amiga-bootcamp/09_intuition/README.md

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# Intuition — GUI Subsystem Overview
Intuition is the AmigaOS windowing system and user interface manager. It sits between applications and the low-level graphics/input hardware, providing screens, windows, gadgets, menus, and an event-driven message passing system. Unlike modern desktop GUIs, Intuition operates with **zero memory protection** and **cooperative multitasking** — every application directly shares hardware resources.
## Section Index
| File | Description |
|---|---|
doc: Intuition bootcamp — comprehensive enrichment of all subsystem articles Transformed 8 stub articles (720 lines total) into full bootcamp-grade references (5,100+ lines) with architecture diagrams, complete code examples, struct field references, pitfalls, and best practices. IDCMP (idcmp.md — 1,060 lines): - IntuiMessage field reference with types, sizes, value ranges - Use-case cookbook: double-click, rubber-band, multi-signal, BOOPSI - When to use IDCMP vs alternatives (decision flowchart) - 5 named antipatterns with WRONG/RIGHT code - Memory safety checklist and defensive event loop template - Cross-platform comparison table (Win32, X11, Cocoa, Qt) Input Events (input_events.md — 850 lines): - Event class routing and QoS analysis (priority-as-QoS hierarchy) - Intuition consumption table (what survives the handler chain) - lowlevel.library bypass for CD32/game input - Latency analysis with pipeline timing budget (68000 vs 68040) - Input strategy comparison (IDCMP vs handler vs direct hardware) - Game input patterns: direct HW polling, CIA keyboard, hybrid handler - Signal pattern for proper handler→application communication Windows (windows.md — 370 lines): - Window anatomy diagram, WA_ tag reference tables - Refresh modes comparison (Simple/Smart/SuperBitMap) - Window types: standard, backdrop, borderless, GimmeZeroZero - Coordinate system, border offsets, struct Window fields - Modification API (move, resize, title, busy pointer) Gadgets (gadgets.md — 403 lines): - Three-generation evolution (raw/GadTools/BOOPSI) - Complete GadTools lifecycle with setup, creation, events, cleanup - Runtime state updates (GadTools vs raw Intuition) - Raw struct Gadget: GFLG_*, GACT_*, GTYP_* flag tables - Proportional and string gadget internals BOOPSI (boopsi.md — 505 lines): - Class hierarchy Mermaid diagram - Method dispatch sequence diagram - ICA interconnection architecture (icclass, modelclass, ICTARGET_IDCMP) - Full custom gadget class tutorial (4 steps with complete code) - Built-in class reference table - C++/Qt analog comparison table Menus (menus.md — 378 lines): - Menu hierarchy diagram (Menu → Item → Sub-Item) - GadTools NewMenu workflow with field reference - Event handling with multi-select chain walking - Checkmark/mutual exclusion, sub-menus, dynamic modification - Keyboard shortcut system (single-char and NM_COMMANDSTRING) Requesters (requesters.md — 370 lines): - EasyRequest return value logic table - ASL file requester with multi-select and full tag reference - ASL font and screenmode requesters - Non-blocking BuildEasyRequest/SysReqHandler pattern - Requester state persistence IntuitionBase (intuition_base.md — 267 lines): - Library version table (OS 1.2 through 3.2.x) - Struct field reference with safety annotations - ViewLord architecture diagram - LockIBase vs Forbid/Permit guidance - Complete library function overview (5 categories) README index updated with enriched article descriptions.
