GUI routines



Allegro contains an object-oriented dialog manager, which was originally based on the Atari GEM system (form_do(), objc_draw(), etc: old ST programmers will know what I'm talking about :-) You can use the GUI as-is to knock out simple interfaces for things like the test program and grabber utility, or you can use it as a basis for more complicated systems of your own. Allegro lets you define your own object types by writing new dialog procedures, so you can take complete control over the visual aspects of the interface while still using Allegro to handle input from the mouse, keyboard, joystick, etc.

A GUI dialog is stored as an array of DIALOG objects, each one containing the fields:

typedef struct DIALOG
{
   int (*proc)(int, DIALOG *, int); - dialog procedure (message handler)
   int x, y, w, h;                  - position and size of the object
   int fg, bg;                      - foreground and background colors
   int key;                         - ASCII keyboard shortcut
   int flags;                       - flags about the status of the object
   int d1, d2;                      - whatever you want to use them for
   void *dp, *dp2, *dp3;            - pointers to more object-specific data
} DIALOG;

The array should end with an object which has the proc pointer set to NULL.

The flags field may contain any combination of the bit flags:

   D_EXIT          - this object should close the dialog when it is clicked
   D_SELECTED      - this object is selected
   D_GOTFOCUS      - this object has got the input focus
   D_GOTMOUSE      - the mouse is currently on top of this object
   D_HIDDEN        - this object is hidden and inactive
   D_DISABLED      - this object is greyed-out and inactive
   D_INTERNAL      - don't use this! It is for internal use by the library...
   D_USER          - any powers of two above this are free for your own use

Each object is controlled by a dialog procedure, which is stored in the proc pointer. This will be called by the dialog manager whenever any action concerning the object is required, or you can call it directly with the SEND_MESSAGE macro. The dialog procedure should follow the form:

   int foo(int msg, DIALOG *d, int c);

It will be passed a flag (msg) indicating what action it should perform, a pointer to the object concerned (d), and if msg is MSG_CHAR or MSG_XCHAR, the key that was pressed (c). Note that d is a pointer to a specific object, and not to the entire dialog.

The dialog procedure should return one of the values:

   D_O_K          - normal return status
   D_CLOSE        - tells the dialog manager to close the dialog
   D_REDRAW       - tells the dialog manager to redraw the entire dialog
   D_WANTFOCUS    - requests that the input focus be given to this object
   D_USED_CHAR    - MSG_CHAR and MSG_XCHAR return this if they used the key

Dialog procedures may be called with any of the messages:

MSG_START:
Tells the object to initialise itself. The dialog manager sends this to all the objects in a dialog just before it displays the dialog.

MSG_END:
Sent to all objects when closing a dialog, allowing them to perform whatever cleanup operations they require.

MSG_DRAW:
Tells the object to draw itself onto the screen. The mouse pointer will be turned off when this message is sent, so the drawing code does not need to worry about it.

MSG_CLICK:
Informs the object that a mouse button has been clicked while the mouse was on top of the object. Typically an object will perform its own mouse tracking as long as the button is held down, and only return from this message handler when it is released.

MSG_DCLICK:
Sent when the user double-clicks on an object. A MSG_CLICK will be sent when the button is first pressed, then MSG_DCLICK if it is released and pressed again within a short space of time.

MSG_KEY:
Sent when the keyboard shortcut for the object is pressed, or if enter, space, or a joystick button is pressed while it has the input focus.

MSG_CHAR:
When a key is pressed, this message is sent to the object that has the input focus. If the object deals with the keypress it should return D_USED_CHAR, otherwise it should return D_O_K to allow the default keyboard interface to operate.

MSG_XCHAR:
When a key is pressed, Allegro will send a MSG_CHAR to the object with the input focus. If this object doesn't process the key (ie. it returns D_O_K rather than D_USED_CHAR), the dialog manager will look for an object with a matching keyboard shortcut in the key field, and send it a MSG_KEY. If this fails, it broadcasts a MSG_XCHAR to all objects in the dialog, allowing them to respond to special keypresses even when they don't have the input focus. Normally you should ignore this message (return D_O_K rather than D_USED_CHAR), in which case Allegro will perform default actions such as moving the focus in response to the arrow keys and closing the dialog if ESC is pressed.

MSG_WANTFOCUS:
Queries whether an object is willing to accept the input focus. It should return D_WANTFOCUS if it does, or D_O_K if it isn't interested in getting user input.

MSG_GOTFOCUS:
MSG_LOSTFOCUS:
Sent whenever an object gains or loses the input focus. These messages will always be followed by a MSG_DRAW, to let objects display themselves differently when they have the input focus. If you return D_WANTFOCUS in response to a MSG_LOSTFOCUS event, this will prevent your object from losing the focus when the mouse moves off it onto the screen background or some inert object, so it will only lose the input focus when some other object is ready to take over the focus (this trick is used by the d_edit_proc() object).

