TweetFollow Us on Twitter

MIDI User Interface
Volume Number:5
Issue Number:5
Column Tag:MIDI Connections

Related Info: List Manager Dialog Manager

MIDI User Interface

By Kirk Austin, San Rafael, CA

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

MIDI and the User Interface

This is an article that takes a look at the Macintosh’s Dialog Box routines, and how they can be used effectively. The PopUp menus and ArrowEditText controls described here are an attempt at getting the greatest use out of limited space in a Dialog Box. Techniques like this are important in programs that make use of MIDI like sequencers and patch librarians, for example. Extensive use of dialogs can be found in these type of programs.

The significance of the user interface

This article is going to take a little bit of a different slant from the previous MIDI articles because I think it is important to talk about the human interface considerations for a bit. It seems that the thing that separates good Macintosh programs from average ones is the way that the user interface is implemented. A program has to look and feel like a Macintosh program should. The best way to accomplish this is to try to follow the Apple guidelines for doing things, and only using alternate techniques when absolutely nothing else will work. Probably the first book that aspiring Macintosh programmers should read is Human Interfaced Guidelines published by Addison Wesley.

Dialogs in MIDI programs

Most of the things that take place in a MIDI program happen in Dialog Boxes. These structures have been made very simple to use by Apple, and they can lead the user through a great deal of setup information that would otherwise be difficult to deal with. Getting the most out of a particular dialog box can be a challenge, though. There is limited space and a lot of things to be accomplished, so what is the best way to communicate with the user while making the most efficient use of space? In addressing this problem, I’ve found the pop-up menu idea to be very useful. It takes up very little space in a dialog box until it is selected. At that point it can display a large range of choices. Now, this can also be done with the list manager by displaying a scrolling list of choices, but that would take up more room than the pop-up menu solution. Another technique that I have made use of is what I call an Edit Text Arrow Control. I use this for the input of numbers. It can be used like a standard Edit Text Item, but, in addition, there is an up/down arrow control associated with the item that allows the user to select a number with the mouse instead of having to use the keyboard. In order to provide an example of these two techniques I have written a sample application that lets the user change the MIDI program number on a synthesizer. We’ll get to the application in a short time, but first we should talk about the Pop-up Menus and the Arrow Edit Text Control.

The RefCon field

Fortunately for us, Apple gave us the RefCon field of a window record. This is a longint that we can use however we want. I use this field to give each Dialog a unique number that can be used to calculate a number for the User Items in a Dialog. Both the Pop-Up Menus and the ArrowEditTextCtl use this number to identify themselves.

Figure 1. Example Dialog box

PopUp Menus

These routines are based on some samples distributed by Apple, and produce the standard Pop-Up Menus as described in the User Interface Guidelines. The way I have implemented them is closely related with the items in the dialog box that I created with the Resource Editor. This is because the PopUp menu is made up of two dialog items, a static text item and a user item. My routines expect the UserItem item Number to be one greater then the staticText item number. This works out to be a logical way to create the PopUp menu location from the Resource Editor. Just create the StaticText first, then create the UserItem. In addition to the items in the dialog box you have to define the menu as a resource with the Resource Editor. The important thing here is that the menu resource number has to be the UserItem item number plus the value in the Dialog’s RefCon field (whew). I set the dialog’s RefCon field to 200 in my program, and if I were going to use additional dialog’s I could assign RefCon values of 300, 400, 500, etc. to them. If these numbering relationships are kept straight then it is pretty easy to create and use PopUp Menus. There are only two routines to use for all of the PopUp Menus in your application:

{1}

procedure DrawPopUp(TheDialog : DialogPtr; theItem : integer);
function PUMenuAction(theDialog : DialogPtr; PopUpItem : integer) : integer;

The DrawPopUp procedure is called by PUMenuAction and also by the Dialog Manager after you install it as your UserItem drawing proc. Otherwise, you never actually call this routine yourself. PUMenuAction is what you call when there’s a mousedown in the UserItem that is associated with the particular PopUp menu. PUMenuAction returns the menu item number as its result.

The ArrowEditTextCtl

EditText items in dialog boxes are great! They are pretty easy to use, and provide a standard way for the user to enter information into the Mac. The only thing about them that bothers me sometimes is that they require the user to type in the information, thereby taking the hand off of the mouse. I wanted a way to change text in an EditText item that would work from the mouse, so I came up with the ArrowEditTextCtl. The ArrowEditTextCtl is a regular EditText item with a frame drawn around it. Along the right side of the frame are the up and down arrows that increment or decrement the number in the EditText item. The ArrowEditTextCtl is a structure that also requires two dialog items defined for it. There is an EditText box and a UserItem. The EditText item number must be one less that the UserItem item number. Some care must be taken when creating the EditText and UserItem’s. First create your EditText box (which must be 16 pixels high), then create the UserItem to be the same coordinates except -3 top, -3 left, +3 bottom, and +13 right. Once you do that the control will draw itself properly. There are two routines that are used to implement the ArrowEditTextCtl’s in a program:

{2}

procedure DrawArrowETCtl(TheDialog : DialogPtr: theItem : integer);
 
function ArrowCtlAction(TheDialog : DialogPtr; theItem : integer; limitLo 
: integer; limitHi : integer) : integer;

All you have to do with the DrawArrowETCtl procedure is install it as the UserItem’s drawing proc. Then you call ArrowCtlAction in response to a mousedown in the UserItem. The way it is written this routine will return the integer that is selected by either using the up and down arrows, or typing it in the EditText box.

