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Menus in TML
Volume Number:4
Issue Number:6
Column Tag:Advanced Mac'ing

Menus as Objects in TML Pascal

By David B. Curtis, Wyoming, MN

[One of the limitations of LightSpeed Pascal and Turbo Pascal, despite their popularity, is that they don’t support objects. TML Pascal does support the object type, which is similar to a procedure. In this article, David Curtis shows us how to use the TML Pascal Object type on menus to create an elegant way to manage menus, especially a custom menu definition like an icon menu, shown in figure 1. Unfortunately, Tom Leonard of TML has not bothered to keep MacTutor supplied with updates to TML Pascal in over a year, so I have been unable to check the compilation and linking of this article. However, the code looks clean and should not have any problems. It is our hope that TML will keep MacTutor and the rest of the development community better informed and supplied with timely updates to their Pascal. -Ed]

In some applications, a graphic menu provides a friendlier user interface than the standard text list. MacDraw’s “Fill”, “Lines”, and “Pen” menus are good examples. They show you the patterns you can choose from, rather than describe them in words. Can you imagine trying to describe the SysPat list verbally? Pictures are much more friendly. I have a similar problem in an application I am working on. It is a simple circuit analysis program, and I wish to have a menu of circuit models for the user to choose from. A circuit element is much more easily drawn than described. The brute force approach to this problem is to make a procedure that draws each circuit model in the menu area. That works, but I dislike it. First of all, it is hard to maintain. Second, it is just plain hard work to build the first time. Finally, it is code that has little hope of ever being useful in another program.

Fig. 1 Icon Menus as Objects in Object Pascal

In case you didn’t notice, my objections to the brute force approach are motivated largely by sloth. How could I avoid excess work, both now and in the future? I went out in search of the lazy man’s way to a widely applicable, easily maintainable graphic menu, and came up with the icon menu. The icon menu procedure uses icons from a resource file to present a palette of selections. The code is generic across any application, and the icons can be maintained easily with ResEdit. Icons turn out to be a very nice size for my circuit model pictures. I suspect that icons would be good for a lot of graphic menu applications. (How about an icon based Transfer menu?) Figure 1 shows a prototype circuit model menu, implemented as an Icon menu.

Implementation Overview

I implemented the icon menu as a TML Pascal UNIT. (Any code that might get used in another program in the future I automatically put into a UNIT.) The OBJECT feature of Pascal is another powerful feature for reducing redundant work. I have used both features to create my icon menu, and usages of both are several layers deep. Each layer is quite simple, but some sort of road map to the structure is in order.

The lowest level unit is the trivial StdPoll (“standard poll”) unit. I mention it only so that you don’t wonder why I didn’t. Eventually, I plan to put generic polling loop code in here, but in its present form, StdPoll’s main purpose is to provide the global variable “Done”, which gets set in response to a “Quit” menu choice. Now on to the interesting stuff.

StdMenu (“standard menu”) is the key unit that everything is built upon. It defines a low level object called MenuHdlr (“menu handler”). A MenuHdlr object collects menu code into one place and “handles” all the associated behaviors. The two methods that a generic MenuHdlr has are Create, which should do whatever it takes to make a menu and insert it at the end of the menu bar; and Choose, which will be called to handle a menu choice. In the default case, Create just slurps up a normal menu resource from the resource fork. Choose, on the other hand, does nothing; it should be overridden in the application with appropriate code to handle the menu choices.

The StdMenu unit also provides pre-defined descendant objects of MenuHdlr, called AppleMenuHdlr, StdFileMenuHdlr, and StdEditMenuHdlr. These menu handlers provide minimal functionality for the Apple, File and Edit menus, respectively. The AppleMenuHdlr should be all most applications need to support a standard Apple menu. The Create method is overidden with code that pulls in desk accessory names, and the Choose method is overidden with code that displays an “About ” alert, or opens a desk accessory.

Notice that the AppleMenuHdlr has an additional method called “Setup”, which does the additional pre-Create work of setting up an alert id for the About selection. I have chosen the convention of putting additional pre-create initialization for MenuHdlrs (if needed) in a Setup method, but Setup is not a method in the generic MenuHdlr. Why? Because every descendant object that overrides a method must have the same parameter list, and that is exactly what we don’t want for a Setup method; we want the Setup method to be specific to the needs of a sub-species of MenuHdlr.

StdFileMenuHdlr and StdEditMenuHdlr exist in StdMenu only to provide bare minimum “Choose” functionallity. Most applications will want to override this code, but the minimal version is handy while prototyping other chunks of the application.

The program TestMenus uses AppleMenuHdlr, StdEditMenuHdlr and StdFileMenuHdlr. Look at the menu objects declared in the “var” section, and then look at the the procedures “InitApplication” and “MenuChoice” to see how the StdMenu unit is used. Notice how clean MenuChoice is because of the overridden Choose methods.

