Boopsi.mui
DESCRIPTION
Boopsi.mui/Boopsi.mui MUI's boopsi class provides an interface to standard, system style boopsi gadgets. Since boopsis gadgetclass misses some important features needed for an automatic layout system like MUI, there are several problems with such an interface. MUI tries to solve these problems with some additional attributes. Coming with release 3.x of the amiga operating system are some very nice boopsi gadgets such as "colorwheel.gadget" or "gradientslider.gadget". With MUI's boopsi class, you can use these gadgets just as if they were MUI objects. You can talk to a MUIized boopsi object as if it was the boopsi object itself. MUI will pass through all attributes and try to be completely transparent. Additionally, if a boopsi object generates notification events via IDCMP_UPDATE, MUI turns them into MUI notification events. Thus, you can e.g. react on the change of WHEEL_Saturation in a MUI colorwheel boopsi gadget as on any other MUI attribute. An example program "BoopsiDoor.c" is provided to show how this magic works. Note: OS 3.0/3.1 colorwheel.gadget can accidently render itself one pixel too big, overwriting other parts of the window. As a workaround, MUI will subtract one from the width/height before passing it on to a colorwheel boopsi object
MUIA_Boopsi_Class
(V4 ) [ISG], struct IClass *, 0x80426999
DESCRIPTION
Pointer to the (private) class you want to create a boopsi object from. Only useful if you previously generated your own boopsi class with MakeClass(). Of course you may not free the class until you're done with your object
SEE ALSO
MUIA_Boopsi_ClassID
(V4 ) [ISG], STRPTR, 0x8042bfa3
DESCRIPTION
MUIA_Boopsi_ClassID specifies the name for the public Boopsi class you want to create an object of. It will only be used when MUIA_Boopsi_Class is NULL. The public class must be in memory before you can create an instance of it, you will have to open the required class library by hand. Note the string given to MUIA_Boopsi_ClassID must remain valid until you're done with the object
EXAMPLE
/* Complete example code can be found in BoopsiDoor.c */ cwbase = OpenLibrary("gadgets/colorwheel.gadget",0); Wheel = BoopsiObject, /* MUI and Boopsi tags mixed */ NeXTFrame, MUIA_Boopsi_ClassID , "colorwheel.gadget", MUIA_Boopsi_MinWidth , 30, /* boopsi objects don't know */ MUIA_Boopsi_MinHeight, 30, /* their sizes, so we help */ MUIA_Boopsi_Remember , WHEEL_Saturation, /* keep important values */ MUIA_Boopsi_Remember , WHEEL_Hue, /* during window resize */ MUIA_Boopsi_TagScreen, WHEEL_Screen, /* this magic fills in */ WHEEL_Screen , NULL, /* the screen pointer */ GA_Left , 0, GA_Top , 0, /* MUI will automatically */ GA_Width , 0, /* fill in the correct values */ GA_Height , 0, ICA_TARGET , ICTARGET_IDCMP, /* needed for notification */ End; ... MUI_DisposeObject(wheel); CloseLibrary(cwbase
SEE ALSO
MUIA_Boopsi_MaxHeight
(V4 ) [ISG], ULONG, 0x8042757f
DESCRIPTION
For MUI's automatic layout system, it's required that objects know their minimum and maximums sizes. Since boopsi gadgets don't support this feature, you will have to help MUI and adjust these values by hand. Defaults: MUIA_Boopsi_MinWidth - 1 pixel MUIA_Boopsi_MinHeight - 1 pixel MUIA_Boopsi_MaxWidth - unlimited MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_MaxWidth
(V4 ) [ISG], ULONG, 0x8042bcb1
DESCRIPTION
For MUI's automatic layout system, it's required that objects know their minimum and maximums sizes. Since boopsi gadgets don't support this feature, you will have to help MUI and adjust these values by hand. Defaults: MUIA_Boopsi_MinWidth - 1 pixel MUIA_Boopsi_MinHeight - 1 pixel MUIA_Boopsi_MaxWidth - unlimited MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_MinHeight
(V4 ) [ISG], ULONG, 0x80422c93
DESCRIPTION
For MUI's automatic layout system, it's required that objects know their minimum and maximums sizes. Since boopsi gadgets don't support this feature, you will have to help MUI and adjust these values by hand. Defaults: MUIA_Boopsi_MinWidth - 1 pixel MUIA_Boopsi_MinHeight - 1 pixel MUIA_Boopsi_MaxWidth - unlimited MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_MinWidth
(V4 ) [ISG], ULONG, 0x80428fb2
DESCRIPTION
For MUI's automatic layout system, it's required that objects know their minimum and maximums sizes. Since boopsi gadgets don't support this feature, you will have to help MUI and adjust these values by hand. Defaults: MUIA_Boopsi_MinWidth - 1 pixel MUIA_Boopsi_MinHeight - 1 pixel MUIA_Boopsi_MaxWidth - unlimited MUIA_Boopsi_MaxHeight - unlimited
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_Object
(V4 ) [..G], Boopsiobject *, 0x80420178
DESCRIPTION
No input, just an output since this attribute is only getable. What MUI returns when generating a BoopsiObject is a standard MUI object, not a pointer to the Boopsi gadget itself. In case you really need this Boopsi gadget pointer, you can obtain it by getting MUIA_Boopsi_Object from the MUI object. Since MUI passes along every unknown attribute to the boopsi gadget, there should be no need for this tag anyway. Note that the boopsi object pointer is only valid when the window is open
SEE ALSO
MUIA_Boopsi_Remember
(V4 ) [I..], ULONG, 0x8042f4bd
DESCRIPTION
Most boopsi objects are kind of silly, they don't support automatic resizing or jumping from screen to screen. Therefor, MUI sometimes needs to dispose and regenerate a boopsi object. This will result in loosing the current state of the object, e.g. saturation and hue values in a colorwheel. To solve this problem, you can tell MUI what attributes must be remembered during dispose/regeneration. For a colorwheel, this would e.g. be WHEEL_Saturation and WHEEL_Hue. Before disposing the boopsi object, the remember tags are read and stored in a private buffer. After regeneration, the contents of this buffer are passed back to the boopsi again. Note that you can define up to five MUIA_Boopsi_Remember tags
BUGS
The remember procedure will not work when the attributes you want to remember are just pointers to data stored somewhere in the boopsi object.
