File: cdk_selection.3

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.de It
.br
.ie \\n(.$>=3 .ne \\$3
.el .ne 3
.IP "\\$1" \\$2
..
.TH cdk_selection 3 "24 April 1997"
.SH NAME
newCDKSelection, activateCDKSelection, injectCDKSelection, setCDKSelection,
setCDKSelectionChoices, getCDKSelectionChoices,
setCDKSelectionChoice, getCDKSelectionChoice,
setCDKSelectionModes, getCDKSelectionModes,
setCDKSelectionMode, getCDKSelectionMode,
setCDKSelectionBox, getCDKSelectionBox,
setCDKSelectionULChar, setCDKSelectionURChar,
setCDKSelectionLLChar, setCDKSelectionLRChar,
setCDKSelectionVerticalChar, setCDKSelectionHorizontalChar,
setCDKSelectionBoxAttribute,
setCDKSelectionBackgroundColor,
drawCDKSelection, eraseCDKSelection, destroyCDKSelection, 
setCDKSelectionPreProcess, setCDKSelectionPostProcess \- Creates a managed 
curses selection list widget.
.SH SYNOPSIS
.LP
.B cc
.RI "[ " "flag" " \|.\|.\|. ] " "file" " \|.\|.\|."
.B \-lcdk
.RI "[ " "library" " \|.\|.\|. ]"
.LP
#include <cdk.h>
.LP
.BI "CDKSELECTION *newCDKSelection (CDKSCREEN *" "cdkscreen",
.BI "int " "xpos",
.BI "int " "ypos",
.BI "int " "spos",
.BI "int " "height",
.BI "int " "width",
.BI "char *" "title",
.BI "char **" "selectionList",
.BI "int " "selectionListLength",
.BI "char **" "choiceList",
.BI "int " "choiceListLength",
.BI "chtype " "highlight",
.BI "boolean " "box",
.BI "boolean " "shadow");
.LP
.BI "int activateCDKSelection (CDKSELECTION *" "selection",
.BI "chtype * " "actions");
.LP
.BI "int injectCDKSelection (CDKSELECTION *" "selection",
.BI "chtype " "input");
.LP
.BI "void setCDKSelection (CDKSELECTION *" "selection",
.BI "chtype " "highlight",
.BI "chtype " "choiceCharacter",
.BI "boolean " "box");
.LP
.BI "void setCDKSelectionULChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionURChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionLLChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionLRChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionVerticalChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionHorizontalChar (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionBoxAttribute (CDKSELECTION *", "selection",
.BI "chtype " "character");
.LP
.BI "void setCDKSelectionBackgroundColor (CDKSELECTION *", "selection",
.BI "char * " "color");
.LP
.BI "void moveCDKSelection (CDKSELECTION *" "selection",
.BI "int " "box",
.BI "int " "box",
.BI "boolean " "relative",
.BI "boolean " "refresh");
.LP
.BI "void positionCDKSelection (CDKSELECTION *" "selection");
.LP
.BI "void drawCDKSelection (CDKSELECTION *" "selection",
.BI "boolean " "box");
.LP
.BI "void eraseCDKSelection (CDKSELECTION *" "selection");
.LP
.BI "void destroyCDKSelection (CDKSELECTION *" "selection");
.LP
.BI "void setCDKSelectionPreProcess (CDKSELECTION *" "selection",
.BI "PROCESSFN " "callback",
.BI "void * " "data");
.LP
.BI "void setCDKSelectionPostProcess (CDKSELECTION *" "selection",
.BI "PROCESSFN " "callback",
.BI "void * " "data");
.LP
.BI "void bindCDKObject (EObjectType " "widgetType",
.BI "void *" "object",
.BI "chtype " "key",
.BI "BINDFN " "function",
.BI "void *" "data");
.SH DESCRIPTION
The Cdk selection widget creates a selection list. The following are functions 
which create or manipulate the Cdk selection box widget.

