Window.mui
DESCRIPTION
Window.mui/Window.mui Objects of window class are used to generate windows and supply a place where MUI gadgets feel well. It handles the complicated task of window resizing fully automatic, you don't need to worry about that. Windows are children of an application, you cannot use a window object without having a parent application object. On the other side, the gadgets in a window are children of the window, you cannot use MUI gadgets without having a parent MUI window. Creating a window object does not mean to open it instantly. This is done later by setting the window's MUIA_Window_Open attribute. If your application has several windows, the usual way is to create them all at once at startup time and open/close it later just by setting MUIA_Window_Open. There is no difference in talking to gadgets whether their parent window is open or not. If you e.g. set the contents of a string gadget in an open window, the gadget will refresh immediately. If the window is closed, the gadget just remembers its new setting and displays it later
MUIA_Window_Activate
(V4 ) [ISG], BOOL, 0x80428d2f
DESCRIPTION
Setting this to TRUE will activate the window. Setting this to FALSE has no effect. The attribute will change whenever the user activates/deactivates the window. Specifying FALSE at object creation time will make the window open in an inactive state
MUIA_Window_ActiveObject
(V4 ) [.SG], MUIArea *, 0x80427925
DESCRIPTION
Set the active object in a window as if the user would have activated it with the tab key. The object has to be in the cycle chain for this command to work
EXAMPLE
set(window,MUIA_Window_ActiveObject,okaybutton
SPECIAL INPUTS
MUIV_Window_ActiveObject_None MUIV_Window_ActiveObject_Next MUIV_Window_ActiveObject_Prev MUIV_Window_ActiveObject_Left MUIV_Window_ActiveObject_Right MUIV_Window_ActiveObject_Up MUIV_Window_ActiveObject_Down
SEE ALSO
MUIA_Window_AltHeight
(V4 ) [I.G], LONG, 0x8042cce3
DESCRIPTION
Specify the alternate (zoomed) height of a window. If not present, the alternate height will be the minimum height
SPECIAL INPUTS
MUIV_Window_AltHeight_MinMax(p) MUIV_Window_AltHeight_Visible(p) MUIV_Window_AltHeight_Screen(p) MUIV_Window_AltHeight_Scaled
SEE ALSO
MUIA_Window_AltLeftEdge
(V4 ) [I.G], LONG, 0x80422d65
DESCRIPTION
Specify the alternate (zoomed) left position of a window. This defaults to the standard left position
SPECIAL INPUTS
MUIV_Window_AltLeftEdge_Centered MUIV_Window_AltLeftEdge_Moused MUIV_Window_AltLeftEdge_NoChange
SEE ALSO
MUIA_Window_AltTopEdge
(V4 ) [I.G], LONG, 0x8042e99b
DESCRIPTION
Specify the alternate (zoomed) top position of a window. This defaults to the standard top position
SPECIAL INPUTS
MUIV_Window_AltTopEdge_Centered MUIV_Window_AltTopEdge_Moused MUIV_Window_AltTopEdge_Delta(p) MUIV_Window_AltTopEdge_NoChange
SEE ALSO
MUIA_Window_AltWidth
(V4 ) [I.G], LONG, 0x804260f4
DESCRIPTION
Specify the alternate (zoomed) width of a window. If not present, the alternate width will be the minimum width
SPECIAL INPUTS
MUIV_Window_AltWidth_MinMax(p) MUIV_Window_AltWidth_Visible(p) MUIV_Window_AltWidth_Screen(p) MUIV_Window_AltWidth_Scaled
SEE ALSO
MUIA_Window_AppWindow
(V5 ) [I..], BOOL, 0x804280cf
DESCRIPTION
Setting this attribute to TRUE will make this window an AppWindow, the user will be able to drop icons on it. You can hear about these events by listening to the MUIA_AppMessage attribute
SEE ALSO
MUIA_Window_Backdrop
(V4 ) [I..], BOOL, 0x8042c0bb
DESCRIPTION
Make the window a backdrop window
MUIA_Window_Borderless
(V4 ) [I..], BOOL, 0x80429b79
DESCRIPTION