2026-04-23 17:29:18 -04:00
| [intuition_base.md](intuition_base.md) | IntuitionBase — library versioning, global state fields, ViewLord, LockIBase, function overview |
| [screens.md](screens.md) | Screens — Copper mechanics, display modes (OCS/ECS/AGA/RTG), dragging, resolution tables |
| [windows.md](windows.md) | Windows — WA_ tags, refresh modes, window types, coordinate system, lifecycle |
| [gadgets.md](gadgets.md) | Gadgets — GadTools creation, raw struct Gadget, prop/string gadgets, runtime updates |
| [menus.md](menus.md) | Menus — GadTools NewMenu, event handling, multi-select, checkmarks, keyboard shortcuts |
| [requesters.md](requesters.md) | Requesters — EasyRequest, ASL file/font/screenmode dialogs, non-blocking pattern |
| [idcmp.md](idcmp.md) | IDCMP — event architecture, class reference, shared ports, antipatterns, use-case cookbook |
| [boopsi.md](boopsi.md) | BOOPSI — OOP dispatcher model, ICA interconnection, custom class tutorial, class hierarchy |
| [input_events.md](input_events.md) | Input Events — handler chain, QoS/priority, Commodities, latency analysis, game input |
| **[frameworks/](frameworks/)** | **GUI Frameworks: MUI, ReAction, BGUI** |
---
## System Architecture — Where Intuition Fits
```mermaid
graph TB
subgraph "User Applications"
APP1["Application 1"]
APP2["Application 2"]
WB["Workbench"]
end
subgraph "GUI Layer"
INT["intuition.library<br/>Screens, Windows, IDCMP"]
GT["gadtools.library<br/>Standard Gadgets"]
ASL["asl.library<br/>File/Font Requesters"]
BOOPSI["BOOPSI Framework<br/>OOP Gadgets"]
end
subgraph "Graphics Layer"
GFX["graphics.library<br/>RastPort, BitMap, Draw"]
LAY["layers.library<br/>Clipping, Damage Repair"]
COP["Copper<br/>Display List DMA"]
BLT["Blitter<br/>Area Fill, Scroll"]
end
subgraph "Input Layer"
INP["input.device<br/>Raw Input Stream"]
KBD["keyboard.device"]
GP["gameport.device<br/>Mouse / Joystick"]
CON["console.device<br/>Text I/O"]
end
subgraph "Hardware"
CUSTOM["Custom Chips<br/>Denise/Lisa · Paula"]
CIA_["CIA-A / CIA-B<br/>Keyboard, Timers"]
end
APP1 & APP2 & WB --> INT
INT --> GT & ASL & BOOPSI
INT --> GFX
GFX --> LAY
GFX --> COP & BLT
INT --> INP
INP --> KBD & GP
INP --> CON
KBD --> CIA_
GP & COP & BLT --> CUSTOM
```
---
## Data Flow — From Keypress to Application
```mermaid
sequenceDiagram
participant HW as CIA-A / Keyboard
participant KBD as keyboard.device
participant INP as input.device
participant INT as Intuition
participant WIN as Active Window
participant APP as Application
HW->>KBD: IRQ (key scancode)
KBD->>INP: InputEvent (IECLASS_RAWKEY)
INP->>INT: Input handler chain
Note over INT: Intuition checks:<br/>Menu shortcut?<br/>System key?<br/>Gadget activation?
INT->>WIN: Route to active window
WIN->>APP: IDCMP IntuiMessage<br/>(via MsgPort)
APP->>APP: ReplyMsg() when done
```
---
## Screen / Window / Gadget Hierarchy
```mermaid
graph TB
subgraph "Display Hardware"
VP["ViewPort<br/>(Copper-driven display)"]
end
subgraph "Screen Layer"
SCR["Screen<br/>sc_ViewPort, sc_RastPort<br/>sc_BitMap, sc_Flags"]
end
subgraph "Window Layer"
W1["Window A<br/>IDCMP flags, RastPort"]
W2["Window B<br/>IDCMP flags, RastPort"]
end
subgraph "Gadget Layer"
G1["System Gadgets<br/>Close, Depth, Size, Drag"]
G2["GadTools Gadgets<br/>Button, Slider, ListView"]
G3["BOOPSI Objects<br/>Custom gadgets via OOP"]
end
subgraph "Menu Layer"
M1["MenuStrip<br/>Menu → MenuItem → SubItem"]
end
VP --> SCR
SCR --> W1 & W2
W1 --> G1 & G2 & G3
W1 --> M1
W2 --> G1
```
