure region. Both of the regions are calculated from the windows portRect. The results of these calulations are stored in the windows strucRgn and contRgn fields.
The DoInit Procedure
The DoInit procedure is not used in our example. Its reason for being there, however, is to allow a definition procedure to create any additional data structures it may need. A handle to these data structures is stored in the dataHandle field of the window record. I used this feature when creating one of the TML Examples. The example creates a non-standard window, with highlighting like that on the Lisa (whoops.. Mac-XL). Its main feature is that it has a menu bar underneath the window's title bar, allowing each window to have its own menus. Anyway, in that example, I needed to store a bunch of menu handles when the window is created, and this message allowed me to do that.
DoDispose Procedure
The DoDispose procedure simply "un-o's" anything the DoInit procedure does. For instance, in the example I explained above, it calls DisposMenu for all the menus I created in the DoInit procedure. The DoDispose procedure, as you may have guessed, is called as a result of a CloseWindow or DisposeWindow call.
DoGrow Procedure
The DoGrow procedure is called after the Window definition function has returned a inGrow result from the Hit test routine. The window manager then sets the grafPort to the window manager port, the pen mode to notPatXor, and the penPat to gray. Then, as long as the user has the mouse down, the window manager repeatedly calls the definition function with the wGrow message. The DoGrow procedure must then draw the grow-image of the window, scaled to the rect which is passed by pointer in the param parameter. Our routine draws the outline of the entire window. It also shows the lines which delimit the title bar and the scroll bar areas.
DrawGIcon Procedure
The DrawGIcon procedure checks to see if the window is active. If active, it draws the grow icon in a manner that shows the window can be grown. If it is inactive, the DrawGIcon procedure draws the grow icon area in a manner which shows the window temporarily cannot be sized.
{
#RegWDEF.Pas
#
#This program illustrates the use of a standard Window
#Definition routine. It behaves exactly like the standard
#window definition procedure. -=< almost >=-
#This example was written by Darryl Lovato.
#Copyright (c) 1986 by TML Systems
#
}
program RegWDEF; { the beginning}
{$I MemTypes.ipas} { read the memory defs}
{$I QuickDraw.ipas } { read the quickdraw defs}
{$I OSIntf.ipas } { read operating system defs}
{$I Toolintf.ipas} { read the toolbox equates}
{$T APPL RWDF } { set the type and creator}
{$B+ } { set the bundle bit}
{$L RegWDEFRes } { link the resource file too...}
{
# Global Contants Follow
}
const
AppleMenuID = 1; { the Apple menu}
AboutRegWDEFID = 1; { the About item}
FileMenuID = 2;{ the File menu}
QuitID = 1; { the Quit item}
EditMenuID = 3;{ the Edit menu}
WindResID = 1; { the resource id of my window}
AboutID = 3000;{ About Dialog id}
{
# Global Variables Follow
}
var
myMenus : Array[AppleMenuID..EditMenuID] of MenuHandle;
Done : Boolean;{ true when user selects quit}
RegWDEFWindow : WindowPtr; {the window}