Make the window borderless
MUIA_Window_CloseGadget
(V4 ) [I..], BOOL, 0x8042a110
DESCRIPTION
Set this to FALSE and your window will not have a close gadget
MUIA_Window_CloseRequest
(V4 ) [.SG], BOOL, 0x8042e86e
DESCRIPTION
When the user hits a windows close gadget, the window isn't closed immediately. Instead MUI only sets this attribute to TRUE to allow your application to react. Usually, you will setup a notification that automatically closes the window when a close request appears, but you could e.g. pop up a confirmation requester or do some other things first
EXAMPLE
/* automagically close a window */ /* when the close gadget is pressed */ DoMethod(window,MUIM_Notify, MUIA_Window_CloseRequest, TRUE, window,3,MUIM_Set,MUIA_Window_Open,0
SEE ALSO
MUIA_Window_DefaultObject
(V4 ) [ISG], MUIArea *, 0x804294d7
DESCRIPTION
The default object in a window receives keyboard input as long as no other object is active. Good candidates for default objects are e.g. lonely listviews. Making such a listview the default object will allow the user to control it immediately without the need of several tab strokes for activation
SEE ALSO
MUIA_Window_DepthGadget
(V4 ) [I..], BOOL, 0x80421923
DESCRIPTION
Enable or disable the depth gadget. Defaults to TRUE. There is no good reason to use this tag
MUIA_Window_DisableKeys
(V15) [ISG], ULONG, 0x80424c36
DESCRIPTION
Disable specific keyboard controls forthe related window
Check the various MUIKEYF_#? defines for all the controls that might be
specified. You might specify multiple keys by OR'ing the defines into
a single mask
EXAMPLE
set(window,MUIA_Window_DisableKeys, MUIKEYF_WINDOW_CLOSE
MUIA_Window_DragBar
(V4 ) [I..], BOOL, 0x8042045d
DESCRIPTION
Tell MUI to give your window a dragbar. Defaults to TRUE. There is no good reason to disable the dragbar
MUIA_Window_FancyDrawing
(V8 ) [ISG], BOOL, 0x8042bd0e
DESCRIPTION
OBSOLETE! This attribute used to allow a more relaxed way of drawing for custom classes. This behaviour is discouraged, the attribute is obsolete. The only place where a class is allowed to draw something is the MUIM_Draw method. Setting a few flags and calling MUI_Redraw() on your object is no major performance loss
OLD AND OBSOLETE DOCUMENTATION
Usually, the only possible place to do some rendering is during a MUIM_Draw method. However, if you have a class that really requires very high graphical output speed (e.g. a module players scope or a game class), you can set MUIA_Window_FancyDrawing to TRUE. This allows your class to render anywhere between MUIM_Show and MUIM_Hide, e.g. directly after an attribute change with OM_SET or from a seperate task. Note that your rastport etc. is only valid between MUIM_Show and MUIM_Hide. Keep that in mind! When drawing from a seperate task, you have to clone the RastPort and use the copy for your rendering! Please use this attribute sparingly. It might prevent MUI from doing nice things with your window, e.g. building an automatic virtual group when the screen is too small. MUIA_Window_FancyDrawing is really only necessary for very few types of applications. You should use the traditional way (MUIM_Draw and MUI_Redraw()) whenever and wherever possible!
MUIA_Window_HasAlpha
(V20) [ISG], BOOL, 0x8042e632
DESCRIPTION
Enable/disable alpha transparency handling for the related window object.
This adjusts both the internal MUI rendering and intuition's Window
rendering and forwards the TRUE/FALSE state to intuition's window object
as well via the WA_Alpha tag. It usually is already applied at object
creation time but can also be modified later on.
