TweetFollow Us on Twitter

Designer CDEF
Volume Number:5
Issue Number:4
Column Tag:ABC's of Macintosh

Related Info: Control Manager

Designer CDEFs

By Kirk Chase, Assistant Editor, MacTutor

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

Designer CDEFs

I was hunting around the office for software goodies a while back when I came across Prototyper™. I stuck the disk in to see what it was and was pleasantly surprised. Those hours spent getting the interface just right seemed over. Here was an environment where I could draw my windows, set up my menus and controls, and then let it generate the code for the interface.

Prototyper™ wasn’t everything I wanted it to be, though. For example, it would generate code for things I didn’t need. But it served my purpose of getting an interface/shell running quickly. (I hear version 2.0 is a lot better, but they haven’t sent MacTutor an upgrade yet.) Anyway, I decided to test Prototyper™ out on graphic research question--Yahtzee (relaxation is important to mental health).

Well, after a bit, I had it up and running. I took it home and stuck it in my Mac for my recently married bride to look at. She took the mouse and started playing the game. Not as skilled in the mouse as I, whenever she went to click the checkbox beside each die to re-roll, she kept on missing or resetting it.

She asked me why she couldn’t just click on the dice themselves instead of those little, tiny boxes. I was about to say that they weren’t controls when I thought, “Why not? The user is always right.” And so I went on thinking about the problem. CDEFs sounded like a lot of work, but they weren’t for what I wanted. I just wanted a variation of the checkboxes. I decided just to alter the drawing routine of my checkboxes so that they just put a rounded rectangle around the die picture when selected. I found that this was quite easy to do and wrote up a small demonstration.

Figure 1. Designer CDEF

The Demo

The demo puts up five altered buttons (figure 1). The one in the middle is an altered checkbox made to look like a light switch. It is used to deactivate the controls on the left or right side. There are three radio buttons on the left which take on the appearance of a traffic light. The last button on the right is an altered button that cycles through the faces on a die (pictures taken from my Yahtzee application).

The CDEF

A CDEF is called through a function of the form:

{1}

function myCDEFProc(varCode : integer;
 theControl : ControlHandle;
 message : integer;
 param : longint) : longint;

It returns a longint telling what part of the control was pressed or zero if not pressed. The parameter varCode contains the variation code of the control. It lets you write one CDEF for a variety of controls. I chose though to use the RefCon field of the control, theControl, to switch between routines. The message parameter tells the CDEF function what it needs to do. The last parameter, param, varies in meaning depending on message.

The unit that held my designer CDEF is called “myCDEF”. A CDEF is supposed to handle a lot of tasks. It must take care of drawing the control according to it’s value and hilighting, as well as determining if the control was actually pressed. Therefore the main routine of our CDEF function is one where we check the message parameter that was passed, and do one of three routines: drawing, testing for a hit, and calculating the region. Other routines such as initializing or dragging the indicator are either done for us or not needed.

calcRgns

One message our altered CDEF needs to handle is calculating the region of the control. Param for this message is interpreted as a handle to a region. This is quite simple to do if your control is rectangular, you just make a call to RectRgn passing the region handle and the control’s rectangle. To be honest, a rounded button is not really a strict rectangle, but the corners are generally too small to really matter.

testCntl

The next message we need to handle is whether or not the user pressed the mouse button while in our control. We first check to see if our control is active and then whether or not it was in the indicator (we have none). Finally we call PtinRect on param, typecasted now to be a point, to see if we are actually in the control.

If we are in the control’s rectangle, we switch on contrlRfCon to see which type of control was pressed. Then we might want to do some further testing to see what part of the control was pressed, such as the page up or page down regions. Our CDEF has only one region so we send back the message inButton, if it is an altered button, or inCheckbox, if it was an altered checkbox or radio button.

drawCntl

I saved the largest routine for last. When we respond to a drawCntl message, we must draw the control with the appropriate value and hilighting. When we come in, we first check to see if the control is visible (no need to draw something that is invisible). Then we switch off the contrlRfCon field to handle each control type separately.

The Button

A normal button only shows it’s state when pressed, i.e. hilighted. Then is goes back to normal. In my demo, I alter the button to not draw the title and draw a dark or light border around the control depending on whether it was hilighted or not. Then I dim the control if it is deactivated.

You may ask yourself, where are the faces of the die? They are not handled by the CDEF. I did this for two reasons. The first was to make a semi-generic control that put up a dark outline when pressed and a lighter one when not. The second reason was to show the effects of the picture when the control is deactivated.

The Checkbox

This simple drawing routine puts up the control’s title and the On/Off title, in my case Left/Right. I might want to mention a nice routine, TextBox. If TextEdit is initialized, this routine saves the hastle of left/center/right justifying by passing it the title, the rectangle the title is to be drawn in, and the justification (teJustLeft, teJustCenter, teJustRight). Next, I see if the checkbox is on or off and draw the switch in that position with a thick pen or thin depending whether or not it is hilighted.

The Radio Controls

Although the radio controls are one type of control, each is drawn in a slightly different way. I first put up the title and then switch on contrlRfCon again to draw the traffic light box and set up the shade of the light. Then I draw the light according to the shade or override it with white if the control is not set. Then I dim the control if inactive.

You will notice that there is not a hilighted state, other than inactive. You do not need to put one in if you do not feel it is necessary. For that matter, there is no reason why you need to deactivate your control by dimming it. You could dim just part, dim it with a different pattern, or even draw something entirely different. Just remember not to go overboard and try to stick to the standard interface (I might have drawn a thicker circle). But if it seems natural to draw it in a nonstandard way, go ahead; that is after all the purpose to this article and all those little hooks.

