TweetFollow Us on Twitter

Icon in DA Menu
Volume Number:5
Issue Number:4
Column Tag:Assembly Lab

Related Info: Desk Manager Menu Manager

Icons in DA Menus

By John A. Love, III, Springfield, VA

John got his start in the world of computers a long time ago on main frames while serving in the U. S. Air Force. He has gone from the Apple ][ to the “Fat” Mac to his SE. He can be found on GEnie (J.LOVE7).

I am currently writing a Desk Accessory in whose MENU Items I would like to have ICONs. Immediately we have two seemingly disparate numbering systems as dictated by “Inside Macintosh” {IM}. The first deals with the arithmetic pertaining to IDs for Resources owned by Desk Accessories; the second pertains to IDs for ICONs placed in MENU Items. Each set of arithmetic is simple enough to understand. The challenge, of course, is their combined implementation in each of two different operational environments.

Let’s quickly review the 1st numbering system pertaining to owned Resources. The best way to accomplish this is the picture contained in Volume I of IM:

Figure 1. Resource ID of an Owned System Resource

Since a Desk Accessory is a DRVR-type Resource, the type bits = 000. The ID of the owning Resource can be derived one of two ways, the most common of which relies on dCtlRefNum in the Device Control Entry (DCE). The last 5 bits, earmarked “variable”, are up for grabs so long, obviously, as the quantity is in the range 0 --> 31. Speaking of ranges, what this long word reduces to is a number in the range = -16000 --> -15521 for a Desk Accessory.

NOW, what about the 2nd numbering system that addresses the IDs of ICONs for MENU Items?? IM stipulates that these numbers be in the range 257 --> 511. Once again it is obvious that when you load or create your MENUs in the Open Section of your DRVR, you’ve got to temporarily change the high negative ID of your owned MENU ICON to a low positive # before you call _SetItmIcon. No sweat, right ?*!!*? Yup, anything you say !!

As if the above gymnastics weren’t enough, it turns out that “Suitcase” searches for the 1st empty slot {a positive Unit # = the ID of the owning Resource} and temporarily converts that to new IDs for your owned Resources. For example, if your Source Code specifies a Unit # of 16 {mandatory range = 12 --> 26}, but “Suitcase” detects an empty Slot #12, “Suitcase” will temporarily change all the IDs of your DA’s owned Resources accordingly {I don’t know what “Font/DA Juggler Plus” does behind the scenes}. Interesting, you say ?*!!*?

Before I address the solution to the above puzzle, I must praise to the skies both the intelligence and patience of the following folk, without whom I would still be groveling:

• Steve Brecher, author of “Suitcase”.

• Dave McWherter, author of

“McAssembly™” {$5000 SW} and the

“McSink” DA. By the way, the latter is now

called “Vantage™” and goes for $8995.

• Dave Smith..

By the way, if I blow it, I hereby declare that I am the sole occupant at the end of this tree limb that I’m busily sawing off. Steve and the two Dave’s are not responsible for any of my mistakes.

First, what does NOT work:

 Open Section   -->  _GetResInfo {original ID}
            
  _SetResInfo {new ID}
 ; ------------------------------

 Close Section -->    _SetResInfo {original ID}

These gyrations won’t work in either operational environment. Oh, your MENU ICONs will show up as advertised after you open your DA in both; however, upon closing the DA, the new ID is still in place {257 -> 511} for the 1st environment [using “Font/DA Mover”]. NO resetting was implemented. As you can see, I do NOT call _WriteResource on closing, because then I would update the System File Resource {YUCK !!} Even if I would be willing to suffer the latter, “Suitcase”, remember, messes with the owned Resource ID and the reset would be back to its make-believe ID, NOT my ID as stored on disk. “Ain’t life wonderful ??”

Okay, folks, how about making a copy of the Handle to your MENU ICONs, and, after doing the appropriate arithmetic, using the copy for your MENU and best of all, this works {well, almost }. All the Source Code that follows uses “McAssembly™”, Version 7.3 :


setMenuIcon MACRO&1,&2,&3 ; MenuHandle,Menu Item #,ICON Name.

 ; First, retrieve the attached ICON Resource:
 move.w RescIDBase,iconID
 addi.w #&2,iconID
 GetIconiconID,=iconHdl
 move.l iconHdl,tempHdl   ; Just temporary, folks !!
 