GrowArea : rect; { rect wind can be grown}
DragArea : rect; { rect wind can be dragged}
myWindowPeek : WindowPeek;{ to get at the windows fields}
{
#
# MyWindowDef function
}
function MyWindowDef(varCode : Integer;
theWindow : WindowPtr;
message : Integer;
param : LongInt)
: LongInt;
{------------- Semi-global types within the WDEF -------------}
type
RectPtr = ^Rect;
{----------- Semi-global vars within the WDEF ------------}
var
aRectPtr : RectPtr;
myWindowPeek : WindowPeek;
{------------- DoDrawMessage procedure ---------------}
procedure DoDrawMessage(WindToDraw : WindowPtr;
DrawParam : LongInt);
var
TitleBarRect : Rect;
CurrentY : Integer;
index : Integer;
GoAwayBox : Rect;
procedure DrawWindowTitle(aWindowPeek : WindowPeek;
theBox : Rect);
var
TitleWidth : Integer;
TitleBarWidth : Integer;
leftEdge : Integer;
eraseR : Rect;
begin
TitleWidth := StringWidth(aWindowPeek^.titleHandle^^);
TitleBarWidth := theBox.right - theBox.left;
leftEdge := (TitleBarWidth - TitleWidth) DIV 2;
if aWindowPeek^.GoAwayFlag then
if leftEdge < 32 then
leftEdge := 32;
leftEdge := leftEdge + theBox.left; {local to global!!!}
eraseR := theBox;
InsetRect(eraseR,1,1);
eraseR.left := leftEdge - 6;
eraseR.right := leftEdge + TitleWidth + 6;
EraseRect(eraseR);
MoveTo(leftEdge,theBox.bottom - 5);
DrawString(aWindowPeek^.titleHandle^^);
end;
begin
myWindowPeek := WindowPeek(WindToDraw);
if myWindowPeek^.visible then {if the wind is visible, draw it}
begin
TitleBarRect := myWindowPeek^.strucRgn^^.rgnBBox;
if DrawParam <> 0 then {we just need to toggle goAway box}
begin {make room for title bar}
TitleBarRect.bottom := TitleBarRect.top + 19;
GoAwayBox := TitleBarRect;
GoAwayBox.top := GoAwayBox.top + 4;
GoAwayBox.left := GoAwayBox.left + 8;
GoAwayBox.bottom := GoAwayBox.bottom - 4;
GoAwayBox.right := GoAwayBox.left + 13;
InsetRect(GoAwayBox,2,1); { move in on the sides}
InvertRect(GoAwayBox);
end {of if DrawParam = inGoAway}
else {we need to draw window frame, and possibly hilite it}
begin
PenNormal;
FrameRect(TitleBarRect);
{make room for title bar}
TitleBarRect.bottom := TitleBarRect.top + 19;
FrameRect(TitleBarRect);
InsetRect(TitleBarRect,1,1); {shrink by 1}
EraseRect(TitleBarRect);
InsetRect(TitleBarRect,-1,-1); {expand by 1}
if myWindowPeek^.hilited then { add hiliting }
begin
currentY := TitleBarRect.top + 4; {draw the pattern}
for index := 1 to 6 do
begin
MoveTo(TitleBarRect.left + 2, currentY);
LineTo(TitleBarRect.right - 3, currentY);
currentY := currentY + 2;
end;
{draw title}
DrawWindowTitle(myWindowPeek,TitleBarRect);
if myWindowPeek^.GoAwayFlag then {goaway }
begin
GoAwayBox := TitleBarRect;
GoAwayBox.top := GoAwayBox.top + 4;
GoAwayBox.left := GoAwayBox.left + 8;
GoAwayBox.bottom := GoAwayBox.bottom - 4;
GoAwayBox.right := GoAwayBox.left + 13;
EraseRect(GoAwayBox);
InsetRect(GoAwayBox,1,0); { move in on sides}
FrameRect(GoAwayBox); {and draw the box}
end;
end
else {just draw the title}
DrawWindowTitle(myWindowPeek,TitleBarRect);
end; {of if DrawParam = inGoAway then.. else...}
end; {of if window is visible...}
end;
{--------------- DoHitMessage function ---------------}
function DoHitMessage(WindToTest : WindowPtr;
theParam : LongInt) : LongInt;
