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.
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[← Home](../README.md) · [Intuition](README.md)
# Windows — OpenWindow, IDCMP, WA_ Tags
# Windows
## Overview
## What Is a Window?
A **Window** is a rectangular region on a Screen where an application renders and receives input. Windows are managed by Intuition and provide title bars, borders, close/zoom/depth gadgets, sizing, and IDCMP message delivery.
A window is Intuition's fundamental unit of user interaction. Every GUI element — gadgets, menus, text, graphics — lives inside a window. A window belongs to exactly one [screen](screens.md), receives user input through [IDCMP](idcmp.md), and is managed by the system's layered display architecture.
Unlike modern windowing systems where windows are heavyweight objects backed by compositor surfaces, Amiga windows are **lightweight wrappers around Layers** — the graphics.library's clipping and damage-tracking mechanism. This is why a 7 MHz 68000 can manage dozens of overlapping windows smoothly.
---
## Opening a Window (OS 2.0+)
## Window Anatomy
```mermaid
graph TB
subgraph "Window Structure"
TITLE["Title Bar (drag area)"]
CLOSE["×"]
DEPTH["⊡"]
ZOOM["□"]
BORDER_L["Left Border"]
CONTENT["Content Area<br/>(your drawing region)"]
BORDER_R["Right Border"]
SIZE["Size Gadget ◢"]
BOTTOM["Bottom Border"]
end
style TITLE fill:#e8f4fd,stroke:#2196f3,color:#333
style CONTENT fill:#fff,stroke:#bdbdbd,color:#333
style CLOSE fill:#ffebee,stroke:#f44336,color:#333
style DEPTH fill:#e8f5e9,stroke:#4caf50,color:#333
style SIZE fill:#fff3e0,stroke:#ff9800,color:#333
```
| Element | System Gadget | Purpose |
|---|---|---|
| **Close** | `WFLG_CLOSEGADGET` | Sends `IDCMP_CLOSEWINDOW` |
| **Depth** | `WFLG_DEPTHGADGET` | Moves window front/back |
| **Zoom** | `WFLG_HASZOOM` (OS 2.0+) | Toggles between two sizes |
| **Drag Bar** | `WFLG_DRAGBAR` | User drags the window |
| **Size** | `WFLG_SIZEGADGET` | Resize handle (bottom-right) |
| **Borders** | Automatic | Visual frame; width depends on screen resolution |
---
## Opening a Window
### Modern Pattern (OS 2.0+ TagList)
```c
struct Window *win = OpenWindowTags(NULL,
WA_Left, 50,
WA_Top, 30,
WA_Width, 400,
WA_Height, 200,
WA_Title, "My Window",
WA_Flags, WFLG_CLOSEGADGET | WFLG_DRAGBAR | WFLG_DEPTHGADGET |
WFLG_SIZEGADGET | WFLG_ACTIVATE | WFLG_GIMMEZEROZERO,
WA_IDCMP, IDCMP_CLOSEWINDOW | IDCMP_MOUSEBUTTONS | IDCMP_VANILLAKEY,
WA_CustomScreen, myScreen,
WA_Left, 100,
WA_Top, 50,
WA_InnerWidth, 400, /* Content area width */
WA_InnerHeight, 300, /* Content area height */
WA_Title, "My Window",
WA_ScreenTitle, "Status bar text when this window is active",
WA_IDCMP, IDCMP_CLOSEWINDOW | IDCMP_GADGETUP |
IDCMP_RAWKEY | IDCMP_NEWSIZE,
WA_Flags, WFLG_CLOSEGADGET | WFLG_DRAGBAR |
WFLG_DEPTHGADGET | WFLG_SIZEGADGET |
WFLG_ACTIVATE | WFLG_SMART_REFRESH,
WA_MinWidth, 200,
WA_MinHeight, 100,
WA_MaxWidth, -1, /* No maximum (screen width) */
WA_MaxHeight, -1, /* No maximum (screen height) */
WA_PubScreen, NULL, /* Default public screen (Workbench) */
TAG_DONE);
if (!win) { /* Handle failure — screen may be locked or out of memory */ }
```
### Common WA_ Tags
| Tag | Description |
|---|---|
| `WA_Left`, `WA_Top` | Position |
| `WA_Width`, `WA_Height` | Size |
| `WA_MinWidth`, `WA_MaxWidth` | Size limits |
| `WA_Title` | Window title string |
| `WA_Flags` | `WFLG_*` flags |
| `WA_IDCMP` | IDCMP class mask |
| `WA_CustomScreen` | Screen to open on |
| `WA_PubScreen` | Public screen to open on |
| `WA_SuperBitMap` | Use super-bitmap scrolling |
| `WA_Gadgets` | First gadget in chain |
| `WA_Checkmark` | Custom checkmark image |
| `WA_Borderless` | No borders |
---
## Window Flags (`WFLG_*`)
### Legacy Pattern (struct NewWindow)
```c
#define WFLG_SIZEGADGET (1<<0)
#define WFLG_DRAGBAR (1<<1)
#define WFLG_DEPTHGADGET (1<<2)
#define WFLG_CLOSEGADGET (1<<3)
#define WFLG_SIZEBRIGHT (1<<4) /* right-side sizing */
#define WFLG_SIZEBBOTTOM (1<<5)
