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<TITLE>GEOSLib docs: Library Structures</TITLE>
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<LINK HREF="geos-3.html" REL=previous>
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<LINK HREF="geos.html#toc4" REL=contents>
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Next
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<HR>
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<H2><A NAME="s4">4.</A> <A HREF="geos.html#toc4">Library Structures</A></H2>
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<P>To simplify usage and optimize passing parameters to functions I have declared several structures
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which describe most common objects. Some of these structures are bound to static addresses in
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GEOS data space (<CODE>$8000-$8fff</CODE>), so you can use their fields directly in optimized way.
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Please see <CODE>gsym.h</CODE> and find them. All structures are defined in <CODE>gstruct.h</CODE> and you may
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find also some comments there.</P>
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<H2><A NAME="ss4.1">4.1</A> <A HREF="geos.html#toc4.1">Graphics Structures</A>
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</H2>
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<H3>pixel</H3>
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<P>One simple structure describing a point on the screen.</P>
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<H3>fontdesc</H3>
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<P>This structure describes a font in one pointsize. There is current font - <CODE>struct fontdesc</CODE>
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bound to <CODE>curFontDesc</CODE>. You can also force GEOS to use your own fonts by calling
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<CODE>LoadCharSet</CODE>. You just need to open a VLIR font file and load one record - one pointsize -
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somewhere. At the start of this area you already have all data for <CODE>fontdesc</CODE> so you can
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pass a pointer to the load address of that pointsize to <CODE>LoadCharSet</CODE>. (Note that although
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it has 'Load' in the name, that function loads only GEOS internal data structures, not data
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from disk).</P>
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<H3>window</H3>
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<P>This widely used structure holds description of a region of the screen. It describes top-left and
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bottom-right corners of a window.</P>
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<H3>iconpic</H3>
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<P>Maybe the name isn't the best - it has nothing with <CODE>DoIcons</CODE> but with bitmap functions -
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<CODE>BitmapUp</CODE> for example. This structure holds parameters needed to properly decode and show
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a bitmap on the screen. Bitmap has to be encoded - if you have some non-GEOS bitmaps simply
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convert them to Photo Scraps - this is the format used by all GEOS bitmap functions - <CODE>DoIcons</CODE>
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too.</P>
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<H2><A NAME="ss4.2">4.2</A> <A HREF="geos.html#toc4.2">Icons</A>
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</H2>
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<P>These structures describe click boxes (icons) that can be placed on screen or in a dialog box.</P>
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<H3>icondef</H3>
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<P>This is the definition of a single click box. Please see <CODE>gstruct.h</CODE> for description of its fields.</P>
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<H3>icontab</H3>
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<P>This is toplevel description of icons to be placed and enabled on the screen. This structure
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has following fields:
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<UL>
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<LI><CODE>char number</CODE> - total number of icons declared here</LI>
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<LI><CODE>struct pixel mousepos</CODE> - after finishing <CODE>DoIcons</CODE> mouse pointer will be placed in
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this point allowing you to have hint for user what is default action</LI>
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<LI><CODE>struct icondef tab[]</CODE> - this table of size equal to <CODE>icontab.number</CODE> contains
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descriptions for all icons</LI>
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</UL>
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</P>
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<H2><A NAME="ss4.3">4.3</A> <A HREF="geos.html#toc4.3">File and Disk</A>
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</H2>
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<H3>tr_se</H3>
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<P>This simple structure holds track and sector number of something. Do not expect the track to be
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in range 1-35, as GEOS can support many various and weird devices. For example my C128 256K
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expansion is utilized as RAMDisk with layout of 4 tracks 128 sectors each. However assuming that
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track number equal to 0 is illegal might be wise.</P>
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<H3>f_date</H3>
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<P>This is placeholder for file datestamp. This structure is also present in <CODE>struct filehandle</CODE>.
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GEOS is not Y2K compliant, so if current file has in <CODE>filehandle.date.year</CODE> value less than 86
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you can safely assume that it is e.g. 2004 and not 1904.</P>
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<H3>filehandle</H3>
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<P>This is main file descriptor. It is either entry in the directory (returned from file functions)
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or its copy in <CODE>dirEntryBuf</CODE>. This is optimized so you can safely get to the file's year e.g.
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by testing <CODE>dirEntryBuf.date.year</CODE> - it will be compiled to simple <CODE>LDA, STA</CODE>.</P>
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<H3>fileheader</H3>
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<P>This structure holds fileheader description. You can load file's header into <CODE>fileHeader</CODE>
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fixed area using <CODE>GetFHdrInfo</CODE>. (note that <CODE>fileHeader</CODE> is a place in memory while
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<CODE>fileheader</CODE> is a structure).