If enabled, it will use a per pixel opacity level based on the window's
pixel buffer data instead of a global window opacity as specified by
MUIA_Window_Opacity
EXAMPLE
set(window,MUIA_Window_HasAlpha, TRUE
NOTE
GZZ windows are not supported
SEE ALSO
MUIA_Window_Height
(V4 ) [I.G], LONG, 0x80425846
DESCRIPTION
Specify the height of a window. Usually, you won't give a pixel value here but instead use one of the following magic macros: MUIV_Window_Height_Default: calculated from objects default sizes. MUIV_Window_Height_MinMax(0..100): somewhere between the minimum height (0) and the maximum height (100) of your window. MUIV_Window_Height_Visible(1..100): percentage of the screens visible height. MUIV_Window_Height_Screen(1..100): percentage of the screens total height. MUIV_Window_Height_Scaled: height will be adjusted so that width : height == minimum width : minimum height. Note that a windows width and height may not both be scaled. Default for this tag is MUIV_Window_Height_Default. As long as your window has a window id (MUIA_Window_ID), choosing a size is not that important. MUI will always remember a windows last position and size and these values will simply override your settings. Positioning and sizing should be completely under user control, a programmer doesn't need to worry about it
SPECIAL INPUTS
MUIV_Window_Height_MinMax(p) MUIV_Window_Height_Visible(p) MUIV_Window_Height_Screen(p) MUIV_Window_Height_Scaled MUIV_Window_Height_Default
SEE ALSO
MUIA_Window_ID
(V4 ) [ISG], ULONG, 0x804201bd
FUNCTIONS
For most of your windows, you should define a longword as id value. Only a window with an id is able to remember its size and position. Additionally, when you use an ascii id (e.g. 'MAIN'), your window can be controlled from ARexx. Of course all windows of your application must have unique ids.
SEE ALSO
MUIA_Window_InputEvent
(V4 ) [..G], struct InputEvent *, 0x804247d8
DESCRIPTION
This attribute gets set whenever your window receives an input event. You can react on this by creating a notification event containing a standard commodities.library input description string. Due to performance reasons, only IDCMP_RAWKEY, IDCMP_DISKINSERTED and IDCMP_DISKREMOVED events are translated to a MUIA_Window_InputEvent notification. Prior to MUI 3.0, the input description string needed to remain valid as long as the notification lasts. MUI 3.0 converts the string to a struct IX immediately, speeding up the comparision and eliminating the need to keep the description strings allocated
EXAMPLE
DoMethod(window, MUIM_Notify, MUIA_Window_InputEvent, "-repeat f1", txobj, 3, MUIM_Set, MUIA_Text_Contents, "f1 pressed/repeated
NOTE
Notification on MUIA_Window_InputEvent is inefficient. You should only use this notification for a few keyboard events that are "general" to the window, e.g. F-Keys for certain program actions. Keyboard control for single user interface elements should be implemented by using subclasses and requesting rawkey input events from there.
MUIA_Window_IsSubWindow
(V4 ) [ISG], BOOL, 0x8042b5aa
DESCRIPTION
Windows with this flag set to TRUE dont get disposed when the application object is disposed. You should set this if your window belongs to an object placed in another window (e.g. popup windows) and you want to dispose the window object yourself during the OM_DISPOSE method of the parent object
MUIA_Window_LeftEdge
