this is close enough
This commit is contained in:
parent
329921ff32
commit
427ac1368f
193
main.c
193
main.c
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@ -63,9 +63,24 @@ struct Screen *screen;
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struct Window *window;
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struct Gadget *windowGadgets;
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//struct NewWindow aboutWindowLayout = { };
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struct Window *aboutWindow;
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struct Gadget *aboutWindowGadgets;
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#define ABOUT_WINDOW_WIDTH (240)
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#define ABOUT_WINDOW_HEIGHT (50)
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struct NewWindow aboutWindowLayout = {
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40, 40,
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ABOUT_WINDOW_WIDTH, ABOUT_WINDOW_HEIGHT,
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0, 1,
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IDCMP_REFRESHWINDOW | IDCMP_CLOSEWINDOW | BUTTONIDCMP,
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WFLG_DRAGBAR | WFLG_DEPTHGADGET | WFLG_CLOSEGADGET | WFLG_ACTIVATE,
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NULL,
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NULL,
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"About Pizza Timer",
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NULL,
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NULL,
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ABOUT_WINDOW_WIDTH, ABOUT_WINDOW_HEIGHT,
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ABOUT_WINDOW_WIDTH, ABOUT_WINDOW_HEIGHT,
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WBENCHSCREEN
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};
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// Fonts!
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struct TextAttr Topaz80 = { "topaz.font", 8, 0, 0 };
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@ -88,6 +103,11 @@ struct Gadget *timerGadget, *hourSlider, *minuteSlider, *secondSlider;
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// gadtools menus
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// https://wiki.amigaos.net/wiki/GadTools_Menus
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// Why the special struct, constants and struct instantiation?
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// Because this way, when we get a menu message from Intuition,
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// we can look up the menu item selected by ID, rather than
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// looking it up by position in the menu tree structure.
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struct MenuData {
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int id;
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};
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@ -118,6 +138,8 @@ struct timeval currentSystemTime;
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// get that bell
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#define BELL_FILENAME "bell.8svx"
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APTR bellSound = NULL;
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// our business logic
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// for how long should I cook this pizza?
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unsigned int uiHours = 0;
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@ -229,10 +251,8 @@ struct Gadget *buildUI(void) {
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currentGadget = CreateContext(&glist);
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ng.ng_LeftEdge = WINDOW_CHROME_WIDTH;
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// TODO: constantize these
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ng.ng_TopEdge = 11;
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ng.ng_Height = 12;
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ng.ng_Width = 0;
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ng.ng_GadgetText = NULL;
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ng.ng_TextAttr = &Topaz80;
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@ -258,6 +278,7 @@ struct Gadget *buildUI(void) {
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ng.ng_TextAttr = &Topaz80;
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ng.ng_Height = 12;
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// start/stop button
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ng.ng_Width = (WINDOW_WIDTH - WINDOW_CHROME_WIDTH * 2) / 2;
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ng.ng_TopEdge += 18;
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if (timerIsRunning) {
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@ -276,6 +297,7 @@ struct Gadget *buildUI(void) {
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TAG_END
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);
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// reset button
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ng.ng_LeftEdge += (WINDOW_WIDTH - WINDOW_CHROME_WIDTH * 2) / 2;
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ng.ng_GadgetText = "_Reset";
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ng.ng_GadgetID = RESET_BUTTON_ID;
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@ -289,6 +311,7 @@ struct Gadget *buildUI(void) {
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TAG_END
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);
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// hours slider
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ng.ng_LeftEdge = 85;
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ng.ng_Width = (WINDOW_WIDTH - WINDOW_CHROME_WIDTH * 2) - 85 + 4;
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ng.ng_TopEdge += 12;
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@ -314,6 +337,7 @@ struct Gadget *buildUI(void) {
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TAG_END
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);
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// minutes slider
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ng.ng_TopEdge += 12;
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ng.ng_GadgetText = "Mins: ";
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ng.ng_GadgetID = MINUTES_SLIDER_ID;
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@ -331,6 +355,7 @@ struct Gadget *buildUI(void) {
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TAG_END
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);
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// seconds slider
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ng.ng_TopEdge += 12;
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ng.ng_GadgetText = "Secs: ";
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ng.ng_GadgetID = SECONDS_SLIDER_ID;
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@ -351,6 +376,9 @@ struct Gadget *buildUI(void) {
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return glist;
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}
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/**
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* Set the text of the timer and redraw the necessary gadgets.
