Could someone strip out the macro from this?

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AmigaBlitter
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Could someone strip out the macro from this?

Hello,

could someone help me to remove the macros from sdk\examples\Reaction\os4examples\imageButton\imagebut.c?

i'm getting mad.

trixie
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Re: Could someone strip out the macro from this?

I'm afraid no-one has enough free time to rewrite complete sources for you. Why don't you post the actual code of yours, for us to see what you're doing wrong? Perhaps it's something obvious and quick to fix.

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AmigaBlitter
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Thank you trixie. I looked at

Thank you trixie.
I looked at sdk\include\... reaction\reaction_macros...

This helped me a little. I will post specific problem i encountered as soon as possibile.

jabirulo
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1)Replace 'ButtonObject,'

1)Replace 'ButtonObject,' with 'IIntuition->NewObject(NULL, "button.gadget",'
BitMapObject -> "bitmap.image"
WindowObject -> "window.class"
LayoutObject -> "layout.gadget"

2)Replace all the 'xxxEnd,' with 'TAG_END),', note the last tag (semicolon) 'WindowEnd;' -> 'TAG_DONE);'

'VLayoutObject,' -> 'IIntuition->NewObject(NULL, "layout.gadget", LAYOUT_Orientation,LAYOUT_ORIENT_VERT,'

'RA_OpenWindow(win)' -> '(struct Window *)IIntuition->IDoMethod(win, WM_OPEN))'

'RA_HandleInput(win, &code)))' -> 'IIntuition->IDoMethod(win, WM_HANDLEINPUT, &code)))'

and comment out 'reaction/reaction_macros.h' include

Hope it helps.

AOS4.1/SAM460ex/PPC460EX-1155MHZ/2048MB/RadeonHD6570/SSD120GB/DVDRW :-P

AmigaBlitter
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@jabirulo i need this part

@jabirulo

i need this part particularly:

" LAYOUT_AddChild, LayoutObject,
LAYOUT_VertAlignment, LALIGN_CENTER,
LAYOUT_HorizAlignment, LALIGN_CENTER,

LAYOUT_AddChild, OBJ(OBJ_IBUT_1) = ButtonObject,
BUTTON_BevelStyle, BVS_NONE,
BUTTON_Transparent, TRUE,
BUTTON_RenderImage, OBJ(OBJ_SEL) = BitMapObject,
BITMAP_SourceFile, "images/unsel.gif",
BITMAP_DisabledSourceFile, "images/ghosted.gif",
BITMAP_Screen, screen,
BITMAP_Masking, TRUE,
BitMapEnd,
BUTTON_SelectImage, OBJ(OBJ_UNSEL) = BitMapObject,
BITMAP_SourceFile, "images/sel.gif",
BITMAP_Screen, screen,
BITMAP_Masking, TRUE,
BitMapEnd,
ButtonEnd,
CHILD_WeightedWidth, 0,
CHILD_WeightedHeight, 0,

LayoutEnd,"

could you please help me?

trixie
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Re: Could someone strip out the macro from this?

@AmigaBlitter

Look at how I do ReAction GUI without macros here in this source code - the main() function there should give you the answer.

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jabirulo
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..LAYOUT_AddChild,
  1. ..
  2. LAYOUT_AddChild, /*LayoutObject,*/
  3. IIntuition->NewObject(NULL, "layout.gadget",
  4. LAYOUT_VertAlignment, LALIGN_CENTER,
  5. LAYOUT_HorizAlignment, LALIGN_CENTER,
  6.  
  7. LAYOUT_AddChild, OBJ(OBJ_IBUT_1) = /*ButtonObject,*/
  8. IIntuition->NewObject(NULL, "button.gadget",
  9. BUTTON_BevelStyle, BVS_NONE,
  10. BUTTON_Transparent, TRUE,
  11. BUTTON_RenderImage, OBJ(OBJ_SEL) = /*BitMapObject,*/
  12. IIntuition->NewObject(NULL, "bitmap.image",
  13. BITMAP_SourceFile, "images/unsel.gif",
  14. BITMAP_DisabledSourceFile, "images/ghosted.gif",
  15. BITMAP_Screen, screen,
  16. BITMAP_Masking, TRUE,
  17. /*BitMapEnd,*/
  18. TAG_END),
  19. BUTTON_SelectImage, OBJ(OBJ_UNSEL) = /*BitMapObject,*/
  20. IIntuition->NewObject(NULL, "bitmap.image",
  21. BITMAP_SourceFile, "images/sel.gif",
  22. BITMAP_Screen, screen,
  23. BITMAP_Masking, TRUE,
  24. /*BitMapEnd,*/
  25. TAG_END),
  26. /*ButtonEnd,*/
  27. TAG_END),
  28. CHILD_WeightedWidth, 0,
  29. CHILD_WeightedHeight, 0,
  30.  
  31. /*LayoutEnd,*/
  32. TAG_END),
  33. ..