MSG_GOTMOUSE:
MSG_LOSTMOUSE:
Sent when the mouse moves on top of or away from an object. Unlike the focus messages, these are not followed by a MSG_DRAW, so if the object is displayed differently when the mouse is on top of it, it is responsible for redrawing itself in response to these messages.

MSG_IDLE:
Sent whenever the dialog manager has nothing better to do.

MSG_RADIO:
Sent by radio button objects to deselect other buttons in the same group when they are clicked. The group number is passed in the c message parameter.

MSG_USER:
The first free message value. Any numbers from here on (MSG_USER, MSG_USER+1, MSG_USER+2, ... MSG_USER+n) are free to use for whatever you like.

Allegro provides several standard dialog procedures. You can use these as they are to provide simple user interface objects, or you can call them from within your own dialog procedures, resulting in a kind of OOP inheritance. For instance, you could make an object which calls d_button_proc to draw itself, but handles the click message in a different way, or an object which calls d_button_proc for everything except drawing itself, so it would behave like a normal button but could look completely different.

int d_clear_proc(int msg, DIALOG *d, int c);
This just clears the screen when it is drawn. Useful as the first object in a dialog.

int d_box_proc(int msg, DIALOG *d, int c);
int d_shadow_box_proc(int msg, DIALOG *d, int c);
These draw boxes onto the screen, with or without a shadow.

int d_bitmap_proc(int msg, DIALOG *d, int c);
This draws a bitmap onto the screen, which should be pointed to by the dp field.

int d_text_proc(int msg, DIALOG *d, int c);
int d_ctext_proc(int msg, DIALOG *d, int c);
These draw text onto the screen. The dp field should point to the string to display. d_ctext_proc() centres the string around the x coordinate. Any '&' characters in the string will be replaced with lines underneath the following character, for displaying keyboard shortcuts (as in MS Windows). To display a single ampersand, put "&&". To use draw the text in something other than the default font, set the dp2 field to point to your custom font data.

int d_button_proc(int msg, DIALOG *d, int c);
A button object (the dp field points to the text string). This object can be selected by clicking on it with the mouse or by pressing its keyboard shortcut. If the D_EXIT flag is set, selecting it will close the dialog, otherwise it will toggle on and off. Like d_text_proc(), ampersands can be used to display the keyboard shortcut of the button.

int d_check_proc(int msg, DIALOG *d, int c);
This is an example of how you can derive objects from other objects. Most of the functionality comes from d_button_proc(), but it displays itself as a check box.

int d_radio_proc(int msg, DIALOG *d, int c);
A radio button object. A dialog can contain any number of radio button groups: selecting a radio button causes other buttons within the same group to be deselected. The dp field points to the text string, d1 specifies the group number, and d2 is the button style (0=circle, 1=square).

int d_icon_proc(int msg, DIALOG *d, int c);
A bitmap button. The fg color is used for the dotted line showing focus, and the bg color for the shadow used to fill in the top and left sides of the button when "pressed". d1 is the "push depth", ie. the number of pixels the icon will be shifted to the right and down when selected (default 2) if there is no "selected" image. d2 is the distance by which the dotted line showing focus is indented (default 2). dp points to a bitmap for the icon, while dp2 and dp3 are the selected and disabled images respectively (optional, may be NULL).

int d_keyboard_proc(int msg, DIALOG *d, int c);
This is an invisible object for implementing keyboard shortcuts. You can put an ASCII code in the key field of the dialog object (a character such as 'a' to respond to a simple keypress, or a number 1-26 to respond to a control key a-z), or you can put a keyboard scancode in the d1 and/or d2 fields. When one of these keys is pressed, the object will call the function pointed to by dp. This should return an int, which will be passed back to the dialog manager, so it can return D_O_K, D_REDRAW, D_CLOSE, etc.

int d_edit_proc(int msg, DIALOG *d, int c);
An editable text object (the dp field points to the string). When it has the input focus (obtained by clicking on it with the mouse), text can be typed into this object. The d1 field specifies the maximum number of characters that it will accept, and d2 is the text cursor position within the string.

int d_list_proc(int msg, DIALOG *d, int c);
A list box object. This will allow the user to scroll through a list of items and to select one by clicking or with the arrow keys. If the D_EXIT flag is set, double clicking on a list item will close the dialog. The index of the selected item is held in the d1 field, and d2 is used to store how far it has scrolled through the list. The dp field points to a function which will be called to obtain information about the contents of the list. This should follow the form:

      char *foobar(int index, int *list_size);

If index is zero or positive, the function should return a pointer to the string which is to be displayed at position index in the list. If index is negative, it should return NULL and list_size should be set to the number of items in the list.

