MultiWindow DA
Volume Number: | | 7
|
Issue Number: | | 7
|
Column Tag: | | Pascal Procedures
|
Related Info: Menu Manager Resource Manager Window Mgr
Multi-Window/Menu DA
By Lincoln Stein, MD, Boston, MA
Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.
[Lincoln Stein, MD, is a Harvard Medical School Graduate. He is currently developing medical education software with the Decision Systems Group at Brigham and Womens Hospital in Boston.]
Once Upon a Desktop
A long long time ago (well, only about two years, really) Macintosh applications and desk accessories were quite easy to tell apart. Applications supported multiple windows, owned all the menus in the menu bar, and ran one at a time. Desk accessories, in contrast, only had one window and a single menu if any. In partial compensation for these limitations, however, multiple desk accessories could run simultaneously with each other and the underlying application.
Things changed considerably with the advent of Multifinder. Now multiple applications can run simultaneously, nullifying desk accessories major advantage. The distinction will become even more murky with the advent of System 7, which promises to allow applications to be placed in the apple menu and to let desk accessories be launched from the desktop. The widespread predictions of the DAs demise turned out to be premature, however. Indeed, desk accessories are proliferating as rapidly as ever and are reaching heights of sophistication that rival full-blown applications. At the same time that Multifinder has made applications more desk accessory-like, savvy developers have been making their desk accessories more and more application-like.
Youve probably noticed that some commercial and public domain desk accessories are not content with the single window that imprisoned the classic desk accessories. These applications let you spawn new windows wantonly, a distinctly application-like thing to do. This article will show you how to repeat this multi-window trick. It will also show you how desk accessories can take over the entire menu bar in order to display Multiple menus, something that I havent seen done by any desk accessory, commercial or otherwise!
This article will not discuss the basics of how to write a desk accessory, which has been covered well in past articles (see MacTutor volumes II no. 4, II no. 5, II no. 6, and III no. 10).
A DA With a Difference
The example desk accessory, MultiDA, serves no useful function. It was written like this in order to keep the code simple. When the DA is invoked it takes over the menu bar and replaces the applications menu bar with its own Apple, File, Edit and Windows menus. The DA allows you to open up an unlimited number of windows, type into a text edit field, cut and paste between windows, stack the windows up neatly, and close the windows. When the last window is closed, or when you choose Quit from the File menu, the desk accessory closes itself. If you select MultiDA from the apple menu when it is already open, it brings all its windows to the front. The desk accessorys menus are switched in and out as appropriate so that theres never any conflict between MultiDAs menus and the applications. MultiDA works under Unifinder and, surprisingly, under Multifinder as well (with a small caveat discussed later). Figure 1 shows MultiDA in action: notice that the Apple, File, Edit and Window menus all belong to the DA.
The code is written in Think Pascal. Unlike other development environments, Think lets you write desk accessories that use global variables and multiple segments. If you use a different development environment, you will have to make some changes to overcome these differences.
Figure 1. MultiDA.
Multiplying Menus
In principle it is as easy for a desk accessory to put up multiple menus as it is to put up a single menu. All the work of putting up and taking down a single menu occurs during activate and deactivate events. Whenever its window is activated, the desk accessory calls the Menu Manager routine InsertMenu to add its menu to the menu bar. Similarly, whenever the desk accessory window is deactivated, the DA calls DeleteMenu to remove its menu. In order to let the system know that the DA has put a menu up, the DA must store its menus ID in the dCtlMenu field of the drivers driver control entry (this is a relocatable data structure created for each desk accessory when the DA is opened; see previous MacTutor articles for further information). Once this is done, the system refers all selections from that menu to the DAs code.
Similarly, all the work of putting up multiple menus occurs during activate/deactivate events. In the source code, most of the fancy stuff occurs in the routines DoActivate, which handles both activate and deactivate events. The required steps are described in Inside Macintosh volume 1, pages 446-447. First the DA must save a copy of the applications menu bar in its globals using the Menu Manager procedure GetMenuBar. Then it must clear the menu bar and add its own menu using ClearMenuBar followed by calls to InsertMenu. As before, it stores the ID of one of its menus into the dCtlMenu field of the driver control entry (any of the menu IDs will do for this purpose). Finally, and this is the key part, the desk accessory must save this same menu ID into the low memory global mBarEnable ($A20). This tells the system that the desk accessory now owns the entire menu bar directs the system to send all menu choices to the desk accessory rather than to the underlying application. Whenever the desk accessory window is deactivated, this process should be reversed. The menu bar should be cleared and the applications menus put back using SetMenuBar with the previously stored copy. The mBarEnable global should then be cleared.
