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MUI_Window

Thore Böckelmann edited this page Oct 11, 2021 · 4 revisions

Window.mui

Super class

Notify.mui

Inherited by

Background

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.

Attributes

Attribute Version ISG Type
MUIA_Window_Activate V4 ISG BOOL
MUIA_Window_ActiveObject V4 .SG Object *
MUIA_Window_AltHeight V4 I.G LONG
MUIA_Window_AltLeftEdge V4 I.G LONG
MUIA_Window_AltTopEdge V4 I.G LONG
MUIA_Window_AltWidth V4 I.G LONG
MUIA_Window_AppWindow V5 I.. BOOL
MUIA_Window_Backdrop V4 I.. BOOL
MUIA_Window_Borderless V4 I.. BOOL
MUIA_Window_CloseGadget V4 I.. BOOL
MUIA_Window_CloseRequest V4 .SG BOOL
MUIA_Window_DefaultObject V4 ISG Object *
MUIA_Window_DepthGadget V4 I.. BOOL
MUIA_Window_DisableKeys V15 ISG ULONG
MUIA_Window_DragBar V4 I.. BOOL
MUIA_Window_DrawInfo V4 ..G struct DrawInfo *
MUIA_Window_FancyDrawing V8 ISG BOOL (OBSOLETE)
MUIA_Window_Height V4 ISG LONG
MUIA_Window_ID V4 ISG ULONG
MUIA_Window_InputEvent V4 ..G struct InputEvent *
MUIA_Window_IsSubWindow V4 ISG BOOL
MUIA_Window_LeftEdge V4 ISG LONG
MUIA_Window_Menu V4 I.. struct NewMenu * (OBSOLETE)
MUIA_Window_MenuAction V8 ISG ULONG
MUIA_Window_Menustrip V8 ISG Object *
MUIA_Window_MouseObject V10 ..G Object *
MUIA_Window_NeedsMouseObject V10 I.. BOOL (OBSOLETE)
MUIA_Window_NoMenus V4 ISG BOOL
MUIA_Window_Opacity V20 ISG LONG
MUIA_Window_Open V4 .SG BOOL
MUIA_Window_PublicScreen V6 ISG STRPTR
MUIA_Window_RefWindow V4 IS. Object *
MUIA_Window_RootObject V4 ISG Object *
MUIA_Window_Screen V4 ISG struct Screen *
MUIA_Window_ScreenTitle V5 ISG STRPTR
MUIA_Window_SizeGadget V4 I.. BOOL
MUIA_Window_SizeRight V4 I.. BOOL
MUIA_Window_Sleep V4 .SG BOOL
MUIA_Window_Title V4 ISG STRPTR
MUIA_Window_TopEdge V4 ISG LONG
MUIA_Window_UseBottomBorderScroller V13 ISG BOOL
MUIA_Window_UseLeftBorderScroller V13 ISG BOOL
MUIA_Window_UseRightBorderScroller V13 ISG BOOL
MUIA_Window_Width V4 ISG LONG
MUIA_Window_Window V4 ..G struct Window *

Methods

Method Version
MUIM_Window_AddEventHandler V16
MUIM_Window_Cleanup V18
MUIM_Window_GetMenuCheck V4 (OBSOLETE)
MUIM_Window_GetMenuState V4 (OBSOLETE)
MUIM_Window_RemEventHandler V16
MUIM_Window_ScreenToBack V4
MUIM_Window_ScreenToFront V4
MUIM_Window_SetCycleChain V4 (OBSOLETE)
MUIM_Window_SetMenuCheck V4 (OBSOLETE)
MUIM_Window_SetMenuState V4 (OBSOLETE)
MUIM_Window_Setup V18
MUIM_Window_Snapshot V11
MUIM_Window_ToBack V4
MUIM_Window_ToFront V4

MUIA_Window_Activate

NAME

MUIA_Window_Activate -- V4 [ISG], BOOL, 0x80428d2f

FUNCTION

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

NAME

MUIA_Window_ActiveObject -- V4 [.SG], Object *, 0x80427925

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

FUNCTION

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);

SEE ALSO

MUIM_Window_SetCycleChain

MUIA_Window_AltHeight

NAME

MUIA_Window_AltHeight -- V4 [I.G], LONG, 0x8042cce3

SPECIAL INPUTS

  • MUIV_Window_AltHeight_MinMax(p)
  • MUIV_Window_AltHeight_Visible(p)
  • MUIV_Window_AltHeight_Screen(p)
  • MUIV_Window_AltHeight_Scaled

FUNCTION

Specify the alternate (zoomed) height of a window. If not present, the alternate height will be the minimum height.