 ; Then, get the Resource file’s Attributes so we can
 ; reset them later.  After that, we make a copy of the
 ; ICON’s Handle so that we can use the COPY for the MENU:
 
 HomeResFileiconHdl,=resFileRef
 GetResFileAttrs resFileRef,=resFileAttrs
 ; ----------
 move.l iconHdl,a0
 _HandToHand
 move.l a0,cyHdl
 ReleaseResource tempHdl  ; The ORIGINAL Resource.
 ; Now, place the ICON’s COPY in the Menu Item by
 ; changing the ICON’s ID # to between 257 --> 511:
 move.w #&2,iconID
 addi.w #256,iconID
 AddResourcecyHdl,#’ICON’,iconID,!.name
 bra.s  .1
.name   text#&&3
 align
 ; Reset to ORIGINAL Attributes to clear the resChanged
 ; Bit in the Attribute Byte so that we don’t update the
 ; Resource upon Closing AND so “Suitcase” DOES reset to
 ; the disk-based ID:

.1 SetResFileAttrs resFileRef,resFileAttrs
 SetItmIcon &1,#&2,#&2    ; menuHandle,item #,icon #.
 ENDM

Okay, this almost works, but _SetResFileAttrs , itself, will eventually do a _WriteResource. Since close only counts in horseshoes, so much for that idea. Anything else?

What about setting the “MapReadOnly” bit of the Resource file’s Attribute byte so that the changed Resource Map is NOT written to disk. This could be done upon Opening the DA. Upon Closing, the original “MapReadOnly” bit could be reset. Steve Brecher correctly pointed out, however, that this effectively holds your DA’s Resource(s) captive ==> a super big “no-no” !!

Okay, I guess I’ll just have to implement what Dave McWherter suggested several months back write my own Menu Definition Procedure and thank heaven for Darryl Lovato (MacTutor, August 86). Darryl presented his code in Pascal. Just for the sake of converting to assembly, there’s no need to blatantly repeat his code here. However, I do wish to present the sub-Function that handles “mChooseMsg” simply because I have added access to hierarchical menu items that, guess what, also have ICONs. By the way, I use Mike Schuster’s “PopupSelect” routine to implement the hierarchical Menus {see MacTutor, Dec 85}:

Before I present the modified assembly Source code, I would like to extend a 1000 special “Atta-Boys” to Dave McWherter, author of “McAssembly™” and the “Vantage™” DA, aka “McSink”.

Dave’s Assembler, in my considered judgment, incorporates many of the most powerful features of Apple’s “MPW”, while retaining the ultimate of user friendliness. You can even program in the worlds of the 68010, 68020 and 68851 CPUs by invoking a pseudo-opcode, for example, ‘M68020’. A very significant part of this user friendliness focuses on what he calls the “Trap Compiler” with which the assembly language programmer can implement the sometimes-lengthy pushes onto the Stack prior to actually calling the various TRAPs via ONE line of code, just like “LightSpeed Pascal”. At the present time, the current Version (7.3) uses Apple’s “Edit”, or other comparable Editor external to “McAssembly™”. Be forewarned, however -- Dave is working on an update to “McAssembly™” wherein he is incorporating his own Editor internal to his Assembler. In this manner, if there is an assembly error (horrors !!), you bounce automatically into his Editor. Neat, isn’t it, again just like “LightSpeed Pascal”.

So long as I’m advertising, Dave’s “McSink” is now being distributed by :

Preferred Software

5100 Poplar Avenue

Suite 2716

Memphis, TN 38137

(901) 683-3383

“McSink”, now called “Vantage™”, is a text Processing Desk Accessory that includes :

Auto-paste and Auto-copy between multiple windows (max = 16)

Horizontal scrolling

KeyPad control of cursor placement

Catalog Folder contents

Statistics -- # of characters, lines, words, sentences and paragraph in the shown document

Add/Strip prefix & suffix strings, as well as line #s

Dave can be reached via:

Signature Software

2151 Brown Avenue

Bensalem, PA. 19020

(215) 639-8764

Now, onto the Source Code I’ve promised

First, how do I install my own Menu Definition Procedure?? It’s really very easy -- all I do is create a 6--byte handle in which I have code to effect an absolute jump to my Procedure. This Handle is then stored in in the “menuDefHandle” field of the Menu Record. This teeny--tiny code parcel is as follows:

In the Open section of the Desk Accessory Driver:

 move.l #6,d0    ; “jmp  myMenuDefProc”.
 _NewHandle,clear
 move.l a0,myMenuDefHdl
 bra.s  .skipCode
 ; ----------
.code   jmp $CCCCCCCC; 6 bytes.
.absAddrdc.lmyMenuDefProc-.absAddr
 ; ----------
.skipCode move.l (a0),a0  ; Convert to a Pointer.
 lea  .code,a1
 move.w (a1)+,(a0)+; Object Code word for “jmp”.
 lea  .absAddr,a1
 move.l (a1),d1
 lea  (a1,d1.l),a1 ; Absolute address of
 move.l a1,(a0)  ;   “myMenuDefProc”.
  