While the desk accessorys menus are in the menu bar, the system handles all the tedious work of pulling down the menu and tracking the users selections. All the DA ever sees is an accMenu control call. When this call is received, the DA should examine the I/O parameter block (another desk accessory data structure: see Inside Macintosh for details) to determine the menu and item chosen: param[0] will contain the ID number of the menu chose, and param[1] will contain the item number of the selected menu item.
This is essentially all there is to giving a desk accessory multiple menus, and just a few details remain to be ironed out. The first detail is determining the IDs of the desk accessorys menus. Usually, a menu is stored as a MENU resource; its menu ID is usually identical to the resource ID number. The problem with desk accessories is that their resource numbers get shifted around by Font/DA Mover and by such utilities as Suitcase in order to avoid numbering conflicts with other desk accessories. In order to get around the problem of shifty resource IDs, each resource used by the desk accessory is numbered as an owned resource (as described in the resource manager chapter of Inside Macintosh); The desk accessorys own resource ID is mathematically combined with each owned resources sub-ID to form the true resource ID. While the ID number of the resources change each time the desk accessorys ID changes, the sub-ID number never changes. The runtime resource ID can be derived from the drivers reference number and the (constant) resource sub-ID using a magic formula which is given in the source code within the function GetResID.
When MultiDA initializes during its Open routine, it calculates its menu resource numbers using GetResID. It then reads the menus into memory one at a time (using GetMenu), and stores the returned menuHandles into a global array. It then stores the run-time ID into the MenuID field of the MenuHandle so that Menu Manager routines find the correct menu when required to. For convenience, the example DA stores the list of menu IDs in a global array so that the run-time IDs do not have to be calculated more than once.
A second bit of ironing concerns handling the command keys in DA-owned menus. Unfortunately the system does NOT handle menu command key selections for DA-owned menus. When the desk accessory receives a keydown event, it must check if the command key was held down, and if so, determine whether this corresponds to a menu selection. The natural thing to do would be to call the toolbox routine MenuKey in order to determine the corresponding menu and item number. Unfortunately, this call fails from within a desk accessory. The problem here is that MenuKey returns 0 if the associated menu item belongs to a desk accessory. Since a DA owns all the menus, MenuKey always returns 0. To circumvent this problem, you can use the routine DAMenuKey, given in the example program, to accomplish the same thing as MenuKey.
A third detail concerns the Apple menu. Its nice for the desk accessory to put up an Apple menu so that the user can view the about box, use Multifinder, or choose other desk accessories. The problem here is that it isnt very nice for an essentially parasitic desk accessory to open up other desk accessories without asking the underlying applications permission. As far as I have been able to determine, only one popular application objects to this behavior; unfortunately that application happens to be Multifinders DA Handler. Apparently DA Handler counts the number of desk accessories opened while it is active. Whenever that count drops down to 0, DA Handler closes up its Multifinder partitition and quits. If several desk accessories are opened from within MultiDA, however, DA Handler can get confused and miscount. This can result in DA Handler exiting even though there are still desk accessories active. To avoid this problem, MultiDA checks to see if DA Handler is active, and if so, greys out the desk accessories items in the apple menu. It does not do this if Multifinder is not active or if the option key was held down when the DA was opened, forcing the desk accessory into the applications heap.
The final detail is a merely cosmetic one. In a desk accessory with a single window and multiple menus, it is appropriate for the desk accessory to put up its menus when its window becomes active, and take down its menus when the window deactivates. However, when the DA has multiple windows, it isnt necessary to mess with the menu bar on a deactivate event when all thats happening is another one of the DAs windows is becoming active. In order to avoid unnecessary menu bar flickering, MultiDA checks the event queue every time it receives a deactivate event. If it finds a pending activate event pertaining to one of its other windows, it leaves the menu bar as is.
Spawning Windows
Multiple desk accessory windows are slightly easier to implement than multiple menus. Opening desk accessory windows is easy: all you do is call NewWindow (or GetNewWindow) and store the DAs driver reference number in the windowKind field of the newly-created window. This tells the system that the newly-opened window belongs to the desk accessory. This is demonstrated in the routine OpenAWindow in the example code.