### Ownership Rules
| Object | Owned By | Lifetime |
|---|---|---|
| **Screen** | Creator task (or Workbench) | Until `CloseScreen()` — all windows must close first |
| **Window** | Creator task | Until `CloseWindow()` — must drain IDCMP port first |
| **Gadget** | Window | Attached via `AddGList()`, removed before window close |
| **Menu** | Window | Attached via `SetMenuStrip()`, cleared via `ClearMenuStrip()` |
| **RastPort** | Window/Screen | Borrowed reference — never free directly |
---
## IDCMP — The Event System
**Intuition Direct Communication Message Port** is the core event mechanism. Each window has a `UserPort` (MsgPort) that receives `IntuiMessage` structs:
```mermaid
graph LR
subgraph "Input Sources"
MOUSE["Mouse Move/Click"]
KEY["Keyboard"]
TIMER["Timer Tick"]
RESIZE["Window Resize"]
end
subgraph "Intuition Dispatch"
INT["Intuition<br/>Event Router"]
end
subgraph "Window IDCMP Port"
PORT["Window.UserPort<br/>(MsgPort)"]
MSG1["IntuiMessage<br/>Class: MOUSEBUTTONS"]
MSG2["IntuiMessage<br/>Class: VANILLAKEY"]
MSG3["IntuiMessage<br/>Class: NEWSIZE"]
end
subgraph "Application"
WAIT["Wait(sigmask)"]
LOOP["GetMsg() loop"]
REPLY["ReplyMsg()"]
end
MOUSE & KEY & TIMER & RESIZE --> INT
INT --> PORT
PORT --> MSG1 & MSG2 & MSG3
WAIT --> LOOP
LOOP --> REPLY
```
### Critical IDCMP Classes
| Class | Hex | Meaning |
|---|---|---|
| `CLOSEWINDOW` | `$0200` | User clicked close gadget |
| `MOUSEBUTTONS` | `$0008` | Mouse button press/release |
| `MOUSEMOVE` | `$0010` | Mouse moved (requires `REPORTMOUSE`) |
| `GADGETUP` | `$0040` | Gadget released (RELVERIFY) |
| `GADGETDOWN` | `$0020` | Gadget pressed |
| `MENUPICK` | `$0100` | Menu item selected |
| `VANILLAKEY` | `$00200000` | Cooked keystroke (ASCII) |
| `RAWKEY` | `$0400` | Raw keyboard scancode |
| `NEWSIZE` | `$0002` | Window resized |
| `REFRESHWINDOW` | `$0004` | Damage — app must redraw |
| `INTUITICKS` | `$00400000` | ~10Hz timer for UI updates |
---
## Library Interactions — Who Calls Whom
```mermaid
graph LR
subgraph "Application Code"
APP["Your Program"]
end
subgraph "intuition.library"
OS["OpenScreen()"]
OW["OpenWindow()"]
GT_["GadTools Layout"]
SM["SetMenuStrip()"]
IDCMP["IDCMP Dispatch"]
end
subgraph "graphics.library"
RP["RastPort Operations<br/>Move, Draw, Text, RectFill"]
BM["BitMap Allocation"]
VIEW["MakeVPort / LoadView"]
end
subgraph "layers.library"
LY["Layer Clipping<br/>CreateUpfrontLayer"]
DMG["Damage List<br/>BeginRefresh / EndRefresh"]
end
subgraph "exec.library"
MP["MsgPort<br/>CreateMsgPort"]
SIG["Signals<br/>AllocSignal, Wait"]
MEM["Memory<br/>AllocMem, FreeMem"]
end
APP --> OS & OW & GT_ & SM
APP --> RP
APP --> MP & SIG
OW --> LY
OS --> VIEW & BM
IDCMP --> MP & SIG
RP --> LY
LY --> DMG
VIEW --> |"Copper list"| COP["Copper DMA"]
```
---
## Screen Types and Display Pipeline
```mermaid
graph TB
subgraph "Screens (front to back)"
S1["Screen 1: Custom (640×256 4-colour)<br/>sc_ViewPort → Copper List 1"]
S2["Screen 2: Workbench (640×256 8-colour)<br/>sc_ViewPort → Copper List 2"]
S3["Screen 3: Game (320×256 32-colour)<br/>sc_ViewPort → Copper List 3"]
end
subgraph "Copper"
COP["Copper DMA<br/>Interleaves ViewPorts<br/>Sets palette per screen"]
end
subgraph "Denise/Lisa"
OUT["Video Output<br/>Composited scanlines"]
end
S1 & S2 & S3 --> COP
COP --> OUT
```
The Copper hardware makes Amiga's multi-screen system possible — each screen gets its own palette, resolution, and scroll position, all managed by a single Copper list that switches parameters mid-frame at the correct scanline.