SEE ALSO

MUIA_Window_Height, MUIA_Window_AltWidth

MUIA_Window_AltLeftEdge

NAME

MUIA_Window_AltLeftEdge -- V4 [I.G], LONG, 0x80422d65

SPECIAL INPUTS

  • MUIV_Window_AltLeftEdge_Centered
  • MUIV_Window_AltLeftEdge_Moused
  • MUIV_Window_AltLeftEdge_NoChange

FUNCTION

Specify the alternate (zoomed) left position of a window. This defaults to the standard left position.

SEE ALSO

MUIA_Window_LeftEdge, MUIA_Window_AltTopEdge

MUIA_Window_AltTopEdge

NAME

MUIA_Window_AltTopEdge -- V4 [I.G], LONG, 0x8042e99b

SPECIAL INPUTS

  • MUIV_Window_AltTopEdge_Centered
  • MUIV_Window_AltTopEdge_Moused
  • MUIV_Window_AltTopEdge_Delta(p)
  • MUIV_Window_AltTopEdge_NoChange

FUNCTION

Specify the alternate (zoomed) top position of a window. This defaults to the standard top position.

SEE ALSO

MUIA_Window_TopEdge, MUIA_Window_AltLeftEdge

MUIA_Window_AltWidth

NAME

MUIA_Window_AltWidth -- V4 [I.G], LONG, 0x804260f4

SPECIAL INPUTS

  • MUIV_Window_AltWidth_MinMax(p)
  • MUIV_Window_AltWidth_Visible(p)
  • MUIV_Window_AltWidth_Screen(p)
  • MUIV_Window_AltWidth_Scaled

FUNCTION

Specify the alternate (zoomed) width of a window. If not present, the alternate width will be the minimum width.

SEE ALSO

MUIA_Window_Width, MUIA_Window_AltHeight

MUIA_Window_AppWindow

NAME

MUIA_Window_AppWindow -- V5 [I..], BOOL, 0x804280cf

FUNCTION

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_AppMessage, MUIA_Application_DropObject

MUIA_Window_Backdrop

NAME

MUIA_Window_Backdrop -- V4 [I..], BOOL, 0x8042c0bb

FUNCTION

Make the window a backdrop window.

MUIA_Window_Borderless

NAME

MUIA_Window_Borderless -- V4 [I..], BOOL, 0x80429b79

FUNCTION

Make the window borderless.

MUIA_Window_CloseGadget

NAME

MUIA_Window_CloseGadget -- V4 [I..], BOOL, 0x8042a110

FUNCTION

Set this to FALSE and your window will not have a close gadget.

MUIA_Window_CloseRequest

NAME

MUIA_Window_CloseRequest -- V4 [.SG], BOOL, 0x8042e86e

FUNCTION

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, FALSE);

SEE ALSO

MUIA_Window_Open

MUIA_Window_DefaultObject

NAME

MUIA_Window_DefaultObject -- V4 [ISG], Object *, 0x804294d7

FUNCTION

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_ActiveObject

MUIA_Window_DepthGadget

NAME

MUIA_Window_DepthGadget -- V4 [I..], BOOL, 0x80421923

FUNCTION

Enable or disable the depth gadget. Defaults to TRUE.

There is no good reason to use this tag.

MUIA_Window_DisableKeys

NAME

MUIA_Window_DisableKeys -- V15 [ISG], ULONG, 0x80424c36

FUNCTION

Disable internal handling of certain predefined keys. The keys to be disabled must be supplied as a mask being build from the MUIKEY_#? definitions.

Think twice before disabling any standard keys! It is never a good idea to disable keys the user expects to work in any situation.

Don't forget to reset the disabled keys back to 0, otherwise the keys will stay disabled until the window object is eventually disposed.

EXAMPLE

/* disable handling of up and down cursor keys */
set(window, MUIA_Window_DisableKeys, (1 << MUIKEY_UP)|(1 << MUIKEY_DOWN));
/* reset any disabled keys */
set(window, MUIA_Window_DisableKeys, 0);

MUIA_Window_DragBar

NAME

MUIA_Window_DragBar -- V4 [I..], BOOL, 0x8042045d

FUNCTION

Tell MUI to give your window a dragbar.

Defaults to TRUE.

