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Windows Holes
Volume Number:3
Issue Number:10
Column Tag:Pascal Procedures

Blasting Holes in Windows

By Greg Marriott, MacHax™ Group, Bryan, Texas

How To Build A Laser Cannon: A Home S.D.I. Project

Bit O’ History

I wish I came up with the idea to blast holes in windows, but I didn’t. The credit goes to Andrew Donoho and Darin Adler. Andrew is the author of MacSpin, a 3-d data analysis tool. MacSpin allows a user to rotate a “cloud” of data points around any of three axes in real time. Because of its highly interactive nature, Andrew likes to refer to it as a thinking man’s video game. He and Darin got together and decided that MacSpin was missing a feature essential to successful video games: laser cannons. They envisioned a user holding down command-shift-option-capsLock and being rewarded by laser turrents appearing in the corners of the data window. Add in some crosshairs with range and elevation readouts, and the user could blast away! They figured laser cannons would be especially useful in MacSpin, where unwanted data points could be annihilated, thus saving a pet theory from bothersome reality.

Andrew continued to joke about actually implementing laser cannons. That’s how my partner, Scott Boyd, heard about it. Scott was working closely with Andrew on enhancements for MacSpin when the subject of laser cannons came up. Scott knows a good idea when he hears one (most of the time), so he immediately urged Andrew to stop joking and do it. More pressing concerns kept them both busy for a while, but the idea wouldn’t die.

Laser Cannons Are Born

I learned about laser cannons in a phone conversation with Scott. I know a good idea when I hear one, too (I hope...). They were busy. I wasn’t. By the time Scott came home from Austin a couple of days later, I had the first incarnation of Blast finished. It was an application that brought up a window, and made holes wherever the cursor was when the mouse button was pressed. The holes were plain and round, and it ran silently. The holes weren’t even centered under the cursor. But gridlines drawn in the window showed that the holes were “not there.” That is, holes had been cut out of the structure of the window. Wow laser cannons.

Fig. 1 Blasting holes in Full Paint's windows! (note how the cursor changes over a hole to the arrow, proof that it is not in the window!)

“Useless Interface” Concerns

Scott and I talked about what the holes should look like. After some discussion, he drew some sample holes in MacDraw. After a while, he had something we both liked. I took the coordinates of the vertices around the hole, and put in some code to make a region (instead of just using circles). While I was at it, I started centering the hole under the cursor. So far, so good.

Sound came next. Poking holes in things isn’t very much fun if you don’t get some sort of aural feedback. We discussed all sorts of options, from simple beeps to elaborate crashing noises. I chose the easy route and used the Sound Driver to make some square-wave sound.

Making sound on the Mac is pretty easy if you’re willing to settle for single voice tones. Each tone is described by a trio of values known as a “triplet.” These numbers describe the pitch, volume, and duration of the tones you want to play. I decided to use twenty triplets. The last triplet has zero for all three values, to tell the Sound Driver to stop making noise. For the other nineteen, I chose a starting value, then decreased the pitch and volume of each succeeding tone. This gives the impression of something moving into the distance, like a train’s whistle as it heads away from you.

Now We’re Getting Somewhere

Blast didn’t change much after I added sound. The biggest change was in “packaging.” I wanted Blast to be available from anywhere, so I decided to make it into an FKEY. But as an FKEY, Blast had to stop counting on having access to global variables and resources. QuickDraw globals such as screenBits and thePort may not be available while an FKEY is running. And, counting on certain resources being installed along with the FKEY is a sure way to see everybody’s favorite bomb box. So, Blast became a procedure in a UNIT. The procedure has everything in it Blast needs to do its dirty work. [The version presented here is compatible with both MPW Pascal and LS Pascal. The unit can be either installed as an FKEY or you can call the unit from a program. In the code listing, a USES statement is presented for both MPW and LS Pascal. Since LS Pascal requires code resources to have a MAIN entry point, a procedure with the name MAIN was added to the unit, which calls BlastIt. This MAIN can be removed for MPW. -Ed]

Gory Details

The first thing I do in Blast is allocate a non-relocatable block for the sound buffer, and fill it with triplets. Then I go about putting up the crosshair cursor. I want to be polite and give the user their original cursor back when Blast is done, so I have to know what it is. But there isn’t a call to get the current cursor. Apple seems to feel that the cursor should be “write-only.” I have to dip into low memory and suck the cursor out the hard way. I suppose this is “against the rules,” but I refuse to sit back and hope the application running is smart enough to update its cursor when Blast is through. I set up the crosshair cursor and do a SetCursor call. Remember what I said about no resources? The crosshair cursor is hard-coded into Blast and the way I set it up is by using StuffHex to load up a cursor variable. It looks kind of gnarly, but it helps make Blast self-contained.