Using the MIDI library

The MIDI library is a set of routines that were described in the December issue of MacTutor, so I don’t think we need to spend any more time on them here. All the program is doing as far as MIDI is concerned is sending a program change message, which is pretty trivial, really. [There are some updates to Kirk's MIDI library from the last published version. They are not printed in the article, but they are included on the source code disk for this issue. -ed]

The MIDI Ctls Application

The application is pretty simple, really. It just gives you a menu with one item in it. When you select the menu item a dialog box appears on the screen. This is the dialog that demonstrates the use of the PopUp menu and the ArrowEditTextCtl. The dialog box is created as ‘not visible’ by the Resource Editor. This lets us do our GetNewDialog call and install all of the drawing procedures for the UserItem’s as well as set up the RefCon field of the dialog. After all of that is done we do a call to ShowWindow to make the dialog visible. This works out to be much faster than watching the dialog draw all of its items on the screen. The function MyDialogFilter is used to watch for the mouse clicks in our UserItem’s as well as check for keyboard input and making sure that a valid number gets typed into the EditText item. The rest of the program is your standard vanilla Macintosh application.

Listing:  MIDICtls

{ Kirk Austin, 4/9/88 }
{This shows how to use a dialog box in a MIDI program}

PROGRAM ShellExample;

 USES
 ROM85, ColorQuickDraw, ColorMenuMgr, LSPMIDI;

{ Global Constants }
 CONST
 Null = ‘’;

 AppleMenuID = 1;
 FileMenuID = 2;
 EditMenuID = 3;
 MIDIMenuID = 4;
 PopMenuID = 206;{Item number plus the value in the Dialog’s RefCon}

 AboutID = 200;
 MIDIDialog = 201;
 MIDIDialogRefCon = 200;
 {Items in our dialog box}
 OKOutline = 8;
 AEditText = 3;
 ArrowETCtl = 4;
 iPopPrompt = 5; {the Prompt staticText}
 iPopUp = 6;{the Pop-up userItem}
 ModemCheckBox = 9;
 PrinterCheckBox = 10;

{ Global Types }
 TYPE
 MIDIPrgData = RECORD
 MIDIChan : integer;
 MIDIProg : integer;
 ModemActive : boolean;
 PrinterActive : boolean;
 END;
 MPDPtr = ^MIDIPrgData;
 MPDHdle = ^MPDPtr;

{ Global Variables }
 VAR
 myMenus : ARRAY[AppleMenuID..MIDIMenuID] OF MenuHandle;
 Done : Boolean; { true when user selects quit}
 TextCursor : CursHandle; {handle to the text entry cursor}
 ClockCursor : CursHandle; {handle to the waiting watch cursor}
 PopMenuHdle : MenuHandle;
 TheMPDPtr : MPDPtr;
 TheMPDHdle : MPDHdle;
 TheResHdle : handle;
 TheResRefNum : integer;
 TheType : integer;
 TheHandle : Handle;
 TheRect : Rect;

 PROCEDURE ShowAbout;
 VAR
 theDlog : DialogPtr;
 oldPort : GrafPtr;
 BEGIN
 GetPort(oldPort);
 theDlog := GetNewDialog(AboutID, NIL, Pointer(-1));
 SetPort(theDlog);
 DrawDialog(theDlog);
 WHILE NOT Button DO
 SystemTask;
 DisposDialog(theDlog);
 SetPort(oldPort);
 END;

 PROCEDURE LaunchIt (mode : integer;
 VAR fName : Str255);
{The compiler has just pushed a word for the mode, and a pointer to the 
string}
 INLINE
 $204F,{movea.l a7,a0;(a0) is ptr to string, 4(a0) is mode}
 $A9F2; {_Launch}

 PROCEDURE DoXfer;
 VAR
 where : Point;
 reply : SFReply;
 vRef : integer;
 thefName : Str255;
 textType : SFTypeList;
 BEGIN
 where.h := 80;
 where.v := 55;
 textType[0] := ‘APPL’;
 SFGetFile(where, Null, NIL, 1, textType, NIL, reply);
 WITH reply DO
 IF NOT good THEN
 thefName := Null
 ELSE
 BEGIN
 thefName := fName;
 vRef := vRefNum
 END;
 IF thefName <> Null THEN
 BEGIN
 Done := true;
 IF SetVol(NIL, vRef) = noErr THEN
 LaunchIt(0, thefName)
 END
 END;

 PROCEDURE DrawOKOutline (theDialog : DialogPtr;
 theItem : INTEGER);
 VAR
 savePen : PenState;
 BEGIN
 GetPenState(savePen); {save the old pen state}
 GetDItem(TheDialog, TheItem, TheType, TheHandle, TheRect); {get the 
item’s rect}
 PenSize(3, 3); {make the pen fatter}
 InsetRect(TheRect, -4, -4);
 FrameRoundRect(TheRect, 16, 16); {draw the ring}
 SetPenState(savePen); {restore the pen state}
 END; {DrawOKOutline}

{DrawPopUp procedure was made to be as general as possible}
{The main thing to remember is that it expects PopUpMenuID to}
{be TheItem + TheRefCon of the Dialog.Also,Prompt item number}
{must be 1 less than the Pop Up Menu item number}
 PROCEDURE DrawPopUp (TheDialog : DialogPtr;
 TheItem : integer);
 CONST
 {constants for positioning the default item within its box}
 leftSlop = 13;  {leave this much space on left of title}
 rightSlop = 5;  {  this much on right}
 botSlop = 5;    {  this much below baseline}
 VAR
 TheType : integer;
 TheHandle : handle;
 r : Rect;
 TheString : Str255;
 newWid, newLen, wid : INTEGER;
 TheMenuHdle : MenuHandle;
 TheMenuItem : integer;
 i : integer;
 TheChar : char;
 TheRefCon : integer;
 MenuItemsCount : integer;
 BEGIN
 {Get the menu that is associated with this Dialog Item (TheItem + TheRefCon)}
 TheRefCon := LoWord(GetWRefCon(WindowPtr(TheDialog)));
 TheMenuHdle := MenuHandle(GetResource(‘MENU’, TheItem + TheRefCon));
 {Now, figure out which menu item is the current selection by scanning 
for a check mark}
 MenuItemsCount := CountMItems(TheMenuHdle);
 TheMenuItem := 0;
 i := 1;
 REPEAT
 GetItemMark(TheMenuHdle, i, TheChar);
 IF TheChar = char(CheckMark) THEN
 TheMenuItem := i;
 i := i + 1;
 UNTIL (TheMenuItem <> 0) OR (i = MenuItemsCount + 1);
 IF TheMenuItem = 0 THEN
 BEGIN
 SetItemMark(TheMenuHdle, 1, CHR(checkMark));
{check the first item}
 TheMenuItem := 1;
 END;
 GetItem(TheMenuHdle, TheMenuItem, TheString);
{get currently-selected item}
 GetDItem(TheDialog, TheItem, TheType, TheHandle, r);    {set up the 
rectangle}
 WITH r DO
 BEGIN
 InsetRect(r, -1, -1); {make it a little bigger}
 {Make sure title fits. Truncate it add an ellipses (“ ”)}
 {if it doesn’t (by the way, “ ” is option-semicolon)}
 wid := (right - left) - (leftSlop + rightSlop); {available string area}
 newWid := StringWidth(TheString); {get current width}
 IF newWid > wid THEN
 BEGIN {doesn’t fit - truncate it}
 newLen := LENGTH(TheString);
 {current length in characters}
 wid := wid - CharWidth(‘ ’);
 {subtract width of ellipses}

