Could someone strip out the macro from this?

12 posts / 0 new
Last post
AmigaBlitter
AmigaBlitter's picture
Offline
Last seen: 4 years 9 months ago
Joined: 2012-02-18 19:55
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
trixie's picture
Offline
Last seen: 3 months 1 week ago
Joined: 2011-02-03 13:58
I'm afraid no-one has enough
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.
AmigaOne X5000-020 / 2GB RAM / Sapphire Pulse Radeon RX 560 / AmigaOS 4.1 Final Edition Update 2
AmigaBlitter
AmigaBlitter's picture
Offline
Last seen: 4 years 9 months ago
Joined: 2012-02-18 19:55
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
jabirulo's picture
Offline
Last seen: 2 weeks 3 days ago
Joined: 2013-05-30 00:53
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
AmigaBlitter's picture
Offline
Last seen: 4 years 9 months ago
Joined: 2012-02-18 19:55
@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
trixie's picture
Offline
Last seen: 3 months 1 week ago
Joined: 2011-02-03 13:58
@AmigaBlitter Look at how I
@AmigaBlitter Look at how I do ReAction GUI without macros here in this source code - the main() function there should give you the answer.
AmigaOne X5000-020 / 2GB RAM / Sapphire Pulse Radeon RX 560 / AmigaOS 4.1 Final Edition Update 2
jabirulo
jabirulo's picture
Offline
Last seen: 2 weeks 3 days ago
Joined: 2013-05-30 00:53
..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
trixie's picture
Offline
Last seen: 3 months 1 week ago
Joined: 2011-02-03 13:58
@AmigaBlitter And if you are
@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!
AmigaOne X5000-020 / 2GB RAM / Sapphire Pulse Radeon RX 560 / AmigaOS 4.1 Final Edition Update 2
jabirulo
jabirulo's picture
Offline
Last seen: 2 weeks 3 days ago
Joined: 2013-05-30 00:53
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
trixie's picture
Offline
Last seen: 3 months 1 week ago
Joined: 2011-02-03 13:58
@jabirulo Both can be used,
@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
salass00's picture
Offline
Last seen: 1 day 17 hours ago
Joined: 2011-02-03 11:27
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
trixie's picture
Offline
Last seen: 3 months 1 week ago
Joined: 2011-02-03 13:58
Using class pointers also
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
Log in or register to post comments