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You will also need own fileheader for <CODE>SaveFile</CODE>.</P>
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<H2><A NAME="ss4.4">4.4</A> <A HREF="geos.html#toc4.4">System Structures</A>
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</H2>
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<H3>s_date</H3>
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<P>This structure is defined only for <CODE>system_date</CODE>. It is slightly different from <CODE>f_date</CODE>
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so I prepared this one. You can e.g. get or set current time using <CODE>system_date.s_hour</CODE> and
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<CODE>system_date.s_minute</CODE>. Accesses to these will be optimized to simple <CODE>LDA</CODE> and <CODE>STA</CODE>
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pair.</P>
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<H3>process</H3>
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<P>You should declare a table of that type to prepare data for <CODE>InitProcesses</CODE>. The maximum number
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of processes is 20, and the last entry has to be equal to <CODE>{NULL,NULL}</CODE>, so this table may hold
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only 21 entries. The first member of this structure (<CODE>pointer</CODE>) holds the pointer to called
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function (void returning void), you will probably have to cast that pointer into <CODE>unsigned int</CODE>.
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The second field <CODE>jiffies</CODE> holds the amount of time between calls to that function.
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On PAL systems there are 50 jiffies per second, while NTSC have 60 of them.</P>
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<H2><A NAME="ss4.5">4.5</A> <A HREF="geos.html#toc4.5">Few thing in detail...</A>
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</H2>
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<P>GEOSLib uses cc65 non-ANSI extensions to easily initialize data in memory. This is done with a
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kind of array of unspecified length and unspecified type. Here is how it goes:
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<BLOCKQUOTE><CODE>
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<PRE>
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void example = {
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(char)3, (unsigned)3, (char)0 };
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</PRE>
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</CODE></BLOCKQUOTE>
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Which will be compiled to following string of bytes:
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<BLOCKQUOTE><CODE>
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<PRE>
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_example:
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.byte 3
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.word 3
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.byte 0
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</PRE>
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</CODE></BLOCKQUOTE>
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As you see this way it is possible to define data of any type in any order. You must remember to
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cast each member to proper type.</P>
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<H3>DoMenu structure</H3>
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<P><CODE>DoMenu</CODE> is responsible for everything concerned with menu processing. Many, many GEOS programs
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are just initializing screen and menu and exit to <CODE>MainLoop</CODE>. In GEOSLib it is the same as
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returning from <CODE>main</CODE> function without using <CODE>exit(0)</CODE>.</P>
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<P>Menu is described by two types of data - menu descriptors and menu items. Descriptor contains
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information about following menu items, and items are containing names of entries and either
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pointers to functions to execute or, in case of nested menus, pointers to submenu descriptors.
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Note that submenu descriptor can be top-level descriptor, there's no difference in structure,
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just in the content.</P>
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<P>Here is how single descriptor looks like:
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<BLOCKQUOTE><CODE>
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<PRE>
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void myMenu = {
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(char)top, (char)bottom, // this is the size of the menubox
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(unsigned)left, (unsigned)right, // counting all items in current descriptor
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(char)number_of_items | type_of_menu, // number of following items ORed with
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// type of this menu, it can be either
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// HORIZONTAL or VERTICAL if you will have also bit 6 set then menu won't be closed
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// after moving mouse pointer outside the menubox. You can have at most 31 items.
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</PRE>
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</CODE></BLOCKQUOTE>
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This is followed by <CODE>number_of_items</CODE> of following item description.
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<BLOCKQUOTE><CODE>
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<PRE>
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...
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"menuitemname", (char)item_type, (unsigned)pointer,
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"nextitemname", (char)item_type, (unsigned)pointer,
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...
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"lastitemname", (char)item_type, (unsigned)pointer };
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// Note that there isn't ending <tt/NULL/ or something like that.