(V4 ) [I.G], LONG, 0x80426c65
DESCRIPTION
Specify the left edge of a window. Usually, you shouldn't define a pixel value here but instead use one of the following macros: MUIV_Window_LeftEdge_Centered: window appears centered on the visible area of screen. MUIV_Window_LeftEdge_Moused window appears centered under the mouse pointer. Default for this tag is MUIV_Window_LeftEdge_Centered. As long as your window has a window id (MUIA_Window_ID), choosing a position is not that important. MUI will always remember a windows last position and size and these values will simply override your settings. Positioning and sizing should be completely under user control, a programmer doesn't need to worry about it
SPECIAL INPUTS
MUIV_Window_LeftEdge_Centered MUIV_Window_LeftEdge_Moused MUIV_Window_LeftEdge_Right(n)
SEE ALSO
MUIA_Window_Menu
(V4 ) [I..], struct NewMenu *, 0x8042db94 (OBSOLETE)
DESCRIPTION
Obsolete, use MUIA_Window_Menustrip instead
SPECIAL INPUTS
MUIV_Window_Menu_NoMenu
SEE ALSO
MUIA_Window_MenuAction
(V8 ) [ISG], ULONG, 0x80427521
DESCRIPTION
Whenever a menu item is selected, this attribute will be set to the corresponding UserData field of the gadtools NewMenu structure. This allows reacting on menu items via broadcasting
SEE ALSO
MUIA_Window_Menustrip
(V8 ) [ISG], MUIMenustrip *, 0x8042855e
DESCRIPTION
Specify a menu strip object for this window. The object is treated as a child of the window and will be disposed when the window is disposed. Menustrip objects defined for a window will override an applications Menustrip object. MUIA_Window_Menustrip replaces the old and obsolete MUIA_Window_Menu tag. Usually, you will create the menu object with MUI's builtin object library from a gadtools NewMenu structure, but its also OK to define the menu tree "by hand" using the Family class. If you have a global menu for all your applications windows but you want some windows to have no menu, use the MUIA_Window_NoMenus tag. The attribute is ISG since muimaster.library 20.6902, IG with earlier versions
SEE ALSO
MUIA_Window_MouseObject
(V10) [..G], MUIArea *, 0x8042bf9b
DESCRIPTION
Find out which object is currently below the mouse pointer. You can set up notifications to react on changes or you can use IDCMP_MOUSEOBJECT in your event handler and query the attribute in your event scheduler. Always returns the deepest nested object
OLD AND OBSOLETE DOCUMENTATION
When MUIA_Window_NeedsMouseObject is enabled for this window, you can setup notificationns on MUIA_Window_MouseObject to find out on which object the mouse pointer is located.
SEE ALSO
MUIA_Window_NeedsMouseObject
(V10) [I..], BOOL, 0x8042372a
DESCRIPTION
OBSOLETE! Since MUI 4, MUIA_Window_MouseObject always triggers notification
OLD AND OBSOLETE DOCUMENTATION
If you want to react on changes of the MUIA_Window_MouseObject attribute, you have to set this to TRUE when creating your window.
SEE ALSO
MUIA_Window_NoMenus
(V4 ) [ISG], BOOL, 0x80429df5
DESCRIPTION
Temporarily disable the menu strip of a window
SEE ALSO
MUIA_Window_Opacity
(V20) [ISG], LONG, 0x80429617
DESCRIPTION
Set the global opacity level of the related window object, range is 0-255.
This affects intuition's Window rendering and it forwards the left aligned,
shifted value to intuition's window object which is used as a 32bit
opacity value then with 0xFFFFFFFF being the value for full visibility.