.SH AVAILABLE FUNCTIONS
CDKSELECTION *newCDKSelection (CDKSCREEN *\f2screen\f1, int \f2xpos\f1, int \f2ypos\f1, int \f2spos\f1, int \f2height\f1, int \f2width\f1, char *\f2title\f1, char **\f2selectionList\f1, int \f2selectionListLength\f1, char *\f2choiceList\f1, int \f2choiceListLength\f1, chtype \f2highlight\f1, boolean \f2box\f1, boolean \f2shadow\f1);
.RS 3
This function creates a pointer to a selection widget. The \f2screen\f1 parameter
is the screen you wish this widget to be placed in. The parameter \f2xpos\f1
controls the placement of the object along the horizontal axis. This parameter
can accept an integer value or one of the pre-defined values of \f4LEFT\f1,
\f4RIGHT\f1, and \f4CENTER\f1. The parameter \f2ypos\f1 controls the placement
of the object along the vertical axis. This parameter can accept an integer 
value or one of the pre-defined values of \f4TOP\f1, \f4BOTTOM\f1, and \f4CENTER\f1.
The parameter \f2spos\f1 is where the scroll bar is to be placed. This can
accept one of three values: \f4LEFT\f1, which puts the scroll bar on the left
of the scrolling list. \f4RIGHT\f1 which puts the scroll bar on the right side
of the list, and \f4NONE\f1 which does not add a scroll bar. The parameters 
\f2height\f1 and \f2width\f1 control the height and width of the widget. If 
you provide a value of zero for either of the height or the width, the widget 
will be created with the full width and height of the screen. If you provide a 
negative value, the widget will be created the full height or width minus the 
value provided.  The \f2title\f1 parameter is the string which will be 
displayed at the top of the widget. The title can be more than one line; just 
provide a carriage return character at the line break. The parameter 
\f2selectionList\f1 is the list of items to be displayed in the 
selection list; \f2selectionListLength\f1 is the number of elements in the 
given list. The \f2choiceList\f1 parameter is the list of choices that will 
be selected when the user presses the space bar; \f2choiceListLength\f1 is 
the length of this list. The \f2highlight\f1 parameter specifies the display 
attribute of the currently selected item. The \f2box\f1 parameter states 
whether the widget will be drawn with a box around it or not.  The 
\f2shadow\f1 parameter accepts a boolean value to turn the shadow on or off
around this widget. If the widget could not be created then a \f4NULL\f1 
pointer is returned.
.RE

int activateCDKSelection (CDKSELECTION *\f2selection\f1, chtype * \f2actions\f1);
.RS 3
This function activates the selection widget and lets the user interact with the
widget. The parameter \f2selection\f1 is a pointer to a non-NULL selection widget.
If the \f2actions\f1 parameter is passed with a non-NULL value, the characters
in the array will be injected into the widget. To activate the widget
interactively pass in a \f4NULL\f1 pointer for \f2actions\f1. If the character entered
into this widget is \f4RETURN\f1 or \f4TAB\f1 then this function will return 1.
Itm will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1. If the 
character entered into this widget was \f4ESCAPE\f1 then the widget will return
a value of -1 and the structure member \f4exitType\f1 will be set to
\f4vESCAPE_HIT\f1.
.RE

int injectCDKSelection (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function injects a single character into the widget. The parameter 
\f2selection\f1 is a pointer to a non-NULL selection widget. The parameter 
\f2character\f1 is the character to inject into the widget. If the character 
injected into this widget was \f4RETURN\f1 then the character injected into
this widget is \f4RETURN\f1 or \f4TAB\f1 then this function will return 1.
It will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1. If the 
character entered into this widget was \f4ESCAPE\f1 then the widget will return
a value of -1 and the structure member \f4exitType\f1 will be set to
\f4vESCAPE_HIT\f1. Any other character injected into the widget will set the 
structure member \f4exitType\f1 to \f4vEARLY_EXIT\f1 and the function will 
return -1.
.RE

void setCDKSelection (CDKSELECTION *\f2selection\f1, chtype \f2highlight\f1, chtype \f2choiceCharacter\f1, boolean \f2box\f1);
.RS 3
This function lets the programmer modify certain elements of an already 
defined selection widget. The parameter names correspond to the same 
parameter names listed in the \f4newCDKSelection\f1 function.
.RE

void setCDKSelectionChoices (CDKSELECTION *\f2selection\f1, int \f2choices[]\f1);
.RS 3
This function sets the selection choice values of the widget.
.RE

int *getCDKSelectionChoices (CDKSELECTION *\f2selection\f1);
.RS 3
This returns an array of the current selection choices for the widget.
.RE

void setCDKSelectionChoice (CDKSELECTION *\f2selection\f1, int \f2index\f1, int \f2choice\f1);
.RS 3
This sets the selection choice value at the given index.
.RE

int getCDKSelectionChoice (CDKSELECTION *\f2selection\f1, int \f2index\f1);
.RS 3
This returns the selection choice at the given index.
.RE

void setCDKSelectionModes (CDKSELECTION *\f2selection\f1, int \f2modes[]\f1);
.RS 3
This function sets the selection mode of the elements of the widget. There are
two acceptable values for the modes: 0 which allows the user to change the 
selection value at the given index; and 1 which sets the element to a read-only
state.
.RE

int *getCDKSelectionModes (CDKSELECTION *\f2selection\f1);
.RS 3
This returns an array of the current modes for the widget.
.RE

void setCDKSelectionMode (CDKSELECTION *\f2selection\f1, int \f2index\f1, int \f2mode\f1);
.RS 3
This sets the selection mode at the given index.
.RE