Once the cursor is up (so the user gets some immediate feedback), I pre-fabricate the hole. To do this I open a region, and draw the outline of the hole. OpenRegion hides the QuickDraw pen, so the user doesn’t get to see any drawing happen. Then I close the region and move it to the origin, ( 0, 0 ). This makes the size calculations simple, since the top and left coordinates are both zero. I want to know how big the hole is in order to “add in” a round part (sort of like a bullet hole). I make another region shaped like a circle, and use UnionRgn to add it to the jagged part. After the composite hole is prepared, Blast is almost ready to go. First, though, I set the current port to be the window manager port (the whole screen). This is so the coordinates of the holes line up with the windows’ regions out on the desktop.

The Heart Of The Matter

The main loop is pretty straightforward. Wait for a mouse click. If the click is in the content region of any window, go to work. Initiate some asynchrounous sound by calling StartSound. Move the hole to center it under the mouse. Subtract the hole (via DiffRgn) from the content region and structure region of the window. Presto! Laser cannons. After blasting a window, all the windows underneath the blasted one need to be notified that they have newly visible areas. I use the low-level Window Manager call CalcVisBehind to do this. It recalculates the visible regions of all windows under the given window that intersect a certain region (the hole region). PaintBehind is called to paint newly visible areas, including the desktop. The new system paints windows with their background patterns, instead of always painting white like the old system.

If the user clicks anywhere but a content region, Blast exits. It throws away the hole region and the sound buffer, then restores the cursor and the old port. However, the windows retain their missing holes so you can drag a window around and see the windows behind through the holes. You can even scroll the window and watch the contents move around the hole! Only when you cause the window manager to reconstruct the window such as growing or zooming the window, do the holes go away. See figure 1.

FKEY, What’s An FKEY?

Now for a few words about FKEYs. The Mac deals with FKEYs behind the scenes by intercepting key-down events when GetNextEvent is called. If an FKEY resource with the ID number of the key that was hit is found, the system loads it in and executes it. When the FKEY is done, it passes control back to the system, which then flushes the event and pretends it never happened.

Blast can be called up from within any program that calls GetNextEvent. As a matter of fact, Blast can be called recursively from within itself, since it calls GetNextEvent. This presents no real problem, since Blast carries its own local variables around. I guess the only limit is how much stack space you have, since each activation uses up several bytes of the stack.

The Recipe for MPW

Making “non-applications” is relatively simple in MPW, as long as you pay attention to a few technical details. I made Blast part of a Pascal UNIT so the compiler wouldn’t try to create a main entry point. If it was a PROGRAM, the compiler would stick in a whole bunch of global variable initialization code and try to identify an entry point. FKEYs don’t have global variables (traditionally accessed relative to register A5), so any extra code provided by the compiler is decidedly unwelcome! [Note that for LS Pascal, a main entry point is required! But the DA PasLib file is used instead of the regular PasLib so that none of the initialization for a program is done. By clicking on the code resource option, everything gets built correctly for you. See figures 2,3 and 4. -Ed]

Once the compiler is through chewing on it, the resulting object file (the .p.o file) is passed through the linker. The linker puts in any glue code needed by functions called by Blast. Glue code is most commonly used to interface between Pascal, with its stack-based calling convention, and some parts of the Mac ROM that are register-based. The glue takes parameters off the stack and puts them in registers before calling the ROM routines. Then it takes any result from a register and puts it on the stack before returning to the main program. Another kind of glue is used for range checking by the compiler. The compiler calls glue routines to check the length of strings and such when range checking is turned on.