#define WFLG_SMART_REFRESH (0) /* refresh type */
#define WFLG_SIMPLE_REFRESH (1<<6)
#define WFLG_SUPER_BITMAP (1<<7)
#define WFLG_BACKDROP (1<<8)
#define WFLG_REPORTMOUSE (1<<9)
#define WFLG_GIMMEZEROZERO (1<<10) /* inner area starts at 0,0 */
#define WFLG_BORDERLESS (1<<11)
#define WFLG_ACTIVATE (1<<12)
#define WFLG_RMBTRAP (1<<16) /* trap right-button clicks */
#define WFLG_NOCAREREFRESH (1<<17)
/* Pre-OS 2.0 — avoid in new code */
struct NewWindow nw = {
100, 50, 400, 300, /* Left, Top, Width, Height */
0, 1, /* DetailPen, BlockPen */
IDCMP_CLOSEWINDOW, /* IDCMPFlags */
WFLG_CLOSEGADGET | WFLG_DRAGBAR | WFLG_ACTIVATE,
NULL, NULL, /* FirstGadget, CheckMark */
"My Window", /* Title */
NULL, NULL, /* Screen, BitMap */
200, 100, -1, -1, /* Min/Max Width/Height */
WBENCHSCREEN /* Type */
};
struct Window *win = OpenWindow(&nw);
```
---
## Event Loop
## Common WA_ Tags
### Position and Size
| Tag | Type | Description |
|---|---|---|
| `WA_Left`, `WA_Top` | `WORD` | Window position (outer edge) |
| `WA_Width`, `WA_Height` | `WORD` | Total window size (including borders) |
| `WA_InnerWidth`, `WA_InnerHeight` | `WORD` | Content area size (excluding borders) — preferred |
| `WA_MinWidth`, `WA_MinHeight` | `WORD` | Minimum resize dimensions |
| `WA_MaxWidth`, `WA_MaxHeight` | `WORD` | Maximum resize dimensions; `-1` = screen size |
| `WA_Zoom` | `WORD[4]` | Alternate position/size for zoom gadget |
### Appearance
| Tag | Type | Description |
|---|---|---|
| `WA_Title` | `STRPTR` | Title bar text |
| `WA_ScreenTitle` | `STRPTR` | Screen title shown when this window is active |
| `WA_Borderless` | `BOOL` | No borders or system gadgets |
| `WA_GimmeZeroZero` | `BOOL` | Inner content area starts at (0,0) — adds extra layer |
| `WA_NoCareRefresh` | `BOOL` | Ignore REFRESHWINDOW — Intuition handles it (may cause glitches) |
### Screen Placement
| Tag | Type | Description |
|---|---|---|
| `WA_PubScreen` | `struct Screen *` | Open on a public screen (`NULL` = default/Workbench) |
| `WA_CustomScreen` | `struct Screen *` | Open on a custom (private) screen |
| `WA_PubScreenName` | `STRPTR` | Open on named public screen; falls back to default |
| `WA_PubScreenFallBack` | `BOOL` | If named screen unavailable, use default |
### Behavior
| Tag | Type | Description |
|---|---|---|
| `WA_Activate` | `BOOL` | Window becomes active immediately on open |
| `WA_Backdrop` | `BOOL` | Always stays behind all normal windows |
| `WA_SmartRefresh` | `BOOL` | Intuition saves obscured content automatically |
| `WA_SimpleRefresh` | `BOOL` | Application must redraw on expose (less memory) |
| `WA_SuperBitMap` | `struct BitMap *` | Application provides full off-screen buffer |
| `WA_AutoAdjust` | `BOOL` | Auto-adjust position/size to fit screen |
| `WA_NewLookMenus` | `BOOL` | OS 3.0+ 3D menu appearance |
---
## Refresh Modes
How Intuition handles window content when areas are obscured and then revealed:
| Mode | Flag | Memory Cost | App Responsibility | Best For |
|---|---|---|---|---|
| **Simple Refresh** | `WFLG_SIMPLE_REFRESH` | Lowest | Must handle `IDCMP_REFRESHWINDOW` — redraw exposed areas | Text editors, games (redraw every frame anyway) |
| **Smart Refresh** | `WFLG_SMART_REFRESH` | Medium | Intuition saves/restores obscured areas automatically | Most applications — recommended default |
| **SuperBitMap** | `WFLG_SUPER_BITMAP` | Highest | Application provides full-size `BitMap`; Intuition copies from it | CAD, paint programs with large canvases |
### Simple Refresh Handler
```c
case IDCMP_REFRESHWINDOW:
BeginRefresh(win);
/* Redraw only the damaged region — clipping is set automatically */
RedrawWindowContents(win);
EndRefresh(win, TRUE); /* TRUE = damage fully repaired */
break;
```
### Smart Refresh Memory Cost
Smart Refresh allocates off-screen buffers proportional to the **obscured area**. If a 640×400 window is 50% covered by other windows, Smart Refresh consumes ~128 KB (at 4 bitplanes). On a 512 KB A500, this is significant.