 REPEAT {until fits (or we run out of characters)}
 {drop the last character and its width}
 newWid := newWid- CharWidth(TheString[newLen]);
 newLen := PRED(newLen);
 UNTIL (newWid <= wid) OR (LENGTH(TheString) = 0);
 {add the ellipses character}
 newLen := SUCC(newLen); {one more char}
 TheString[newLen] := ‘ ’; {it’s the ellipses}
 TheString[0] := CHR(newLen); {fix the length}
 END;

 {draw the box and its drop shadow}
 FrameRect(r);
 MoveTo(right, top + 2);
 LineTo(right, bottom);
 LineTo(left + 2, bottom);
 {draw the string}
 MoveTo(left + LeftSlop, bottom - BotSlop);
 DrawString(TheString);
 END;
 END; {DrawPopUp}

 FUNCTION PUMenuAction (TheDialog : DialogPtr;
 PopUpItem : integer) : integer;
 VAR
 popLoc : Point;
 newChoice : INTEGER;
 chosen, ignoreLong : LongInt;
 TheString : Str255;
 TheItem : integer;
 TheType : integer;
 TheHandle : handle;
 PromptRect : rect;
 PopUpRect : rect;
 TheMenuHdle : MenuHandle;
 TheRefCon : integer;
 TheMenuID : integer;
 TheMenuItem : integer;
 i : integer;
 TheChar : char;
 MenuItemsCount : integer;
 BEGIN
 PUMenuAction := 0;
 {Get the menu that is associated with this Dialog Item (PopUpItem + 
TheRefCon)}
 TheRefCon := LoWord(GetWRefCon(WindowPtr(TheDialog)));
 TheMenuID := PopUpItem + TheRefCon;
 TheMenuHdle := MenuHandle(GetResource(‘MENU’, PopUpItem + TheRefCon));
 {Now, figure out which menu item is the current selection by scanning 
for a check mark}
 MenuItemsCount := CountMItems(TheMenuHdle);
 TheMenuItem := 0;
 i := 1;
 REPEAT
 GetItemMark(TheMenuHdle, i, TheChar);
 IF TheChar = char(CheckMark) THEN
 TheMenuItem := i;
 i := i + 1;
 UNTIL (TheMenuItem <> 0) OR (i = MenuItemsCount + 1);
 {Call PopUpMenuSelect and let user drag around. Note that }
 {(top,left) parameters to PopUpMenuSelect are our item’s, }
 {converted to global coordinates.}
 GetDItem(TheDialog, PopUpItem - 1, TheType, TheHandle, PromptRect);
 GetDItem(TheDialog, PopUpItem, TheType, TheHandle, PopUpRect);
 InvertRect(PromptRect); {hilight the prompt}
 InsertMenu(TheMenuHdle, -1);{insert our menu in menu list}
 PopLoc := PopUpRect.TopLeft; {copy our item’s topleft}
 LocalToGlobal(PopLoc); {convert back to global coords}
 CalcMenuSize(TheMenuHdle); {Work around Menu Mgr bug}
 WITH popLoc DO
 chosen := PopUpMenuSelect(TheMenuHdle, v, h, TheMenuItem);
 InvertRect(PromptRect); {unhilight the prompt}
 DeleteMenu(TheMenuID); {remove our menu from menu list}
 {Was something chosen?}
 IF chosen <> 0 THEN
 BEGIN {yep, something was chosen}
 newChoice := LoWord(chosen); {get chosen item number}
 IF newChoice <> TheMenuItem THEN
 BEGIN
 {the user chose an item other than the current one}
 SetItemMark(TheMenuHdle, TheMenuItem, ‘ ‘); {unmark the old choice}
 SetItemMark(TheMenuHdle, newChoice, CHR(checkMark)); {mark the new choice}
 PUMenuAction := newChoice;
 {Draw the new title}
 EraseRect(PopUpRect);
 DrawPopUp(theDialog, iPopUp);
 END; {if this choice was not the current choice}
 END; {if something was chosen}
 END;{of PUMenuAction}

{EditText number must be 1 less than ArrowUserItem number}
 PROCEDURE DrawArrowETCtl (TheDialog : DialogPtr;
 TheItem : integer);
 VAR
 theType : Integer;{ the type of dlog item   }
 theHandle : Handle; { Handle to the item    }
 theRect : Rect; { rect which encloses the item}
 Height : Integer;
 HalfHeight : integer;
 ArrowRect : rect;