 NewMenudCtlMenu,!newMenuName,=mainMenuHdl
 AppendMenu mainMenuHdl,!mainMenuItems
 InstallMenuProc mainMenuHdl
  
InstallMenuProc  MACRO  &1; MenuHandle.

 move.l &1,a1    ; Handle -->
 move.l (a1),a1  ;   Pointer.
 move.l myMenuDefHdl,menuDefHandle(a1) ; _NewHandle into Menu Record.
 ; ----------
 CalcMenuSize  &1
 ENDM

Now, the “mChooseMsg” portion of my Menu Definition Procedure as I stated earlier. By the way, you’ll see below some strange looking animals, such as func, endParms, locals, endLocals, enter & exit. These beasts are special Macros that Dave McWherter wrote to assist in the Stack manipulation required to link to an external subroutine.

Some “screwy” things have to happen here in order to simulate a Hierarchical Menu. First, when you choose a main Menu Item that has a Hierarchical {sub} Menu -- you know it’s a Hierarchical Menu Item because its “Cmd-key” = $1B -- you immediately go to an external Popup Menu routine as shown below. Nothing unusual so far But, now you have to fake-out the Menu Manager by returning an un-believably high Item #, like the maximum # = 31, so the Menu Manager does not blink an Item on the main, or parent Menu as you release the Mouse over the subMenu. Hold on, I’m not through yet Down a-ways into the Code, you’ll see a reference to supporting your local _MenuChoice on the Macintosh II. Sure enough, but there’s another equally important reason for placing the Item # in the global, MenuDisable. The reason is that you peg on MenuDisable in the Menu Event section of your Desk Accessory code, instead of on the csParam field of the Parameter Block Record. The reason for this last divet is that otherwise the Menu Manager will not communicate a Menu Event to your DA. Actually, to tell you the truth, this doesn’t make a darn bit of sense, but it’s true when you write your own Menu Definition Procedure instead of using Apple’s !!

Now, hold on a cotton-pickin minute, Love, don’t you know that the new Menu Manger supports Hierarchical Menus already. Yup, sure enough!! However, there’s a bug in the portion of the new Menu Manager that handles screen up-dates after you release the Mouse over a Hierarchical Menu Item {anybody know when System Version 7.0 is due out ??}

; ======================================
; FUNCTION  doChooseMessage (myMenu:MenuHandle; myRect:Rect; myPoint:Point;
;     oldItem:INTEGER) : INTEGER;
; Returns Menu Item # you selected:
doChooseMessage  funcinteger
.myMenu handle
.myRect pointer
.myPointpoint
.oldIteminteger
 endParms
 locals
.oldRectrect
.itemKeychar
.itemMark char
.itemRect rect
 endLocals
.menuHdlrequa1   ; My worker bees ...
.cyParamBlkPtr requa2
.cyDCEPtr requ a3
.menuRegrequa4
.theItemrequd3   ; Counts Items to get current one.
.enableFlagsrequ d4; A disabled
.shift  requd0   ;   item ??
 enter
 