It usually is already applied at object creation time but can also be modified
later on
EXAMPLE
set(window,MUIA_Window_Opacity, 128
NOTE
GZZ windows are not supported
SEE ALSO
MUIA_Window_Open
(V4 ) [.SG], BOOL, 0x80428aa0
DESCRIPTION
This little attribute can be used to open and close a window. When opening a window, MUI does lots of stuff to calculate sizes and positions of all gadgets. Minimum and maximum window sizes will be adjusted automatically. When the minimum size of a window is too big to fit on the screen, MUI tries to reduce font sizes and does a new calculation. You should always design your windows to fit on a 640*200 screen with all fonts set to topaz/8. When a window is closed (and you specified a MUIA_Window_ID), MUI remembers its position and size and uses these values during the next opening. After setting MUIA_Window_Open to TRUE, you should test if MUI was able to open the window by getting the attribute again. If you don't and if this was the only window of your application, the user won't be able to do any input and your application will seem to hang
EXAMPLE
set(window,MUIA_Window_Open,TRUE); get(window,MUIA_Window_Open,&open); if (!open) { MUI_Request(app,0,0,0,"Ok","Failed to open window."); exit(20
SEE ALSO
MUIA_Window_PanelWindow
(V20) [I..], BOOL, 0x80429528
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIA_Window_PublicScreen
(V6 ) [ISG], STRPTR, 0x804278e4
DESCRIPTION
Force the window to appear on the public screen who's name is specified by this attribute. This tag overrides the user preferences setting and is overridden by MUIA_Window_Screen. Please use this tag sparely, overriding user prefs is not a good idea
SEE ALSO
MUIA_Window_RefWindow
(V4 ) [IS.], MUIWindow *, 0x804201f4
DESCRIPTION
Setting MUIA_Window_RefWindow to another MUI window object will make the left and top position relative to this reference window. Using MUIA_Window_LeftEdge, MUIV_Window_LeftEdge_Centered or MUIA_Window_TopEdge, MUIV_Window_TopEdge_Centered tag, you can easily open one window within another. Note that if your window has an id, the window will remember its last position and reopen there. Thus, this tag is only useful if you omit MUIA_Window_ID, maybe for some small requester windows
SEE ALSO
MUIA_Window_RootObject
(V4 ) [ISG], MUIArea *, 0x8042cba5
DESCRIPTION
This is a pointer to a MUI object and defines the contents of your window. Usually, this root object will be of class MUIC_Group since you surely want to have more than one gadget. The root object is treated as child of a window and will be disposed when the window is disposed. Note that windows can only have one child
NOTES
Although you may create a window without root object, you have to set one before the window is openend! You can *only* use MUIA_Window_RootObject in a SetAttrs() call if your window is not open yet!
EXAMPLE
win = WindowObject, MUIA_Window_RootObject, VGroup, Child, ..., Child, ..., End, End
SEE ALSO
MUIA_Window_Screen
(V4 ) [ISG], struct Screen *, 0x8042df4f
DESCRIPTION
You can get a pointer to the parent screen of a window by getting this attribute. The result will be NULL when the window is currently closed. Specifying MUIA_Window_Screen at object creation time or with a SetAttrs() call allows you to explicitly tell MUI on which screen the window should be opened. You normally won't need this feature and leave the decision about screens to the users preferences setting
SEE ALSO
MUIA_Window_ScreenTitle
(V5 ) [ISG], STRPTR, 0x804234b0
DESCRIPTION
This text will appear in the screens title bar when the window is active
SEE ALSO
MUIA_Window_SizeGadget
(V4 ) [I..], BOOL, 0x8042e33d
DESCRIPTION
Tell MUI if you want a sizing gadget for this window. Usually you won't need this attribute since MUI will automatically disable the sizing gadget when your window is not sizeable because of your gadget layout
MUIA_Window_SizeRight
(V4 ) [I..], BOOL, 0x80424780
DESCRIPTION
When set to TRUE, the size gadget will reside in the right window border
MUIA_Window_Sleep
(V4 ) [.SG], BOOL, 0x8042e7db
DESCRIPTION
This attribute can be used to put a window to sleep. The window gets disabled and a busy pointer appears. The attribute contains a nesting count, if you tell your window to sleep twice, you will have to tell it to wake up twice too. A sleeping window cannot be resized
SEE ALSO
MUIA_Window_TabletMessages
(V20) [I.G], BOOL, 0x804217b7
DESCRIPTION
Enable/disable extended Tablet IntuiMessages supported in MorphOS. This