var
globalPt : Point;
aRect : Rect;
GoAwayBox : Rect;
aWindowPeek : WindowPeek;
tempRect : Rect;
begin
globalPt.h := LoWord(theParam);
globalPt.v := HiWord(theParam);
aWindowPeek := WindowPeek(WindToTest);
aRect := aWindowPeek^.strucRgn^^.rgnBBox;
aRect.bottom := aRect.top + 19; {create tBar Rect}
tempRect := aWindowPeek^.strucRgn^^.rgnBBox;
if PtInRect(globalPt,tempRect) then {in structure rgn?}
begin
tempRect := aWindowPeek^.contRgn^^.rgnBBox;
if PtInRect(globalPt,tempRect) then {if in content rgn}
begin
if aWindowPeek^.hilited then {check the content box}
begin
aRect := aWindowPeek^.contRgn^^.rgnBBox;
aRect.top := aRect.bottom - 15;{rect in low right}
aRect.left := aRect.right - 15;
if PtInRect(globalPt,aRect) then {it was in drag box}
DoHitMessage := wInGrow
else
DoHitMessage := wInContent;
end
else
DoHitMessage := wInContent;
end
else if PtInRect(globalPt,aRect) then {in drag or go-away}
begin
if aWindowPeek^.hilited then {check go-away box}
begin
GoAwayBox := aRect;
GoAwayBox.top := GoAwayBox.top + 4;
GoAwayBox.left := GoAwayBox.left + 8;
GoAwayBox.bottom := GoAwayBox.bottom - 4;
GoAwayBox.right := GoAwayBox.left + 13;
InsetRect(GoAwayBox,1,0); { move in on the sides}
if PtInRect(globalPt,GoAwayBox) then {in drag box}
DoHitMessage := wInGoAway
else
DoHitMessage := wInDrag;
end
else
DoHitMessage := wInDrag;
end
else {it was in our window frame}
DoHitMessage := wNoHit;
end
else {it wasn't in our window at all}
DoHitMessage := wNoHit;
end;
{------------ DoCalcRgnsMessage procedure -------------}
procedure DoCalcRgnsMessage(WindToCalc : WindowPtr);
var
tempRect : Rect;
aWindowPeek : WindowPeek;
aRgn : RgnHandle;
begin
tempRect := WindToCalc^.PortRect;
OffsetRect(tempRect, -WindToCalc^.PortBits.Bounds.Left,
-WindToCalc^.PortBits.Bounds.Top);
aWindowPeek := WindowPeek(WindToCalc);
RectRgn(aWindowPeek^.contRgn,tempRect); {content rgn}
InsetRect(tempRect,-1,-1);
tempRect.top := tempRect.top - 18; {make room for title bar}
RectRgn(aWindowPeek^.strucRgn,tempRect); {struct rgn}
end;
{--------------- DoGrowMessage procedure -------------}
procedure DoGrowMessage(WindToGrow : WindowPtr;
theGrowRect : Rect);
begin {note: we really dont need the window ptr, just the rect}
theGrowRect.top := theGrowRect.top - 19;
FrameRect(theGrowRect);
theGrowRect.top := theGrowRect.top + 18;
MoveTo(theGrowRect.left,theGrowRect.top); {drag area}
LineTo(theGrowRect.right,theGrowRect.top);
MoveTo(theGrowRect.right -15,theGrowRect.top);
LineTo(theGrowRect.right - 15, theGrowRect.bottom);
MoveTo(theGrowRect.left,theGrowRect.bottom - 15);
LineTo(theGrowRect.right,theGrowRect.bottom - 15);
end;
{------------ DoDrawSizeMessage procedure ------------}
procedure DoDrawSizeMessage(WindToDraw : WindowPtr);
var
tempRect : Rect;
boxRect : Rect;
begin
SetPort(WindToDraw);
tempRect := WindToDraw^.PortRect;
tempRect.left := tempRect.right - 15;
tempRect.top := tempRect.bottom - 15;
boxRect := tempRect; {the grow icon area}
myWindowPeek := WindowPeek(WindToDraw);
tempRect.top := WindToDraw^.PortRect.top; {scroll frame}
EraseRect(tempRect);
MoveTo(tempRect.left,tempRect.top);
LineTo(tempRect.left,tempRect.bottom);
tempRect.right := tempRect.right - 15;
tempRect.top := tempRect.bottom - 15;