The IconMenu Unit

The meaty unit, as far as we are concerned, is IconMenu. This unit provides icon menu functionallity as a natural extension of the StdMenu facilities. The object type IconMenuHdlr, a descendant of MenuHdlr, adds a Setup method which is used to define the parameters of the icon menu. That includes what the first icon’s resource id is (the rest must follow in sequence), how many icons you have to display, how many icons wide you want the menu, how many extra pixels of blank space you want around each icon, and what the name of the menu is. Setup calculates how many icons tall the menu needs to be. These parameters are then stored in the IconMenuHdlr data record.

The Create method is in charge of a couple of tricks. Since the IconMenu is a non-standard menu, we have to set up our own menu definition procedure. My Icon menu definition procedure is IconMenuDef, a global procedure in the implementation part of the unit. IconMenuDef is installed as the menu’s definition procedure by the Create method. When the Create method first calls NewMenu, it gets a standard MenuInfo record. Since we want to store the larger IconMenuInfo record, Create calls SetHandleSize to “stretch” the storage block to the required size. The call to NewMenu also fills in the menuProc field with a handle to the standard menu definition procedure; we want to write over that with a handle to our own menu definition procedure. Be careful! The default menuProc handle that you get points to the one and only master pointer to the standard menu definition procedure. Assign a new handle to menuProc (which gets a new master pointer) before going through menuProc to set up a new menu definition. If you don’t, you clobber all menus. I am embarrassed to say I learned that the hard way, although it is obvious when you stop and think about it.

The Create method also sets up a reference in the menu record to the IconMenuHdlr object. That way IconMenuDef can find its way back to the data telling it what icons to draw where. (In a normal menu, the item information itself is stored following the MenuInfo record.) To set up the object reference, the menuHandle is type converted to an IconMenuHandle, and SELF is tucked away in the IconMenuInfo record. SELF is a reference to the object calling the method. Each instance of an IconMenuHdlr must call Create, and thus each icon menu gets its own list of icons and its own height and width. The IconMenuInfo record defined in the unit interface provides the necessary type information for the Create method to place the object reference in the menu data.

The MDEF Procedure

MDEF procedures have been described before in MacTutor, also reprinted in The Complete MacTutor, Vol. 2, p. 248, 251); I will just touch on the basics here. If you need more information, dig out those back issues, or see IM Vol. I, p. 362.

A menu definition procedure must respond to three kinds of “messages”, called mSizeMsg, mDrawMsg, and mChooseMsg. When the menu manager sends you the mSizeMsg, he wants to know how much space your menu takes on the screen. The menu manager sends you the mDrawMsg when he wants you to draw your menu on the screen; he has already saved the stuff underneath and given you a nice, white drawing space. When you get the mChoseMsg you should check the mouse location that you are given and do any hiliting and unhiliting necessary to behave like a menu. In a nutshell, that’s all there is to it; but I will admit it took me a while to get all that to work.

My menu definition procedure has four local procedures. One for each menu manager message type, and one that returns a rectangle in global coordinates when given the number of a menu selection. This structure is borrowed straight from Daryl Lovato’s MDEF example in the TML Source Code Library. (If I can make a small digression at this point, I would like to recommend the Source Code Library as a wonderful learning tool. Reading and modifying Source Code Library programs has taught me a lot about the Mac and its mysteries.)

DoSizeMsg and DoChoseMsg are both quite simple. All DoSizeMsg has to do is allow room for the necessary number of icons, plus the extra blank space in between. DoChoseMsg just searches for the icon that the cursor is over, and updates hiliting as necessary.

DoDrawMsg is a little more interesting, but still quite simple because we can make use of the icon support routines in the toolbox. This is where laziness really pays off; drawing all my circuit models through brute force code would have made this routine a nightmare. I suppose it would be good form to pre-load the icon resources for the menu, since a user could potentially end up in swap-a-floppy-land the way DoDrawMsg is now implemented. The Create method could easily preload icon resources, or the preload bit could be set with ResEdit.

Conclusion

The fanatical user might make some performance improvements to the IconMenuDef procedure. The item rectangles are calculated now, that could be sped up with look-up techniques. The item search itself could be sped up by doing something more elegant than a linear search. The icon menu seems quite fast to me as it is, however, so I don’t plan to fiddle with it. We non-fanatics need only zap up a few icons with ResEdit to have graphic menus.