Attaching Your Routine

The code to override the standard definition with yours is quite simple. Make sure your window is invisible to start off with so that you can attach your drawing routine before QuickDraw draws something. Then follow the example:

{2}

MyWindow := GetNewWindow(WindowID, NIL, Pointer(-1);
CDEFHandle := NewHandle(0); {Get temporary control handle}
CDEFHandle := Ptr(@myCDEFProc); {Point it to our routine}
CtrlHdl := GetNewControl(ButtonID, MyWindow);
HLock(Handle(CtrlHdl));
CtrlHdl^^.contrlDefProc := CDEFHandle; {Set to our proc}
HUnLock(Handle(CtrlHdl));
Show(MyWindow); {make it visible}
SelectWindow(MyWindow); {bring to front}
SetPort(MyWindow); {set the port to our window}

Further Notes

The die pictures are done by changing the min/max of the button to 0/5. When the button is pressed, the value is set accordingly, and the button’s rectangle is invalidated. Then during the update event, the appropriate picture is retrieved according to the button’s value and drawn. Then the controls are drawn, dimming the die face if inactive.

There are a couple notes of warning that you should be aware of. The first is that you must call DisposeWindow to dispose of your controls. Don’t just quit, or you’ll crash. The second has to do with debugging.

I worked this out in Lightspeed Pascal 2.0. Now I usually like to put a few writeln statements to the text window while developing. And I did so in my CDEF to trace it being called. Nothing appeared in my window. My tracing showed that I was indeed going where I should be with all the right values. What was wrong? Well it was those debugging statements. I figured that the writeln statements were setting the port to the text window and not resetting the port. Therefore my control drawing routines were being directed to the wrong port.

That’s about it. Good luck!

Figure 2. LSP Project


UNIT myCDEF;

INTERFACE

 FUNCTION DesignerButtonProc (varCode : integer;
 theControl : ControlHandle;
 message : integer;
 param : longint) : longint;

IMPLEMENTATION

 FUNCTION DesignerButtonProc; {}
{Custom controls for our controls}
 CONST
 inactive = 255;
 indicator = 254;
 regbutton = 3;
 regcheck = 4;
 rStop = 5;
 rCaution = 6;
 rGo = 7;

 PROCEDURE DodrawCntl (theButton : integer;
 ControlHdl : ControlHandle;
 thePart : longint);
 VAR
 cRect, titleRect, designRect, tempRect, dimRect
 onBox, offBox : Rect;
 height, width, curve, start,
 titlewidth : integer;
 titlestr, tempstr : str255;

 PROCEDURE DeactiveButton (theRect : rect);
 {dim the button}
 BEGIN
 PenPat(Gray);
 PenMode(PatBic);
 PaintRect(theRect);
 PenNormal;
 END;

 BEGIN {of main drawing routines}
 IF ControlHdl^^.contrlVis <> 0 THEN {visible?}
 BEGIN
 HLock(Handle(ControlHdl));
 cRect := ControlHdl^^.contrlRect; 
 {get the rectangle of control}
 CASE ControlHdl^^.contrlRfCon OF 
 {switch on button type}
 regbutton :  {regular button}
 BEGIN
 PenSize(2, 2);
 curve := (cRect.bottom - cRect.top) DIV 2;
 IF ControlHdl^^.contrlHilite > 0 THEN
 {hilight button?}
 PenPat(black)
 ELSE
 PenPat(dkgray);
 FrameRoundRect(cRect, curve, curve);
 {draw button}
 PenNormal;
 IF ControlHdl^^.contrlHilite = inactive
 THEN {inactive?}
 BEGIN
 tempRect := cRect;
 InsetRect(tempRect, 2, 2);
 DeactiveButton(tempRect);
 END;
 END;

 regcheck : {checkbox}
 BEGIN
 EraseRect(cRect);
 titleRect := cRect;
 titleRect.top := titleRect.bottom - 12;
 designRect := cRect;
 designRect.bottom := designRect.bottom - 12;
 width := titleRect.right -
 titleRect.left;
 height := designRect.bottom -
 designRect.top;

 {draw control title}
 TextFont(systemFont); 
 titlewidth := StringWidth(ControlHdl^^
 .contrlTitle);
 titlestr := ControlHdl^^.contrlTitle;
 TextBox(Pointer(ord(@titlestr) + 1),
 length(titlestr), titleRect,
 teJustLeft);

 {draw ON/OFF, or LEFT/RIGHT, titles}
 tempRect := designRect;
 tempRect.left := tempRect.left + 20;
 tempRect.bottom := tempRect.top + 12;
 tempstr := ‘LEFT’;
 TextBox(Pointer(ord(@tempstr) + 1),
 length(tempstr), tempRect,
 teJustRight);
 tempRect.bottom := designRect.bottom;
 tempRect.top := tempRect.bottom - 12;
 tempstr := ‘RIGHT’;
 TextBox(Pointer(ord(@tempstr) + 1),
 length(tempstr), tempRect, 
 teJustRight);
 TextFont(applFont);     

 {start drawing switch}
 tempRect := designRect;
 tempRect.right := tempRect.left + 40;
 WITH tempRect DO {draw Switch}
 BEGIN
 width := right - left;
 height := bottom - top;
 onBox.top := top + (height DIV 2) - 10;
 onBox.bottom := onBox.top + 20;
 onBox.left := left + (width DIV 2) - 10;
 onBox.right := onBox.left + 20;

 IF ControlHdl^^.contrlHilite > 0
 THEN {Hilite?}
 PenSize(2, 2)
 ELSE
 PenSize(1, 1);
 IF ControlHdl^^.contrlValue > 0
 THEN
 BEGIN {draw on}
 FrameArc(onBox, 0, -270);
 MoveTo(left + (width DIV 2),
 onBox.top);
 Line(20, -20);
 Line(10, 10);
 LineTo(onBox.right, top +
 (height DIV 2));
 END
 ELSE
 BEGIN {draw off}
 FrameArc(onBox, 90, -270);
 MoveTo(onBox.right, top +
 (height DIV 2));
 Line(20, 20);
 Line(-10, 10);
 LineTo(left + (width DIV 2),
 onBox.bottom);
 END;
 END; { of with}
 END;

 rStop, rCaution, rGo : {radio button}
 BEGIN
 designRect := cRect;
 titleRect := designRect;
 titleRect.left := titleRect.left + 25;
 titleRect.top := titleRect.top + 3;
 designRect.right := designRect.left + 20;

 {draw title of control}
 TextFont(systemFont);        
 titlestr := ControlHdl^^.contrlTitle;
 TextBox(Pointer(ord(@titlestr) + 1),
 length(titlestr), titleRect, 
 teJustLeft);
 TextFont(applFont);               
 height := designRect.bottom - 
 designRect.top;