EXAMPLE
see MUIA_Boopsi_ClassID
SEE ALSO
MUIA_Boopsi_Smart
(V9 ) [I..], BOOL, 0x8042b8d7
DESCRIPTION
Specify TRUE for smart BOOPSI gadgets that allow resizing, e.g. the textfield.class. In this case, MUI will not dispose and recreate the object
MUIA_Boopsi_TagDrawInfo
(V4 ) [ISG], ULONG, 0x8042bae7
DESCRIPTION
Unfortunately, most boopsi gadgets need information on the display environment they will reside in at object creation time. Due to MUI's concept, this information is not available that early. To solve this problem, MUI doesn't generate the boopsi object instantly, creation is delayed until the window containing the gadget is opened. At this time, MUI fills some values about display environment into the boopsi objects creation tag list. You have to tell MUI, what tags are actually needed. With MUIA_Boopsi_TagDrawInfo you can tell MUI where to fill in a needed DrawInfo structure
EXAMPLE
If your boopsi gadget needs a pointer to a DrawInfo structure supplied with the MYBOOPSI_DrawInfo tag, you would have to specify BoopsiObject, RecessedFrame, ... MUIA_Boopsi_TagDrawInfo, MYBOOPSI_DrawInfo, ... MYBOOPSI_DrawInfo, 0, /* will be filled later by MUI */ ... GA_Left , 0, /* needs to be there, will */ GA_Top , 0, /* be filled later by MUI */ GA_Width , 0, GA_Height, 0, End
SEE ALSO
MUIA_Boopsi_TagScreen
(V4 ) [ISG], ULONG, 0x8042bc71
DESCRIPTION
Unfortunately, most boopsi gadgets need information on the display environment they will reside in at object creation time. Due to MUI's concept, this information is not available that early. To solve this problem, MUI doesn't generate the boopsi object instantly, creation is delayed until the window containing the gadget is opened. At this time, MUI fills some values about display environment into the boopsi objects creation tag list. You have to tell MUI, what tags are actually needed. With MUIA_Boopsi_TagScreen you can tell MUI where to fill in a needed Screen structure
EXAMPLE
If your boopsi gadget needs a pointer to a Screen structure supplied with the MYBOOPSI_Screen tag, you would have to specify BoopsiObject, RecessedFrame, ... MUIA_Boopsi_TagScreen, MYBOOPSI_Screen, ... MYBOOPSI_Screen, 0, /* will be filled later by MUI */ ... GA_Left , 0, /* needs to be there, will */ GA_Top , 0, /* be filled later by MUI */ GA_Width , 0, GA_Height, 0, End
SEE ALSO
MUIA_Boopsi_TagWindow
(V4 ) [ISG], ULONG, 0x8042e11d
DESCRIPTION
Unfortunately, most boopsi gadgets need information on the display environment they will reside in at object creation time. Due to MUI's concept, this information is not available that early. To solve this problem, MUI doesn't generate the boopsi object instantly, creation is delayed until the window containing the gadget is opened. At this time, MUI fills some values about display environment into the boopsi objects creation tag list. You have to tell MUI, what tags are actually needed. With MUIA_Boopsi_TagWindow you can tell MUI where to fill in a needed Window structure
EXAMPLE
If your boopsi gadget needs a pointer to a Window structure supplied with the MYBOOPSI_Window tag, you would have to specify BoopsiObject, RecessedFrame, ... MUIA_Boopsi_TagWindow, MYBOOPSI_Window, ... MYBOOPSI_Window, 0, /* will be filled later by MUI */ ... GA_Left , 0, /* needs to be there, will */ GA_Top , 0, /* be filled later by MUI */ GA_Width , 0, GA_Height, 0, End