There is no good reason to disable the dragbar!

MUIA_Window_DrawInfo

NAME

MUIA_Window_DrawInfo -- V4 [..G], struct DrawInfo *, 0x80423726

FUNCTION

Get a pointer to the window's DrawInfo structure. This pointer is valid between MUIM_Window_Setup and MUIM_Window_Cleanup only and is strictly read-only.

The main purpose of this attribute is the possibility to obtain a valid DrawInfo pointer before the window is actually opened, i.e. to set up certain structures like Intuition images and menus.

SEE ALSO

MUIM_Window_Setup, MUIM_Window_Cleanup

MUIA_Window_FancyDrawing

NAME

MUIA_Window_FancyDrawing -- V8 [ISG], BOOL, 0x8042bd0e (OBSOLETE)

FUNCTION

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_Height

NAME

MUIA_Window_Height -- V4 [ISG], LONG, 0x80425846

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

FUNCTION

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 window's width and height may not both be scaled.

Defaults to MUIV_Window_Height_Default.

As long as your window has a window ID (MUIA_Window_ID), choosing a position is not that important. MUI will always remember a window's 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.

SEE ALSO

MUIA_Window_Width, MUIA_Window_ID

MUIA_Window_ID

NAME

MUIA_Window_ID -- V4 [ISG], ULONG, 0x804201bd

FUNCTION

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_LeftEdge, MUIM_Window_Snapshot

MUIA_Window_InputEvent

NAME

MUIA_Window_InputEvent -- V4 [..G], struct InputEvent *, 0x804247d8

FUNCTION

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.

NOTES

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.

Details about input event descriptions can be found in the AmigaOS Documentation Wiki: http://wiki.amigaos.net/wiki/Commodities_Exchange_Library#Filter_Objects_and_Input_Description_Strings

EXAMPLE

DoMethod(window, MUIM_Notify,
  MUIA_Window_InputEvent, "-repeat f1",
  txobj, 3,
  MUIM_Set, MUIA_Text_Contents, "f1 pressed/repeated");

MUIA_Window_IsSubWindow

NAME

MUIA_Window_IsSubWindow -- V4 [ISG], BOOL, 0x8042b5aa

FUNCTION

Windows with this flag set to TRUE don't 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

NAME

MUIA_Window_LeftEdge -- V4 [ISG], LONG, 0x80426c65

SPECIAL INPUTS

  • MUIV_Window_LeftEdge_Centered
  • MUIV_Window_LeftEdge_Moused
  • MUIV_Window_LeftEdge_Right(n)

FUNCTION

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.

Defaults to 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 window's 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.

SEE ALSO

MUIA_Window_TopEdge, MUIA_Window_ID

MUIA_Window_Menu

NAME

MUIA_Window_Menu -- V4 [I..], struct NewMenu *, 0x8042db94 (OBSOLETE)

SPECIAL INPUTS

  • MUIV_Window_Menu_NoMenu

FUNCTION

Obsolete, use MUIA_Window_Menustrip instead.

SEE ALSO

MUIA_Window_Menustrip

MUIA_Window_MenuAction

NAME

MUIA_Window_MenuAction -- V8 [ISG], ULONG, 0x80427521

FUNCTION

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_Menu

MUIA_Window_Menustrip

NAME

MUIA_Window_Menustrip -- V8 [ISG], Object *, 0x8042855e

FUNCTION

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 application's 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 application's windows but you want some windows to have no menu, use the MUIA_Window_NoMenus tag.

The attribute is ISG since muimaster.library 20.5855, IG with earlier versions.

SEE ALSO

MUIA_Window_NoMenus

MUIA_Window_MouseObject

NAME

MUIA_Window_MouseObject -- V10 [..G], Object *, 0x8042bf9b

FUNCTION

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

MUIA_Window_NeedsMouseObject

NAME

MUIA_Window_NeedsMouseObject -- V10 [I..], BOOL, 0x8042372a (OBSOLETE)

FUNCTION

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_MouseObject

MUIA_Window_NoMenus

NAME

MUIA_Window_NoMenus -- V4 [ISG], BOOL, 0x80429df5

FUNCTION

Temporarily disable the menu strip of a window.

SEE ALSO

MUIA_Window_Menu

MUIA_Window_Opacity

NAME

MUIA_Window_Opacity -- V20 [ISG], LONG, 0x80429617

FUNCTION

Specify the opacity of a window. Transparent windows are supported by AmigaOS4 only.