{$L TestMenus/Rsrc }

program TestMenus;

uses
    Macintf, StdPoll, StdMenu, IconMenu;
    
const
 { Menu IDs }
 AppleMenuID = 256;
 AboutAlertID = 1000;
 FileMenuID = 257;
 EditMenuID = 258;
 CktMenuID = 259; { not a resource id }
 FirstCktIcon = 500;
 NumCktIcons = 7;
 IconsWide = 3;
 BfSpace = 3;
 
var
 { Instances of Menu Handlers }
 AppleMenu : AppleMenuHdlr;
 FileMenu : StdFileMenuHdlr;
 EditMenu : StdEditMenuHdlr;
 CktMenu : IconMenuHdlr;

 { Event polling variables }
 TheEvent : EventRecord;
 EventIsForMe : Boolean;  

{
|DoMenuChoice - do a menu selection
}
procedure DoMenuChoice (MenuCode : LongInt);
begin 
 case HiWord(MenuCode) of
 AppleMenuID: AppleMenu.Choose (LoWord(MenuCode));
 FileMenuID : FileMenu.Choose (LoWord(MenuCode));
 EditMenuID : EditMenu.Choose (LoWord(MenuCode));
 CktMenuID: CktMenu.Choose (LoWord(MenuCode)) end;
 HiliteMenu (0) end;

{
|PollEvent - check event queue and dispatch event, if any
}
procedure PollEvent;
var
 TempWindow : WindowPtr;
begin 
 EventIsForMe := GetNextEvent(everyEvent,TheEvent);
 if EventIsForMe 
 then case TheEvent.what of 
 mouseDown : case FindWindow(TheEvent.where,TempWindow) of
 inMenuBar: DoMenuChoice(MenuSelect(TheEvent.where));
 inSysWindow : SystemClick (TheEvent, TempWindow);
 otherwise { ignore } end;
 keyDown : if BitAnd(TheEvent.modifiers,CmdKey) <> 0
 then DoMenuChoice(MenuKey(CHR(BitAnd( TheEvent.message,CharCodeMask))));
 otherwise { ignore } end end;

{
|InitApplication
}
procedure InitApplication;
begin
 Done := False;

 { Create the menus }
 New (AppleMenu); 
 AppleMenu.Setup (AboutAlertID);
 AppleMenu.Create (AppleMenuID);
 
 New (FileMenu);
 FileMenu.Create (FileMenuID);
 
 New (EditMenu);
 EditMenu.Create (EditMenuID);
 
 New (CktMenu);
 CktMenu.Setup (FirstCktIcon, NumCktIcons, IconsWide, 
 BfSpace, ‘Model’);
 CktMenu.Create (CktMenuID);
 
 DrawMenuBar;

 InitCursor end;
 
{
|Main
}
begin
  InitTheMac;
  InitApplication;
  repeat
   SystemTask;
 PollEvent;
   until done end.


{$A+} { Interlinear source on compile to .asm }
{$R+} { Range checking }

unit StdPoll;

INTERFACE

uses 
 MacIntf;

var
 Done : Boolean; { program is all done }
 
procedure InitTheMac;

IMPLEMENTATION 

procedure InitTheMac;
begin 
 InitGraf (@ThePort);
 InitFonts;
 InitWindows;
 InitMenus;
 TEInit;
 InitDialogs (NIL) end;
end.

{
|StdMenu provides standard menu objects.
}
unit StdMenu;

interface

uses MacIntf, StdPoll;

const
 { Standard File menu item numbers }
 NewItem = 1;
 OpenItem = 2;
 CloseItem = 3;
 { ------ }
 SaveItem = 5;
 SaveAsItem = 6;
 RevertItem = 7;
 { ------ }
 PageSetupItem = 9;
 PrintItem = 10;
 { ------ }
 QuitItem = 12;

type  
 { 
 | MenuHdlr is the base object for all menus.
 | The Create method installs the menu at the end of
 | the menu bar.  The Choose method should be overridden
 | with code to perform a menu choice.
 }
 MenuHdlr = object
 TheMenu : MenuHandle;
 procedure Create (RsrcID : Integer);
 procedure Choose (Choice : Integer);
 end;
 
 {
 | AppleMenuHdlr provides all the functionallity of
 | a standard Apple menu.  It must be Setup with an 
 | alert id for the About  message before Create is
 | called.
 }
 AppleMenuHdlr = object (MenuHdlr)
 AboutID : Integer;
 procedure Create (RsrcID : Integer); override;
 procedure Choose (Choice : Integer); override;
 procedure Setup (AlertID : Integer);
 end;

 {
 | StdFileMenuHdlr is a minimal File menu.  The Choose
 | method can Close DA’s and Quit.
 }
 StdFileMenuHdlr = object (MenuHdlr)
 procedure Choose (Choice : Integer); override;
 end;
 