The dCtlWindow field of the desk accessorys driver control entry is supposed to point to the desk accessorys window. When the DA has multiple windows, this field should point to the topmost DA window. A good time to update this field is when a window becomes active. In the example code, the routine DoActivate, in addition to swapping in the DAs menus, places the activating windows windowPtr into the dCtlWindow field.
Closing a window in a multi-window desk accessory is somewhat trickier. When the user clicks in any of the DAs windows close boxes, the desk accessory receives a Close call. Ordinarily this means that the desk accessory should bank its fires and quit. However this is NOT what the user wants to happen when hes only closing the topmost of several DA windows. The correct thing to do when a Close call is received is to determine how many DA windows are open. If more than one window is open, then the DA closes the topmost window (the pointer to which can be obtained from the dCtlWindow field) and informs the system that the DA didnt close by returning a CloseErr (-24). If only one of the desk accessorys windows is open, then the DA should go ahead and close up (it can, if it wishes, put up an Are you sure? alert and allow the user to change his mind).
There is one circumstance, however, in which the DA has no choice about whether to close. This occurs when the underlying application is quitting or when the Mac is shutting down. To handle this case, MultiDA has the dNeedGoodbye bit set in its header. When the heap is about to be reinitialized, the system sends MultiDA a goodbye kiss call. This gives the DA a chance to close all its windows and clean up its data.
The other thing to be careful about when one of the desk accessorys multiple windows is closed is to make sure that the dCtlWindow field of the device control entry always points to a valid window. The CloseAWindow routine in the example source code contains a subroutine called UpdateDCE. This routine runs through the DAs windows and updates the device control entry to point to the currently topmost DA window immediately after a window is closed. Never leave a pointer to a disposed window in the dCtlWindow field! This field must always remain valid. It is no use waiting for an activate event to fix the dCtlWindow field, since the Mac may well crash long before an activate event has had a chance to occur.
What should a multi-window desk accessories do when the user chooses the already-open desk accessory from the Apple menu? When this happens, the desk accessory receives a second Open call. One option is to activate just the topmost window (the one stored in the dCtlWindow field of the driver control entry). I chose the alternative behavior of bringing all the desk accessorys windows to the front using the ModifyWindows routine. This behavior, simulating as it does the Multifinder layers effect, seemed more in keeping with what people expect.
Most Multi-window desk accessories will want to store a list of their currently open windows in some sort of global array. This would let them, for example, keep a parallel array of associated data structures, or create and maintain a Windows menu that lists the open windows and lets the user bring them to the front selectively. To keep the code simple, I didnt do this in the example DA. Instead, whenever I want to perform a repetitive action on all the windows, such as bringing them all forward, stacking them up nicely, or closing them all, I call a routine called ModifyWindows. This routine takes a procedure pointer as one of its parameters. It searches through the linked window list for each of the DAs windows (which it recognizes by the windowKind field), and then calls the procedure pointer for each window in turn. While playing with this way of doing things, I realized that some operations, such as stacking the windows up, would look much nicer if the operation were performed starting at the furthest back window and working forwards. The elegant way to do this was to make ModifyWindows a recursive procedure; see the code for details.
Compiling the Example Code
To compile the desk accessory in from the listing that follows you need Think Pascal and access to MPW rez or ResEdit. You must first use MPW rez (or ResEdit) to create a resource file. Then set up a Think Pascal project with the build order shown in Figure 2. You must use the drvrRuntime library rather than the standard runtime library or you will get link errors! Set Thinks runtime options to use the resource file you created. Then set up the project type dialog as shown in Figure 3.
Figure 2. Build Order.
Figure 3. Project Type.
Compile the project as a desk accessory. This will create a suitcase-type file that can be installed with Font/DA mover, or used with Suitcase or Font/DA juggler.
Concluding Remarks
MultiDA demonstrates how to implement multiple windows and menus from within a desk accessory. With these techniques, and with Think Pascals support for global data and multiple segments in DAs, who needs applications?