{switch on RefCon for radio button: stop, caution, and go  this is for 
radio button specific stuff}

 CASE ControlHdl^^.contrlRfCon OF
 rStop : 
 BEGIN
 {draw box}
 PenSize(2, 2);
 MoveTo(designRect.left,
 designRect.bottom);
 LineTo(designRect.left,
 designRect.top);
 LineTo(designRect.right,
 designRect.top);
 LineTo(designRect.right,
 designRect.bottom);
 PenNormal;
 PenPat(dkgray); {light color}
 END;
 rCaution : 
 BEGIN
 {draw box}
 PenSize(2, 2);
 MoveTo(designRect.left,
 designRect.bottom);
 LineTo(designRect.left,
 designRect.top);
 MoveTo(designRect.right,
 designRect.top);
 LineTo(designRect.right,
 designRect.bottom);
 PenNormal;
 PenPat(ltgray); {light color}
 END;
 rGo : 
 BEGIN
 {draw box}
 PenSize(2, 2);
 MoveTo(designRect.left,
 designRect.top);
 LineTo(designRect.left,
 designRect.bottom);
 LineTo(designRect.right,
 designRect.bottom);
 LineTo(designRect.right,
 designRect.top);
 PenNormal;
 PenPat(gray); {light color}
 END;

 OTHERWISE
 ;
 END; { of case }

 {draw light}
 onBox := designRect;
 InsetRect(onBox, 4, 4);
 onBox.left := onBox.left + 1;
 onBox.right := onBox.right + 1;
 IF ControlHdl^^.contrlValue = 0 THEN
 {override pattern if off}
 PenPat(white);
 PaintOval(onBox);
 PenNormal;
 FrameOval(onBox);

 IF ControlHdl^^.contrlHilite = inactive
 THEN {deactivate control}
 BEGIN
 tempRect := cRect;
 DeactiveButton(tempRect);
 END;
 END;
 END; {of button}

 HUnLock(Handle(ControlHdl));
 END; {of a visible control}
 END;

 FUNCTION DotestCntl (theButton : integer;
 ControlHdl : ControlHandle;
 thePoint : point) : longint;
 {Test what part of control}
 BEGIN
 DotestCntl := 0; {initial value}
 IF ControlHdl^^.contrlHilite <> inactive THEN
 {active control?}
 BEGIN
 IF ControlHdl^^.contrlHilite <> indicator
 THEN {indicator?}
 BEGIN
 IF PtInRect(thePoint, ControlHdl^^
 .contrlRect) THEN {in control’s rect}
 BEGIN
 CASE ControlHdl^^.contrlRfCon OF
 {switch on control type  here is where
  you send a code back as to what type
  of control and what part of that
  control was  pressed.  We only have
  controls with one part, so no further
  testing is needed}
 regbutton : 
 DotestCntl := inButton;
 regcheck, rStop, rCaution, rGo : 
 DotestCntl := inCheckBox;
 OTHERWISE
 ;
 END;
 END;
 END
 ELSE
 DotestCntl := indicator;
 END;
 END;

 PROCEDURE DocalcCRgns (theButton : integer;
 ControlHdl : ControlHandle;
 RegionHdl : RgnHandle);
 {calculate region of control}
 BEGIN
 {easy as pie if rectangular}
 RectRgn(RegionHdl, ControlHdl^^.contrlRect);
 END;

 BEGIN {main proc routine}
 DesignerButtonProc := 0; {initialize the result}

 {switch on what we are to do}
 CASE message OF
 drawCntl : 
 DodrawCntl(varCode, theControl, param); {draw}
 testCntl : 
 DesignerButtonProc := DotestCntl(varCode, 
 theControl, Point(param)); {test}
 calcCRgns : 
 DocalcCRgns(varCode, theControl, 
 RgnHandle(param)); {region}
 OTHERWISE
 ;
 END; {of case}
 END;

END.


PROGRAM DesignerButtons;
{Program name:DesignerButtons.Pas   }
{Function:  This is the main module for this program.  }
{History: 12/19/88 Original by Prototyper.   }
{  Modified 1/6/89                     }

 USES
 AboutDialog, ExampleWindow, InitTheMenus,
 HandleTheMenus;

 CONST
 sleep = 10;
 mBarHeightGlobal = $BAA;
 sBarWidth = 16;
 SuspendEvt = 15;

 VAR    {Main variables}
 myEvent: EventRecord;    {Event record for all events}
 doneFlag: boolean;  {Exit program flag}
 code: integer;    {Determine event type}
 whichWindow, MainWindow: WindowPtr;
 mResult: longint;        
 theMenu, theItem: integer;   
 chCode: integer;    {Key code}
 ch: char;       {Key pressed in Ascii}
 doIt: Boolean;  {Event Loop bolean}
 tempPort: GrafPtr;
 DragArea, screen: rect;
 mBarHeight: integer;
 MemoryPtr: ^Integer;
 HiByte: byte;
 bit0: LongInt;
 sysresult: boolean;
 ResumePeek: WindowPeek;
 SuspendPeek: WindowPeek;

 PROCEDURE crash;
 BEGIN
 ExitToShell;
 END;

BEGIN    {main }
 MoreMasters;            
 InitGraf(@thePort);    {Quickdraw Init}
 InitFonts;             {Font manager init}
 InitWindows;           {Window manager init}
 InitMenus;             {Menu manager init}
 TEInit;                {Text edit init}
 InitDialogs(@crash);   {Dialog manager}
 FlushEvents(everyEvent, 0);         
 InitCursor;             {Make an arrow cursor}
 doneFlag := FALSE;      {Do not exit program yet}

 MemoryPtr := pointer(mBarHeightGlobal); 
 mBarHeight := MemoryPtr^;
 screen := ScreenBits.Bounds; {current screen device}
 SetRect(DragArea, Screen.left + 4, Screen.top +
 mBarHeight + 4, Screen.right - 4, Screen.bottom - 4);

 Init_My_Menus;  {Initialize menu bar}
 Init_ExampleWindow;  {Initialize the window }
 Open_ExampleWindow(MainWindow);  {Open the window }