directly forwards the true/false state to WA_TabletMessages if the actual
Window is opened via Intuition and enables additional information if a
supported tablet is connected and the boolean value is set to TRUE
EXAMPLE
set(window,MUIA_Window_TabletMessages, TRUE
SEE ALSO
intuition/intution.h struct ExtIntuiMessage struct TabletData
MUIA_Window_Title
(V4 ) [ISG], STRPTR, 0x8042ad3d
DESCRIPTION
Specify the title of a window
SEE ALSO
MUIA_Window_TopEdge
(V4 ) [I.G], LONG, 0x80427c66
DESCRIPTION
Specify the top edge of a window. Usually, you shouldn't define a pixel value here but instead use one of the following macros: MUIV_Window_TopEdge_Centered: window appears centered on the visible area of screen. MUIV_Window_TopEdge_Moused window appears centered under the mouse pointer. MUIV_Window_TopEdge_Delta(p) window appears p pixels below the screens title bar. Default for this tag is MUIV_Window_TopEdge_Centered. As long as your window has a window id (MUIA_Window_ID), choosing a position is not that important. MUI will always remember a windows last position and size and these values will simply override your settings. Positioning and sizing should be completely under user control, a programmer doesn't need to worry about it
SPECIAL INPUTS
MUIV_Window_TopEdge_Centered MUIV_Window_TopEdge_Moused MUIV_Window_TopEdge_Delta(p) MUIV_Window_TopEdge_Bottom(n)
SEE ALSO
MUIA_Window_UseBottomBorderScroller
(V13) [ISG], BOOL, 0x80424e79
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIA_Window_UseLeftBorderScroller
(V13) [ISG], BOOL, 0x8042433e
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIA_Window_UseRightBorderScroller
(V13) [ISG], BOOL, 0x8042c05e
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIA_Window_VisibleOnMaximize
(V20) [ISG], BOOL, 0x8042acfd
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIA_Window_Width
(V4 ) [I.G], LONG, 0x8042dcae
DESCRIPTION
Specify the width of a window. Usually, you won't give a pixel value here but instead use one of the following magic macros: MUIV_Window_Width_Default: calculated from objects default sizes. MUIV_Window_Width_MinMax(0..100): somewhere between the minimum width (0) and the maximum width (100) of your window. MUIV_Window_Width_Visible(1..100): percentage of the screens visible width. MUIV_Window_Width_Screen(1..100): percentage of the screens total width. MUIV_Window_Width_Scaled: width will be adjusted so that width : height == minimum width : minimum height. Note that a windows width and height may not both be scaled. Default for this tag is MUIV_Window_Width_Default. As long as your window has a window id (MUIA_Window_ID), choosing a size is not that important. MUI will always remember a windows last position and size and these values will simply override your settings. Positioning and sizing should be completely under user control, a programmer doesn't need to worry about it
SPECIAL INPUTS
MUIV_Window_Width_MinMax(p) MUIV_Window_Width_Visible(p) MUIV_Window_Width_Screen(p) MUIV_Window_Width_Scaled MUIV_Window_Width_Default
SEE ALSO
MUIA_Window_Window
(V4 ) [..G], struct Window *, 0x80426a42
DESCRIPTION
When your window is open, you can obtain a pointer to the intuition Window structure with this tag and use it e.g. in an asl.library requester call. Since the user can close your window any time (e.g. iconification), you must be prepared to receive a NULL pointer as result
SEE ALSO
MUIM_Window_AddEventHandler
MUIM_Window_AddEventHandler (V16) 0x804203b7
SYNOPSIS
DoMethod(obj,MUIM_Window_AddEventHandler,struct MUI_EventHandlerNode *ehnode);
DESCRIPTION
Event handlers introduced in muimaster.library V16 offer a new way for custom classes to receive user input. They work a little like the previously introduced input handlers (MUIM_Application_AddInputHandler). You fill out a struct MUI_EventHandlerNode (preferably located somewhere in the instance data of your custom class) with the type of events you wish to receive and then call MUIM_Window_AddEventHandler to add your node to a windows event handler queue. Whenever an input event arrives, MUIs window class iterates through the list of event handlers. The class of the input event is matched against the event handlers class field and in case of a match, the method MUIM_HandleEvent is invoked on the specified object. Each event handler may decide to "eat" the input event, this means window class will abort iterating the handler queue after calling this handler. MUI follows certain