{File Multi DA.p}
{Example of a desk accessory with multiple windows and menus.}
{© 1990, Lincoln D. Stein}
unit MenuDA;
interface
function Main (DCtlE: DCtlPtr;
IOPB: ParmBlkPtr;
driveCall: Integer): OSErr;
implementation
const
{Define all of the possible driver calls}
DriverOpen = 0;
DriverPrime = 1;
DriverControl = 2;
DriverStatus = 3;
DriverClose = 4;
OpenErr = -23;
CloseErr = -24;
{Offsets to resource IDs for main dialog and alert}
DlogID = 0;
AboutID = 0;
{Subitem resource numbers of our menus}
AppleMenu = 0;
AboutItem = 1;
FileMenu = 1;
NewWindowItem = 1;
CloseItem = 2;
QuitItem = 4;
EditMenu = 2;
undoItem = 1;
cutItem = 3;
copyItem = 4;
pasteItem = 5;
clearItem = 6;
WindowMenu = 3;
CleanupItem = 1;
BeepItem = 2;
{Dialog itemlist}
NewWindowButton = 1;
EraseButton = 2;
EditText = 3;
type
MenuBar = (DAMenus, AppMenus);
var
done: boolean;
SavedMenuList: handle;
MenuIDs: array[0..WindowMenu] of integer;
OurMenus: array[0..WindowMenu] of MenuHandle;
OurMenuBar: boolean;
DCE: DCtlPtr;
OurName: str255;
NumWindows: integer;
WindowCounter: integer;
{ ********************************************** }
{ ************Global Utility Functions********** }
{ ********************************************** }
{The actual resource IDs of our resources depends on our desk accessorys
run-time device control reference number (this gets switched around by
Font/DA Mover and Suitcase. The owned resource sub-ID never changes,
however. Use our dCtlRefNum to get the run-time ID of our resources}
function GetResID (SubID: integer): integer;
begin
GetResID := BOR($C000, SubID + (BSL((Abs(DCE^.dCtlRefNum) - 1), 5)));
end;
{----------------------DAMenuKey--------------}
{MenuKey does not work from within a desk accessory because the system
does not respond correctly to the meta-keys used in DA menus. This procedure
is a substitute for MenuKey that performs the function correctly. Given
a character, this function will determine if it is a menu meta-character
and returns the menu ID in the high order word and the item in the low
order word just as MenuKey does. Note that this code makes use of information
stored in our globals, and is NOT directly transferable to other desk
accessories.}
function DAMenuKey (cmd: char): longint;
var
i, item: integer;
key: char;
begin
{Return a 0 as default}
DAMenuKey := 0;
{Capitalize lowercase letters}
if (cmd >= a) & (cmd <= z) then
cmd := Chr(Ord(cmd) - (Ord(a) - Ord(A)));
{Loop through each menu, looking for matches}
for i := 0 to WindowMenu do
{If we find an enabled menu then examine each enabled item in turn until
we find a matching command key.}
if BTST(OurMenus[i]^^.enableFlags, 0) then
for item := 1 to CountMItems(OurMenus[i]) do
if BTST(OurMenus[i]^^.enableFlags,item) then
begin
GetItemCmd(OurMenus[i], item, key);
if key <> Cmd then
cycle
else
DAMenuKey := BOR(item,BSL(MenuIDs[i],16));
HiliteMenu(MenuIDs[i]);
Exit(DAMenuKey);
end
end; {of FUNCTION MyMenuKey}
{**********************************************}
{************ Menu Handling Routines **********}
{**********************************************}
{------------------InitMenus--------------}
{Fetch and install our menus, remembering the applications menu bar
for later switching. We return the menu ID of any of our menus for installation
into the dCtlMenu field of the device control entry. It doesnt matter
exactly which of our menus we return.}
function InitMenus: integer;
const
CurApName = $910; {Low memory global}
{Hard code the name of the desk accessory layer in multifinder. Note
that there is a non-breaking space between DA and Handler.}
DALayer = DAHandler;
var
i: integer;
name: str255;
begin
for i := 0 to WindowMenu do
begin
MenuIDs[i] := GetResID(i);
OurMenus[i] := GetMenu(MenuIDs[i]);
OurMenus[i]^^.MenuID := MenuIDs[i];
end;
AddResMenu(OurMenus[AppleMenu], DRVR);
InitMenus := MenuIDs[AppleMenu];
{If weve been loaded into DA Handler, then we dim out our desk accessories.