 REPEAT     {main event loop}
 DoIt := WaitNextEvent(EveryEvent, myEvent, sleep,
  NIL); {no mouse tracking}
 IF DoIt THEN
 BEGIN
 code := FindWindow(myEvent.where, whichWindow); {Get which window the 
event happened in}
 CASE myEvent.what OF

 MouseDown: {Mouse button pressed}
 BEGIN  {Handle the pressed button}
 IF (code = inMenuBar) THEN 
 BEGIN  {Get menu selection }
 mResult := MenuSelect(myEvent.Where);
 theMenu := HiWord(mResult); { menu}
 theItem := LoWord(mResult); {item}
 Handle_My_Menu(doneFlag, theMenu,
  theItem);
 END; {End of inMenuBar}

 IF (code = inContent) THEN 
 BEGIN   {Handle hit inside a window}
 IF (whichWindow <> FrontWindow) THEN
 SelectWindow(whichWindow)
 ELSE   
 BEGIN   {Handle the button}
 SetPort(whichWindow);
 Do_ExampleWindow(myEvent);
 END; {End of else}
 END;  {End of inContent}

 IF (code = inSysWindow) THEN 
 {See if a DA selection}
 SystemClick(myEvent, whichWindow); 

 IF (code = inDrag) THEN
 DragWindow(whichWindow, myEvent.Where,
  DragArea);

 IF (code = inGoAway) THEN
 IF TrackGoAway(whichWindow,
  myEvent.Where) THEN
 BEGIN
 HideWindow(whichWindow);
 doneFlag := true;
 END;
 END;  {End of MouseDown}

 KeyDown, AutoKey:  {Handle key inputs}
 BEGIN   {Get the key and handle it}
 WITH myevent DO  
 BEGIN                   {}
 chCode := BitAnd(message,
  CharCodeMask); {Get character}
 ch := CHR(chCode);    
 {Change to ASCII}
 IF (Odd(modifiers DIV CmdKey)) THEN
 BEGIN               {}
 mResult := MenuKey(ch);
 theMenu := HiWord(mResult);
 theItem := LoWord(mResult);
 IF (theMenu <> 0) THEN 
 {See if a list was selected}
 Handle_My_Menu(doneFlag,
  theMenu, theItem);
 END;                 {}
 END;    {End for with}
 END;        {End for KeyDown,AutoKey}

 UpDateEvt:  {Update event for a window}
 BEGIN     {Handle the update}
 GetPort(tempPort);
 whichWindow := WindowPtr(myEvent.message);
 {Get the window the update is for}
 SetPort(whichWindow);
 BeginUpdate(whichWindow); 
 {Set the clipping to the update area}
 Update_ExampleWindow(whichWindow); 
 {Update this window}
 EndUpdate(whichWindow);   
 {Return to normal clipping area}
 SetPort(tempPort);
 END;   {End of UpDateEvt}

 ActivateEvt:   {Window activated event}
 BEGIN        {Handle the activation}
 whichWindow := WindowPtr(myevent.message);
 {Get the window to be activated}
 IF odd(myEvent.modifiers) THEN 
 {Activate and not DeActivate}
 SelectWindow(whichWindow); 
 {Activate the window by selecting it}
 END;     {End of ActivateEvt}

 SuspendEvt: 
 BEGIN
 bit0 := 31; {convert 68000 to toolbox}
 {check for resume event }
 IF Odd(myEvent.message) THEN
 BEGIN  {resume}
 whichWindow := FrontWindow;
 IF whichWindow = MainWindow THEN
 BEGIN
 Setport(whichWindow);
 InvalRect(whichWindow^.portRect);
 SelectWindow(whichWindow);
 END;
 IF FrontWindow <> NIL THEN
 BEGIN {DA check}
 ResumePeek :=
  WindowPeek(FrontWindow);
 IF ResumePeek^.windowKind < 0
  THEN {DA}
 BEGIN {da}
 myEvent.what := activateEvt;
 BitSet(@myEvent.modifiers,
  bit0);
 sysresult :=
  SystemEvent(myEvent);
 END; {da}
 END; {DA check}
 { end of activate Event}
 END {of resume}
 ELSE
 BEGIN  {suspend}
 {de-activate Event}
 whichWindow := FrontWindow;
 IF whichWindow = MainWindow THEN
 BEGIN
 SetPort(whichWindow);
 InvalRect(whichWindow^.portRect);
 END;
 IF FrontWindow <> NIL THEN
 BEGIN {DA check}
 SuspendPeek :=
  WindowPeek(FrontWindow);
 IF SuspendPeek^.windowKind < 0
  THEN
 BEGIN {da}
 myEvent.what := activateEvt;
 BitClr(@myEvent.modifiers,
  bit0);
 sysresult :=
  SystemEvent(myEvent);
 END; {da}
 END; {DA check}
 END; {suspend}
 END;

 OTHERWISE
 BEGIN
 END;       {End of otherwise}
 END;   {End of case}
 END;   {end of waitNextEvent}
 UNTIL doneFlag;   {End of the event loop}
 DisposeWindow(MainWindow); 
END.    {End of the program}

UNIT InitTheMenus;

INTERFACE

 PROCEDURE Init_My_Menus;

 VAR
 AppleMenu: MenuHandle;
 FileMenu: MenuHandle;

IMPLEMENTATION

 PROCEDURE Init_My_Menus; {Initialize the menus}
 CONST
 Menu1 = 201;   {Apple Menu resource ID}
 Menu2 = 202;   {File Menu resource ID}
 BEGIN              {Start of Init_My_Menus}
 ClearMenuBar;    {Clear any old menu bars}
 AppleMenu := GetMenu(Menu1);  {Get apple menu}
 AddResMenu(AppleMenu, ‘DRVR’); {Add in DAs}
 InsertMenu(AppleMenu, 0); 
 FileMenu := GetMenu(Menu2);      {File menu}
 InsertMenu(FileMenu, 0);   
 DrawMenuBar;   {Draw the menu bar}
 END;      {End of procedure Init_My_Menus}
END.    {End of Unit}

UNIT AboutDialog;