priority rules when iterating through the handler queue of a window. If there are handler entries for the active object (MUIA_Window_ActiveObject) or for the default object (MUIA_Window_DefaultObject), their nodes are checked before all other nodes. Active objects are checked before default objects. If there was no active and no default object or if none of them ate the event, the rest of the handler queue is checked according to their ehn_Priority field. A good place to add/remove event handlers is the MUIM_Setup/MUIM_Cleanup method pair of your custom class. If you wish to change certain fields (e.g. ehn_Events) in an active handler (one that is currently added to a window), you must deactivate (remove) the handler, make your changes and then add it again. Do not change fields of an active handler without removing it first
INPUTS
Pointer to an initialized struct MUI_EventHandler node: ehn_Priority - event handlers are inserted according to their priority. 0 is fine in almost all cases. ehn_Flags - no flags are defined yet. Always use 0 here! ehn_Events - Exclusive OR of all IDCMP_* flags you want this handler to react on. ehn_Object - insert a pointer to yourself here. ehn_Class - if you point this to your class, MUI will invoke MUIM_HandleEvent with CoerceMethod(ehn_Class,...) instead as with DoMethod(obj,...). This will bypass any subclasses you might have and directly hand the input event to your dispatcher. If you dont set ehn_Class, MUIM_HandleEvent is sent like any other method to the true class of your object. Since every class should add a handler itself if it needs some input, MUIM_HandleEvent methods are different from other MUI methods which usually travel from class to class in an objects class tree. MUIM_HandleEvent is more treated like a hook function instead of a method: in almost all cases you will want it to be passed directly to a specific class dispatcher (by setting ehn_Class). Also, this dispatcher will usually not pass the method to its super class but instead return directly
RESULT
MUIM_Window_AddEventHandler cannot fail, the result value of the method is currently undefined
NOTES
Event handlers are more flexible and more efficient than the pre-V16 functions MUI_RequestIDCMP() and MUI_RejectIDCMP(). Also, event handlers dont suffer from problems that arise if more than one class of an object calls MUI_RequestIDCMP(). Though the old functions will remain working for compatibility reasons, it's suggested that only event handlers are used in new code. You must match each MUIM_Window_AddEventHandler with exactly one MUIM_Window_RemEventHandler method.
EXAMPLE
MUIM_Setup: data->ehnode.ehn_Object = obj; data->ehnode.ehn_Class = cl; data->ehnode.ehn_Events = IDCMP_MOUSEBUTTONS; DoMethod(_win(obj),MUIM_Window_AddEventHandler,&data->ehnode); MUIM_Cleanup: DoMethod(_win(obj),MUIM_Window_RemEventHandler,&data->ehnode); Changing the trigger events of an active handler: DoMethod(_win(obj),MUIM_Window_RemEventHandler,&data->ehnode); data->ehnode.ehn_Events |= IDCMP_MOUSEMOVE; DoMethod(_win(obj),MUIM_Window_AddEventHandler,&data->ehnode); More examples can be found in the MUI demo source codes that deal with custom classes
SEE ALSO
MUIM_Window_Cleanup
MUIM_Window_Cleanup (V18) 0x8042ab26
SYNOPSIS
DoMethod(obj,MUIM_Window_Cleanup);
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIM_Window_GetMenuCheck
MUIM_Window_GetMenuCheck (V4 ) 0x80420414 (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_GetMenuCheck,ULONG MenuID);
DESCRIPTION
Ask whether a checkmark menu item has its checkmark set or cleared
INPUTS
MenuID - the value you wrote into the UserData field of struct NewMenu
SEE ALSO
MUIM_Window_GetMenuState
MUIM_Window_GetMenuState (V4 ) 0x80420d2f (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_GetMenuState,ULONG MenuID);
DESCRIPTION
Ask whether a menu item is enabled or disabled
INPUTS
MenuID - the value you wrote into the UserData field of struct NewMenu
SEE ALSO
MUIM_Window_RemEventHandler
MUIM_Window_RemEventHandler (V16) 0x8042679e
SYNOPSIS
DoMethod(obj,MUIM_Window_RemEventHandler,struct MUI_EventHandlerNode *ehnode);
DESCRIPTION
Remove an event handler
INPUTS
ehnode - event handler node structure you passed to MUIM_Window_AddEventHandler previously
RESULT
MUIM_Window_RemEventHandler cannot fail, the result value of the method is currently undefined
NOTES
Every call to MUIM_Window_AddEventHandler must be matched by exactly one call to MUIM_Window_RemEventHandler.