 {
 | StdEditMenuHdlr is a minimal Edit menu.  The Choose
 | method supports DA editing.
 }
 StdEditMenuHdlr = object (MenuHdlr)
 procedure Choose (Choice : Integer); override;
 end;
 
implementation 

{
|Generic Menu Handler
}
procedure MenuHdlr.Create (RsrcID : Integer);
begin
 { Read in a standard menu resource.
 | Remember: Object variables are Handles! 
 |’Self’ is set only
 | as you enter the method, so HLock it if you call any
 | potential heap-scramblers! }
 HLock(Handle(Self));
 TheMenu := GetMenu (RsrcID);
 InsertMenu (TheMenu, 0);
 HUnlock(Handle(Self)) end;

procedure MenuHdlr.Choose (Choice : Integer);
begin end;

{
|Apple Menu Handler
}
procedure AppleMenuHdlr.Create (RsrcID : Integer);
begin
 { Read in the Apple menu stub, and add DA’s }
 HLock(Handle(Self));
 TheMenu := GetMenu (RsrcID);
 AddResMenu (TheMenu, ‘DRVR’);
 InsertMenu (TheMenu, 0);
 HUnlock(Handle(Self)) end;
 
procedure AppleMenuHdlr.Choose (Choice : Integer);
var
 AccName : Str255;
 AccNumber : integer;
begin
 { Post alert or open DA }
 if Choice = 1
 then AccNumber := Alert (AboutID, NIL)
 else begin
 GetItem (TheMenu, Choice, AccName);
 AccNumber := OpenDeskAcc (AccName) end end;
 
procedure AppleMenuHdlr.Setup (AlertID : Integer);
begin
 AboutID := AlertID end;

{
|Standard File Menu
}
procedure StdFileMenuHdlr.Choose (Choice : Integer);
var
 FrontWP : windowPeek;
begin
 case Choice of
 NewItem : ;
 OpenItem : ;
 CloseItem : begin { If frontmost window DA, close it. }
 FrontWP := windowPeek(frontWindow);
 if FrontWP^.windowKind < 0
 then CloseDeskAcc(FrontWP^.windowKind) end;
 SaveItem : ;
 SaveAsItem : ;
 RevertItem : ;
 PageSetupItem : ;
 PrintItem : ;
 QuitItem : Done := true;
 otherwise  { nothing } end end;

{
|Standard Edit menu
}
procedure StdEditMenuHdlr.Choose (Choice : Integer);
var
 Trash : Boolean;
begin
 Trash := SystemEdit (Choice-1) end;

end. { of StdMenu unit }

{
|Icon menu MDEF unit
|
|Creates and manages a menu of Icons. 
}
unit IconMenu;

interface

uses
 Macintf, StdPoll, StdMenu;
 
type
 IconMenuHdlr = object (MenuHdlr)
 StartIcon, { The resource ID of first icon }
 NumIcons,{ How many icons to use (ID’s in 
 sequence) }
 IconsWide, { Menu shape... }
 IconsTall, { More menu shape. }
 BufferSpace{ Extra white pixels around each icon }
 : Integer;
 Title  { The name of the menu }
 : Str255;
 
 procedure Create (RsrcID : Integer); override;
 procedure Setup (
 StartIconReq, 
 NumIconsReq,
 IconsWideReq,
 BufferSpaceReq 
 : Integer;
 TitleReq
 : Str255);  end;
 
 IconMenuPtr = ^IconMenuInfo;
 IconMenuHandle = ^ IconMenuPtr;
 
 IconMenuInfo = record
 StdStuff : MenuInfo; { The default MenuInfo record }
 Handler : IconMenuHdlr { Reference to the above 
 handler object }
 end; 

implementation

const
   IconSize = 32;{ How big is an icon }

{
|IconMenuDef is installed as the MDEF procedure. 
|See IM Vol. I, p. 362
}
procedure IconMenuDef (
 Message : Integer;
 SelectedMenu : IconMenuHandle;
 var MenuRect : Rect;
 HitPt : Point;
 var WhichItem : Integer);

 {
 | ItemRect - function to find the rectangle ( in global 
 | coordinates) of a given item number.
 }
 function ItemRect (
 ItemNum : Integer;
 MenuRect : Rect; 
   SelectedMenu : IconMenuHandle) : Rect;
   
 var
 TempRect 
 : Rect;
 ItemLess1,
 ItemSize 
 : Integer;
   
 begin
   { If ItemNum is a real item, then return the }
 { global coordinates of the item’s rectangle; }
 { otherwise return empty rect. }
 if (ItemNum >= 1) 
 and (ItemNum <= SelectedMenu^^.Handler.NumIcons)
 then with SelectedMenu^^.Handler do begin 
 ItemLess1 := ItemNum - 1;
 ItemSize := IconSize + 2 * BufferSpace;
 TempRect.top := (ItemLess1 div IconsWide) 
 * ItemSize + MenuRect.top;
 TempRect.left := (ItemLess1 mod IconsWide) 
 * ItemSize + MenuRect.left;
 TempRect.bottom := TempRect.top + ItemSize;
 TempRect.right := TempRect.left + ItemSize end
 else begin
   TempRect.top := 0;
   TempRect.left := 0;
   TempRect.bottom := 0;
   TempRect.right := 0 end;
   ItemRect := TempRect end; 
 