After the glue is taken care of, the linker expects to be told where the entry point is. The -m option on the linker let me point to the proper procedure in the Blast UNIT. The linker makes sure that the very first instruction in the resulting program jumps to the entry point. An FKEY resource is just like a CODE resource without any jump table information. With the -rt option I told the linker to create FKEY resources instead of CODE resources (the default). I also told the linker to rename the main code segment from Main to BlastKey with the -sn option. This provides a reminder when viewing the resource in ResEdit. I use ResEdit to install the FKEY in the system file. FKEY Installer and FKEY Manager should work just as well.

Adding Blast to Hypercard

Everyone I’ve talked to about WildCard (now known as HyperCard, but I think that name is really dumb) is impressed by it. One of the neatest features is the ability to compile your own commands and add them to WildCard. I recently got ahold of some sketchy documentation about these XCMD resources and decided to make Blast into a WildCard command. The only difference between an FKEY and a XCMD is that XCMDs take a single argument on the stack. WildCard passes a pointer to a block full of information to the XCMD upon activation. Inside that block of information are all sorts of goodies, like handles to command-line arguments, a place for a result code, and several fields to allow the XCMD to communicate directly with WildCard. I wasn’t really interested in all that parameter stuff (yet!), so I ignored it for the moment. All I had to do to make Blast WildCard compatible was to add a formal parameter to the procedure in the UNIT. I just changed its declaration from PROCEDURE BlastIt; to PROCEDURE BlastIt( aParam : Ptr );. Then I changed the link statement to produce XCMD resources instead of FKEY resources. Voilá, a brand new WildCard command. By the way, the name of the resource is important here, because that’s how WildCard knows which XCMD is for which command.

Up On The Soap Box

I don’t know who made up some of the “rules,” but they’re not going to be too happy with Blast. I managed to break quite a few of them along the way. The first infraction is sneaking into low memory to get the current cursor. Using any low memory globals is frowned upon. Look at all the trouble Think got into when they used BasicGlobs. For those that don’t know, BasicGlobs was to be used by MacBasic, which never made it to market. Think’s Lightspeed C generated code that used it for a scratch area. Apple started to use it in System 4.1, blowing away a whole bunch of programs. Think has corrected the problem, but they blame Apple for changing their minds about using BasicGlobs. The way I see it, anybody who uses low memory areas without express written approval from Apple deserves what they get. Apple has stated many times that low memory is off limits. In fact, the area we know as low memory is going to disappear in future architectures. But since I’m only reading (and not writing) low memory, I’ll just get trash if they ever move the cursor storage area.

The next infraction is a biggy. Blast directly modifies the fields of a windowRecord, namely the strucRgn and contRgn. Apple is really touchy about windowRecords, especially since the invention of Juggler (now known as MultiFinder, but I think that name is really dumb, too). Juggler does all sorts of neat things with windows and window lists to manage multiple applications. Blast isn’t directly affected by this, but Juggler proves that Apple is serious about changing window handling without notice. When Apple gives us windowing hardware, programs like Blast will be next to impossible (but I’m gonna try it anyway! ).

The next one is more a matter of style, but could cause problems. I just assume that Blast will have plenty of memory to make the sound buffer and the hole regions. I wouldn’t recommend using Blast when you’ve got a bunch of unsaved data and can’t afford to crash with an out of memory error.

Credits, etc...

Thanks to Andrew and Darin for having the idea, and to Scott for planting the seed in my head. Speaking of seeds, TECHNOSTUD (a.k.a. Steve Knouse) helped out by showing Blast to anyone he could drag over to a Macintosh for two minutes. Steve is sort of like a reverse Johnny Appleseed. He goes around sowing MacHax™ programs on Apples everywhere. Thanks for all your support, Steve. And thanks to Dave Smith, who put me on a panel at the Boston MacWorld Expo. That’s where Blast made its public debut. To all the attendees of that panel, here is source code, only two months late.

I can be reached at any of the following:

3420D Sandra St.