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</PRE>
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</CODE></BLOCKQUOTE>
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<CODE>pointer</CODE> is a pointer to something, what it points for depends from <CODE>item_type</CODE>. This one
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can have following values:</P>
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<P><CODE>MENU_ACTION</CODE> - a function pointed by <CODE>pointer</CODE> will be called after clicking on menu item</P>
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<P><CODE>SUB_MENU</CODE> - <CODE>pointer</CODE> points to next menu descriptor - a submenu</P>
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<P>Both of them can be ORed with <CODE>DYN_SUB_MENU</CODE> and then the <CODE>pointer</CODE> points to a function
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which will return in <CODE>r0</CODE> needed pointer (to function to execute or a submenu).</P>
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<P>For creating nested menus (you can have at most 8 levels of submenus) you need to declare such
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structure for each submenu and top level menu.</P>
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<H3>DoDlgBox command string</H3>
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<P><CODE>DoDlgBox</CODE> is together with <CODE>DoMenu</CODE> one of the most powerful routines in GEOS. It is
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responsible for creating dialog boxes, that is windows which task is to interact with user.
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Format of the command string is following:
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<BLOCKQUOTE><CODE>
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<PRE>
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(window size and position)
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(commands and parameters)
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NULL
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</PRE>
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</CODE></BLOCKQUOTE>
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There is custom type defined for the command string: <CODE>dlgBoxStr</CODE>.</P>
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<H3>Size and position</H3>
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<P>The first element can be specified in two ways - by using default size and position or specifying
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own. The first case results in
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<BLOCKQUOTE><CODE>
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<PRE>
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const dlgBoxStr example = {
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DB_DEFPOS (pattern_of_shadow),
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... // commands
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DB_END };
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</PRE>
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</CODE></BLOCKQUOTE>
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And the own size and position would be:
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<BLOCKQUOTE><CODE>
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<PRE>
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const dlgBoxStr example = {
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DB_SETPOS (pattern, top, bottom, left, right)
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... // commands
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DB_END };
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</PRE>
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</CODE></BLOCKQUOTE>
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</P>
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<H3>Commands</H3>
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<P>The next element of <CODE>DoDlgBox</CODE> command string are commands themselves. First six commands are
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default icons and the number of selected icon will be returned from window processor. The icons are
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<CODE>OK, CANCEL, YES, NO, OPEN</CODE>, and <CODE>DISK</CODE>. You can use predefined macros for use them, e.g.:
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<BLOCKQUOTE><CODE>
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<PRE>
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...
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DB_ICON(OK, DBI_X_0, DBI_Y_0),
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...
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</PRE>
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</CODE></BLOCKQUOTE>
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Note that the position is counted from top left corner of window, not entire screen and that the 'x'
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position is counted in cards (8-pixel) and not in pixels. This is true also for all following commands.
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<CODE>DBI_X_0</CODE> and <CODE>DBI_Y_0</CODE> are predefined (see <CODE>gdlgbox.h</CODE> for more), default positions
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which will make icons to appear on default window exactly where you would expect them.</P>
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<P><CODE>DB_TXTSTR (x, y, text)</CODE> will cause to show given text in the window.</P>
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<P><CODE>DB_VARSTR (x, y, ptr)</CODE> works as above, but here you are passing a pointer to a zero page location
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where the address of text is stored. This is useful for information windows where only text content
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is variable. Consider following:
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<BLOCKQUOTE><CODE>
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<PRE>
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char text = "foo";
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...
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r15=(unsigned)text; // in code just before call to DoDlgBox
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...
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DB_VARSTR (TXT_LN_X, TXT_LN_1_Y, &r15),
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...