 movem.ld1-d7/a0-a4,-(sp) ; All your goodies.
 ; ==========
 move.l .myMenu,.menuHdl  ; Handle -->
 move.l (.menuHdl),.menuReg ;   Pointer.
 ;
 PtInRect .myPoint,.myRect,=d0
 beq  .outsideMRect
 moveq  #0,.theItem; Initialize counter.
.chooseLoop addq.w #1,.theItem
 push.l .myMenu
 push.l .myRect
 push.w .theItem
 pea  .itemRect
 bsr  GetItemRect
 ; ----------    
 PtInRect .myPoint,!.itemRect,=d1
 beq.s  .chooseLoop
 move.l menuID(.menuReg),d2 ; Support _MenuChoice
 move.w .theItem,d2;   for the Mac II.
 move.l d2,MenuDisable
.disabled?move.l menuEnable(.menuReg),.enableFlags
 BitAnd .enableFlags,#1,=d0 ; Bit #0 for ENTIRE Menu.
 beq.s  .yup; ... it’s disabled.
 ; ----------
 moveq  #1,.shift
 lsl.l  .theItem,.shift   
 BitAnd .enableFlags,.shift,=d1
 bne.s  .deSelectOld
 ; ----------    
.yup    moveq  #0,.theItem; Item is disabled.
.deSelectOldcmp.w.oldItem,.theItem
 beq  .aSelection
 tst.w  .oldItem
 beq.s  .selectNew ; MenuBar, so don’t invert back.
 ; ----------    
 push.l .myMenu
 push.l .myRect
 push.w .oldItem
 pea  .oldRect
 bsr  GetItemRect
 InverRect!.oldRect; Invert back to white
.selectNewtst.w  .theItem
 beq.s  .itsDisabled
 ; ----------    
 InverRect!.itemRect ; Blacken current selection.
 push.l .myMenu
 push.w .theItem
 pea  .itemKey
 bsr  GetItemKey
 cmpi.w #hMenuCmd,.itemKey
 bne.s  .aSelection
 ;
 GetItmMark .myMenu,.theItem,!.itemMark
 GetMHandle .itemMark,=a0 ; = MenuHandle.
 clr.l  -(sp)
 push.l a0
 push.l .myPoint
 bsr  PopupSelect
 pop.l  d1
 tst.w  d1
 beq.s  .onMenuBar ; Item’s disabled.
 move.w #31,.theItem ; ... fake out Menu Manager so it
 ;     doesn’t blink a parent item.
.itsDisabled
.aSelection move.w .theItem,.result
 bra.s  .end
 ; ==========
.outsideMRect  tst.w .oldItem
 beq.s  .onMenuBar
 ; ----------    
 push.l .myMenu
 push.l .myRect
 push.w .oldItem
 pea  .oldRect
 bsr  GetItemRect
 InverRect!.oldRect; Back to white.
.onMenuBarclr.w  .result
 ; ==========
.end    movem.l  (sp)+,d1-d7/a0-a4 ; Withdraw life savings !!
 
 exit

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Soft Drummer (Music)
Soft Drummer 1.0 Device: iOS Universal Category: Music Price: $14.99, Version: 1.0 (iTunes) Description: Soft Drummer is the closest thing to a pro session subtle drummer in your pocket. Easy to use and fast, it's much more than a... | Read more »
Is GO Gear the Pokemon GO map app you...
Now that we've settled into something of a Pokemon GO status quo, the number one desire of most players can best be summed out by modifying a quote from Rod Tidwell of Jerry Maguire: "Show me the Pokemon!" [Read more] | Read more »
Rodeo Stampede update: Mountains, new an...
The Savannah and Jungle were just the beginning in Rodeo Stampede. Get ready to head for the Mountains. I think I heard that in a beer ad once. [Read more] | Read more »
COSMOS RINGS (Games)
COSMOS RINGS 1.0.0 Device: iOS iPhone Category: Games Price: $5.99, Version: 1.0.0 (iTunes) Description: This game cannot be played without the Apple Watch.Released anniversary sale until August 31,2016 PST! A tragic tale of time's... | Read more »
How to get started selling on Mercari
As far as ecommerce has come over the last decade or so, there's still a tremendous opportunity to make it easier for people to buy and sell goods. That's especially true when it comes to shopping apps, which should only continue to increase in... | Read more »
Human Anatomy Atlas 2017 Edition - Compl...
Human Anatomy Atlas 2017 Edition - Complete 3D Human Body 1.0.24 Device: iOS iPhone Category: Medical Price: $24.99, Version: 1.0.24 (iTunes) Description: | Read more »
Heroes of Normandie (Games)
Heroes of Normandie 1.5 Device: iOS Universal Category: Games Price: $14.99, Version: 1.5 (iTunes) Description: The game does not support iPhone 4s and below | Read more »
Why you should never power up Pokemon in...
There's no question that candy is dandy in Pokemon GO. You need big quantities of it to evolve your Pokemon, and when combined with stardust, it can be used to power up your favorite pocket monsters as well, making them more formidable for the gym... | Read more »
Webzen launches 3D MMORPG MU Origin on i...
Mu Origin is featured time and time again at the very top of App Stores in China, and within the top five worldwide top-grossing charts on Google Play.Its popularity in Korea and China, featuring more than 120 registered players in China and 6... | Read more »
Severed (Games)
Severed 1.0 Device: iOS Universal Category: Games Price: $5.99, Version: 1.0 (iTunes) Description: LAUNCH DISCOUNT ON NOW!! ENDS AUGUST 4! ==== Take control of a one-armed warrior named Sasha, wielding a living sword on her journey... | Read more »