 {
 | DoDrawMessage - handle the menu manager Draw command
 }
 procedure DoDrawMessage (
 SelectedMenu : IconMenuHandle;
   MenuRect : Rect);
   
 var
        Selection : Integer; { Current selection }
        SelRect : Rect; { Current selection’s Rect }
        TheIcon : Handle; { Handle to selection’s Icon }
      
 begin
 { Get every icon in the menu and plot it. }
 Hlock(Handle(SelectedMenu));
 with SelectedMenu^^.Handler do begin
        for Selection := 1 to NumIcons do begin
   SelRect := ItemRect(Selection, MenuRect, SelectedMenu);
   InsetRect(SelRect,BufferSpace,BufferSpace);
   TheIcon := GetIcon (StartIcon + Selection - 1);
   PlotIcon (SelRect, TheIcon) end end;
 HUnlock(Handle(SelectedMenu)) end; 
 
 {
 | DoChooseMessage - handle menu manager Choose command
 }
 function DoChooseMessage (
 SelectedMenu : IconMenuHandle;
   MenuRect : Rect;
 HitPoint : Point;
 OldSelection : Integer) : Integer;
      var
        SelRect : Rect;
        Found : boolean;
        Selection : Integer;
        OldSelRect : Rect;
      begin
 Selection := 1;
 Found:= false;
 { Find out which item mouse is over, if any. }
      repeat
        SelRect := ItemRect (Selection, MenuRect, SelectedMenu);
 Found := PtInRect (HitPoint,SelRect); 
 if not Found then Selection := Selection + 1;
      until ((Selection > (SelectedMenu^^.Handler.NumIcons))
 or (Found));
        { Update hiliting as necessary }
 if Found 
 then begin { in an item }
   if (Selection <> OldSelection) 
 then begin { in a different item, change hiliting }
        OldSelRect := ItemRect(OldSelection, 
 MenuRect, SelectedMenu);
        InvertRect(OldSelRect);
        InvertRect(SelRect) end;
   DoChooseMessage := Selection end
        else begin { not in a item, unhilite old }
        OldSelRect := ItemRect(OldSelection, MenuRect, SelectedMenu);
        InvertRect (OldSelRect);
 DoChooseMessage := 0 end end;

 {
 | DoSizeMessage - handle the menu manager Size command
 }
   procedure DoSizeMessage (
 var Menu : IconMenuHandle);
      begin
        with Menu^^.Handler do begin
          Menu^^.StdStuff.menuWidth:= IconsWide*(IconSize + 2 * BufferSpace);
          Menu^^.StdStuff.menuHeight:= IconsTall*(IconSize + 2 * BufferSpace)
 end end;

{
|IconMenuDef - main
}
begin
   case message of
        mSizeMsg : DoSizeMessage (SelectedMenu);
        mDrawMsg : DoDrawMessage (SelectedMenu, MenuRect);
 mChooseMsg : WhichItem := DoChooseMessage (
 SelectedMenu,MenuRect,HitPt,WhichItem) end end;

function Min (a,b : Integer) : Integer;
begin 
 if a < b
 then Min := a
 else Min := b end;

procedure IconMenuHdlr.Setup (
 StartIconReq, 
 NumIconsReq,
 IconsWideReq,
 BufferSpaceReq 
 : Integer;
 TitleReq
 : Str255);
begin
 StartIcon := StartIconReq;
 NumIcons := NumIconsReq;
 IconsWide := IconsWideReq;
 { Calculate IconsTall from NumIcons and IconsWide }
 IconsTall := NumIcons div IconsWide 
 + Min (NumIcons mod IconsWide, 1);
 BufferSpace := BufferSpaceReq;
 Title := TitleReq end;

procedure IconMenuHdlr.Create (RsrcID : Integer);
{ RsrcID isn’t a resource ID in this case, just a menu id }
var
 TrickyHandle : IconMenuHandle; { Used for type coercion }

begin 
 HLock(Handle(Self));
 TheMenu := NewMenu (RsrcID, Title); 
 { Get a plain menu record }
 
 SetHandleSize (Handle(TheMenu), SizeOf(IconMenuInfo)); 
 { Stretch it }
 if MemError = 0
 then begin
 { Assign the icon MDEF proc }
 TheMenu^^.menuProc := NewHandle(0); {Important! }
 TheMenu^^.menuProc^ := @IconMenuDef;
 { Stuff in reference to the MenuHandler object }
 TrickyHandle := IconMenuHandle (TheMenu);
 TrickyHandle^^.Handler := SELF;
 { Insert at end of menu bar }
 CalcMenuSize (TheMenu);
 InsertMenu (TheMenu,0) end
 else
 SysBeep (1);
 HUnlock(Handle(Self)) end;
 
end. { of IconMenu unit }


!PAS$Xfer

/Globals -4
TestMenus
PAS$Library
macintf
stdpoll
stdmenu
iconmenu


* IconMenu.R resources
*

IconMenu.rsrc
????????