---
## Window Types
### Standard Window
The default — has borders, title bar, and system gadgets:
```c
WA_Flags, WFLG_CLOSEGADGET | WFLG_DRAGBAR |
WFLG_DEPTHGADGET | WFLG_SIZEGADGET | WFLG_ACTIVATE,
```
### Backdrop Window
Stays behind all other windows. Commonly used for:
- Desktop manager backgrounds
- Full-screen applications that want to coexist with Workbench windows
```c
WA_Flags, WFLG_BACKDROP | WFLG_BORDERLESS | WFLG_ACTIVATE,
WA_IDCMP, IDCMP_MOUSEBUTTONS | IDCMP_RAWKEY,
```
### Borderless Window
No system gadgets or decorations — the application draws everything:
```c
WA_Borderless, TRUE,
WA_Flags, WFLG_ACTIVATE | WFLG_RMBTRAP, /* Trap right-click too */
```
### GimmeZeroZero Window
Creates a separate layer for window borders. The content area's `RastPort` starts at (0,0) regardless of border width:
```c
WA_Flags, WFLG_GIMMEZEROZERO | WFLG_CLOSEGADGET | WFLG_DRAGBAR,
```
**Trade-off**: Uses an extra layer (memory + blitter operations) but simplifies rendering code since you don't need to account for border offsets.
### Sizing Constraints
```c
WA_MinWidth, 200,
WA_MinHeight, 100,
WA_MaxWidth, -1, /* Screen width */
WA_MaxHeight, -1, /* Screen height */
WA_SizeGadget, TRUE,
WA_SizeBRight, TRUE, /* Size gadget on right border */
WA_SizeBBottom, TRUE, /* Size gadget on bottom border */
```
---
## Window Coordinates
### Border Offsets
The content area does NOT start at (0,0) in a normal window. You must account for borders:
```c
WORD contentLeft = win->BorderLeft;
WORD contentTop = win->BorderTop;
WORD contentWidth = win->Width - win->BorderLeft - win->BorderRight;
WORD contentHeight = win->Height - win->BorderTop - win->BorderBottom;
/* Draw at content origin */
Move(win->RPort, contentLeft, contentTop + baseline);
Text(win->RPort, "Hello", 5);
```
With `WFLG_GIMMEZEROZERO`, the window provides a separate `GZZWidth`/`GZZHeight` and a content `RastPort` where (0,0) is the content origin.
---
## Closing a Window
### Simple Case
```c
BOOL running = TRUE;
while (running) {
WaitPort(win->UserPort);
struct IntuiMessage *imsg;
while ((imsg = (struct IntuiMessage *)GetMsg(win->UserPort))) {
switch (imsg->Class) {
case IDCMP_CLOSEWINDOW:
running = FALSE;
break;
case IDCMP_VANILLAKEY:
Printf("Key: %lc\n", imsg->Code);
break;
}
ReplyMsg((struct Message *)imsg);
}
}
CloseWindow(win);
```
### Safe Shutdown (Drain Messages First)
```c
/* Drain any pending IDCMP messages */
struct IntuiMessage *msg;
while ((msg = (struct IntuiMessage *)GetMsg(win->UserPort)))
ReplyMsg((struct Message *)msg);
CloseWindow(win);
```
### With Shared Port
See [IDCMP — Multi-Window Shared Port](idcmp.md#multi-window-shared-port) for the full `Forbid()`/strip/detach protocol.