To create a multiple selection listbox, set the dp2 field to an array of byte flags indicating the selection state of each list item (non-zero for selected entries). This table must be at least as big as the number of objects in the list!

int d_textbox_proc(int msg, DIALOG *d, int c);
A text box object. The dp field points to the text which is to be displayed in the box. If the text is long, there will be a vertical scrollbar on the right hand side of the object which can be used to scroll through the text. The default is to print the text with word wrapping, but if the D_SELECTED flag is set, the text will be printed with character wrapping. The d1 field is used internally to store the number of lines of text, and d2 is used to store how far it has scrolled through the text.

int d_slider_proc(int msg, DIALOG *d, int c);
A slider control object. This object holds a value in d2, in the range from 0 to d1. It will display as a vertical slider if h is greater than or equal to w, otherwise it will display as a horizontal slider. The dp field can contain an optional bitmap to use for the slider handle, and dp2 can contain an optional callback function, which is called each time d2 changes. The callback function should have the following prototype:

      int function(void *dp3, int d2);

The d_slider_proc object will return the value of the callback function.

int d_menu_proc(int msg, DIALOG *d, int c);
This object is a menu bar which will drop down child menus when it is clicked or if an alt+key corresponding to one of the shortcuts in the menu is pressed. It ignores a lot of the fields in the dialog structure, in particular the color is taken from the gui_*_color variables, and the width and height are calculated automatically. The dp field points to an array of menu structures: see do_menu() for more information. The top level menu will be displayed as a horizontal bar, but when child menus drop down from it they will be in the normal vertical format used by do_menu(). When a menu item is selected, the return value from the menu callback function is passed back to the dialog manager, so your callbacks should return D_O_K, D_REDRAW, or D_CLOSE.

The behaviour of the dialog manager can be controlled by the variables:

extern int gui_mouse_focus;
If set, the input focus follows the mouse pointer around the dialog, otherwise a click is required to move it.

extern int gui_fg_color, gui_bg_color;
The foreground and background colors for the standard dialogs (alerts, menus, and the file selector). They default to 255 and 0.

extern int gui_mg_color;
The color used for displaying greyed-out dialog objects (with the D_DISABLED flag set). Defaults to 8.

extern int gui_font_baseline;
If set to a non-zero value, adjusts the keyboard shortcut underscores to account for the height of the descenders in your font.

extern int (*gui_mouse_x)();
extern int (*gui_mouse_y)();
extern int (*gui_mouse_b)();
Hook functions, used by the GUI routines whenever they need to access the mouse state. By default these just return copies of the mouse_x, mouse_y, and mouse_b variables, but they could be used to offset or scale the mouse position, or read input from a different source entirely.

You can change the global 'font' pointer to make the GUI objects use something other than the standard 8x8 font. The standard dialog procedures, menus, and alert boxes, will work with fonts of any size, but the file_select() and gfx_mode_select() dialogs will look wrong with anything other than 8x8 fonts.

int gui_textout(BITMAP *bmp, unsigned char *s, int x, y, color, centre);
Helper function for use by the GUI routines. Draws a text string onto the screen, interpreting the '&' character as an underbar for displaying keyboard shortcuts. Returns the width of the output string in pixels.

int gui_strlen(unsigned char *s);
Helper function for use by the GUI routines. Returns the length of a string in pixels, ignoring '&' characters.

void centre_dialog(DIALOG *dialog);
Moves an array of dialog objects so that it is centered in the screen.

void set_dialog_color(DIALOG *dialog, int fg, int bg);
Sets the foreground and background colors of an array of dialog objects.

int find_dialog_focus(DIALOG *dialog);
Searches the dialog for the object which has the input focus, returning an index or -1 if the focus is not set. This is useful if you are calling do_dialog() several times in a row and want to leave the focus in the same place it was when the dialog was last displayed, as you can call do_dialog(dlg, find_dialog_focus(dlg));

int dialog_message(DIALOG *dialog, int msg, int c, int *obj);
Sends a message to all the objects in an array. If any of the dialog procedures return values other than D_O_K, it returns the value and sets obj to the index of the object which produced it.

int broadcast_dialog_message(int msg, int c);
Broadcasts a message to all the objects in the active dialog. If any of the dialog procedures return values other than D_O_K, it returns that value.

int do_dialog(DIALOG *dialog, int focus_obj);
The basic dialog manager function. This displays a dialog (an array of dialog objects, terminated by one with a NULL dialog procedure), and sets the input focus to the focus_obj (-1 if you don't want anything to have the focus). It interprets user input and dispatches messages as they are required, until one of the dialog procedures tells it to close the dialog, at which point it returns the index of the object that caused it to exit.

int popup_dialog(DIALOG *dialog, int focus_obj);
Like do_dialog(), but it stores the data on the screen before drawing the dialog and restores it when the dialog is closed. The screen area to be stored is calculated from the dimensions of the first object in the dialog, so all the other objects should lie within this one.