{File name:AboutDialog.Pas   }
{Function: Handle a dialog}

INTERFACE

 PROCEDURE D_AboutDialog;

IMPLEMENTATION

 CONST   {item numbers for controls in Dialog}
 I_OK = 1;
 VAR
 ExitDialog: boolean;  {Flag used to exit Dialog}

 PROCEDURE D_AboutDialog;
 VAR
 GetSelection: DialogPtr; {Name of dialog}
 itemHit: Integer;   {Get selection}
 BEGIN     {Start of dialog handler}
 GetSelection := GetNewDialog(2, NIL, Pointer(-1));
 {Bring in the dialog resource}
 ShowWindow(GetSelection);    {Open a dialog box}
 SelectWindow(GetSelection);  {Lets see it}
 SetPort(GetSelection); 

 ExitDialog := FALSE;   {Do not exit loop yet}
 REPEAT          {Start of dialog handle loop}
 ModalDialog(NIL, itemHit);  
 IF (ItemHit = I_OK) THEN {Handle Button}
 BEGIN
 ExitDialog := TRUE;      {Exit the dialog}
 END;      {End for this item selected}
 UNTIL ExitDialog; {Handle until exit selected}
 DisposDialog(GetSelection);       
 END;    {End of procedure}
END.   {End of unit}

UNIT ExampleWindow;

{File name: ExampleWindow.Pas}
{Function: Handle a Window}

INTERFACE
 USES
 myCDEF;

 PROCEDURE Init_ExampleWindow;
 PROCEDURE Open_ExampleWindow (VAR theWindow: WindowPtr);
 PROCEDURE Update_ExampleWindow (whichWindow: WindowPtr);
 PROCEDURE Do_ExampleWindow (myEvent: EventRecord);

IMPLEMENTATION

 CONST
 I_Buttonx1 = 3;    {Button ID}
 I_Checkboxx2 = 4;  {Checkbox ID}
 I_Radio2 = 6;      {Radio ID}
 I_Radio3 = 7;      {Radio ID}
 I_Radio1 = 5;      {Radio ID}

 VAR
 MyWindow: WindowPtr;     {Window pointer}
 tempRect: Rect; {Temporary rectangle}
 CtrlHandle, buttonHdl: controlhandle;
 sTemp: Str255;  {Get text entered, temp holding}
 R1Control: ARRAY[1..3] OF ControlHandle; 
 { Radio button handles for group 1}

 PROCEDURE Init_ExampleWindow;
 BEGIN
 MyWindow := NIL;  {we are not valid yet}
 END;

  {Update our window, someone uncovered a part of us}
 PROCEDURE UpDate_ExampleWindow;
 CONST
 picBaseID = 144;
 VAR
 SavePort: WindowPtr;  {Place to save the last port}
 pictRect: rect;
 Pic_Handle: PicHandle;
 pictindex: integer;

 BEGIN     {Start of Window update routine}
 IF (MyWindow <> NIL) AND (MyWindow = whichWindow)
  THEN 
 BEGIN
 TextFont(systemFont); 
          {Draw a string of text, Static Text }
 SetRect(tempRect, 266, 100, 312, 116);
 sTemp := ‘Button’;
 TextBox(Pointer(ord(@sTemp) + 1), length(sTemp),
  tempRect, teJustLeft);

        {Draw a string of text, Static Text }
 SetRect(tempRect, 151, 100, 217, 116);
 sTemp := ‘CheckBox’;
 TextBox(Pointer(ord(@sTemp) + 1), length(sTemp),
  tempRect, teJustLeft);

         {Draw a string of text, Static Text }
 SetRect(tempRect, 36, 100, 77, 116);
 sTemp := ‘Radio’;
 TextBox(Pointer(ord(@sTemp) + 1), length(sTemp),
  tempRect, teJustLeft);

        {Draw a string of text, Static Text }
 SetRect(tempRect, 76, 125, 287, 141);
 sTemp := ‘Designer CDEF by Kirk Chase’;
 TextBox(Pointer(ord(@sTemp) + 1), length(sTemp),
  tempRect, teJustLeft);
 TextFont(applFont);  
 pictRect := buttonHdl^^.contrlRect;
 InsetRect(pictRect, 2, 2);
 pictindex := GetCtlValue(buttonHdl);
 Pic_Handle := GetPicture(picBaseID + pictindex);
   {Get Picture into memory}
 IF (Pic_Handle <> NIL) THEN 
 DrawPicture(Pic_Handle, pictRect);
 DrawControls(MyWindow);  {Draw controls}
 END;    {End for if (MyWindow<>nil)}
 END;    {End of procedure}

  {Open our window and draw everything}
 PROCEDURE Open_ExampleWindow;
 VAR
 CDEFHandle: handle;
 chkhdl: controlhandle;

 BEGIN    {Start of Window open routine}
 IF (MyWindow = NIL) THEN     
 BEGIN
 MyWindow := GetNewWindow(1, NIL, Pointer(-1)); 
 {Get the window from the resource file}
 theWindow := MyWindow;

 {get a handle to our CDEF Proc}
 CDEFHandle := NewHandle(0);
 CDEFHandle^ := Ptr(@DesignerButtonProc);

         { Make a button, Button }
 CtrlHandle := GetNewControl(I_Buttonx1,
  MyWindow);
 HLock(Handle(CtrlHandle));
 CtrlHandle^^.contrlDefProc := CDEFHandle;
 HUnLock(Handle(CtrlHandle));
 CtrlHandle^^.contrlHilite := 255;
 buttonHdl := CtrlHandle;

         { Make a checkbox, Checkbox }
 CtrlHandle := GetNewControl(I_Checkboxx2,
  MyWindow); {Make a new checkbox}
 HLock(Handle(CtrlHandle));
 CtrlHandle^^.contrlDefProc := CDEFHandle;
 HUnLock(Handle(CtrlHandle));
 chkhdl := CtrlHandle;

        { Make a radio button, Radio1 }
 R1Control[1] := GetNewControl(I_Radio1,
  MyWindow);
 HLock(Handle(CtrlHandle));
 R1Control[1]^^.contrlDefProc := CDEFHandle;
 HUnLock(Handle(CtrlHandle));