Bryan, TX 77801

(409) 846-4102

AppleLink: D0635

MCIMail: Greg Marriott

BITNet: max@tamlsr

Fig. 2 LS Pascal Project Definition

UNIT BlastStuff;

{MPW and LS Pascal Version}

INTERFACE

{ For MPW, use the following USES statement}
 USES  {$LOAD fkeyblast.dump}
      MemTypes, QuickDraw, OSIntf, ToolIntf;

{ For LS Pascal, use the following USES statement}
 USES
 ROM85;

 PROCEDURE BlastIt;
 PROCEDURE Main; {not needed for MPW}

IMPLEMENTATION

PROCEDURE BlastIt;
 CONST
 buffSize = 122; 
 { sound takes 2, 20 triplets = 120 bytes }
 VAR
 holeRgn, circleRgn : RgnHandle;
 theEvent : EventRecord;
 stopIt : Boolean;
 whichWindow : WindowPtr;
 thisWindow : WindowPeek;
 i, dur, cnt, minSize:Integer; 
 pictWidth, thePart : Integer;
 blastPict : Pichandle;
 anotherRect, circleRect, tempRect : Rect;
 mouseSpot, holeSize, middlePoint : Point;
 wPort, oldPort, tempPort : GrafPtr;
 DeskPattern : ^Pattern;
 crossHairs, oldCursor : Cursor;
 TheCurs : ^Cursor;
 squareWavePtr : SWSynthPtr;
 amp : integer;

 BEGIN

    { let’s set up sounds... }
 squareWavePtr := SWSynthPtr(NewPtr(buffSize));
 squareWavePtr^.mode := swMode; { squarewave mode }
 cnt := 400;
 amp := 150;

    { 19 triplets, with decreasing pitch and volume }
 FOR i := 0 TO 18 DO
 WITH squareWavePtr^.triplets[i] DO
 BEGIN
 count := cnt;
 amplitude := amp;
 duration := 1;
 cnt := cnt + 60;
 amp := amp - 8;
 END;

 WITH squareWavePtr^.triplets[19] DO
 BEGIN
 count := 0;     { quit }
 amplitude := 0; { making }
 duration := 0;  { sounds }
 END;

{ let’s put up our cursor, saving the old one first...}
{ there is no ‘GetCursor’ call to complement }
{ ‘SetCursor’,}
{  so we have to dip into low memory and steal it }
 TheCurs := pointer($844);
 oldCursor := TheCurs^;

{ we need to put data into our cursor variable so we}
{ can do a ‘SetCursor’ call.  stuffing the data }
{ directly into low memory doesn’t work, because the }
{ cursor on the screen wouldn’t change until mouse }
{ was moved }
 StuffHex(ptr(@crossHairs), ’71C7408140810000');
 StuffHex(ptr(longint(@crossHairs) + 8), ‘049002A041C17777’);
 StuffHex(ptr(longint(@crossHairs) + 16), ’41C102A004900000');
 StuffHex(ptr(longint(@crossHairs) + 24), ‘4081408171C70000’);
 StuffHex(ptr(longint(@crossHairs) + 32), ’01C0208210840808');
 StuffHex(ptr(longint(@crossHairs) + 40), ’07F007F047F177F7');
 StuffHex(ptr(longint(@crossHairs) + 48), ’47F107F007F00808');
 StuffHex(ptr(longint(@crossHairs) + 56), ‘1084208201C00000’);
 StuffHex(ptr(longint(@crossHairs) + 64), ‘00070008’);
 SetCursor(crossHairs);

    { make the jaggy hole }
 holeRgn := NewRgn;
 OpenRgn;
 MoveTo(250, 180);
 LineTo(260, 226);
 LineTo(230, 252);
 LineTo(260, 242);
 LineTo(232, 278);
 LineTo(270, 242);
 LineTo(286, 304); 
 { basic hole design by Scott Boyd }
 LineTo(278, 234);
 LineTo(306, 242);
 LineTo(278, 244);
 LineTo(314, 196);
 LineTo(270, 216);
 LineTo(250, 180);
 CloseRgn(holeRgn);

{ “home” the region, prepare to add circle to }
{ the middle of the hole }
 WITH holeRgn^^.rgnBBox DO
 OffsetRgn(holeRgn, -left, -top);
 { calculate size ofhole and where the middle is }
 WITH holeRgn^^.rgnBBox DO
 BEGIN
 holeSize.h := right - left;
 holeSize.v := bottom - top;
 middlePoint.h := (right - left) DIV 2;
 middlePoint.v := (bottom - top) DIV 2;
 END;
    { figure out what size to make the circle }
 IF holeSize.h > holeSize.v THEN
 minSize := holeSize.h
 ELSE
 minSize := holeSize.v;