As previous post:
1)Replaced XXXObject with IIntuition->NewObject(NULL, "Name_Of_The_Object",
2)Replaced XXXEnd with TAG_END

AOS4.1/SAM460ex/PPC460EX-1155MHZ/2048MB/RadeonHD6570/SSD120GB/DVDRW :-P

trixie
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Re: Could someone strip out the macro from this?

@AmigaBlitter

And if you are wondering why Jabirulo's GUI definition differs from mine it's because he instantiates his GUI objects using their public class names ("layout.gadget" etc.) whereas I'm using their class pointers. Both are valid ways. My example explicitly opens the individual classes using OpenClass() whereas Jabirulo's (being just a code snippet) assumes that the classes are already open - so bear this in mind!

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jabirulo
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BTW: just a classes load

BTW: just a classes load question, how do I open/use chooser.gadget in case I want to use IChooser->AllocChooserNode()?

  1. struct ClassLibrary *ChooserBase; // the class library base
  2. Class *ChooseerClass; // the class pointer
  3. struct ChooserIFace *IChooser;
  4. ..
  5. ChooserBase = IIntuition->OpenClass("gadgets/chooser.gadget", 52, &ChooserClass);
  6. if(!ChooserBase) return FALSE;
  7. IChooser = (struct ChooserIFace *)IExec->GetInterface(ChooserBase, "main", 1, NULL);
  8. if(!IChooser) return FALSE;

or do I have to use (or both are valid):

  1. struct Library *ChooserBase;
  2. ..
  3. ChooserBase = (struct Library *)IExec->OpenLibrary("gadgets/chooser.gadget", 52);
  4. if(!ChooserBase) return FALSE;
  5. IChooser = (struct ChooserIFace *)IExec->GetInterface( (struct Library *)ChooserBase, "main", 1, NULL);
  6. ..

TIA

AOS4.1/SAM460ex/PPC460EX-1155MHZ/2048MB/RadeonHD6570/SSD120GB/DVDRW :-P

trixie
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Re: Could someone strip out the macro from this?

@jabirulo

Both can be used, depending on how you instantiate your GUI later in the program. If you instantiate all your GUI objects from their public name (IIntuition->NewObject(NULL, "chooser.gadget", ...), you don't need a class pointer so OpenLibrary() will be allright because all you need is to have the class and its interface opened. On the other hand, if you instantiate from the class pointer (IIntuition->NewObject(ChooserClass, NULL, ...), you'll need OpenClass() because OpenLibrary() does not provide the class pointer.

Instantiating from the class pointer can be faster, depending on the number of objects and complexity of your GUI. Steven says there's hardly a noticeable difference compared to using the public name; this may be true on his X1000 but on a lowly 600MHz Sam I can definitely tell :-)

AmigaOne X5000-020 / 2GB RAM / Sapphire Pulse Radeon RX 560 / AmigaOS 4.1 Final Edition Update 2

salass00
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Instantiating from the class


Instantiating from the class pointer can be faster, depending on the number of objects and complexity of your GUI. Steven says there's hardly a noticeable difference compared to using the public name; this may be true on his X1000 but on a lowly 600MHz Sam I can definitely tell :-)

Using class pointers also forces you to open the classes before you use them (which is good), while when using class names it can be easy to forget as the compiler won't produce an error if you don't handle this part and might not even cause your compiled program to fail if the classes are already in use by other programs.

trixie
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Re: Could someone strip out the macro from this?

Using class pointers also forces you to open the classes before you use them (which is good), while when using class names it can be easy to forget

Absolutely!

AmigaOne X5000-020 / 2GB RAM / Sapphire Pulse Radeon RX 560 / AmigaOS 4.1 Final Edition Update 2

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