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</PRE>
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</CODE></BLOCKQUOTE>
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will cause to appear the word ``foo'' in the window, but you may store the pointer to any text in
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<CODE>r15</CODE> (in this case) before call to DoDlgBox.</P>
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<P><CODE>DB_GETSTR(x, y, ptr, length)</CODE> - will add input from keyboard feature. <CODE>ptr</CODE> works as in
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previous example and points to place where text is to be stored. Note that the contents of this
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place will be shown upon creating window. <CODE>length</CODE> is the maximum number of characters to input.</P>
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<P><CODE>DB_SYSOPV(ptr)</CODE> - this sets <CODE>otherPressVec</CODE> to given pointer. It is called on every keypress.</P>
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<P><CODE>DB_GRPHSTR(ptr)</CODE> - data for this command is the pointer for <CODE>GraphicsString</CODE> commands.</P>
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<P><CODE>DB_GETFILES(x, y)</CODE> - for standard window you should pass 4 for both x and y. This function
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draws file selection box and searches current drive for files. Before call to <CODE>DoDlgBox</CODE> you
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must load <CODE>r7L</CODE> with GEOS filetype of searched files and <CODE>r10</CODE> with class text. In <CODE>r5</CODE>
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you have to load pointer to a <CODE>char[17]</CODE> where selected filename will be copied. It works
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like <CODE>FindFTypes</CODE> but is limited to first 16 files.</P>
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<P><CODE>DB_OPVEC(ptr)</CODE> - this sets the new pointer for button press function, if you pass
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<CODE>RstrFrmDialogue</CODE> here you will cause the window to close after pressing mouse button.</P>
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<P><CODE>DB_USRICON(x, y, ptr)</CODE> - places single user icon (click box) on window, <CODE>ptr</CODE> points at a
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<CODE>struct icondef</CODE> but fields <CODE>x</CODE> and <CODE>y</CODE> are not used here. You can have at most 8 click
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boxes in a window, this is internal limit of GEOS Kernal.</P>
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<P><CODE>DB_USRROUT(ptr)</CODE> - this command causes to immediately call user routine pointed by <CODE>ptr</CODE>.</P>
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<H3>GraphicsString command string</H3>
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<P><CODE>GraphicsString</CODE> is a very powerful routine to initialize whole screen at once. There are
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predefined macros for all commands, names are self-explanatory, see them in <CODE>ggraph.h</CODE>. Last
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command have to be <CODE>GSTR_END</CODE>. There is custom type defined for the command string: <CODE>graphicStr</CODE>.</P>
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<P>Here is an example for clearing the screen:
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<BLOCKQUOTE><CODE>
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<PRE>
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const graphicStr example = {
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MOVEPENTO(0,0),
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NEWPATTERN(0),
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RECTANGLETO(319,199)
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GSTR_END };
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</PRE>
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</CODE></BLOCKQUOTE>
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</P>
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<H3>InitRam table</H3>
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<P>This type of data is used to initialize one or more bytes in many places at once. The format is
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as following:
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<BLOCKQUOTE><CODE>
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<PRE>
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void example = {
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(unsigned)address_to_store_values_at,
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(char)number_of_bytes_that_follow,
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(char)data,(char)data (...)
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// more such definitions
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(unsigned)NULL // address of 0 ends the table
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};
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</PRE>
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</CODE></BLOCKQUOTE>
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</P>
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<H3>Intercepting system vectors</H3>
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<P>It is possible to intercept and hook in the GEOS Kernal using vectors. Here is a little example:
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<BLOCKQUOTE><CODE>
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<PRE>
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void_func oldVector;
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void NewVectorHandler(void) {
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// do something and at the end call the old vector routine
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oldVector();
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}
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void hook_into_system(void) {
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oldVector = mouseVector;
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mouseVector = NewVectorHandler;
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}
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void remove_hook(void) {
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mouseVector = oldVector;
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}
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</PRE>
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</CODE></BLOCKQUOTE>
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</P>
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<P>In your <CODE>main</CODE> function you should call <CODE>hook_into_system()</CODE> but <EM>after</EM> all calls to GEOS
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kernal (like <CODE>DoMenu</CODE>, <CODE>DoIcons</CODE>, etc.) - right before passing control to the <CODE>MainLoop()</CODE>.
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Be warned that vectors are most likely to be changed by GEOS kernal also by other functions (like
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<CODE>GotoFirstMenu</CODE>, <CODE>DoDlgBox</CODE> and its derivatives etc.). It depends on what kernal functions
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you use and which vectors you altered. Unfortunately there is no exact list for GEOS 2.0, a complete
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list for GEOS 1.x can be found in A. Boyce's Programmers' Reference Guide mentioned before. Most of
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information contained there should be still valid for GEOS 2.0. When calling a function that restores
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the vector you should add a <CODE>hook_into_system()</CODE> call right after it.</P>
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<P>It is critical to restore old vector values before exiting the program. If you have more than one
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place where you call <CODE>exit()</CODE> then it might be worth to register <CODE>remove_hook</CODE> function to
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be called upon exiting with <CODE>atexit(&remove_hook);</CODE> call. This way you will ensure that
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such destructor will be always called.</P>
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<P>That little example above intercepts <CODE>mouseVector</CODE>. The <CODE>NewVectorHandler</CODE> function will be
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called every time the mouse button changes status. Other important vectors you should know about
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are:
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<UL>
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<LI><CODE>appMain</CODE> - this is called from within <CODE>MainLoop</CODE> system loop</LI>
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<LI><CODE>keyVector</CODE> - called whenever a keypress occurs</LI>
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<LI><CODE>intTopVector</CODE> - called at the start of IRQ routine</LI>
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<LI><CODE>intBotVector</CODE> - called at the end of IRQ routine</LI>
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</UL>
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</P>
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<HR>
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