{ we’ll make the circle 40% of the small dimension;}
{ minSize will be the radius of the circle }
 minSize := minSize DIV 5;
 WITH middlePoint DO
 SetRect(circleRect, h - minSize, v - minSize, h + minSize, v + minSize);

    { make the circle }
 circleRgn := NewRgn;
 OpenRgn;
 FrameOval(circleRect);
 CloseRgn(circleRgn);
    { add the circle to the hole }
 UnionRgn(holeRgn, circleRgn, holeRgn);
    { we don’t need this any more... }
 DisposeRgn(circleRgn);
    { make the window manager port the current port }
 GetPort(oldPort);
 GetWMgrPort(wPort);
 SetPort(wPort);

{ ok, setup’s all finished... here’s the “main loop” }
stopIt := FALSE;
REPEAT
{ accept only mouseDown events }
IF GetNextEvent(mDownMask, theEvent) THEN
 BEGIN
 { figure out where they clicked }
 thePart := FindWindow(theEvent.where, whichWindow);
 { respond only if click on content area of window }
 IF (thePart = inContent) THEN
 BEGIN
 { Make some asynchrounous noise }
 StartSound(Ptr(squareWavePtr), buffSize, NIL);
 mouseSpot := theEvent.where;
 { position hole centered over the mouse spot }
 WITH holeRgn^^.rgnBBox DO
 OffsetRgn(holeRgn, -left, -top);
 OffsetRgn(holeRgn, mouseSpot.h - holeSize.h DIV 2, mouseSpot.v - holeSize.v 
DIV 2);
 ThisWindow := WindowPeek(whichWindow);
 { blast a hole in the structure region }
 DiffRgn(ThisWindow^.contRgn, holeRgn, ThisWindow^.contRgn);
 { blast a hole in the content region }
 DiffRgn(ThisWindow^.strucRgn, holeRgn, ThisWindow^.strucRgn);

 { calculate and paint new visible regions  }
 CalcVisBehind(WindowPeek(whichWindow), holeRgn);
 PaintBehind(windowPeek(whichWindow), holeRgn);

 {since ‘PaintBehind’ messes with the port.. }
 SetPort(wPort);
 END {IF ( thePart = inContent )... }
 ELSE
 { didn’t click in a window? }
 stopIt := TRUE;
 END; {IF GetNextEvent...}
UNTIL stopIt;
  { clean up the hole }
 DisposeRgn(holeRgn);
  {  fix the port  }
 SetPort(oldPort);
  { put the old cursor back }
 SetCursor(oldCursor);
  { get rid of the sound buffer }
 DisposPtr(Ptr(squareWavePtr));
END; {BlastIt}

 PROCEDURE Main; {Not needed for MPW}
 BEGIN
 BlastIt;
 END;

END.

Fig. 3 Creating a Code Resource in LS Pascal

Listing 2: MPW Make file for Blast

Fig. 4 Installing an FKEY in the System File

UNIT BlastStuff;

{MPW and LS Pascal Version}

INTERFACE

{ For MPW, use the following USES statement}
 USES  {$LOAD fkeyblast.dump}
      MemTypes, QuickDraw, OSIntf, ToolIntf;

{ For LS Pascal, use the following USES statement}
 USES
 ROM85;

 PROCEDURE BlastIt;
 PROCEDURE Main; {not needed for MPW}

IMPLEMENTATION

PROCEDURE BlastIt;
 CONST
 buffSize = 122; 
 { sound takes 2, 20 triplets = 120 bytes }
 VAR
 holeRgn, circleRgn : RgnHandle;
 theEvent : EventRecord;
 stopIt : Boolean;
 whichWindow : WindowPtr;
 thisWindow : WindowPeek;
 i, dur, cnt, minSize:Integer; 
 pictWidth, thePart : Integer;
 blastPict : Pichandle;
 anotherRect, circleRect, tempRect : Rect;
 mouseSpot, holeSize, middlePoint : Point;
 wPort, oldPort, tempPort : GrafPtr;
 DeskPattern : ^Pattern;
 crossHairs, oldCursor : Cursor;
 TheCurs : ^Cursor;
 squareWavePtr : SWSynthPtr;
 amp : integer;