Defaults to 255 (fully opaque).

MUIA_Window_Open

NAME

MUIA_Window_Open -- V4 [.SG], BOOL, 0x80428aa0

FUNCTION

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.

In addition to that, MUI will also check the current activation state if a window is going to be closed and if it was activated while closing took place, MUI will automatically activate another window of the application by analysing the activation priority.

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.

If a window is already open and you perform a second "MUIA_Window_Open, TRUE" on it, MUI will bring that window to front and also activate it. So it is always be a wise decision to check the current open state before setting it to TRUE.

EXAMPLE

ULONG open;
set(window, MUIA_Window_Open, TRUE);
get(window, MUIA_Window_Open, &open);
if(open == FALSE)
{
  MUI_Request(app,0,0,0,"Ok","Failed to open window.");
  exit(20);
}

SEE ALSO

MUIA_Window_RootObject

MUIA_Window_PublicScreen

NAME

MUIA_Window_PublicScreen -- V6 [ISG], STRPTR, 0x804278e4

FUNCTION

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_Screen

MUIA_Window_RefWindow

NAME

MUIA_Window_RefWindow -- V4 [IS.], Object *, 0x804201f4

FUNCTION

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_ID, MUIA_Window_LeftEdge

MUIA_Window_RootObject

NAME

MUIA_Window_RootObject -- V4 [ISG], Object *, 0x8042cba5

FUNCTION

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.

The root object is mandatory during window creation and trying to create a window without a root object will definitely fail. However, the initial root object can be replaced with a different one later. It is the developer's task to dispose the former root object then as it is no longer a member of the window anymore.

NOTES

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_Open

MUIA_Window_Screen

NAME

MUIA_Window_Screen -- V4 [ISG], struct Screen *, 0x8042df4f

FUNCTION

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_PublicScreen, MUIA_Window_Window

MUIA_Window_ScreenTitle

NAME

MUIA_Window_ScreenTitle -- V5 [ISG], STRPTR, 0x804234b0

FUNCTION

This text will appear in the screens title bar when the window is active.

SEE ALSO

MUIA_Window_Title

MUIA_Window_SizeGadget

NAME

MUIA_Window_SizeGadget -- V4 [I..], BOOL, 0x8042e33d

FUNCTION

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

NAME

MUIA_Window_SizeRight -- V4 [I..], BOOL, 0x80424780

FUNCTION

When set to TRUE, the size gadget will reside in the right window border.

MUIA_Window_Sleep

NAME

MUIA_Window_Sleep -- V4 [.SG], BOOL, 0x8042e7db

FUNCTION

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 as well.

A sleeping window cannot be resized.

NOTES

Only opened windows can be put to sleep. However, currently closed windows can be taken out of sleep nevertheless.

SEE ALSO

MUIA_Application_Sleep

MUIA_Window_Title

NAME

MUIA_Window_Title -- V4 [ISG], STRPTR, 0x8042ad3d

FUNCTION

Specify the title of a window.

SEE ALSO

MUIA_Window_ScreenTitle

MUIA_Window_TopEdge

NAME

MUIA_Window_TopEdge -- V4 [ISG], LONG, 0x80427c66

SPECIAL INPUTS

  • MUIV_Window_TopEdge_Centered
  • MUIV_Window_TopEdge_Moused
  • MUIV_Window_TopEdge_Delta(p)
  • MUIV_Window_TopEdge_Bottom(n)

FUNCTION

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 screen's title bar.

Defaults to 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 window's 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.

SEE ALSO

MUIA_Window_LeftEdge, MUIA_Window_ID

MUIA_Window_UseBottomBorderScroller

NAME

MUIA_Window_UseBottomBorderScroller -- V13 [ISG], BOOL, 0x80424e79

FUNCTION

If set to TRUE, the window will feature a scrollbar in its bottom border. You must set this for the window object if any children are going to use this window border scroller, e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

NOTES

Obviously, scroll gadgets in window borders won't look good with borderless or non-resizable windows.

SEE ALSO

MUIA_Window_UseLeftBorderScroller, MUIA_Window_UseRightBorderScroller, MUIA_Prop_UseWinBorder, MUIA_Scrollgroup_UseWinBorder

MUIA_Window_UseLeftBorderScroller

NAME

MUIA_Window_UseLeftBorderScroller -- V13 [ISG], BOOL, 0x8042433e

FUNCTION

If set to TRUE, the window will feature a scrollbar in its left border. You must set this for the window object if any children are going to use this window border scroller, e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

NOTES

Obviously, scroll gadgets in window borders won't look good with borderless or non-resizable windows.