This is done because DA Handler does not like desk accessories opening
other desk accessories!}
if StringPtr(CurApName)^ = DALayer then
for i:=1 to CountMItems(OurMenus[AppleMenu]) do
begin
GetItem(OurMenus[AppleMenu], i, name);
if name[1] = char($00) then
DisableItem(OurMenus[AppleMenu], i);
end;
end;
{----------------SaveMenuBar------------------}
{This procedure is called in order to make a copy of, and save, the current
menu bar data structure. It is conceivable that it may be called twice
in a row, so dispose of any previously saved menubars.}
procedure SaveMenuBar;
begin
if SavedMenuList <> nil then
Disposhandle(SavedMenuList);
SavedMenuList := GetMenuBar;
end;
{------------------InsertDAMenus----------------}
procedure InsertDAMenus;
var
i: integer;
begin
ClearMenuBar;
for i := 0 to WindowMenu do
InsertMenu(OurMenus[i], 0);
end;
{------------------AdjustMenus------------------}
{This procedure adjusts the menus periodically to allow for changes It
would typically be used enabling and disabling menuitems, changing item
names, etc. as appropriate for the DAs state.}
procedure AdjustMenus;
begin
if NumWindows > 1 then
enableItem(OurMenus[Filemenu], CloseItem)
else
disableItem(OurMenus[FileMenu], CloseItem)
end;
{--------------------SetMenu--------------------}
{This procedure installs our menubar when one of our windows becomes
active. Pass it DAMenus to install our DAs menubar. Pass it AppMenus
to restore the applications menubar.}
procedure SetMenu (which: MenuBar);
var
mBarEnable: ^integer;
{----}
{FUNCTION OursIsActivating is used to determine if one of our windows
is about to come to the top. If this is going to happen, then there is
no use switching menus when one of our windows is deactivated. It calls
EventAvail, looking for an activate event in one of our own windows.}
function OursIsActivating: boolean;
var
Evt: eventRecord;
kind: integer;
begin
OursIsActivating := false;
if EventAvail(activMask, Evt) &
(BitAnd(Evt.modifiers,activeFlag)<>0) then
begin
kind := WindowPeek(Evt.message)^.windowkind;
OursIsActivating := (kind = DCE^.dctlRefNum)
end
end;
{----}
begin {PROCEDURE SetMenu}
mBarEnable := Pointer($A20);
{Install DAs menubar if requested to and our menu bar isnt there
already.}
if (which = DAMenus) then
begin
if not OurMenuBar then
begin
SaveMenuBar;
InsertDAMenus;
MBarEnable^ := DCE^.dctlMenu;
OurMenuBar := true;
DrawMenuBar
end
end
else if not OursIsActivating then
begin
SetMenuBar(SavedMenuList);
MBarEnable^ := 0;
OurMenuBar := False;
DrawMenuBar
end
end;
{**********************************************}
{ ********* Window Handling Routines ********* }
{********************************************* }
{----------------ModifyWindows---------------- }
{PROCEDURE ModifyWindows is passed a procedure parameter. It loops through
our windows performing the passed procedure on each of our windows, starting
with the window passed in Start. By calling itself recursively, it performs
the action on the bottom-most window first and the top-most window last.
A neat trick! }
procedure ModifyWindows (Start: UNIV WindowPeek;
procedure DoSomething (aW: Windowptr));
begin
if Start = nil then
Exit(ModifyWindows);
WindowCounter := 1;
ModifyWindows(Start^.NextWindow, DoSomething);
if Start^.windowKind = DCE^.dctlRefNum then
begin
DoSomething(WindowPtr(Start));
WindowCounter := succ(WindowCounter)
end;
end;
{------------------------------}
{The following procedures are used in calls to the ModifyWindows procedure
to do the same task to each of our windows in turn...}
{PROCEDURE CleanupProc stacks the windows in place one by one, using
the WindowCounter global to keep track of which window were working
on.}
procedure CleanupProc (theWind: windowptr);
const
spacing = 10;
vStart = 40;
hStart = 5;
begin
HideWindow(theWind);
MoveWindow(theWind, WindowCounter * spacing + hStart, WindowCounter
* spacing + vStart, true);
ShowWindow(theWind)
end;
{------------------------------}
procedure BringWindowForward (aW: Windowptr);
begin
BringToFront(aW)
end;
{--------------------OpenAWindow----------------}
{FUNCTION OpenAWindow opens up a new window, stores our DAs dCtlRefNum
into its windowKind field so that the system knows its a DAs window,
and sets the title and initial location in an appropriate manner. We
use the run-time name of our desk accessory to form the window title.