 BEGIN

    { let’s set up sounds... }
 squareWavePtr := SWSynthPtr(NewPtr(buffSize));
 squareWavePtr^.mode := swMode; { squarewave mode }
 cnt := 400;
 amp := 150;

    { 19 triplets, with decreasing pitch and volume }
 FOR i := 0 TO 18 DO
 WITH squareWavePtr^.triplets[i] DO
 BEGIN
 count := cnt;
 amplitude := amp;
 duration := 1;
 cnt := cnt + 60;
 amp := amp - 8;
 END;

 WITH squareWavePtr^.triplets[19] DO
 BEGIN
 count := 0;     { quit }
 amplitude := 0; { making }
 duration := 0;  { sounds }
 END;

{ let’s put up our cursor, saving the old one first...}
{ there is no ‘GetCursor’ call to complement }
{ ‘SetCursor’,}
{  so we have to dip into low memory and steal it }
 TheCurs := pointer($844);
 oldCursor := TheCurs^;

{ we need to put data into our cursor variable so we}
{ can do a ‘SetCursor’ call.  stuffing the data }
{ directly into low memory doesn’t work, because the }
{ cursor on the screen wouldn’t change until mouse }
{ was moved }
 StuffHex(ptr(@crossHairs), ’71C7408140810000');
 StuffHex(ptr(longint(@crossHairs) + 8), ‘049002A041C17777’);
 StuffHex(ptr(longint(@crossHairs) + 16), ’41C102A004900000');
 StuffHex(ptr(longint(@crossHairs) + 24), ‘4081408171C70000’);
 StuffHex(ptr(longint(@crossHairs) + 32), ’01C0208210840808');
 StuffHex(ptr(longint(@crossHairs) + 40), ’07F007F047F177F7');
 StuffHex(ptr(longint(@crossHairs) + 48), ’47F107F007F00808');
 StuffHex(ptr(longint(@crossHairs) + 56), ‘1084208201C00000’);
 StuffHex(ptr(longint(@crossHairs) + 64), ‘00070008’);
 SetCursor(crossHairs);

    { make the jaggy hole }
 holeRgn := NewRgn;
 OpenRgn;
 MoveTo(250, 180);
 LineTo(260, 226);
 LineTo(230, 252);
 LineTo(260, 242);
 LineTo(232, 278);
 LineTo(270, 242);
 LineTo(286, 304); 
 { basic hole design by Scott Boyd }
 LineTo(278, 234);
 LineTo(306, 242);
 LineTo(278, 244);
 LineTo(314, 196);
 LineTo(270, 216);
 LineTo(250, 180);
 CloseRgn(holeRgn);

{ “home” the region, prepare to add circle to }
{ the middle of the hole }
 WITH holeRgn^^.rgnBBox DO
 OffsetRgn(holeRgn, -left, -top);
 { calculate size ofhole and where the middle is }
 WITH holeRgn^^.rgnBBox DO
 BEGIN
 holeSize.h := right - left;
 holeSize.v := bottom - top;
 middlePoint.h := (right - left) DIV 2;
 middlePoint.v := (bottom - top) DIV 2;
 END;
    { figure out what size to make the circle }
 IF holeSize.h > holeSize.v THEN
 minSize := holeSize.h
 ELSE
 minSize := holeSize.v;

{ we’ll make the circle 40% of the small dimension;}
{ minSize will be the radius of the circle }
 minSize := minSize DIV 5;
 WITH middlePoint DO
 SetRect(circleRect, h - minSize, v - minSize, h + minSize, v + minSize);

    { make the circle }
 circleRgn := NewRgn;
 OpenRgn;
 FrameOval(circleRect);
 CloseRgn(circleRgn);
    { add the circle to the hole }
 UnionRgn(holeRgn, circleRgn, holeRgn);
    { we don’t need this any more... }
 DisposeRgn(circleRgn);
    { make the window manager port the current port }
 GetPort(oldPort);
 GetWMgrPort(wPort);
 SetPort(wPort);