int getCDKSelectionMode (CDKSELECTION *\f2selection\f1, int \f2index\f1);
.RS 3
This returns the selection mode at the given index.
.RE

void setCDKSelectionHighlight (CDKSELECTION *\f2selection\f1, chtype \f2highlight\f1);
.RS 3
This sets the attribute of the highlight bar.
.RE
 
chtype getCDKSelectionHighlight (CDKSELECTION *\f2selection\f1);
.RS 3
This returns the attribute of the highlight bar.
.RE
 
void setCDKSelectionBox (CDKSELECTION *\f2selection\f1, boolean \f2boxWidget\f1);
.RS 3
This sets whether or not the widget will be draw with a box around it.
.RE
 
boolean getCDKSelectionBox (CDKSELECTION *\f2selection\f1);
.RS 3
This returns whether or not the widget will be drawn with a box around it.
.RE

void setCDKSelectionULChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the upper left hand corner of the widgets box to
the given character.
.RE

void setCDKSelectionURChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the upper right hand corner of the widgets box to
the given character.
.RE

void setCDKSelectionLLChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the lower left hand corner of the widgets box to
the given character.
.RE

void setCDKSelectionLRChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the lower right hand corner of the widgets box to
the given character.
.RE

void setCDKSelectionVerticalChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the vertical drawing character for the box to
the given character.
.RE

void setCDKSelectionHorizontalChar (CDKSELECTION *\f2selection\f1, chtype \f2character\f1);
.RS 3
This function sets the horizontal drawing character for the box to
the given character.
.RE

void setCDKSelectionBoxAttribute (CDKSELECTION *\f2selection\f1, chtype \f2attribute\f1);
.RS 3
This function sets the attribute of the box.
.RE

void setCDKSelectionBackgroundColor (CDKSELECTION *\f2selection\f1, char *\f2color\f1);
.RS 3
This sets the background color of the widget. The parameter \f2color\f1
is in the format of the Cdk format strings. To get more information look
at the \f4cdk_display\f1 manual page.
.RE

void moveCDKSelection (CDKSELECTION *\f2selection\f1, int \f2xpos\f1, int \f2ypos\f1, boolean \f2relative\f1, boolean \f2refresh\f1);
.RS 3
This function moves the given widget to the given position. The parameters
\f2xpos\f1 and \f2ypos\f1 is the new position of the widget. The parameter
\f2xpos\f1 can accept an integer value or one of the pre-defined values of
\f4TOP\f1, \f4BOTTOM\f1, and \f4CENTER\f1. The parameter \f2ypos\f1 can 
accept an integer value or one of the pre-defined values of \f4LEFT\f1,
\f4RIGHT\f1, and \f4CENTER\f1. The parameter \f2relative\f1 states whether
the \f2xpos\f1/\f2ypos\f1 pair is a relative move or an absolute move. For
example if \f2xpos\f1 = 1 and \f2ypos\f1 = 2 and \f2relative\f1 = \f2TRUE\f1,
then the widget would move one row down and two columns right. If the value
of \f2relative\f1 was \f2FALSE\f1 then the widget would move to the position
(1,2). Do not use the values of \f4TOP\f1, \f4BOTTOM\f1, \f4LEFT\f1, 
\f4RIGHT\f1, or \f4CENTER\f1 when \f2relative\f1 = \f4TRUE\f1. (wierd things
may happen). The final parameter \f2refresh\f1 is a boolean value which 
states whether the widget will get refreshed after the move or not.
.RE

void positionCDKSelection (CDKSELECTION *\f2selection\f1);
.RS 3
This function allows the user to move the widget around the screen via the
cursor/keypad keys. The following key bindings can be used to move the
widget around the screen.
.LP
.nf
\f4Key Bindings\f1
.RS 3
\f2Key          Action\f1
Up Arrow     Moves the widget up one line.
Down Arrow   Moves the widget down one line.
Left Arrow   Moves the widget left one column
Right Arrow  Moves the widget right one column
Keypad-1     Moves the widget down one line
             and left one column.
Keypad-2     Moves the widget down one line.
Keypad-3     Moves the widget down one line
             and right one column.
Keypad-4     Moves the widget left one column
Keypad-5     Centers the widget both vertically
             and horizontally.
Keypad-6     Moves the widget right one column
Keypad-7     Moves the widget up one line
             and left one column.
Keypad-8     Moves the widget up one line.
Keypad-9     Moves the widget up one line
             and right one column.
t            Moves the widget to the top of the screen.
b            Moves the widget to the bottom of the screen.
l            Moves the widget to the left of the screen.
r            Moves the widget to the right of the screen.
c            Centers the widget between the left and 
             right of the window.
C            Centers the widget between the top and 
             bottom of the window.
Escape       Returns the widget to it's original position.
Return       Exits the function and leaves the widget
             where it was.
.fi
.RE
.RS 3
.LP
Keypad means that if the keyboard you are using has a keypad, then the
Num-Lock light has to be on in order to use the keys as listed. (The
numeric keys at the top of the keyboard will work as well.)
.LP
void drawCDKSelection (CDKSELECTION *\f2selection\f1, boolean \f2box\f1);
.RS 3
This function draws the selection widget on the screen. The \f2box\f1 option 
draws the widget with or without a box.
.RE