tempRect.left := WindToDraw^.PortRect.left;
EraseRect(tempRect);
tempRect.right := tempRect.right + 15;
MoveTo(tempRect.left,tempRect.top);
LineTo(tempRect.right,tempRect.top);
if myWindowPeek^.hilited then {draw the grow icon}
begin
InsetRect(boxRect,1,1);
boxRect.top := boxRect.top + 4;
boxRect.left := boxRect.left + 4;
FrameRect(boxRect);
boxRect.right := boxRect.right - 2;
boxRect.bottom := boxRect.bottom - 2;
OffsetRect(boxRect,-2,-2);
EraseRect(boxRect);
FrameRect(boxRect);
end
else {erase the grow icon}
begin
InsetRect(boxRect,1,1);
EraseRect(boxRect);
end;
end;
{--------------- Main Proc within WDEF ----------------}
begin {case out on message & jump to appropriate routine}
MyWindowDef := 0; {but first init result}
case message of
wDraw : { draw window frame}
begin
DoDrawMessage(theWindow, param);
end;
wHit :{ tell what rgn the mouse was pressed in}
begin
MyWindowDef := DoHitMessage(theWindow,param);
end;
wCalcRgns : { calculate structRgn and contRgn}
begin
DoCalcRgnsMessage(theWindow);
end;
wNew :{ do any additional initialization}
begin { we dont need to do any}
end;
wDispose : { do any additional disposal actions}
begin { we dont need to do any}
end;
wGrow : { draw window's grow image}
begin
aRectPtr := RectPtr(param);
DoGrowMessage(theWindow,aRectPtr^);
end;
wDrawGIcon : { draw size box in content rgn}
begin
DoDrawSizeMessage(theWindow);
end;
end;
end;
{#
# ShowAbout procedure
#}
procedure ShowAbout; { give me some credit}
var
theDlog : DialogPtr;
theItem : Integer;
begin
theDlog := GetNewDialog(AboutID,nil,Pointer(-1));
ModalDialog(nil,theItem);
DisposDialog(theDlog);
end;
procedure ProcessMenu(codeWord:Longint);
var
menuNum : Integer;
itemNum : Integer;
NameHolder : str255;
dummy : Integer;
yuck : boolean;
begin
if codeWord <> 0 then { nothing was selected}
begin
menuNum := HiWord(codeWord);
itemNum := LoWord(codeWord);
case menuNum of { the different menus}
AppleMenuID :
begin
if itemNum < 3 then
begin
ShowAbout;
end
else
begin
GetItem(myMenus[AppleMenuID],
itemNum,NameHolder);
dummy := OpenDeskAcc(NameHolder);
end;
end;
FileMenuID :
begin
Done := true;
end;
EditMenuID :
begin
yuck := SystemEdit(itemNum - 1);
end;
end;
HiliteMenu(0);
end;
end;
procedure DealWithMouseDowns(theEvent: EventRecord);
var
location : Integer;
windowPointedTo : WindowPtr;
mouseLoc : point;
windowLoc : integer;
VandH : Longint;
Height : Integer;
Width : Integer;
begin
mouseLoc := theEvent.where;
windowLoc := FindWindow(mouseLoc,windowPointedTo);
case windowLoc of
inMenuBar :
begin
ProcessMenu(MenuSelect(mouseLoc));
end;
inSysWindow :
begin
SystemClick(theEvent,windowPointedTo);
end;
inContent :
begin
if windowPointedTo <> FrontWindow then
begin
SelectWindow(windowPointedTo);
end;
end;
inGrow :
begin
if windowPointedTo <> FrontWindow then
begin
SelectWindow(windowPointedTo);
end
else
begin
GrowArea.left := 150;
GrowArea.top := 50;
VandH := GrowWindow(windowPointedTo,
mouseLoc,GrowArea);
if VandH <> 0 then
begin
Height := HiWord(VandH);
Width := LoWord(VandH);
if Height< 50 then
Height := 50;
if Width < 150 then
Width := 150;
SizeWindow(windowPointedTo,Width,Height,true);
InvalRect(windowPointedTo^.portRect);
end;
end;
end;
inDrag :
begin