Price Scanner via MacPrices.net

9-inch 32GB Space Gray iPad Pro on sale for $...
B&H Photo has the 9″ 32GB WiFi Space Gray Apple iPad Pro on sale for $50 off MSRP including free shipping. B&H charges sales tax in NY only: - 9″ Space Gray 32GB WiFi iPad Pro: $549 $50 off... Read more
15-inch Retina MacBook Pros on sale for up to...
B&H Photo has 15″ Retina MacBook Pros on sale for up to $200 off MSRP. Shipping is free, and B&H charges NY tax only: - 15″ 2.2GHz Retina MacBook Pro: $1849 $150 off MSRP - 15″ 2.5GHz Retina... Read more
Second-Quarter Tablet Shipments Fell 4.8% –...
The latest report from the global market research firm TrendForce finds that worldwide tablet shipments for this second quarter totaled 33.54 million units, representing a quarterly drop of 4.8% and... Read more
Global Smartphone Sales Volumes Mark Second S...
According to preliminary results from the International Data Corporation (IDC) Worldwide Quarterly Mobile Phone Tracker, vendors shipped a total of 343.3 million smartphones worldwide in the second... Read more
Apple TVs on sale for $20-$40 off MSRP
Best Buy has 32GB and 64GB Apple TVs on sale for $20-$40 off MSRP on their online store. Choose free shipping or free local store pickup (if available). Sale prices for online orders only, in-store... Read more
Mac minis on sale for $50-$100 off MSRP
B&H Photo has Mac minis on sale for $50 off MSRP including free shipping plus NY sales tax only: - 1.4GHz Mac mini: $449 $50 off MSRP - 2.6GHz Mac mini: $649 $50 off MSRP - 2.8GHz Mac mini: $949... Read more
Clearance 2015 13-inch MacBook Airs available...
B&H Photo has clearance 2015 13″ MacBook Airs available for $300 off original MSRP. Shipping is free, and B&H charges NY sales tax only: - 13″ 1.6GHz/4GB/128GB MacBook Air (MJVE2LL/A): $799... Read more
Apple certified refurbished iPad mini 4s avai...
Apple has certified refurbished iPad mini 4s now available for up to $120 off the cost of new models. An Apple one-year warranty is included with each iPad, and shipping is free. The following models... Read more
Notebook Makers In No Rush To Adopt USB-C – R...
Digitimes’ Cage Chao and Joseph Tsai note that while the USB Type-C interface is enjoying growing popularity among smartphones and tablet makers, notebook and all-in-one (AIO) PC vendors (other than... Read more
iMacs on sale for up to $250 off MSRP
B&H Photo has 21″ and 27″ Apple iMacs on sale for up to $250 off MSRP including free shipping plus NY sales tax only: - 27″ 3.3GHz iMac 5K: $2049 $250 off MSRP - 27″ 3.2GHz/1TB Fusion iMac 5K: $... Read more

Jobs Board

*Apple* Retail - Bilingual - Multiple Positi...
…speaking a plus Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the Read more
Simply Mac *Apple* Specialist- Repair Techn...
…The Technician is a master at working with our customers to diagnose and repair Apple devices in a manner that exceeds the expectations set forth by Apple Read more
*Apple* Mobile Master - Best Buy (United Sta...
What does a Best Buy Apple Mobile Master do? At Best Buy, our mission is to leverage the unique talents and passions of our employees to inspire, delight, and enrich Read more
Best Buy *Apple* Computing Master - Best Bu...
What does a Best Buy Apple Computing Master do? At Best Buy our mission is to leverage the unique talents and passions of our employees to inspire, delight, and Read more
*Apple* Valley, CA School Speech Therapy Ope...
Apple Valley, CA School Speech Therapy Openings + Job Location: Apple Valley, CA + Category: Schools - SLP - CFY + Apply Now! + Back to Results Speech Language Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.