SEE ALSO

MUIA_Window_UseBottomBorderScroller, MUIA_Window_UseRightBorderScroller, MUIA_Prop_UseWinBorder, MUIA_Scrollgroup_UseWinBorder

MUIA_Window_UseRightBorderScroller

NAME

MUIA_Window_UseRightBorderScroller -- V13 [ISG], BOOL, 0x8042c05e

FUNCTION

If set to TRUE, the window will feature a scrollbar in its right border. You must set this for the window object if any children are going to use this window border scroller, e.g. prop gadgets with the MUIA_Prop_UseWinBorder attribute.

NOTES

Obviously, scroll gadgets in window borders won't look good with borderless or non-resizable windows.

SEE ALSO

MUIA_Window_UseLeftBorderScroller, MUIA_Window_UseBottomBorderScroller, MUIA_Prop_UseWinBorder, MUIA_Scrollgroup_UseWinBorder

MUIA_Window_Width

NAME

MUIA_Window_Width -- V4 [ISG], LONG, 0x8042dcae

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

FUNCTION

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 window's width and height may not both be scaled.

Defaults to MUIV_Window_Width_Default.

As long as your window has a window ID (MUIA_Window_ID), choosing a position is not that important. MUI will always remember a window's 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.

SEE ALSO

MUIA_Window_Height, MUIA_Window_ID

MUIA_Window_Window

NAME

MUIA_Window_Window -- V4 [..G], struct Window *, 0x80426a42

FUNCTION

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

MUIA_Window_Screen

MUIM_Window_AddEventHandler

NAME

MUIM_Window_AddEventHandler -- V16, 0x804203b7

SYNOPSIS

DoMethod(obj, MUIM_Window_AddEventHandler, struct MUI_EventHandlerNode *ehnode);

FUNCTION

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 by returning MUI_EventHandlerRC_Eat instead of zero. 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 first, make your changes and then add it again. Do not change fields of an active handler without removing it first!

INPUTS

struct MUI_EventHandlerNode *ehnode pointer to an initialized MUI_EventHandler structure.

The MUI_EventHandlerNode structure consists of these fields: ehn_Priority event handlers are inserted according to their priority. 0 is fine in almost all cases.

ehn_Flags a combination of these public flags: * MUI_EHF_GUIMODE: the handler will be called only if the object is neither disabled nor invsibile. All other flags are either private or read-only.

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 don't 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 object's 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 don't 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_RemEventHandler, MUIM_HandleEvent

MUIM_Window_Cleanup

NAME

MUIM_Window_Cleanup -- V18, 0x8042ab26

SYNOPSIS

DoMethod(obj, MUIM_Window_Cleanup);

FUNCTION

This method is the analog cleanup method for window objects as MUIM_Cleanup is for all other kinds of objects. Perform all the work to clean up things that have been set up during MUIM_Window_Setup.

SEE ALSO

MUIM_Window_Setup

MUIM_Window_GetMenuCheck

NAME

MUIM_Window_GetMenuCheck -- V4, 0x80420414 (OBSOLETE)

SYNOPSIS

DoMethod(obj, MUIM_Window_GetMenuCheck, ULONG MenuID);

FUNCTION

Ask whether a checkmark menu item has its checkmark set or cleared.

INPUTS

ULONG MenuID the value you wrote into the UserData field of struct NewMenu.

SEE ALSO

MUIM_Window_SetMenuCheck, MUIA_Window_Menu

MUIM_Window_GetMenuState

NAME

MUIM_Window_GetMenuState -- V4, 0x80420d2f (OBSOLETE)

SYNOPSIS

DoMethod(obj, MUIM_Window_GetMenuState, ULONG MenuID);

FUNCTION

Ask whether a menu item is enabled or disabled.

INPUTS

ULONG MenuID the value you wrote into the UserData field of struct NewMenu.

SEE ALSO

MUIM_Window_SetMenuState, MUIA_Window_Menu

MUIM_Window_RemEventHandler

NAME

MUIM_Window_RemEventHandler -- V16, 0x8042679e

SYNOPSIS

DoMethod(obj, MUIM_Window_RemEventHandler, struct MUI_EventHandlerNode *ehnode);

FUNCTION

Remove an event handler.