 BEGIN
 GetDItem(TheDialog, TheItem, theType, theHandle, theRect); {get handle 
to control}
 FrameRect(TheRect);
 InsetRect(TheRect, 2, 2);
 TheRect.right := TheRect.right - 10;
 FrameRect(TheRect);
 GetDItem(TheDialog, TheItem, theType, theHandle, theRect); {get handle 
to control}
 Height := TheRect.bottom - TheRect.top;
 HalfHeight := Height DIV 2;
 HalfHeight := TheRect.bottom - HalfHeight;
 TheRect.left := TheRect.right - 11;

 EraseRect(TheRect);
 FrameRect(TheRect);

 MoveTo(TheRect.left, HalfHeight);{draw bold center line}
 LineTo(TheRect.right - 1, HalfHeight);
 MoveTo(TheRect.left, HalfHeight - 1);
 LineTo(TheRect.right - 1, HalfHeight - 1);

 ArrowRect.top := TheRect.top + 4; {draw up arrow}
 ArrowRect.bottom := HalfHeight - 2;
 ArrowRect.left := TheRect.left + 3;
 ArrowRect.right := TheRect.right - 3;
 FillRect(ArrowRect, black);
 MoveTo(ArrowRect.left - 1, ArrowRect.top + 1);
 LineTo(ArrowRect.right, ArrowRect.top + 1);
 MoveTo(ArrowRect.left + 1, ArrowRect.top - 1);
 LineTo(ArrowRect.right - 2, ArrowRect.top - 1);
 MoveTo(ArrowRect.left + 2, ArrowRect.top - 2);
 LineTo(ArrowRect.left + 2, ArrowRect.top - 2);

 ArrowRect.top := HalfHeight + 2;
 ArrowRect.bottom := TheRect.bottom - 4;
 ArrowRect.left := TheRect.left + 3;
 ArrowRect.right := TheRect.right - 3;
 FillRect(ArrowRect, black);
 MoveTo(ArrowRect.left - 1, ArrowRect.bottom - 2);
 LineTo(ArrowRect.right, ArrowRect.bottom - 2);
 MoveTo(ArrowRect.left + 1, ArrowRect.bottom);
 LineTo(ArrowRect.right - 2, ArrowRect.bottom);
 MoveTo(ArrowRect.left + 2, ArrowRect.bottom + 1);
 LineTo(ArrowRect.left + 2, ArrowRect.bottom + 1);
 END;

 FUNCTION ArrowCtlAction (TheDialog : DialogPtr;
 TheItem : integer;
 LimitLo : integer;
 LimitHi : integer) : integer;
 VAR
 theType : Integer;
 theHandle : Handle;
 theRect : Rect;
 TheNum : longint;
 TheString : Str255;
 Height : Integer;
 HalfHeight : integer;
 ArrowRect : rect;
 ThePoint : point;
 Inverted : boolean;
 HowLong : longint;
 TickResult : longint;
 UpArrowRect : rect;
 DnArrowRect : rect;
 TheTEHandle : handle;
 GoingUp : boolean;

 PROCEDURE BtnDelay (ticks : integer);
 VAR
 dummy : longint;
 i : integer;
 BEGIN
 i := ticks;
 IF ticks = 0 THEN
 i := 1;
 REPEAT
 Delay(1, dummy);
 i := i - 1;
 UNTIL (i = 0) OR NOT button;
 END;

 BEGIN
 GetDItem(TheDialog, TheItem - 1, theType, theHandle, theRect); {get 
handle to control}
 TheTEHandle := TheHandle;
 GetIText(TheTEHandle, TheString);
 StringToNum(TheString, TheNum);
 ArrowCtlAction := loword(TheNum);
 GetDItem(TheDialog, TheItem, theType, theHandle, theRect); {get handle 
to control}
 Height := TheRect.bottom - TheRect.top;
 HalfHeight := Height DIV 2;
 HalfHeight := TheRect.bottom - HalfHeight;
 TheRect.left := TheRect.right - 11;
 UpArrowRect := TheRect;
 UpArrowRect.bottom := HalfHeight;
 DnArrowRect := TheRect;
 DnArrowRect.top := HalfHeight;
 Inverted := false;
 HowLong := 22;
 GetMouse(ThePoint);
 IF (PtInRect(ThePoint, TheRect)) AND Stilldown THEN {we need to hilite 
an arrow}
 BEGIN
 IF PtInRect(ThePoint, UpArrowRect) THEN
 BEGIN
 ArrowRect := UpArrowRect;
 GoingUp := true;
 END
 ELSE
 BEGIN
 ArrowRect := DnArrowRect;
 GoingUp := false;
 END;
 REPEAT
 GetMouse(ThePoint);
 IF NOT PtInRect(ThePoint, ArrowRect) THEN
 BEGIN
 IF inverted THEN
 BEGIN
 TheRect := ArrowRect;
 InsetRect(TheRect, 1, 1);
 InvertRect(TheRect);
 Inverted := false;
 END;
 END
 ELSE
 BEGIN
 IF NOT Inverted THEN
 BEGIN
 TheRect := ArrowRect;
 InsetRect(TheRect, 1, 1);
 InvertRect(TheRect);
 Inverted := true;
 END;
 GetIText(TheTEHandle, TheString);
 StringToNum(TheString, TheNum);
 IF GoingUp THEN
 BEGIN
 IF TheNum <> LimitHi THEN
 BEGIN
 TheNum := TheNum + 1;
 IF TheNum > LimitHi THEN
 TheNum := LimitHi;
 ArrowCtlAction := loword(TheNum);
 NumToString(TheNum, TheString);
 SetIText(TheTEHandle, TheString);
 SelIText(TheDialog, TheItem - 1, 0, 32767);
 END;
 END
 ELSE
 BEGIN
 IF TheNum <> LimitLo THEN
 BEGIN
 TheNum := TheNum - 1;
 IF TheNum < LimitLo THEN
 TheNum := LimitLo;
 ArrowCtlAction := loword(TheNum);
 NumToString(TheNum, TheString);
 SetIText(TheTEHandle, TheString);
 SelIText(TheDialog, TheItem - 1, 0, 32767);
 END;
 END;
 BtnDelay(HowLong);
 IF HowLong > 3 THEN
 HowLong := HowLong - 2;
 END;
 UNTIL NOT StillDown;
 DrawArrowETCtl(TheDialog, TheItem);
 END;
 END; {ArrowCtlAction}