We also bump up our window counter to keep track of how many windows
are open. This would be a good place to store the windowptr into an array
or linked list, in order to keep track of the windows more carefully.}
function OpenAWindow: Windowptr;
var
aW: windowptr;
WindowNo: str255;
theID:integer;
begin
theID:=GetResID(DlogID);
aW:= GetNewDialog(theID, nil, pointer(-1));
if aW <> nil then
begin
windowpeek(aW)^.windowKind := DCE^.dCtlRefNum;
NumToString(NumWindows, WindowNo);
SetWTitle(aW, concat(OurName, , WindowNo));
WindowCounter := NumWindows;
CleanUpProc(aW);
NumWindows := NumWindows + 1;
end;
OpenAWindow := aW
end;
{----------------CloseAWindow------------------}
{PROCEDURE CloseAWindow closes down one of our windows and decrements
the NumWindows counter, in a more sophisticated desk accessory, it would
handle disposing of the various data structures, files, etc. associated
with the window. Note that if the window were closing is the same as
that stored in the dCtlWindow field, we must update the field to point
to a current valid window. Local procedure UpdateDCE handles this task.}
procedure CloseAWindow (aWindow: WindowPtr);
{----}
{Procedure UpdateDCE sets the DCE^.dCtlWindow field to point to our topmost
open window. The dCtlWindow field should always point to a valid window
or the desk accessory will die horribly in a matter of ticks.}
procedure UpdateDCE;
var
aWindow: WindowPeek;
begin
DCE^.dCtlWindow := nil ;
aWindow := WindowPeek(FrontWindow);
while aWindow <> nil do
if aWindow^.WindowKind = DCE^.dCtlRefNum then
begin
DCE^.dCtlWindow := pointer(aWindow);
Exit(UpdateDCE);
end
else
aWindow := aWindow^.NextWindow;
end; {PROCEDURE UpdateDCE}
{----}
begin {PROCEDURE CloseAWindow}
DisposDialog(aWindow);
NumWindows := NumWindows - 1;
if DCE^.dCtlWindow = aWindow then
UpdateDCE;
SetMenu(AppMenus);
end;
{ ********************************************** }
{ ***************** Menu Handlers*************** }
{ ********************************************** }
{------------------DoApple----------------------}
{PROCEDURE DoApple handles the apple menu}
procedure DoApple (itemNo: integer);
var
dummy: integer;
name: str255;
begin
if itemNo = AboutItem then
dummy := Alert(GetResId(AboutID), nil )
else
begin
GetItem(OurMenus[applemenu], itemNo, name);
dummy := OpenDeskAcc(name);
end
end;
{--------------------DoFile--------------------}
{PROCEDURE DoFile handles the file menu}
procedure DoFile (ItemNo: integer);
var
dummy: windowptr;
begin
case ItemNo of
NewWindowItem:
dummy := OpenAWindow;
CloseItem:
CloseAWindow(FrontWindow);
QuitItem:
done := true;
end;
end;
{------------------DoEdit----------------------}
{PROCEDURE DoEdit handles the Edit Menu}
procedure DoEdit (ItemNo: integer);
var
OurDlog: DialogPtr;
dummy: integer;
begin
OurDlog := FrontWindow;
if OurDlog <> nil then
begin
{Move the public scrap to the TE scrap for the dialog managers use.}
dummy := TEFromScrap;
case ItemNo of
undoItem:
sysbeep(5);
cutItem:
DlgCut(OurDlog);
copyItem:
DlgCopy(OurDlog);
pasteItem:
DlgPaste(OurDlog);
clearItem:
DlgDelete(OurDlog);
otherwise
end;
{Move the TE scrap to the public scrap.}
dummy := ZeroScrap;
dummy := TEToScrap
end
else
sysbeep(5);
end;
{----------------DoWindowMenu------------------}
{PROCEDURE DoWindowMenu handles the Windows menu}
procedure DoWindowMenu (itemNo: integer);
begin
case itemNo of
CleanupItem:
modifyWindows(FrontWindow, CleanupProc);
BeepItem:
sysbeep(20);
end;
end;
{--------------------DoMenus----------------}
{PROCEDURE DoMenus is the main dispatch for all menu selections. Since
the menu IDs are determined onlyat run time, we cannot use a CASE constant
structure here. Instead, we use a series of IF ELSE statements to determine