DragWindow(windowPointedTo,mouseLoc,DragArea);
SelectWindow(windowPointedTo);
end;
inGoAway :
begin
if TrackGoAway(windowPointedTo,mouseLoc) then
Done := true;
end;
end;
end;
procedure DealWithKeyDowns(theEvent: EventRecord);
type
Trick = packed record
case boolean of
true : (long : Longint);
false : (chr3,chr2,chr1,chr0 : char)
end;
var
CharCode : char;
TrickVar : Trick;
begin
TrickVar.long := theEvent.message;
CharCode := TrickVar.chr0;
if BitAnd(theEvent.modifiers,CmdKey) = CmdKey then
begin
ProcessMenu(MenuKey(CharCode));
end;
end;
procedure DealWithActivates(theEvent: EventRecord);
var
TargetWindow : WindowPtr;
begin
TargetWindow := WindowPtr(theEvent.message);
DrawGrowIcon(TargetWindow);
if Odd(theEvent.modifiers) then
begin
SetPort(TargetWindow);
end;
end;
procedure DealWithUpdates(theEvent: EventRecord);
var
UpDateWindow : WindowPtr;
tempPort : WindowPtr;
begin
UpDateWindow := WindowPtr(theEvent.message);
GetPort(tempPort);
SetPort(UpDateWindow);
BeginUpDate(UpDateWindow);
EraseRect(UpDateWindow^.portRect);
FillRect(RegWDEFWindow^.PortRect,ltGray);
DrawGrowIcon(UpDateWindow);
EndUpDate(UpDateWindow);
SetPort(tempPort);
end;
{# MainEventLoop procedure
#
#}
procedure MainEventLoop;
var
Event : EventRecord;
ProcessIt : boolean;
begin
repeat
SystemTask;
ProcessIt := GetNextEvent(everyEvent, Event);
if ProcessIt then
begin
case Event.what of
mouseDown : DealWithMouseDowns(Event);
AutoKey : DealWithKeyDowns(Event);
KeyDown : DealWithKeyDowns(Event);
ActivateEvt : DealWithActivates(Event);
UpdateEvt : DealWithUpdates(Event);
end;
end;
until Done;
end;
procedure SetupMemory;
var
x : Longint;
begin
x := ORD4(ApplicZone) + 128000;
SetApplLimit(Pointer(x));
MaxApplZone;
MoreMasters;
MoreMasters;
MoreMasters;
end;
procedure SetupLimits; { set up the dragging growing rects}
var
Screen : Rect;
begin
Screen := ScreenBits.bounds;
with Screen do
begin
SetRect(DragArea,left+4,top+24,right-4,bottom-4);
SetRect(GrowArea,left,top+24,right,bottom);
end;
end;
procedure MakeMenus; { get the menus }
var
index : Integer;
begin
for index := AppleMenuID to EditMenuID do
begin
myMenus[index] := GetMenu(index);
InsertMenu(myMenus[index],0);
end;
AddResMenu(myMenus[AppleMenuID],'DRVR');
DrawMenuBar;
end;
{#################################################
#Program Execution Starts Here
###################################################}
begin
Done := false; { we just started!!!}
FlushEvents(everyEvent,0);{ get rid of lingering events}
InitGraf(@thePort);{ we need QuickDraw}
InitFonts;{ we need Fonts}
InitWindows; { we need Windows}
InitMenus;{ we need Menus}
TEInit; { we need Text Edit}
InitDialogs(nil);{ we need Dialogs}
InitCursor; { show the cursor}
SetupLimits; { initialize the screen sizes}
SetupMemory; { do some memory management}
MakeMenus;{ go create the menus}
RegWDEFWindow := GetNewWindow(WindResID,
nil,Pointer(-1));
myWindowPeek := WindowPeek(RegWDEFWindow);
{note, the window is created invisible}
myWindowPeek^.windowDefProc := NewHandle(0);
myWindowPeek^.windowDefProc^ := Ptr(@MyWindowDef);
ShowWindow(RegWDEFWindow); {....now we can show it!}
SetPort(RegWDEFWindow);
FillRect(RegWDEFWindow^.PortRect,ltGray);
MainEventLoop; { ...and take care of business}
end.