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*/
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void setTimerText(void) {
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// Only change the timer widget text if the time is different
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// from the last render. This prevents unnecessary renders and potential
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@ -422,8 +450,6 @@ void clearUI(void) {
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void handleToggleTimer(void) {
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timerIsRunning = !timerIsRunning;
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// TODO: don't reset the timer when it's stopped/started
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if (timerIsRunning) {
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// http://amigadev.elowar.com/read/ADCD_2.1/Includes_and_Autodocs_2._guide/node04FA.html
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GetSysTime(¤tSystemTime);
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@ -441,9 +467,12 @@ void handleToggleTimer(void) {
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timerStarted = TRUE;
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// start the async timer
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// start the timer
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startTimer();
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} else {
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// put the sliders back.
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// it causes a lot of UI flashing to update these as the timer runs,
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// so only do it once we stop the timer.
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GT_SetGadgetAttrs(
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hourSlider,
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window,
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@ -487,6 +516,93 @@ void handleResetTimer(void) {
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clearUI();
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renderUI();
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}
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//
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// To keep this simple, the about window will block
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int openAboutWindow(void) {
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struct Window *aboutWindow;
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struct NewGadget ng;
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struct Gadget *currentGadget;
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struct Gadget *glist;
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struct IntuiMessage *iMessage;
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ULONG windowSignal;
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BOOL closeAbout = FALSE;
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aboutWindow = OpenWindow(&aboutWindowLayout);
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if (!aboutWindow) {
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return 1;
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}
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currentGadget = CreateContext(&glist);
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ng.ng_LeftEdge = WINDOW_CHROME_WIDTH + 4;
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ng.ng_TopEdge = 15;
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ng.ng_Height = 10;
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ng.ng_Width = 0;
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ng.ng_GadgetText = NULL;
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ng.ng_TextAttr = &Topaz80;
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ng.ng_VisualInfo = visualInfo;
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ng.ng_GadgetID = NULL;
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ng.ng_Flags = PLACETEXT_IN;
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currentGadget = CreateGadget(
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TEXT_KIND,
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currentGadget,
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&ng,
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GTTX_Text, "Topaz's Pizza Timer",
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GTTX_CopyText, TRUE,
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TAG_DONE
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);
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ng.ng_TopEdge += 10;
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currentGadget = CreateGadget(
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TEXT_KIND,
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currentGadget,
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&ng,
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GTTX_Text, "By John Bintz",
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GTTX_CopyText, TRUE,
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TAG_DONE
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);
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ng.ng_TopEdge += 10;
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currentGadget = CreateGadget(
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TEXT_KIND,
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currentGadget,
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&ng,
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GTTX_Text, "theindustriousrabbit.com",
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GTTX_CopyText, TRUE,
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TAG_DONE
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);
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AddGList(aboutWindow, glist, -1, -1, NULL);
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RefreshGList(glist, aboutWindow, NULL, -1);
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GT_RefreshWindow(aboutWindow, NULL);
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windowSignal = 1L << aboutWindow->UserPort->mp_SigBit;
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while (!closeAbout) {
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Wait(windowSignal);
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while (!closeAbout && (iMessage = GT_GetIMsg(aboutWindow->UserPort))) {
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switch (iMessage->Class) {
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case IDCMP_CLOSEWINDOW:
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closeAbout = TRUE;
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break;
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case IDCMP_REFRESHWINDOW:
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GT_BeginRefresh(window);
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GT_EndRefresh(window, TRUE);
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break;
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}
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}
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}
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RemoveGList(aboutWindow, glist, -1);
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FreeGadgets(glist);
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CloseWindow(aboutWindow);
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return 0;
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}
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/**
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* Process a single Intuition message.