DIALOG_PLAYER *init_dialog(DIALOG *dialog, int focus_obj);
This function provides lower level access to the same functionality as do_dialog(), but allows you to combine a dialog box with your own program control structures. It initialises a dialog, returning a pointer to a player object that can be used with update_dialog() and shutdown_dialog(). With these functions, you could implement your own version of do_dialog() with the lines:

      void *player = init_dialog(dialog, focus_obj);

while (update_dialog(player)) ;

return shutdown_dialog(player);

int update_dialog(DIALOG_PLAYER *player);
Updates the status of a dialog object returned by init_dialog(). Returns TRUE if the dialog is still active, or FALSE if it has terminated. Upon a return value of FALSE, it is up to you whether to call shutdown_dialog() or to continue execution. The object that requested the exit can be determined from the player->obj field.

int shutdown_dialog(DIALOG_PLAYER *player);
Destroys a dialog player object returned by init_dialog(), returning the object that caused it to exit (this is the same as the return value from do_dialog()).

extern DIALOG *active_dialog;
Global pointer to the most recent activated dialog. This may be useful if an object needs to iterate through a list of all its siblings.


Popup or pulldown menus are created as an array of the structures:

typedef struct MENU
{
   char *text;                   - the text to display for the menu item
   int (*proc)();                - called when the menu item is clicked
   struct MENU *child;           - nested child menu
   int flags;                    - disabled or checked state
   void *dp;                     - pointer to any data you need
} MENU;

Each menu item contains a text string. This can use the '&' character to indicate keyboard shortcuts, or can be an zero-length string to display the item as a non-selectable splitter bar. If the string contains a "\t" tab character, any text after this will be right-justified, eg. for displaying keyboard shortcut information. The proc pointer is a function which will be called when the menu item is selected, and child points to another menu, allowing you to create nested menus. Both proc and child may be NULL. The proc function returns an integer which is ignored if the menu was brought up by calling do_menu(), but which is passed back to the dialog manager if it was created by a d_menu_proc() object. The array of menu items is terminated by an entry with a NULL text pointer.

Menu items can be disabled (greyed-out) by setting the D_DISABLED bit in the flags field, and a check mark can be displayed next to them by setting the D_SELECTED bit. With the default alignment and font this will usually overlap the menu text, so if you are going to use checked menu items it would be a good idea to prefix all your options with a space or two, to ensure there is room for the check.

int do_menu(MENU *menu, int x, int y)
Displays and animates a popup menu at the specified screen coordinates (these will be adjusted if the menu does not entirely fit on the screen). Returns the index of the menu item that was selected, or -1 if the menu was cancelled. Note that the return value cannot indicate selection from child menus, so you will have to use the callback functions if you want multi-level menus.

extern MENU *active_menu;
When a menu callback procedure is triggered, this will be set to the menu item that was selected, so your routine can determine where it was called from.

int alert(char *s1, *s2, *s3, char *b1, *b2, int c1, c2);
Displays a popup alert box, containing three lines of text (s1-s3), and with either one or two buttons. The text for these buttons is passed in b1 and b2 (b2 may be NULL), and the keyboard shortcuts in c1 and c2. Returns 1 or 2 depending on which button was clicked. If the alert is dismissed by pressing ESC when ESC is not one of the keyboard shortcuts, it treats it as a click on the second button (this is consistent with the common "Ok", "Cancel" alert).

int alert3(char *s1, *s2, *s3, char *b1, *b2, *b3, int c1, c2, c3);
Like alert(), but with three buttons. Returns 1, 2, or 3.

int file_select(char *message, char *path, char *ext);
Displays the Allegro file selector, with the message as caption. The path parameter contains the initial filename to display (this can be used to set the starting directory, or to provide a default filename for a save-as operation). The user selection is returned by altering path, so it should have room for at least 80 characters. The list of files is filtered according to the file extensions in ext. Passing NULL includes all files, "PCX;BMP" includes only files with .PCX or .BMP extensions. Returns zero if it was closed with the Cancel button, non-zero if it was OK'd.

int gfx_mode_select(int *card, int *w, int *h);
Displays the Allegro graphics mode selection dialog, which allows the user to select a screen mode and graphics card. Stores the selection in the three variables, and returns zero if it was closed with the Cancel button or non-zero if it was OK'd.

int gfx_mode_select_ex(int *card, int *w, int *h, int *color_depth);
Extended version of the graphics mode selection dialog, which allows the user to select the color depth as well as the resolution and hardware driver. This version of the function reads the initial values from the parameters when it activates, so you can specify the default values.




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