 FUNCTION MyDialogFilter (theDialog : DialogPtr;
 VAR theEvent : EventRecord;
 VAR item : integer) : Boolean;
{function called by ModalDialog for every event that occurs}
{ while in control. It is used to “filter” events so you}
{ can do things when certain events occur.   It is used to }
{ change cursor to an I beam when editing text.  The routine }
{ also handles keyboard entry; limiting text input to numbers}
{ and making return & enter the same as clicking OK button }

 CONST
 CrCode = 13; {ASCII code for RETURN}
 EnterCode = 3;  {ASCII ccode for ENTER}
 BsCode = 8; {ASCII code for Back Space}
 TabCode = 9;  {ASCII ccode for Tab}
 VAR
 mouseLocation : point; {holds coordinates of mouse loc.}
 TheHandle : Handle;  {used for dummy purpose here}
 TheType : Integer;  {used for dummy purpose here}
 TheRect : Rect; {used for dummy purpose here}
 TextBox1 : Rect;{defines area to test for cursor change}
 TheString : Str255;
 TheNum : longint;
 TheDlogRecPtr : DialogPeek;
 TheItem : integer;
 TheChoice : integer;
 TheMenuItem : integer;
 i : integer;
 TheChar : char;
 TheMenuHdle : menuHandle;
 ignorelong : longint;
 BEGIN
 MyDialogFilter := false;  {let modalDialog handle event}
 GetDItem(theDialog, AEditText, TheType, TheHandle, TextBox1); {chg cur 
in area}

 CASE theEvent.what OF
 nullEvent : {nothing happening chk if cursor to change}
 BEGIN
 GetMouse(mouseLocation);
 IF PtinRect(mouseLocation, TextBox1) THEN
 SetCursor(TextCursor^^)
 ELSE
 SetCursor(arrow);
 GetIText(TheHandle, TheString); {see if someone typed in an invalid 
number}
 StringToNum(TheString, TheNum);
 IF TheNum > 128 THEN
 BEGIN
 SysBeep(10);
 TheNum := 128;
 NumToString(TheNum, TheString);
 SetIText(TheHandle, TheString);
 SelIText(TheDialog, AEditText, 0, 32767);
 {hilite the editable text}
 END;
 IF TheNum < 1 THEN
 BEGIN
 SysBeep(10);
 TheNum := 1;
 NumToString(TheNum, TheString);
 SetIText(TheHandle, TheString);
 SelIText(TheDialog, AEditText, 0, 32767);
 {hilite the editable text}
 END;
 END;

 mouseDown : 
 BEGIN {“Click!”}
 mouseLocation := theEvent.where; 
{copy the mouse position}
 GlobalToLocal(mouseLocation); {convert to local coordinates}

 {Was the click in a user item?}
 IF (FindDItem(theDialog, mouseLocation) + 1) = 4 THEN
 BEGIN
 TheMPDPtr^.MIDIProg := ArrowCtlAction(TheDialog, 4, 1, 128);
 END; {if clicked in ArrowEditTextCtl userItem}

 IF (FindDItem(theDialog, mouseLocation) + 1) = iPopUp THEN
 BEGIN {Clicked in the pop-up box}
 TheChoice := PUMenuAction(TheDialog, iPopUp);
 IF TheChoice <> 0 THEN
 BEGIN
 MyDialogFilter := TRUE; {dialog is over}
 TheMPDPtr^.MIDIChan := TheChoice;
 item := iPopUp; {have ModalDialog return that the user changed items}
 END;
 END; {if clicked in our userItem}
 END; {mousedown case}

 keyDown, autokey :    {to follow std. procedure, chk if RETURN or ENTER 
was pressed}
 BEGIN
 IF (theEvent.message MOD 256) IN [crCode, enterCode] THEN
 BEGIN
 GetDItem(theDialog, 1, TheType, TheHandle, TheRect);
 HiLiteControl(ControlHandle(TheHandle), 1);
 {hilite the OK button}
 Delay(3, ignoreLong);
 HiliteControl(ControlHandle(TheHandle), 0);
 MyDialogFilter := true;
 Item := 1;
 END
 ELSE IF (theEvent.message MOD 256) IN [bsCode, tabCode] THEN
 BEGIN
 END
 ELSE IF (Char(theEvent.message MOD 256) >= ‘0’) AND (Char(theEvent.message 
MOD 256) <= ‘9’) THEN
 BEGIN
 TheDlogRecPtr := DialogPeek(theDialog);
 TheItem := TheDlogRecPtr^.editField + 1;
 { find out which EditText Item we are in }
 GetDItem(theDialog, TheItem, TheType, TheHandle, TheRect);
 GetIText(TheHandle, TheString);
 IF (Length(TheString) > 2) THEN
 SetIText(TheHandle, Null);
 { set it to Null if there are more than 3 characters }
 END
 ELSE
 MyDialogFilter := true;
 END;
 OTHERWISE
 ;
 END; {of the CASE statment}
 END;

 PROCEDURE SendMIDI;
 VAR
 dummy : longint;
 BEGIN
 IF TheMPDPtr^.ModemActive THEN
 BEGIN
 InitSCCA;
 TXMIDIA(TheMPDPtr^.MIDIChan + 191);
 TXMIDIA(TheMPDPtr^.MIDIProg - 1);
 Delay(1, dummy);
 ResetSCCA;
 END;
 IF TheMPDPtr^.PrinterActive THEN
 BEGIN
 InitSCCB;
 TXMIDIB(TheMPDPtr^.MIDIChan + 191);
 TXMIDIB(TheMPDPtr^.MIDIProg - 1);
 Delay(1, dummy);
 ResetSCCB;
 END;
 END; {of SendMIDI}