Type EEIN = STR 
  ,0    ;;0 by convention
Icons in Menus by David Curtis \A9 MacTutor 1988.

Type BNDL
  ,128
  EEIN  0
  ICN# 1
  0 128
  FREF 1
  0 128

Type FREF
  ,128
  APPL  0 ;; local id 0 for icon list
  
* ------ Multifinder --------

Type SIZE = GNRL
 ,-1
.I
16384 ;; $4000 = bit 14 set
.L
148000  ;;  recomended
.L
128000  ;;  minimum


Type ALRT
  ,1000 (0)
60 128 260 368 
100
4444 

Type DITL
  ,100 (0)
2

Button 
133 128 153 188 
OK

staticText 
60 41 80 159 
About Menu Test


Type ICON = GNRL
  ,505 (0)
.H
0000 0000 0000 0000 0036 D800 0049 2400 
0049 2400 71C9 270E 8900 0111 8F00 01F1 
8900 0111 7104 410E 0104 8100 0105 0100 
01FD FF00 0005 0000 0004 8000 0004 4000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 7000 000E 
8800 0011 8FFF FFF1 8800 0011 7000 000E 

Type ICON = GNRL
  ,504 (0)
.H
0000 4000 0000 8000 0001 0000 0002 0000 
0004 0000 7008 000E 8810 0011 8FFF FFF1 
8800 0011 7000 000E 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 4000 0000 8000 
0001 0000 0002 0000 0004 0000 7008 000E 
8810 0011 8FFF FFF1 8800 0011 7000 000E 

Type ICON = GNRL
  ,503 (0)
.H
0000 0000 0000 0000 0000 0000 0000 0000 
0001 0800 7001 100E 8801 2011 8FFF 3FF1 
8801 2011 7001 100E 0001 0800 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 7000 000E 
8800 0011 8FFF FFF1 8800 0011 7000 000E 

Type ICON = GNRL
  ,506 (0)
.H
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 7000 000E 8800 0011 8FFF FFF1 
8A04 0111 7204 010E 0204 0100 0104 0100 
0087 0100 0100 8100 0200 8100 0407 0FE0 
0800 8000 0400 87C0 0207 0920 0100 8100 
0080 8100 0107 0100 0200 8100 0400 8100 
0807 0100 0404 0100 0204 0100 7204 010E 
8A04 0111 8FFF FFF1 8800 0011 7000 000E 

Type ICON = GNRL
  ,501 (0)
.H
0000 0000 0000 0000 0000 0000 0000 0000 
006D B600 7092 490E 8892 4911 8F92 49F1
8800 0011 7000 000E 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 7000 000E
8800 0011 8FFF FFF1 8800 0011 7000 000E


Type ICON = GNRL
  ,500 (0)
.H
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 7000 000E 8800 0011 8FFF FFF1
8800 8011 7000 800E 0000 8000 0000 E000
0000 1000 0000 1000 0000 E000 0000 1000
0000 1000 0000 E000 0000 1000 0000 1000
0000 E000 0000 1000 0000 1000 0000 E000
0000 1000 0000 1000 0000 E000 7000 800E
8800 8011 8FFF FFF1 8800 0011 7000 000E

Type ICON = GNRL
  ,502 (0)
.H
0000 0000 0000 0000 0000 0000 0000 0000 
0000 0000 7000 000E 8800 0011 8FFF FFF1 
8800 8011 7000 800E 0000 8000 0000 8000 
0000 8000 0000 8000 0007 F000 0000 0000 
0000 0000 0001 C000 0002 A000 0004 9000 
0000 8000 0000 8000 0000 8000 0000 8000 
0000 8000 0000 8000 0000 8000 7000 800E 
8800 8011 8FFF FFF1 8800 0011 7000 000E 

Type MENU
  ,256 (0)
\14
About Test Menus 
(--<Ä

Type MENU
  ,257 (0)
File
(New/N
(Open
Close
(--
(Save
(Save As 
(Revert 
(--
(Page Setup 
(Print 
(--<Ä
Quit/Q