{ ok, setup’s all finished... here’s the “main loop” }
stopIt := FALSE;
REPEAT
{ accept only mouseDown events }
IF GetNextEvent(mDownMask, theEvent) THEN
 BEGIN
 { figure out where they clicked }
 thePart := FindWindow(theEvent.where, whichWindow);
 { respond only if click on content area of window }
 IF (thePart = inContent) THEN
 BEGIN
 { Make some asynchrounous noise }
 StartSound(Ptr(squareWavePtr), buffSize, NIL);
 mouseSpot := theEvent.where;
 { position hole centered over the mouse spot }
 WITH holeRgn^^.rgnBBox DO
 OffsetRgn(holeRgn, -left, -top);
 OffsetRgn(holeRgn, mouseSpot.h - holeSize.h DIV 2, mouseSpot.v - holeSize.v 
DIV 2);
 ThisWindow := WindowPeek(whichWindow);
 { blast a hole in the structure region }
 DiffRgn(ThisWindow^.contRgn, holeRgn, ThisWindow^.contRgn);
 { blast a hole in the content region }
 DiffRgn(ThisWindow^.strucRgn, holeRgn, ThisWindow^.strucRgn);

 { calculate and paint new visible regions  }
 CalcVisBehind(WindowPeek(whichWindow), holeRgn);
 PaintBehind(windowPeek(whichWindow), holeRgn);

 {since ‘PaintBehind’ messes with the port.. }
 SetPort(wPort);
 END {IF ( thePart = inContent )... }
 ELSE
 { didn’t click in a window? }
 stopIt := TRUE;
 END; {IF GetNextEvent...}
UNTIL stopIt;
  { clean up the hole }
 DisposeRgn(holeRgn);
  {  fix the port  }
 SetPort(oldPort);
  { put the old cursor back }
 SetCursor(oldCursor);
  { get rid of the sound buffer }
 DisposPtr(Ptr(squareWavePtr));
END; {BlastIt}

 PROCEDURE Main; {Not needed for MPW}
 BEGIN
 BlastIt;
 END;

END.
 

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VMware Fusion 11.5.0 - Run Windows apps...
VMware Fusion and Fusion Pro - virtualization software for running Windows, Linux, and other systems on a Mac without rebooting. The latest version includes full support for Windows 10, macOS Mojave... Read more

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Marvel Strike Force is adding Agent Coul...
Marvel Strike Force, the popular squad-based RPG, is set to receive a bunch of new content over the next few weeks. [Read more] | Read more »
Lots of premium games are going free (so...
You may have seen over the past couple weeks a that a bunch of premium games have suddenly become free. This isn’t a mistake, nor is it some last hurrah before Apple Arcade hits, and it’s important to know that these games aren’t actually becoming... | Read more »
Yoozoo Games launches Saint Seiya Awaken...
If you’re into your anime, you’ve probably seen or heard of Saint Seiya. Based on a shonen manga by Masami Kurumada, the series was massively popular in the 1980s – especially in its native Japan. Since then, it’s grown into a franchise of all... | Read more »
Five Nights at Freddy's AR: Special...
Five Nights at Freddy's AR: Special Delivery is a terrifying new nightmare from developer Illumix. Last week, FNAF fans were sent into a frenzy by a short teaser for what we now know to be Special Delivery. Those in the comments were quick to... | Read more »
Rush Rally 3's new live events are...
Last week, Rush Rally 3 got updated with live events, and it’s one of the best things to happen to racing games on mobile. Prior to this update, the game already had multiplayer, but live events are more convenient in the sense that it’s somewhat... | Read more »
Why your free-to-play racer sucks
It’s been this way for a while now, but playing Hot Wheels Infinite Loop really highlights a big issue with free-to-play mobile racing games: They suck. It doesn’t matter if you’re trying going for realism, cart racing, or arcade nonsense, they’re... | Read more »
Steam Link Spotlight - The Banner Saga 3
Steam Link Spotlight is a new feature where we take a look at PC games that play exceptionally well using the Steam Link app. Our last entry talked about Terry Cavanaugh’s incredible Dicey Dungeons. Read about how it’s a great mobile experience... | Read more »
Combo Quest (Games)
Combo Quest 1.0 Device: iOS Universal Category: Games Price: $.99, Version: 1.0 (iTunes) Description: Combo Quest is an epic, time tap role-playing adventure. In this unique masterpiece, you are a knight on a heroic quest to retrieve... | Read more »
Hero Emblems (Games)
Hero Emblems 1.0 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0 (iTunes) Description: ** 25% OFF for a limited time to celebrate the release ** ** Note for iPhone 6 user: If it doesn't run fullscreen on your device... | Read more »
Puzzle Blitz (Games)
Puzzle Blitz 1.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0 (iTunes) Description: Puzzle Blitz is a frantic puzzle solving race against the clock! Solve as many puzzles as you can, before time runs out! You have... | Read more »