which of our menus was chosen.}
procedure DoMenus (MenuNo, ItemNo: integer);
var
Str1, Str2: str255;
dummy: integer;
OurDlog: dialogptr;
begin
if MenuNo = MenuIDs[AppleMenu] then
DoApple(ItemNo)
else if MenuNo = MenuIDs[FileMenu] then
DoFile(ItemNo)
else if MenuNo = MenuIDs[EditMenu] then
DoEdit(ItemNo)
else if MenuNo = MenuIDs[WindowMenu] then
DoWindowMenu(ItemNo);
Hilitemenu(0);
end;
{***********************************************}
{*********** Event Handling Routines ***********}
{***********************************************}
{------------------DoActivate------------------}
{PROCEDURE DoActivate handles activate/deactivate events in our DAs
windows. On an activate event we install the DAs menu bar and update
DCE^.dCtlWindow field to point to the active window. This assures that
if our DA is later selected from the applications apple menu, our current
active window will be brought to the foreground.}
procedure DoActivate (var Evt: eventrecord);
var
active: boolean;
theWindow: Windowptr;
kind: integer;
begin
active := BitAnd(Evt.modifiers, activeFlag) <> 0;
if active then
begin
theWindow := pointer(Evt.message);
kind := windowPeek(theWindow)^.windowkind;
if kind <> DCE^.dctlRefNum then
Exit(DoActivate);
DCE^.dCtlWindow := theWindow;
SetMenu(DAMenus);
end
else
SetMenu(AppMenus);
end;
{------------------MetaKey------------------}
{FUNCTION MetaKey checks whether the cloverleaf key was pressed during
keypress. If so, it gets the menu and item from DAMenuKey and passes
the menu selection on to DoMenus. If the cloverleaf was not depressed,
then MetaKey returns FALSE so that the caller knows to handle the keypress
normally.}
function MetaKey(var Evt: eventrecord): boolean;
var
aChr: char;
Tangled: longint;
begin
if BitAnd(cmdKey, Evt.modifiers) <> 0 then
begin
aChr:= Char(BitAnd(Evt.message, charCodeMask));
Tangled:= DAMenuKey(aChr);
DoMenus(HiWord(Tangled), LoWord(Tangled));
MetaKey:= true
end
else
MetaKey:= false;
end;
{--------------------DoIdle----------------------}
{PROCEDURE DoIdle gets called for null events. It does two things:
{ 1. It checks the cursor and changes it into an I-beam when the cursor
is over the windows text edit field. }
{ 2. It manufacturers a dummy null event and calls DialogSelect so
that the text edit cursor gets flashed.}
{This is the place to do any other background processing.}
procedure DoIdle;
var
theDlog: DialogPtr;
itemHit: integer;
event: EventRecord;
dummy: boolean;
aPt: point;
begin
theDlog := DCE^.dctlWindow;
{First make the mouse into an I-Beam if were above the text field}
GetMouse(aPt);
with dialogPeek(theDlog)^ do
begin
if textH <> nil then
if PtInRect(aPt, textH^^.viewRect) then
SetCursor(GetCursor(IBeamCursor)^^)
else
initCursor
end;
{Next call DialogSelect with a null event in order to blink the cursor}
event.what := NullEvent;
dummy := dialogSelect(event, theDlog, Itemhit)
end;
{------------------HandleEvents----------------}
{PROCEDURE HandleEvents is the main dispatcher for all events appertaining
to our DA.}
procedure HandleEvents (var Evt: EventRecord);
var
dummy: windowptr;
itemHit: integer;
WhichDialog: DialogPtr;
begin
AdjustMenus;
{We do some pre-processing before calling DialogSelect}
case Evt.what of
ActivateEvt:
DoActivate(Evt);
KeyDown, AutoKey:
if MetaKey(Evt) then
Exit(HandleEvents);
otherwise
end;
{Here we call DialogSelect to do most of the housekeeping window tasks}
if DialogSelect(Evt, whichDialog, Itemhit) then
case itemHit of
NewWindowButton:
dummy := OpenAWindow;
EraseButton:
begin
SelIText(whichDialog, EditText, 0, 10000);
DlgDelete(WhichDialog);
end;
otherwise
end;
end; {procedure HandleEvents}