Type MENU
  ,258 (0)
Edit
Undo
(--<Ä
Cut/X
Copy/C
Paste/V
(--
Clear

Type ICN# = GNRL
  ,128 (4)  ;; The Appl. Icon
.H
003FFC0 000400200 00800100 01000080
0200004 004000020 09FFFFD0 13ABF568
23FFFFE 440422082 807E2081 80423F81
807E208 180002081 80003F81 80002081
801E208 1800E3F81 800E2081 801A2081
80303F8 180602081 40C02082 21803F84
1300208 808003F90 04000020 02000040
0100008 000800100 00400200 003FFC00
*
003FFC0 0007FFE00 00FFFF00 01FFFF80
03FFFFC 007FFFFE0 0FFFFFF0 1FFFFFF8
3FFFFFF C7FFFFFFE FFFFFFFF FFFFFFFF
FFFFFFF FFFFFFFFF FFFFFFFF FFFFFFFF
FFFFFFF FFFFFFFFF FFFFFFFF FFFFFFFF
FFFFFFF FFFFFFFFF 7FFFFFFE 3FFFFFFC
1FFFFFF 80FFFFFF0 07FFFFE0 03FFFFC0
01FFFF8 000FFFF00 007FFE00 003FFC00

David wins our Program of the Month award for this timely and interesting approach to using objects to manage menus. It is also refreshing to find that an old horse like TML Pascal can do some powerful things the new boys on the block can't do. Thanks David for a most interesting look at doing icon menus!

 

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Software Updates via MacUpdate

Logic Pro X 10.1.1 - Music creation and...
Apple Logic Pro X is the most advanced version of Logic ever. Sophisticated new tools for professional songwriting, editing, and mixing are built around a modern interface that's designed to get... Read more
VLC Media Player 2.2.0 - Popular multime...
VLC Media Player is a highly portable multimedia player for various audio and video formats (MPEG-1, MPEG-2, MPEG-4, DivX, MP3, OGG, ...) as well as DVDs, VCDs, and various streaming protocols. It... Read more
Sound Studio 4.7.8 - Robust audio record...
Sound Studio lets you easily record and professionally edit audio on your Mac. Easily rip vinyls and digitize cassette tapes, or record lectures and voice memos. Prepare for live shows with live... Read more
LibreOffice 4.4.1.2 - Free, open-source...
LibreOffice is an office suite (word processor, spreadsheet, presentations, drawing tool) compatible with other major office suites. The Document Foundation is coordinating development and... Read more
Freeway Pro 7.0.3 - Drag-and-drop Web de...
Freeway Pro lets you build websites with speed and precision... without writing a line of code! With its user-oriented drag-and-drop interface, Freeway Pro helps you piece together the website of... Read more
Cloud 3.3.0 - File sharing from your men...
Cloud is simple file sharing for the Mac. Drag a file from your Mac to the CloudApp icon in the menubar and we take care of the rest. A link to the file will automatically be copied to your clipboard... Read more
Cyberduck 4.6.5 - FTP and SFTP browser....
Cyberduck is a robust FTP/FTP-TLS/SFTP browser for the Mac whose lack of visual clutter and cleverly intuitive features make it easy to use. Support for external editors and system technologies such... Read more
Firefox 36.0 - Fast, safe Web browser. (...
Firefox for Mac offers a fast, safe Web browsing experience. Browse quickly, securely, and effortlessly. With its industry-leading features, Firefox is the choice of Web development professionals and... Read more
Thunderbird 31.5.0 - Email client from M...
As of July 2012, Thunderbird has transitioned to a new governance model, with new features being developed by the broader free software and open source community, and security fixes and improvements... Read more
VOX 2.4 - Music player that supports man...
VoxIt just sounds better! The beauty is in its simplicity, yet behind the minimal exterior lies a powerful music player with a ton of features & support for all audio formats you should ever need... Read more

Get The Whole Story – Lone Wolf Complete...
Get The Whole Story – Lone Wolf Complete is Now Available and On Sale Posted by Jessica Fisher on February 27th, 2015 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Who Wore it Best? The Counting Dead vs....
Like it or not, the “clicker” genre, popularized by cute distractions like Candy Box and Cookie Clicker, seems like it’s here to stay. So Who Wore it Best? takes a look at two recent examples: The Counting Dead and AdVenture Capitalist. | Read more »
Card Crawl, the Mini Deck Building Game,...
Card Crawl, the Mini Deck Building Game, is Coming Soon Posted by Jessica Fisher on February 27th, 2015 [ permalink ] Tinytouchtales and Mexer have announced their new game, | Read more »
Witness an all new puzzle mechanic in Bl...
Well, BlastBall MAX is not one of those games and is bucking trends such as timers, elements of randomness, and tacked-on mechanics in favor of pure puzzle gameplay. When you first boot up the game you’ll see a grid made up of squares that are each... | Read more »
This Princess Has a Dragon and She isn’t...
This Princess Has a Dragon and She isn’t Afraid to Useit. | Read more »
Mecha Showdown Review
Mecha Showdown Review By Lee Hamlet on February 27th, 2015 Our Rating: :: IN A SPINUniversal App - Designed for iPhone and iPad Mecha Showdown replaces traditional buttons with a slot machine mechanic in this robot fighting game,... | Read more »
Reliance Games and Dreamworks Unveil Rea...
Reliance Games and Dreamworks Unveil Real Steel Champions Posted by Ellis Spice on February 27th, 2015 [ permalink ] Reliance Games and Dreamworks have announced that a third game in | Read more »
Sum Idea Review
Sum Idea Review By Jennifer Allen on February 27th, 2015 Our Rating: :: TAXING NUMBERSUniversal App - Designed for iPhone and iPad Sum Idea is a fairly charming but taxing puzzle game.   | Read more »
A New Badland Update Brings Daydream Lev...
A New Badland Update Brings Daydream Levels to Co-Op Posted by Ellis Spice on February 27th, 2015 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Slashing Demons Review
Slashing Demons Review By Lee Hamlet on February 27th, 2015 Our Rating: :: IT'S A LONG WAY TO THE TOPUniversal App - Designed for iPhone and iPad Slashing Demons lacks the depth or scope to take it beyond the point of being just... | Read more »