        { Make a radio button, Radio2 }
 R1Control[2] := GetNewControl(I_Radio2,
  MyWindow);
 HLock(Handle(CtrlHandle));
 R1Control[2]^^.contrlDefProc := CDEFHandle;
 HUnLock(Handle(CtrlHandle));

        { Make a radio button, Radio3 }
 R1Control[3] := GetNewControl(I_Radio3,
  MyWindow);
 HLock(Handle(CtrlHandle));
 R1Control[3]^^.contrlDefProc := CDEFHandle;
 HUnLock(Handle(CtrlHandle));

 ShowWindow(MyWindow);
 SelectWindow(MyWindow); {window to front}
 SetPort(MyWindow); {write into our window}

 UpDate_ExampleWindow(MyWindow); 

 END    {End for if (MyWindow<>nil)}
 ELSE
 SelectWindow(MyWindow);      

 END;   {End of procedure}

  {Handle action to our window, like controls}
 PROCEDURE Do_ExampleWindow;
 CONST
 HiliteValue = 10;
 inactive = 255;
 active = 0;
 left = 0;
 right = 1;

 VAR
 RefCon: integer;   {RefCon for controls}
 code: integer;    {Location of event}
 theValue: integer;  {Current value of a control}
 whichWindow: WindowPtr;  {window for event}
 myPt, myPtGlobal: Point;   
 theControl: ControlHandle;   
 badRect: rect;

 PROCEDURE Do_A_Button;  

 BEGIN
 HiliteControl(theControl, HiliteValue);      
 {Darken the button}
 RefCon := GetCRefCon(theControl);   
 {get control refcon}

 CASE RefCon OF  {Select correct button}
 I_Buttonx1:    {Button, button}
 BEGIN        {start for this button}
 theValue := GetCtlValue(theControl);
 theValue := (theValue + 1) MOD 6; 
 SetCtlValue(theControl, theValue); 
 {Set button to new value}
 badRect := buttonhdl^^.contrlRect;
 InvalRect(badRect); 
 END;  {end for this button}

 OTHERWISE {allow other buttons, trap for debug}
 ;
 END;  {end of case}

 HiliteControl(theControl, active);  
 END;   {Handle a button being pressed}


 PROCEDURE Do_A_Checkbox;              
 {Handle a checkbox being pressed}
 VAR
 Index: integer; {Index used for radios}

 PROCEDURE Clear1RadioGroup;           
 {Routine to clear radios in group 1}
 VAR
 Index: integer; {Index used for radios}
 BEGIN    {Start of the clear routine}
 FOR Index := 1 TO 3 DO {Step thru all radios}
 SetCtlValue(R1Control[Index], 0);  
 {Set this radio to zero}
 END;   {End of the clear routine}

 BEGIN    {Handle a checkbox being pressed}
 RefCon := GetCRefCon(theControl);   
 theValue := GetCtlValue(theControl); 
 theValue := (theValue + 1) MOD 2;   {Change value}

 CASE RefCon OF {Select correct button}
 I_Checkboxx2:  {Checkbox, checkbox}
 BEGIN   {start for this button}
 SetCtlValue(theControl, theValue); 
 {Set checkbox to new value}
 badRect := buttonhdl^^.contrlRect;
 InvalRect(badRect);
 CASE theValue OF {left or right controls}
 left: 
 BEGIN
 HiliteControl(buttonHdl, inactive);
 HiliteControl(R1Control[1], active);
 HiliteControl(R1Control[2], active);
 HiliteControl(R1Control[3], active);
 END;
 right: 
 BEGIN
 HiliteControl(buttonHdl, active);
 HiliteControl(R1Control[1], inactive);
 HiliteControl(R1Control[2], inactive);
 HiliteControl(R1Control[3], inactive);
 END;
 OTHERWISE
 ;
 END;
 END;   {end for this checkbox}

 I_Radio1, I_Radio2, I_Radio3:                   
 {radio buttons}
 BEGIN    {start for this radio button}
 Clear1RadioGroup;  
 SetCtlValue(theControl, 1); 
 END; {end for this radio button}
 OTHERWISE
 ;
 END;    {end of case}
 END;   {Handle a checkbox being pressed}

 BEGIN   {Start of Window handler}
 IF (MyWindow <> NIL) THEN           
 BEGIN
 code := FindWindow(myEvent.where, whichWindow); 
 IF (myEvent.what = MouseDown) AND (MyWindow =
  whichWindow) THEN 
 BEGIN  
 myPt := myEvent.where; {Get mouse position}
 myPtGlobal := myPt;
 GlobalToLocal(myPt);
 END;
 IF (MyWindow = whichWindow) AND (code =
  inContent) THEN {for our window}
 BEGIN
 code := FindControl(myPt, whichWindow,
  theControl); {Get type of control}
 IF (code <> 0) THEN  {Check type}
 code := TrackControl(theControl, myPt,
  NIL); {Track the control}
 IF code = inButton THEN
 Do_A_Button;   {Do buttons}
 IF code = inCheckBox THEN
 Do_A_Checkbox;  {Do checkboxes}
 END;  {End for if (MyWindow=whichWindow)}
 END;    {End for if (MyWindow<>nil)}
 END;   {End of procedure}

END.   {End of unit}

UNIT HandleTheMenus;

INTERFACE

 USES
 AboutDialog, ExampleWindow, InitTheMenus;

 PROCEDURE Handle_My_Menu (VAR doneFlag: boolean;
  theMenu, theItem: integer); {Handle menu selection}

IMPLEMENTATION

 PROCEDURE Handle_My_Menu;
 CONST
 L_Apple = 201;  {Menu list}
 C_About = 1;
 L_File = 202;   {Menu list}
 C_Quit = 1;
 VAR
 DNA: integer;   {For opening DAs}
 BoolHolder: boolean;   {For SystemEdit result}
 DAName: Str255;   {For getting DA name}
 SavePort: GrafPtr;  {Save current port}

 BEGIN
 CASE theMenu OF   {Do selected menu list}

 L_Apple: 
 BEGIN
 IF theItem = C_About THEN
 D_AboutDialog   {Call a dialog}
 ELSE              {Handle the DAs}
 BEGIN
 GetPort(SavePort);    {Save port}
 GetItem(AppleMenu, theItem, DAName);
 DNA := OpenDeskAcc(DAName); {Open DA }
 SetPort(SavePort);    {Restore port}
 END;
 END;   {of L_Apple}