 PROCEDURE ProcessMenu (codeWord : Longint);{ menu selec}
 VAR
 menuNum : Integer;
 itemNum : Integer;
 NameHolder : str255;
 dummy : Integer;
 yuck : boolean;
 oldPort : GrafPtr;
 aDialog : DialogPtr;
 ItemHit : integer;
 TheItemHandle : handle;
 TheItemType : integer;  {type of the selected item}
 TheItemRect : rect;  {bounding box of the selected item}
 TheNum : longint;
 TheString : Str255;
 BEGIN
 IF codeWord <> 0 THEN  { nothing was selected}
 BEGIN
 menuNum := HiWord(codeWord);
 itemNum := LoWord(codeWord);
 CASE menuNum OF { the different menus}
 AppleMenuID : 
 BEGIN
 IF itemNum < 3 THEN
 BEGIN
 ShowAbout;
 END
 ELSE
 BEGIN
 GetItem(myMenus[AppleMenuID], itemNum, NameHolder);
 dummy := OpenDeskAcc(NameHolder);
 END;
 END;
 FileMenuID : 
 BEGIN
 CASE ItemNum OF
 1 : 
 BEGIN
 DoXfer;
 END;
 2 : 
 BEGIN
 Done := true;
 END;
 END;
 END;
 EditMenuID : 
 BEGIN
 yuck := SystemEdit(itemNum - 1);
 END;
 MIDIMenuID : 
 BEGIN
 GetPort(oldPort);
 {Get a menu}
 PopMenuHdle := GetMenu(PopMenuID); {Create a menu (its title is ignored)}
 SetItemMark(PopMenuHdle, TheMPDPtr^.MIDIChan, CHR(checkMark)); {check 
it}
 aDialog := GetNewDialog(MIDIDialog, NIL, WindowPtr(-1));
 SetPort(aDialog);
 SetWRefCon(WindowPtr(aDialog), MIDIDialogRefCon); {set the defaults}
 GetDItem(aDialog, AEditText, theType, TheHandle, TheRect);
 TheNum := TheMPDPtr^.MIDIProg;
 NumToString(TheNum, TheString);
 SetIText(TheHandle, TheString);
 GetDItem(aDialog, ModemCheckBox, theType, TheHandle, TheRect);
 IF TheMPDPtr^.ModemActive THEN
 SetCtlValue(ControlHandle(TheHandle), 1);
 GetDItem(aDialog, PrinterCheckBox, theType, TheHandle, TheRect);
 IF TheMPDPtr^.PrinterActive THEN
 SetCtlValue(ControlHandle(TheHandle), 1);
{Find out where our UserItems are, set their item handles to }
 {a pointer to the drawing procedures}
 GetDItem(aDialog, ArrowETCtl, theType, TheHandle, TheRect);
 SetDItem(aDialog, ArrowETCtl, theType, @DrawArrowETCtl, TheRect);
 GetDItem(aDialog, iPopUp, theType, TheHandle, TheRect);
 SetDItem(aDialog, iPopUp, theType, @DrawPopUp, TheRect);
 GetDItem(aDialog, OKOutline, theType, TheHandle, TheRect);
 SetDItem(aDialog, OKOutline, theType, @DrawOKOutline, TheRect);
 SelIText(aDialog, 3, 0, 32767);{hilite editable text}
 ShowWindow(WindowPtr(aDialog)); {show window}
 REPEAT
 ModalDialog(@MyDialogFilter, ItemHit);     {will process all events 
while dialog is up}
 CASE itemHit OF

 1 : 
 BEGIN {this is the Send Button item}
 SendMIDI;
 END;

 2 : 
 BEGIN {this is the Done Button item}
 DisposDialog(aDialog);
 SetPort(oldPort);
 END;

 iPopUp : 
 BEGIN {this is the PopUpMenu item}
 SysBeep(1);
 END;

 ModemCheckBox : 
 BEGIN {this is the Modem Check Box item}
 GetDItem(aDialog, ModemCheckBox, theType, TheHandle, TheRect);
 IF TheMPDPtr^.ModemActive THEN
 BEGIN
 TheMPDPtr^.ModemActive := false;
 SetCtlValue(ControlHandle(TheHandle), 0);
 END
 ELSE
 BEGIN
 TheMPDPtr^.ModemActive := true;
 SetCtlValue(ControlHandle(TheHandle), 1);
 END;
 END;

 PrinterCheckBox : 
 BEGIN {this is Printer Check Box item}
 GetDItem(aDialog, PrinterCheckBox, theType, TheHandle, TheRect);
 IF TheMPDPtr^.PrinterActive THEN
 BEGIN
 TheMPDPtr^.PrinterActive:= false;
 SetCtlValue(ControlHandle(TheHandle), 0);
 END
 ELSE
 BEGIN
 TheMPDPtr^.PrinterActive := true;
 SetCtlValue(ControlHandle(TheHandle), 1);
 END;
 END;
 OTHERWISE
 ;
 END; {case of item hit}
 UNTIL ItemHit = 2;{We’re done with Dialog}
 END;
 END;
 HiliteMenu(0);
 END;
 END;

 PROCEDURE DealWithMouseDowns (theEvent : EventRecord);
 VAR
 location : Integer;
 windowPointedTo : WindowPtr;
 mouseLoc : point;
 windowLoc : integer;
 VandH : Longint;
 Height : Integer;
 Width : Integer;
 BEGIN
 mouseLoc := theEvent.where;
 windowLoc := FindWindow(mouseLoc, windowPointedTo);
 CASE windowLoc OF
 inMenuBar : 
 BEGIN
 ProcessMenu(MenuSelect(mouseLoc));
 END;
 inSysWindow : 
 BEGIN
 SystemClick(theEvent, windowPointedTo);
 END;
 inContent : 
 BEGIN
 IF windowPointedTo <> FrontWindow THEN
 BEGIN
 SelectWindow(windowPointedTo);
 END;
 END;
 OTHERWISE
 BEGIN
 END;
 END;
 END;