Price Scanner via MacPrices.net

Apple CEO Tim Cook to Deliver 2015 George Was...
Apple CEO Tim Cook will deliver the George Washington University’s Commencement address to GWU grads on May 17, at which time he will also be awarded an honorary doctorate of public service from the... Read more
Apple restocks refurbished Mac minis for up t...
The Apple Store has restocked Apple Certified Refurbished 2014 Mac minis, with models available starting at $419. Apple’s one-year warranty is included with each mini, and shipping is free: - 1.4GHz... Read more
Save up to $50 on iPad Air 2s, NY tax only, f...
 B&H Photo has iPad Air 2s on sale for $50 off MSRP including free shipping plus NY sales tax only: - 16GB iPad Air 2 WiFi: $469.99 $30 off - 64GB iPad Air 2 WiFi: $549 $50 off - 128GB iPad Air 2... Read more
16GB iPad Air 2 on sale for $447, save $52
Walmart has the 16GB iPad Air 2 WiFi on sale for $446.99 on their online store for a limited time. Choose free shipping or free local store pickup (if available). Sale price for online orders only,... Read more
iMacs on sale for up to $205 off MSRP
B&H Photo has 21″ and 27″ iMacs on sale for up to $205 off MSRP including free shipping plus NY sales tax only: - 21″ 1.4GHz iMac: $1029 $70 off - 21″ 2.7GHz iMac: $1199 $100 off - 21″ 2.9GHz... Read more
Apple Takes 89 Percent Share of Global Smartp...
According to the latest research from Strategy Analytics, global smartphone operating profit reached US$21 billion in Q4 2014. The Android operating system captured a record-low 11 percent global... Read more
New Travel Health App “My Travel Health” iOS...
Rochester, Minnesota based Travel Health and Wellness LLC has announced that its new iOS app help safeguard the user’s health when traveling abroad — “My Travel Health” is now available on the Apple... Read more
Sale! MacBook Airs for up to $115 off MSRP
B&H Photo has MacBook Airs on sale for up to $100 off MSRP. Shipping is free, and B&H charges NY sales tax only: - 11″ 128GB MacBook Air: $799 100 off MSRP - 11″ 256GB MacBook Air: $999 $100... Read more
15-inch 2.0GHz Retina MacBook Pro (refurbishe...
The Apple Store has Apple Certified Refurbished previous-generation 15″ 2.0GHz Retina MacBook Pros available for $1489 including free shipping plus Apple’s standard one-year warranty. Their price is... Read more
Wither The iPad mini? End Of The Road Imminen...
AppleDailyReport’s Dennis Sellers predicts that the iPad mini is going to be left to wither on the vine, as it were, and then just allowed to fade away — a casualty of the IPhone 6 Plus and other... Read more

Jobs Board

Sr. Technical Services Consultant, *Apple*...
**Job Summary** Apple Professional Services (APS) has an opening for a senior technical position that contributes to Apple 's efforts for strategic and transactional Read more
Event Director, *Apple* Retail Marketing -...
…This senior level position is responsible for leading and imagining the Apple Retail Team's global engagement strategy and team. Delivering an overarching brand Read more
*Apple* Pay - Site Reliability Engineer - Ap...
**Job Summary** Imagine what you could do here. At Apple , great ideas have a way of becoming great products, services, and customer experiences very quickly. Bring Read more
*Apple* Solutions Consultant - Retail Sales...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
*Apple* Solutions Consultant - Retail Sales...
**Job Summary** As an Apple Solutions Consultant (ASC) you are the link between our customers and our products. Your role is to drive the Apple business in a retail Read more
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