 L_File: 
 BEGIN
 IF theItem = C_Quit THEN
 doneFlag := true;
 END;

 OTHERWISE
 BEGIN
 END;
 END;
 HiliteMenu(0);   {Turn menu selection off}
 END;   {End of procedure Handle_My_Menu}

END.    {End of unit}

****************************
*
* RMaker resource file sources.
* File: DesignerButtons.R
* History: 12/19/88 Original by Prototyper.   
*

DesignerButtons.RSRC
????KCBx

Type KCBx = STR 
ID ,0
CDEF Demo \0D© by Kirk Chase \0Dver 19 DEC 1989

* Multifinder Menu for Quit Cmd
Type mstr = STR 
File  ,100
File

* Multifinder Quit name
Type mstr = STR 
Quit  ,101
Quit

Type FREF
CDEF,128
APPL 0

Type BNDL
Bundle,128
KCBx 0
ICN#
0 128
FREF 
0 128

Type SIZE = GNRL
MultiFinder ,-1
.H
4800    ;; $4800 = bits 14 & 11 set
.L
80000 ;; ( recomended)
.L
50000 ;; ( minimum)
.I

Type vers = GNRL
 , 1
.H
01 ;; byte vers # in BCD
10 ;; byte vers part 2 & 3
50 ;; byte release stage $50=release
00 ;; byte stage of non-release
00 00 ;; integer country 0=US
.P
V1.1 (US)
.P
CDEF Demo 1.1, © by Kirk Chase for MacTutor 1989

Type vers = GNRL
 , 2
.H
05 ;; byte vers # in BCD
30 ;; byte vers part 2 & 3
50 ;; byte release stage $50=release
00 ;; byte stage of non-release
00 00 ;; integer country 0=US
.P
V5.3
.P
MacTutor Volume 5 Number 3

* This is the definition for the DIALOG.
*
Type DLOG
About    ,2         ;;Resource ID
About Dialog        ;;Dialog title
186  87  313  411   ;;Top Left Bottom Right
Visible NoGoAway    ;;Visible GoAway 
1                   ;;ProcID, dialog def ID
2                   ;;Refcon, reference value
2                   ;;ID of item list

* This is the DIALOG or ALERT item list.
*
Type DITL
About Items   ,2    ;;Resource ID
3                   ;;Number of controls in list

Button  Enabled     ;;Push button
75  181  111  247   ;;Top Left Bottom Right
OK                  ;;message

StaticText          ;;Static text
40  11  56  297     ;;Top Left Bottom Right
Portions of code developed by Prototyper

StaticText          ;;Static text
15  6  36  307      ;;Top Left Bottom Right
Designer CDEF by Kirk Chase For MacTutor\0D

* This is the definition for the MENU.
*
Type MENU
Apple     ,201    ;;Resource ID
\14               ;;APPLE menu title
About Designer CDEF ...
(-

File     ,202   ;;Resource ID
File            ;;menu title
Quit/Q          ;;item title

* This is the definition for the WINDOW.
*
Type WIND
Kirk Chase    ,1   ;;Resource ID
Example Window     ;;Window title
55  17  210  373   ;;Top Left Bottom Right
InVisible  GoAway  ;;Visible GoAway 
4                  ;;ProcID, Window def ID
1                  ;;Refcon, reference value

* This is the CONTROL item list.
*
Type CNTL
Button   ,3      ;;Resource ID
Button           ;;Title for a Button
5  246  81  332  ;;Top Left Bottom Right
Visible          ;;Initially visible 
0                ;;ProcID (Control definition ID)
3                ;;RefCon (reference value)
0 5 0            ;;Min Max Value

Checkbox   ,4    ;;Resource ID
Deactivate       ;;Title for a Checkbox
5  136  80  221  ;;Top Left Bottom Right
Visible          ;;Initially visible 
1                ;;ProcID (Control definition ID)
4                ;;RefCon (reference value)
0 1 0            ;;Min Max Value

Radio Caution   ,6   ;;Resource ID
Caution                                  
25  21  45  106                        
Visible                                
2                                     
6                                     
0 1 0                                  

Radio Go   ,7    ;;Resource ID
Go                                  
45  21  65  106                         
Visible                                 
2                                       
7                                      
0 1 0                                

Radio Stop  ,5  ;;Resource ID
Stop                                  
5  21  25  106                          
Visible                                 
2                                       
5                                       
0 1 1                                   

* PICTs for button
Type PICT = GNRL
,149
.H
008B 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 0015 0015 0027 0027 0700 0100
0158 5400 2F00 1400 4200 2758 5400 1400
4A00 2700 5D58 5400 2F00 4A00 4200 5D58
5400 4A00 4A00 5D00 5D58 5400 4A00 1400
5D00 2758 A000 8DA0 0083 FF

Type PICT = GNRL
,148
.H
0081 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 004B 0015 005D 0027 0700 0100
0158 5400 4A00 4A00 5D00 5D58 5400 1400
1400 2700 2758 5400 1400 4A00 2700 5D58
5400 2F00 2F00 4200 4258 A000 8DA0 0083
FF

Type PICT = GNRL
,147
.H
0077 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 0015 0015 0027 0027 0700 0100
0158 5400 1400 4A00 2700 5D58 5400 4A00
1400 5D00 2758 5400 4A00 4A00 5D00 5D58
A000 8DA0 0083 FF

Type PICT = GNRL
,146
.H
006D 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 0015 0015 0027 0027 0700 0100
0158 5400 2F00 2F00 4200 4258 5400 4A00
4A00 5D00 5D58 A000 8DA0 0083 FF

Type PICT = GNRL
,145
.H
0063 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 004B 004B 005D 005D 0700 0100
0158 5400 1400 1400 2700 2758 A000 8DA0
0083 FF