 PROCEDURE DealWithKeyDowns (theEvent : EventRecord);
 TYPE
 Trick = PACKED RECORD
 CASE boolean OF
 true : (
 long : Longint
 );
 false : (
 chr3, chr2, chr1, chr0 : char
 )
 END;
 VAR
 CharCode : char;
 TrickVar : Trick;
 BEGIN
 TrickVar.long := theEvent.message;
 CharCode := TrickVar.chr0;
 IF BitAnd(theEvent.modifiers, CmdKey) = CmdKey THEN {check for a menu 
selection}
 BEGIN
 ProcessMenu(MenuKey(CharCode));
 END
 END;

 PROCEDURE DealWithActivates (theEvent : EventRecord);
 VAR
 TargetWindow : WindowPtr;
 BEGIN
 TargetWindow := WindowPtr(theEvent.message);
 IF Odd(theEvent.modifiers) THEN
 BEGIN
 SetPort(TargetWindow);
 END
 ELSE
 BEGIN

 END;
 END;

 PROCEDURE DealWithUpdates (theEvent : EventRecord);
 VAR
 UpDateWindow : WindowPtr;
 tempPort : WindowPtr;
 BEGIN
 UpDateWindow := WindowPtr(theEvent.message);
 GetPort(tempPort);
 SetPort(UpDateWindow);
 BeginUpDate(UpDateWindow);

 EndUpDate(UpDateWindow);
 SetPort(tempPort);
 END;

 PROCEDURE MainEventLoop;
 VAR
 Event : EventRecord;
 ProcessIt : boolean;
 x : byte;
 BEGIN
 REPEAT
 SystemTask;
 ProcessIt := GetNextEvent(everyEvent, Event); { get the next event in 
queue}
 IF ProcessIt THEN
 BEGIN
 CASE Event.what OF
 mouseDown : 
 DealWithMouseDowns(Event);
 AutoKey : 
 DealWithKeyDowns(Event);
 KeyDown : 
 DealWithKeyDowns(Event);
 ActivateEvt : 
 DealWithActivates(Event);
 UpdateEvt : 
 DealWithUpdates(Event);
 OTHERWISE
 BEGIN
 END;
 END;
 END;
 UNTIL Done;
 END;

 PROCEDURE MakeMenus;{ get the menus & display them}
 VAR
 index : Integer;
 BEGIN
 FOR index := AppleMenuID TO MIDIMenuID DO
 BEGIN
 myMenus[index] := GetMenu(index);
 InsertMenu(myMenus[index], 0);
 END;
 AddResMenu(myMenus[AppleMenuID], ‘DRVR’);
 DrawMenuBar;
 END;

{ Program Starts Here }
BEGIN
 Done := false;
 FlushEvents(everyEvent, 0);
   { initialize routines go here }
   {get the cursors we use and lock them down - no clutter}
 ClockCursor := GetCursor(watchCursor);
 TextCursor := GetCursor(iBeamCursor);
 HLock(Handle(ClockCursor));
 HLock(Handle(TextCursor));
 MakeMenus;
 TheResHdle := GetResource(‘MIDI’, 128);
 HLock(TheResHdle);
 TheMPDHdle := MPDHdle(TheResHdle);
 TheMPDPtr := TheMPDHdle^;
 InitCursor;
 MainEventLoop;
 ChangedResource(TheResHdle);
 TheResRefNum := HomeResFile(TheResHdle);
 UpdateResFile(TheResRefNum);
 ReleaseResource(TheResHdle);
END.
 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Dropbox 37.4.29 - Cloud backup and synch...
Dropbox is an application that creates a special Finder folder that automatically syncs online and between your computers. It allows you to both backup files and keep them up-to-date between systems... Read more
iClock Pro 3.8 - Customize your menubar...
iClock Pro is a menu-bar replacement for Apple's default clock. iClock Pro is an update, total rewrite, and improvement to the popular iClock. Have the day, date, and time in different fonts and... Read more
A Better Finder Attributes 6.06 - Change...
A Better Finder Attributes is the ultimate file-tweaking tool for OS X. It combines photo-shooting date and file date changing along with a few unique tricks of its own. Change EXIF Timestamps at... Read more
Chromium 62.0.3202.62 - Fast and stable...
Chromium is an open-source browser project that aims to build a safer, faster, and more stable way for all Internet users to experience the web. Version 62.0.3202.62: High CVE-2017-5124: UXSS with... Read more
Things 3.2.1 - Elegant personal task man...
Things is a task management solution that helps to organize your tasks in an elegant and intuitive way. Things combines powerful features with simplicity through the use of tags and its intelligent... Read more
MacCleanse 6.0.5 - $29.95
MacCleanse is the product of thousands of hours of intense research and development. It meticulously scans all of the nooks and crannies of a computer for unnecessary junk that can take up huge... Read more
Fantastical 2.4.3 - Create calendar even...
Fantastical 2 is the Mac calendar you'll actually enjoy using. Creating an event with Fantastical is quick, easy, and fun: Open Fantastical with a single click or keystroke Type in your event... Read more
Google Chrome 62.0.3202.62 - Modern and...
Google Chrome is a Web browser by Google, created to be a modern platform for Web pages and applications. It utilizes very fast loading of Web pages and has a V8 engine, which is a custom built... Read more
VirtualBox 5.2.0 - x86 virtualization so...
VirtualBox is a family of powerful x86 virtualization products for enterprise as well as home use. Not only is VirtualBox an extremely feature rich, high performance product for enterprise customers... Read more
iClock Pro 3.8 - Customize your menubar...
iClock Pro is a menu-bar replacement for Apple's default clock. iClock Pro is an update, total rewrite, and improvement to the popular iClock. Have the day, date, and time in different fonts and... Read more