---
## Modifying a Window
### Move and Resize
```c
MoveWindow(win, deltaX, deltaY); /* Relative move */
SizeWindow(win, deltaWidth, deltaHeight); /* Relative resize */
ChangeWindowBox(win, left, top, w, h); /* Absolute reposition + resize */
WindowToFront(win);
WindowToBack(win);
ActivateWindow(win);
```
### Change Title
```c
SetWindowTitles(win, "New Title", "New Screen Title");
/* Pass (UBYTE *)-1 to leave unchanged */
SetWindowTitles(win, "New Title", (UBYTE *)-1);
```
### Busy Pointer
```c
/* OS 3.0+ — show busy pointer */
SetWindowPointer(win, WA_BusyPointer, TRUE, TAG_DONE);
/* Restore normal pointer */
SetWindowPointer(win, WA_Pointer, NULL, TAG_DONE);
```
---
## struct Window — Key Fields
| Field | Type | Description |
|---|---|---|
| `LeftEdge`, `TopEdge` | `WORD` | Position on screen |
| `Width`, `Height` | `WORD` | Total size (including borders) |
| `BorderLeft/Right/Top/Bottom` | `BYTE` | Border thickness (pixels) |
| `RPort` | `struct RastPort *` | Drawing context for this window |
| `UserPort` | `struct MsgPort *` | IDCMP message port |
| `IDCMPFlags` | `ULONG` | Currently active IDCMP flags |
| `Flags` | `ULONG` | Window flags (`WFLG_*`) |
| `Title` | `UBYTE *` | Title string |
| `WScreen` | `struct Screen *` | Screen this window belongs to |
| `FirstGadget` | `struct Gadget *` | Head of gadget list |
| `MouseX`, `MouseY` | `WORD` | Current mouse position (relative to window) |
| `GZZWidth`, `GZZHeight` | `WORD` | Inner dimensions (GimmeZeroZero only) |
| `MinWidth/Height`, `MaxWidth/Height` | `WORD` | Size constraints |
---
## Pitfalls
### 1. Using WA_Width Instead of WA_InnerWidth
`WA_Width` includes borders. On different screen resolutions, border width varies. Always use `WA_InnerWidth`/`WA_InnerHeight` for predictable content area sizing.
### 2. Drawing Outside Content Area
Drawing at (0,0) in a non-GZZ window overwrites the border:
```c
/* WRONG — draws over title bar */
Move(win->RPort, 0, 10);
/* CORRECT — offset by borders */
Move(win->RPort, win->BorderLeft, win->BorderTop + 10);
```
### 3. Forgetting MinWidth/MinHeight
Without size constraints, users can resize the window to 1×1 pixel, causing division-by-zero in layout code.
### 4. Not Handling NEWSIZE
If your window is resizable, you must redraw content when `IDCMP_NEWSIZE` arrives — the old content is clipped or garbage.
### 5. Opening on a Closed Screen
If you cache a screen pointer and it becomes invalid, `OpenWindowTags()` will crash. Always `LockPubScreen()` → open window → `UnlockPubScreen()`.
---
## Best Practices
1. **Use `WA_InnerWidth`/`WA_InnerHeight`** for predictable content dimensions
2. **Use Smart Refresh** unless you have a specific reason not to
3. **Always set `WA_MinWidth`/`WA_MinHeight`** for resizable windows
4. **Handle `IDCMP_NEWSIZE`** — recalculate and redraw layout
5. **Use `WA_PubScreen, NULL`** to open on the default public screen
6. **Drain IDCMP messages** before calling `CloseWindow()`
7. **Show a busy pointer** during long operations — it prevents user confusion
8. **Use `WA_AutoAdjust, TRUE`** to handle cases where the window doesn't fit the screen
---
## References
- NDK39: `intuition/intuition.h`
- ADCD 2.1: `OpenWindowTagList`, `CloseWindow`
- [idcmp.md](idcmp.md) — IDCMP message classes
- NDK 3.9: `intuition/intuition.h`, `intuition/screens.h`
- ADCD 2.1: `OpenWindowTagList()`, `CloseWindow()`, `ModifyIDCMP()`
- AmigaOS Reference Manual (RKRM): Libraries, Chapter 4 — Intuition Windows
- See also: [IDCMP](idcmp.md), [Screens](screens.md), [Gadgets](gadgets.md)