Type PICT = GNRL
,144
.H
0059 0007 0007 0068 0068 1101 A000 82A0
008C 0100 0A00 0700 0700 6800 680A 0000
0000 0000 0000 0B00 1B00 1B44 0009 0009
0066 0066 0700 0200 0248 0AFF FFFF FFFF
FFFF FF54 0030 0030 0042 0042 0700 0100
0158 A000 8DA0 0083 FF

Type ICN# = GNRL
  ,128 (0)
.H
include MyIconFile
 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Challenge those pesky wyverns to a dance...
After recently having you do battle against your foes by wildly flailing Hello Kitty and friends at them, GungHo Online has whipped out another surprising collaboration for Puzzle & Dragons. It is now time to beat your opponents by cha-cha... | Read more »
Pack a magnifying glass and practice you...
Somehow it has already been a year since Torchlight: Infinite launched, and XD Games is celebrating by blending in what sounds like a truly fantastic new update. Fans of Cthulhu rejoice, as Whispering Mist brings some horror elements, and tests... | Read more »
Summon your guild and prepare for war in...
Netmarble is making some pretty big moves with their latest update for Seven Knights Idle Adventure, with a bunch of interesting additions. Two new heroes enter the battle, there are events and bosses abound, and perhaps most interesting, a huge... | Read more »
Make the passage of time your plaything...
While some of us are still waiting for a chance to get our hands on Ash Prime - yes, don’t remind me I could currently buy him this month I’m barely hanging on - Digital Extremes has announced its next anticipated Prime Form for Warframe. Starting... | Read more »
If you can find it and fit through the d...
The holy trinity of amazing company names have come together, to release their equally amazing and adorable mobile game, Hamster Inn. Published by HyperBeard Games, and co-developed by Mum Not Proud and Little Sasquatch Studios, it's time to... | Read more »
Amikin Survival opens for pre-orders on...
Join me on the wonderful trip down the inspiration rabbit hole; much as Palworld seemingly “borrowed” many aspects from the hit Pokemon franchise, it is time for the heavily armed animal survival to also spawn some illegitimate children as Helio... | Read more »
PUBG Mobile teams up with global phenome...
Since launching in 2019, SpyxFamily has exploded to damn near catastrophic popularity, so it was only a matter of time before a mobile game snapped up a collaboration. Enter PUBG Mobile. Until May 12th, players will be able to collect a host of... | Read more »
Embark into the frozen tundra of certain...
Chucklefish, developers of hit action-adventure sandbox game Starbound and owner of one of the cutest logos in gaming, has released their roguelike deck-builder Wildfrost. Created alongside developers Gaziter and Deadpan Games, Wildfrost will... | Read more »
MoreFun Studios has announced Season 4,...
Tension has escalated in the ever-volatile world of Arena Breakout, as your old pal Randall Fisher and bosses Fred and Perrero continue to lob insults and explosives at each other, bringing us to a new phase of warfare. Season 4, Into The Fog of... | Read more »
Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links below... | Read more »

Price Scanner via MacPrices.net

Free iPhone 15 plus Unlimited service for $60...
Boost Infinite, part of MVNO Boost Mobile using AT&T and T-Mobile’s networks, is offering a free 128GB iPhone 15 for $60 per month including their Unlimited service plan (30GB of premium data).... Read more
$300 off any new iPhone with service at Red P...
Red Pocket Mobile has new Apple iPhones on sale for $300 off MSRP when you switch and open up a new line of service. Red Pocket Mobile is a nationwide MVNO using all the major wireless carrier... Read more
Clearance 13-inch M1 MacBook Airs available a...
Apple has clearance 13″ M1 MacBook Airs, Certified Refurbished, available for $759 for 8-Core CPU/7-Core GPU/256GB models and $929 for 8-Core CPU/8-Core GPU/512GB models. Apple’s one-year warranty is... Read more
Updated Apple MacBook Price Trackers
Our Apple award-winning MacBook Price Trackers are continually updated with the latest information on prices, bundles, and availability for 16″ and 14″ MacBook Pros along with 13″ and 15″ MacBook... Read more
Every model of Apple’s 13-inch M3 MacBook Air...
Best Buy has Apple 13″ MacBook Airs with M3 CPUs in stock and on sale today for $100 off MSRP. Prices start at $999. Their prices are the lowest currently available for new 13″ M3 MacBook Airs among... Read more
Sunday Sale: Apple iPad Magic Keyboards for 1...
Walmart has Apple Magic Keyboards for 12.9″ iPad Pros, in Black, on sale for $150 off MSRP on their online store. Sale price for online orders only, in-store price may vary. Order online and choose... Read more
Apple Watch Ultra 2 now available at Apple fo...
Apple has, for the first time, begun offering Certified Refurbished Apple Watch Ultra 2 models in their online store for $679, or $120 off MSRP. Each Watch includes Apple’s standard one-year warranty... Read more
AT&T has the iPhone 14 on sale for only $...
AT&T has the 128GB Apple iPhone 14 available for only $5.99 per month for new and existing customers when you activate unlimited service and use AT&T’s 36 month installment plan. The fine... Read more
Amazon is offering a $100 discount on every M...
Amazon is offering a $100 instant discount on each configuration of Apple’s new 13″ M3 MacBook Air, in Midnight, this weekend. These are the lowest prices currently available for new 13″ M3 MacBook... Read more
You can save $300-$480 on a 14-inch M3 Pro/Ma...
Apple has 14″ M3 Pro and M3 Max MacBook Pros in stock today and available, Certified Refurbished, starting at $1699 and ranging up to $480 off MSRP. Each model features a new outer case, shipping is... Read more

Jobs Board

Omnichannel Associate - *Apple* Blossom Mal...
Omnichannel Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Operations Associate - *Apple* Blossom Mall...
Operations Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Cashier - *Apple* Blossom Mall - JCPenney (...
Cashier - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Blossom Mall Read more
IT Systems Engineer ( *Apple* Platforms) - S...
IT Systems Engineer ( Apple Platforms) at SpaceX Hawthorne, CA SpaceX was founded under the belief that a future where humanity is out exploring the stars is Read more
*Apple* Systems Administrator - JAMF - Activ...
…**Public Trust/Other Required:** None **Job Family:** Systems Administration **Skills:** Apple Platforms,Computer Servers,Jamf Pro **Experience:** 3 + years of Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.