---
## GadTools vs BOOPSI — Gadget Frameworks
| Aspect | GadTools (OS 2.0+) | BOOPSI (OS 2.0+) |
|---|---|---|
| **Philosophy** | Wrapper functions around Intuition gadgets | True OOP with classes, methods, inheritance |
| **Creation** | `CreateGadget(kind, prev, newgad, tags)` | `NewObject(class, NULL, tags)` |
| **Layout** | Manual X/Y positioning with font scaling | Manual or custom layout classes |
| **Event model** | IDCMP `GADGETUP` + `GT_GetIMsg()` | `OM_NOTIFY` → target chain |
| **Extensibility** | Fixed set: BUTTON, STRING, SLIDER, etc. | Unlimited custom classes |
| **Typical use** | Preferences panels, simple tools | MUI internals, complex UIs |
| **Complexity** | Low — 5 functions to learn | High — requires understanding class dispatch |
---
## Refresh Modes — How Windows Repaint
| Mode | Flag | Description | Trade-off |
|---|---|---|---|
| **Simple Refresh** | `WFLG_SIMPLE_REFRESH` | App must redraw on `REFRESHWINDOW` IDCMP | Minimum memory, maximum app work |
| **Smart Refresh** | `WFLG_SMART_REFRESH` | Layers saves/restores obscured regions | Uses RAM for damage bitmaps, less app work |
| **Super Bitmap** | `WFLG_SUPER_BITMAP` | Full off-screen bitmap, auto-restored | Highest RAM use, zero redraw work |
| **Backdrop** | `WFLG_BACKDROP` | Window behind all others, fills screen | Used by Workbench |
```mermaid
graph LR
subgraph "Simple Refresh"
A1["Window obscured"] --> A2["REFRESHWINDOW IDCMP"]
A2 --> A3["App: BeginRefresh()"]
A3 --> A4["App: Redraw damaged areas"]
A4 --> A5["App: EndRefresh()"]
end
```
---
## Common Patterns
### Minimal Window Event Loop
```c
struct Window *win = OpenWindowTags(NULL,
WA_Title, "My Window",
WA_Width, 320, WA_Height, 200,
WA_IDCMP, IDCMP_CLOSEWINDOW | IDCMP_VANILLAKEY,
WA_Flags, WFLG_CLOSEGADGET | WFLG_DRAGBAR | WFLG_DEPTHGADGET | WFLG_ACTIVATE,
TAG_DONE);
BOOL running = TRUE;
while (running) {
Wait(1L << win->UserPort->mp_SigBit);
struct IntuiMessage *msg;
while ((msg = GT_GetIMsg(win->UserPort))) {
switch (msg->Class) {
case IDCMP_CLOSEWINDOW:
running = FALSE;
break;
case IDCMP_VANILLAKEY:
/* msg->Code = ASCII key */
break;
}
GT_ReplyIMsg(msg);
}
}
CloseWindow(win);
```
### Shared IDCMP Port (Multiple Windows)
```c
/* Create one port, share across windows */
struct MsgPort *sharedPort = CreateMsgPort();
win1 = OpenWindowTags(NULL, ..., WA_IDCMP, 0, TAG_DONE);
win1->UserPort = sharedPort;
ModifyIDCMP(win1, IDCMP_CLOSEWINDOW);
win2 = OpenWindowTags(NULL, ..., WA_IDCMP, 0, TAG_DONE);
win2->UserPort = sharedPort;
ModifyIDCMP(win2, IDCMP_CLOSEWINDOW);
/* Single Wait() handles both windows */
/* Check msg->IDCMPWindow to identify source */
```
---
## References
- RKRM: *Libraries Manual* — Intuition chapter
- RKRM: *Libraries Manual* — GadTools chapter
- RKRM: *Libraries Manual* — BOOPSI chapter
- NDK39: `intuition/intuition.h`, `intuition/screens.h`, `intuition/gadgetclass.h`
- ADCD 2.1: Intuition Autodocs — `OpenWindow`, `OpenScreen`, `ModifyIDCMP`