SEE ALSO
MUIM_Window_ScreenToBack
MUIM_Window_ScreenToBack (V4 ) 0x8042913d
SYNOPSIS
DoMethod(obj,MUIM_Window_ScreenToBack);
DESCRIPTION
Put the window's screen to back. This command is only valid when the window is opened
SEE ALSO
MUIM_Window_ScreenToFront
MUIM_Window_ScreenToFront (V4 ) 0x804227a4
SYNOPSIS
DoMethod(obj,MUIM_Window_ScreenToFront);
DESCRIPTION
Put the window's screen to font. This command is only valid when the window is opened
SEE ALSO
MUIM_Window_SetCycleChain
MUIM_Window_SetCycleChain (V4 ) 0x80426510 (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetCycleChain,Boopsiobject *obj[1]);
DESCRIPTION
Set the cycle chain for a window. To make MUI's keyboard control work, you need to setup a chain of objects that should be activatable with the tab key. This can be any objects you wish, MUI supports complete keyboard handling even for sliders or listviews. If you forget to set a cycle chain because you are a mouse-man, you certainly will annoy some users of your application
INPUTS
One or more objects, terminated with a NULL
EXAMPLE
DoMethod(window,MUIM_Window_SetCycleChain, str1,str2,slide1,list,radio,cycle1,cycle2,NULL
SEE ALSO
MUIM_Window_SetMenuCheck
MUIM_Window_SetMenuCheck (V4 ) 0x80422243 (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetMenuCheck,ULONG MenuID, LONG stat);
DESCRIPTION
Set or clear the checkmark of a menu item
INPUTS
MenuID - the value you wrote into the UserData field of struct NewMenu. set - TRUE to set checkmark, FALSE to clear
SEE ALSO
MUIM_Window_SetMenuState
MUIM_Window_SetMenuState (V4 ) 0x80422b5e (OBSOLETE)
SYNOPSIS
DoMethod(obj,MUIM_Window_SetMenuState,ULONG MenuID, LONG stat);
DESCRIPTION
Enable or disable a menu item
INPUTS
MenuID - the value you wrote into the UserData field of struct NewMenu. set - TRUE to enable item, FALSE to disable
SEE ALSO
MUIM_Window_Setup
MUIM_Window_Setup (V18) 0x8042c34c
SYNOPSIS
DoMethod(obj,MUIM_Window_Setup);
DESCRIPTION
yet undocumented, please complain in mailinglist
MUIM_Window_Snapshot
MUIM_Window_Snapshot (V11) 0x8042945e
SYNOPSIS
DoMethod(obj,MUIM_Window_Snapshot,LONG flags);
DESCRIPTION
MUIM_Window_Snapshot is the programmer's interface to MUI's window position remembering facility
INPUTS
flags - use 0 to unsnapshot the window. This is equal to the user doubleclicking on the window's snapshot gadget. - use 1 to snapshot the window. This is equal to the user clicking on the window's snapshot gadget
NOTES
Snapshotting a window is only possible if it has a non-NULL MUIA_Window_ID.
SEE ALSO
MUIM_Window_ToBack
MUIM_Window_ToBack (V4 ) 0x8042152e
SYNOPSIS
DoMethod(obj,MUIM_Window_ToBack);
DESCRIPTION
Put the window to back. When the window is not currently open, this command does simply nothing
SEE ALSO
MUIM_Window_ToFront
MUIM_Window_ToFront (V4 ) 0x8042554f
SYNOPSIS
DoMethod(obj,MUIM_Window_ToFront);
DESCRIPTION
Put the window to front. When the window is not currently open, this command does simply nothing