Warhammer Quest 2 (Games)
Warhammer Quest 2 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: Dungeon adventures in the Warhammer World are back! | Read more »
4 of the best Halloween updates for mobi...
Halloween is certainly one of our favorite times for mobile game updates. Many popular titles celebrate this spooky season with fun festivities that can stretch from one week to even the whole month. As we draw closer and closer to Halloween, we'... | Read more »
Fire Rides guide - how to swing to succe...
It's another day, which means another Voodoo game has come to glue our hands to our mobile phones. Yes, it's been an especially prolific month for this particular mobile publisher, but we're certainly not complaining. Fire Rides is yet another... | Read more »
Time Recoil (Games)
Time Recoil 1.0.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0.1 (iTunes) Description: Time Recoil is a top-down shooter where you kill to slow time, dominate slow motion gunfights, and trigger devastating special... | Read more »
Campfire Cooking (Games)
Campfire Cooking 1.0 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0 (iTunes) Description: | Read more »
Returner 77 (Games)
Returner 77 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: Returner 77 is a cinematic space mystery puzzle game. You are in a giant alien spaceship hovering above Earth, after everything... | Read more »
Dune! guide - how to toe the line and ge...
Publisher Voodoo is at it again with an all new high score chaser -- Dune! In this fast-paced arcade game, you have to propel yourself along sand dunes, gaining enough momentum to jump above the line to score points, while making sure you have... | Read more »
The best deals on the App Store this wee...
Happy Tuesday, dear readers. Your favorite part of the week as officially arrived. It's time to take a look at the best deals in games. Things are admittedly a bit sparse, but there are a few diamonds in the rough to see you through if you're... | Read more »
Be the last person standing in Legacy of...
Yoozoo Games’ popular action MMO Legacy of Discord is getting a huge new update to celebrate its first anniversary. Perhaps the biggest change is the addition of an exciting survival mode titled Last Guardian. This new survival mode will pit you... | Read more »
Home Street guide - how to make friends...
From the creators of Food Street comes Home Street, a new simulation game that tasks you with building a social network and designing a beautiful home. It's a bit like The Sims, but you won't have to worry about the daily chores involved (feeding,... | Read more »

Price Scanner via MacPrices.net

13″ MacBook Pros on sale for up to $120 off M...
B&H Photo has 2017 13″ MacBook Pros in stock today and on sale for up to $120 off MSRP, each including free shipping plus NY & NJ sales tax only: – 13-inch 2.3GHz/128GB Space Gray MacBook... Read more
15″ MacBook Pros on sale for up to $200 off M...
B&H Photo has 15″ MacBook Pros on sale for up to $200 off MSRP. Shipping is free, and B&H charges sales tax in NY & NJ only: – 15″ 2.8GHz MacBook Pro Space Gray (MPTR2LL/A): $2249, $150... Read more
Roundup of Apple Certified Refurbished iMacs,...
Apple has a full line of Certified Refurbished 2017 21″ and 27″ iMacs available starting at $1019 and ranging up to $350 off original MSRP. Apple’s one-year warranty is standard, and shipping is free... Read more
Sale! 27″ 3.8GHz 5K iMac for $2098, save $201...
Amazon has the 27″ 3.8GHz 5K iMac (MNED2LL/A) on sale today for $2098 including free shipping. Their price is $201 off MSRP, and it’s the lowest price available for this model (Apple’s $1949... Read more
Sale! 10″ Apple WiFi iPad Pros for up to $100...
B&H Photo has 10.5″ WiFi iPad Pros in stock today and on sale for $50-$100 off MSRP. Each iPad includes free shipping, and B&H charges sales tax in NY & NJ only: – 10.5″ 64GB iPad Pro: $... Read more
Apple iMacs on sale for up to $130 off MSRP w...
B&H Photo has 21-inch and 27-inch iMacs in stock and on sale for up to $130 off MSRP including free shipping. B&H charges sales tax in NY & NJ only: – 27″ 3.8GHz iMac (MNED2LL/A): $2179 $... Read more
2017 3.5GHz 6-Core Mac Pro on sale for $2799,...
B&H Photo has the 2017 3.5GHz 6-Core Mac Pro (MD878LL/A) on sale today for $2799 including free shipping plus NY & NJ sales tax only . Their price is $200 off MSRP. Read more
12″ 1.2GHz Space Gray MacBook on sale for $11...
Amazon has the 2017 12″ 1.2GHz Space Gray Retina MacBook on sale for $100 off MSRP. Shipping is free: 12″ 1.2GHz Space Gray MacBook: $1199.99 $100 off MSRP Read more
Bare Bones Software Releases macOS High Sierr...
Bare Bones Software has announced the release and immediate availability of BBEdit 12.0, a significant upgrade to its professional strength text and code editor. BBEdit 12 introduces a new foundation... Read more
Yale Announces Availability of Apple HomeKit-...
Yale Locks & Hardware has announced that Apple HomeKit support for its Assure Lock family is available this month. The new Yale iM1 Network Module, which provides support for the Apple Home app... Read more

Jobs Board

*Apple* News Product Marketing Mgr., Publish...
Job Summary The Apple News Product Marketing Manager will work closely with a cross-functional group to assist in defining and marketing new features and services. Read more
Fraud Analyst, *Apple* Advertising Platform...
Job Summary Apple Ad Platforms has an opportunity to redefine advertising on mobile devices. Apple reaches hundreds of millions of iPhone, iPod touch, and iPad Read more
*Apple* Information Security - Security Data...
Job Summary This role is responsible for helping to strengthen Apple 's information security posture through the identification and curation of security event data. Read more
Lead *Apple* Solution Consultant - Apple In...
…develop a team of diverse partner employees focusing on excellence to deliver the Apple story. Even when you're not present, you will maintain a consistent influence Read more
watchOS Frameworks Engineering Manager, *App...
Job Summary Join the team that is shaping the future of software development for Apple Watch! Apple is looking for an exceptional software engineering leader to Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.