INPUTS

struct MUI_EventHandlerNode *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_RemEventHandler, MUIM_HandleEvent

MUIM_Window_ScreenToBack

NAME

MUIM_Window_ScreenToBack -- V4, 0x8042913d

SYNOPSIS

DoMethod(obj, MUIM_Window_ScreenToBack);

FUNCTION

Put the window's screen to back. This command is only valid when the window is opened.

SEE ALSO

MUIM_Window_ScreenToFront, MUIM_Window_ToBack, MUIM_Window_ToFront

MUIM_Window_ScreenToFront

NAME

MUIM_Window_ScreenToFront -- V4, 0x804227a4

SYNOPSIS

DoMethod(obj, MUIM_Window_ScreenToFront);

FUNCTION

Put the window's screen to font. This command is only valid when the window is opened.

SEE ALSO

MUIM_Window_ScreenToBack, MUIM_Window_ToBack, MUIM_Window_ToFront

MUIM_Window_SetCycleChain

NAME

MUIM_Window_SetCycleChain -- V4, 0x80426510 (OBSOLETE)

SYNOPSIS

DoMethod(obj, MUIM_Window_SetCycleChain, Object *obj[1]);

FUNCTION

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

Object *obj1, ... one or more objects, terminated with a NULL.

EXAMPLE

DoMethod(window, MUIM_Window_SetCycleChain, str1, str2, slide1, list, radio, cycle1, cycle2, NULL);

SEE ALSO

MUIA_Window_ActiveObject, MUIA_CycleChain

MUIM_Window_SetMenuCheck

NAME

MUIM_Window_SetMenuCheck -- V4, 0x80422243 (OBSOLETE)

SYNOPSIS

DoMethod(obj, MUIM_Window_SetMenuCheck, ULONG MenuID, LONG stat);

FUNCTION

Set or clear the checkmark of a menu item.

INPUTS

ULONG MenuID the value you wrote into the UserData field of struct NewMenu.

LONG stat TRUE to set checkmark, FALSE to clear

SEE ALSO

MUIM_Window_GetMenuCheck, MUIA_Window_Menu

MUIM_Window_SetMenuState

NAME

MUIM_Window_SetMenuState -- V4, 0x80422b5e (OBSOLETE)

SYNOPSIS

DoMethod(obj, MUIM_Window_SetMenuState, ULONG MenuID, LONG stat);

FUNCTION

Enable or disable a menu item.

INPUTS

ULONG MenuID the value you wrote into the UserData field of struct NewMenu.

LONG stat TRUE to enable item, FALSE to disable.

SEE ALSO

MUIM_Window_GetMenuState, MUIA_Window_Menu

MUIM_Window_Setup

NAME

MUIM_Window_Setup -- V18, 0x8042c34c

SYNOPSIS

DoMethod(obj, MUIM_Window_Setup);

FUNCTION

This method is the analog setup method for window objects as MUIM_Setup is for all other kinds of objects. If you need to initialize anything ahead of layouting and opening the window you can override this method.

Note: The window itself is neither opened yet, nor is any window dimension calculated yet.

SEE ALSO

MUIM_Window_Cleanup

MUIM_Window_Snapshot

NAME

MUIM_Window_Snapshot -- V11, 0x8042945e

SYNOPSIS

DoMethod(obj, MUIM_Window_Snapshot, LONG flags);

FUNCTION

MUIM_Window_Snapshot is the programmer's interface to MUI's window position remembering facility.

NOTES

Snapshotting a window is only possible if it has a non-NULL MUIA_Window_ID.

INPUTS

LONG 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.

SEE ALSO

MUIA_Window_ID

MUIM_Window_ToBack

NAME

MUIM_Window_ToBack -- V4, 0x8042152e

SYNOPSIS

DoMethod(obj, MUIM_Window_ToBack);

FUNCTION

Put the window to back. When the window is not currently open, this command does simply nothing.

SEE ALSO

MUIM_Window_ToFront, MUIM_Window_ScreenToBack, MUIM_Window_ScreenToFront

MUIM_Window_ToFront

NAME

MUIM_Window_ToFront -- V4, 0x8042554f

SYNOPSIS

DoMethod(obj, MUIM_Window_ToFront);

FUNCTION

Put the window to front. When the window is not currently open, this command does simply nothing.

SEE ALSO

MUIM_Window_ToBack, MUIM_Window_ScreenToBack, MUIM_Window_ScreenToFront


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Copyright © 2006-2021 by Thore Böckelmann, Jens Maus
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