Price Scanner via MacPrices.net

2019 iMacs available for up to $350 off MSRP,...
Apple has Certified Refurbished 2019 21″ & 27″ iMacs now available starting at $929 and up to $350 off the cost of new models. Apple’s one-year warranty is standard, shipping is free, and each... Read more
Get a clearance 2018 13″ 2.3GHz Quad-Core Tou...
Apple has Certified Refurbished 2018 13″ 2.3GHz 4-Core Touch Bar MacBook Pros available starting at $1489. Apple’s one-year warranty is included, shipping is free, and each MacBook has a new outer... Read more
11″ WiFi iPad Pros on sale today for up to $2...
Amazon has new 2018 Apple 11″ WiFi iPad Pros in stock today and on sale for up to $200 off Apple’s MSRP. These are the same iPad Pros sold by Apple in its retail and online stores. Be sure to select... Read more
Select 12″ iPad Pros on sale for $200 off App...
Amazon has select 2018 Apple 12″ iPad Pros in stock today and on sale for $200 off Apple’s MSRP. These are the same iPad Pros sold by Apple in its retail and online stores. Be sure to select Amazon... Read more
Get one of Apple’s new 2019 iPhone 11 models...
Boost Mobile is offering the new 2019 Apple iPhone 11, iPhone 11 Pro, and 11 Pro Max for $100 off MSRP. Their discount reduces the cost of an iPhone 11 to $599 for the 64GB models, $899 for the 64GB... Read more
13″ 1.4GHz Silver MacBook Pros on sale for $1...
B&H Photo has new 2019 13″ 1.4GHz 4-Core Touch Bar Silver MacBook Pros on sale for $100 off Apple’s MSRP. Overnight shipping is free to many addresses in the US. These are the same MacBook Pros... Read more
4-core and 6-core 2018 Mac minis available at...
Apple has Certified Refurbished 2018 Mac minis available on their online store for $120-$170 off the cost of new models. Each mini comes with a new outer case plus a standard Apple one-year warranty... Read more
$250 prepaid Visa card with any Apple iPhone,...
Xfinity Mobile will include a free $250 prepaid Visa card with the purchase of any new iPhone, new line activation, and transfer of phone number to Xfinity Mobile. Offer is valid through October 27,... Read more
Sprint is offering the 64GB Apple iPhone 11 P...
Sprint has the new 64GB iPhone 11 Pro available for $12.50 per month for new customers with an eligible trade-in in of iPhone 7 or newer. That’s down from their standard monthly lease of $41.67. The... Read more
Final week: Apple’s 2019 Back to School Promo...
Purchase a new Mac using Apple’s Education discount, and take up to $400 off MSRP. All teachers, students, and staff of any educational institution with a .edu email address qualify for the discount... Read more

Jobs Board

Best Buy *Apple* Computing Master - Best Bu...
**734646BR** **Job Title:** Best Buy Apple Computing Master **Job Category:** Store Associates **Location Number:** 001220-Issaquah-Store **Job Description:** The Read more
Best Buy *Apple* Computing Master - Best Bu...
**734517BR** **Job Title:** Best Buy Apple Computing Master **Job Category:** Sales **Location Number:** 000685-El Camino Real-Store **Job Description:** **What does Read more
*Apple* Mobility Pro - Best Buy (United Stat...
**734830BR** **Job Title:** Apple Mobility Pro **Job Category:** Store Associates **Location Number:** 000423-West Broad-Store **Job Description:** At Best Buy, our Read more
Systems Analyst ( *Apple* & Android) (Jo...
Systems Analyst ( Apple & Android) (Job ID: 572513) + 11751 Meadowville Ln, Chester, VA 23836, USA + Full-time Company Description Computer Consultants International, Read more
*Apple* Mobile App Developer - eiWorkflow So...
…eiWorkflow Solutions, LLC is currently looking for a consultant for the following role. Apple Mobile App Developer Tasks the role will be performing: ? Mobile App Read more
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