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@ -514,8 +630,8 @@ void handleIntuitionMessage(struct IntuiMessage *iMessage) {
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break;
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}
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break;
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// We picked a menu item.
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case IDCMP_MENUPICK:
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// https://en.wikibooks.org/wiki/Aros/Developer/Docs/Libraries/GadTools
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@ -526,11 +642,20 @@ void handleIntuitionMessage(struct IntuiMessage *iMessage) {
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switch (menuData->id) {
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// I originally tried to use MENU_QUIT.id here
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// https://stackoverflow.com/questions/14069737/switch-case-error-case-label-does-not-reduce-to-an-integer-constant
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// This is why there's a bunch more overhead for building
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// the menu userdata.
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case MENU_QUIT_ID:
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terminated = TRUE;
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break;
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case MENU_ABOUT_ID:
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// yes, this blocks, deal with it
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// it also returns non-zero if something goes wrong.
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// in that case, kill the program
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if (openAboutWindow()) terminated = TRUE;
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break;
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}
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break;
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// We've moved the mouse. In slider gadget talk, we've changed
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// the value of the slider.
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case IDCMP_MOUSEMOVE:
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if (rerenderTimer) setTimerText();
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break;
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// bye bye
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case IDCMP_CLOSEWINDOW:
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// bye bye
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terminated = TRUE;
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break;
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@ -568,12 +693,15 @@ void handleIntuitionMessage(struct IntuiMessage *iMessage) {
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}
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}
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void endTimer(void) {
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// TODO: play an included IFF 8SVX sound
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APTR bellSound = NULL;
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/**
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* Start playing a bell sound, and start a timer to tear down
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* the bell data once it's done.
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*/
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void startBellSound(void) {
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struct dtTrigger myTrigger;
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struct MsgPort *TimerPort;
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ULONG soundPlayResult, timerSignal;
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ULONG soundPlayResult;
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if (bellSound = NewDTObject(BELL_FILENAME, DTA_GroupID, GID_SOUND, TAG_END)) {
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myTrigger.MethodID = DTM_TRIGGER;
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TimerIO->tr_time.tv_micro = 0;
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SendIO((struct IORequest *)TimerIO);
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}
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}
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/**
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* Tear down the bell once the timer runs out.
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*/
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void waitForBellToFinish(void) {
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struct MsgPort *TimerPort;
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ULONG timerSignal;
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if (bellSound) {
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TimerPort = TimerIO->tr_node.io_Message.mn_ReplyPort;
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timerSignal = 1L << TimerPort->mp_SigBit;
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Wait(timerSignal);
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DisposeDTObject(bellSound);
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}
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}
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/**
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* Handle the timer running out of time.
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*/
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void endTimer(void) {
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startBellSound();
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DisplayBeep(screen);
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uiHours = uiMinutes = uiSeconds = 0;
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clearUI();
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renderUI();
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if (bellSound) {
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timerSignal = 1L << TimerPort->mp_SigBit;
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Wait(timerSignal);
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DisposeDTObject(bellSound);
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}
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waitForBellToFinish();
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}
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void handleTimerMessage(void) {
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}
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int main() {
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// TODO: Menu bar with about menu and change the title to match the time
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struct IntuiMessage *iMessage;
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struct MsgPort *TimerPort;
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ULONG windowSignal, timerSignal, foundSignals;
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@ -671,14 +816,16 @@ int main() {
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return 1;
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}
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// http://amigadev.elowar.com/read/ADCD_2.1/Includes_and_Autodocs_3._guide/node03F8.html
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SetWindowTitles(window, (UBYTE *) ~0, "Topaz's Pizza Timer - theindustriousrabbit.com");
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buildMenu();
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// these create the bit mask for Wait() to listen to events on
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windowSignal = 1L << window->UserPort->mp_SigBit;
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timerSignal = 1L << TimerPort->mp_SigBit;
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renderUI();
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buildMenu();
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while (!terminated) {
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// http://amigadev.elowar.com/read/ADCD_2.1/Libraries_Manual_guide/node02EB.html
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// http://www.amigadev.elowar.com/read/ADCD_2.1/Includes_and_Autodocs_2._guide/node038A.html
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