void eraseCDKSelection (CDKSELECTION *\f2selection\f1);
.RS 3
This function removes the widget from the screen. This does \f4NOT\f1 destroy
the widget.
.RE

void destroyCDKSelection (CDKSELECTION *\f2selection\f1);
.RS 3
This function removes the widget from the screen and frees up any memory the
object may be using.
.RE

void setCDKSelectionPreProcess (CDKSELECTION *\f2selection\f1, PROCESSFN \f2function\f1, void *\f2data\f1);
.RS 3
This function allows the user to have the widget call a function after a key
is hit and before the key is applied to the widget. The parameter \f2function\f1
if of type \f4PROCESSFN\f1. The parameter \f2data\f1 is a pointer to 
\f4void\f1. To learn more about pre-processing read the \f4cdk_process\f1
manual page.
.RE
 
void setCDKSelectionPostProcess (CDKSELECTION *\f2selection\f1, PROCESSFN \f2function\f1, void *\f2data\f1);
.RS 3
This function allows the user to have the widget call a function after the
key has been applied to the widget.  The parameter \f2function\f1 if of type
\f4PROCESSFN\f1. The parameter \f2data\f1 is a pointer to \f4void\f1. To
learn more about post-processing read the \f4cdk_process\f1 manual page.
.RE

void bindCDKObject (EObjectType \f2widgetType\f1, void *\f2object\f1, char \f2key\f1, BINDFN \f2function\f1, void *\f2data\f1);
.RS 3
This function allows the user to create special key bindings. The 
\f2widgetType\f1 parameter is a defined type which states what Cdk object 
type is being used.  To learn more about the type \f4EObjectType\f1 read 
the \f4cdk_binding\f1 manual page. The \f2object\f1 parameter is the 
pointer to the widget object. The \f2key\f1 is the character to bind. The 
\f2function\f1 is the function type. To learn more about the key binding 
callback function types read the \f4cdk_binding\f1 manual page. The last 
parameter \f2data\f1 is a pointer to any data that needs to get passed to 
the callback function.
.RE

.SH KEY BINDINGS
When the widget is activated there are several default key bindings which will
help the user enter or manipulate the information quickly. The following table
outlines the keys and their actions for this widget.
.LP
.RS 3
.nf
\f2Key         Action\f1
Left Arrow  Shifts the whole list left one character.
Right Arrow Shifts the whole list right one character.
Up Arrow    Selects the next item up in the list.
Down Arrow  Selects the next item down in the list.
Space       Cycles to the next choice on the current item.
Prev Page   Moves one page backwards.
Ctrl-B      Moves one page backwards.
Next Page   Moves one page forwards.
Ctrl-F      Moves one page forwards.
g           Moves to the first element in the list.
1           Moves to the first element in the list.
G           Moves to the last element in the list.
$           Shifts the whole list to the far right.
|           Shifts the whole list to the far left.
Return      Exits the widget and returns 1.
            This also sets the structure member
            \f4exitType\f1 in the widget pointer
            to the value of \f4vNORMAL\f1.
Tab         Exits the widget and returns 1.
            This also sets the structure member
            \f4exitType\f1 in the widget pointer
            to the value of \f4vNORMAL\f1.
Escape      Exits the widget and returns -1.
            This also sets the structure member
            \f4exitType\f1 in the widget pointer
            to the value of \f4vESCAPE_HIT\f1.
Ctrl-L      Refreshes the screen.
.RE
.fi
.SH SEE ALSO
.BR cdk (3),
.BR cdk_binding (3),
.BR cdk_display (3),
.BR cdk_screen (3)
.SH NOTES
.PP
The header file \f4<cdk.h>\f1 automatically includes the header files
\f4<curses.h>\f1, \f4<stdlib.h>\f1, \f4<string.h>\f1, \f4<ctype.h>\f1,
\f4<unistd.h>\f1, \f4<dirent.h>\f1, \f4<time.h>\f1, \f4<errno.h>\f1,
\f4<pwd.h>\f1, \f4<grp.h>\f1, \f4<sys/stat.h>\f1, and \f4<sys/types.h>\f1.
The \f4<curses.h>\f1 header file includes \f4<stdio.h>\f1 and \f4<unctrl.h>\f1.
.PP
If you have \f4Ncurses\f1 installed on your machine add -DNCURSES to the 
compile line to include the Ncurses header files instead.