{************************************************}
{**************** Main DA Routines **************}
{************************************************}
{ ================== CLOSE ======================}
function CLOSE: OSErr;
var
i: integer;
begin
Close := NoErr;
{If we dont have any window, then we havent been opened and Close is
being called}
{inappropriately.}
if DCE^.dCtlWindow = nil then
Exit(Close);
{Clean up after ourselves}
with DCE^ do
begin
ModifyWindows(FrontWindow, CloseAWindow);
dctlWindow := nil ;
for i := 0 to WindowMenu do
ReleaseResource(handle(OurMenus[i]));
Disposhandle(SavedMenuList);
dCtlMenu := 0;
end;
end; {of function CLOSE}
{ ================ OPEN =====================}
function OPEN (DCTlE: DCtlPtr;
IOPB: ParmBlkPtr): OsErr;
var
aWind: WindowPeek;
begin
open := NoErr;
OurName := IOPB^.ioNamePtr^;
with DCE^ do
begin
if dctlWindow = nil then
{The window is nil, so initialize and allocate everything!}
begin
if dCtlStorage = nil then
begin
Sysbeep(20);
Open := OpenErr;
end
else
begin
dctlWindow := OpenAWindow;
dCtlMenu := InitMenus;
end
end
else
begin
{If we get here, then we are already open. We must bring all our windows
forward. First bring forward all windows below our topmost DA window.
This has the effect of bringing forward ALL our windows when the DA is
selected without changing their relative order. Next select our topmost
window to bring it to the front. The topmost window is already stored
in the DCE^.dctlWindow field.}
aWind:= WindowPeek(dctlWindow)^.nextWindow;
ModifyWindows(aWind, BringWindowForward);
{Now select our topmost window}
SelectWindow(dctlWindow);
end;
end; {of WITH clause}
end; {of OPEN}
{=================== CONTROL =================== }
function CONTROL (IOPB: ParmBlkPtr): OsErr;
const
accGoodBye = -1;
type
EventPtr = ^EventRecord;
var
APort: GrafPtr;
begin {functon CONTROL}
Control := NoErr;
GetPort(aPort);
SetPort(DCE^.dctlWindow);
{Dispatch for all the different control calls}
case IOPB^.csCode of
accEvent:
HandleEvents(EventPtr(IOPB^.ioMisc)^);
accCursor:
DoIdle;
accMenu:
DoMenus(IOPB^.csParam[0], IOPB^.csParam[1]);
accGoodbye:
Control := Close;
otherwise
end; {of case statement}
SetPort(APort);
end; {function CONTROL}
{******************************************}
{************MAIN FUNCTION*****************}
{******************************************}
{FUNCTION Main is the entry point for the DA. THINK Pascal will intercept
the driver (OPEN/CLOSE/CONTROL) call and funnel it through this routine,
along with a pointer to the device control entry, the parameter block,
and a selector indicating which driver call was made. Pascal very nicely
sets up a global storage block}
function MAIN (DCtlE: DCtlPtr;
IOPB: ParmBlkPtr;
driveCall: Integer): OSErr;
begin
{Need to call RememberA4 up front if our dialogs have user items or if
we get called at interrupt time. This code doesnt use these features,
but call it just in case.}
RememberA4;
Done := false;
DCE := DCtlE;
case driveCall of
DriverOpen:
Main := Open(DCtlE, IOPB);
DriverControl:
with DCE^ do
begin
{Turn off further control calls while servicing this one in order to
avoid re-entrancy issues}
dCtlFlags := BitAnd(dCtlFlags, $FBFF);
Main := Control(IOPB);
dCtlFlags := BitOr(dCtlFlags, $0400);
end;
DriverClose:
if NumWindows > 1 then
{We have more than one window open, so just close topmost}
begin
CloseAWindow(FrontWindow);
Main := CloseErr
end
else
Main := Close;
DriverStatus, DriverPrime:
Main := NoErr;
end; {case statement}
{This happens when the user selects quit from the menus or there is
a fatal error.}
if Done then
begin
Main := Close;
CloseDeskAcc(DCE^.dctlRefnum);
end
end; {of MAIN function}
end. {of the whole unit}