File: cdk_template.3

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.de It
.br
.ie \\n(.$>=3 .ne \\$3
.el .ne 3
.IP "\\$1" \\$2
..
.TH cdk_template 3 "18 March 1997"
.SH NAME
newCDKTemplate, activateCDKTemplate, injectCDKTemplate, setCDKTemplate,
setCDKTemplateValue, getCDKTemplateValue,
setCDKTemplateMin, getCDKTemplateMin,
setCDKTemplateBox, getCDKTemplateBox,
setCDKTemplateULChar, setCDKTemplateURChar,
setCDKTemplateLLChar, setCDKTemplateLRChar,
setCDKTemplateVerticalChar, setCDKTemplateHorizontalChar,
setCDKTemplateBoxAttribute,
setCDKTemplateBackgroundColor,
setCDKTemplateCB, drawCDKTemplate, eraseCDKTemplate, cleanCDKTemplate, 
mixCDKTemplate, unmixCDKTemplate, destroyCDKTemplate, setCDKTemplatePreProcess,
setCDKTemplatePostProcess \- Creates a managed curses template 
widget.
.SH SYNOPSIS
.LP
.B cc
.RI "[ " "flag" " \|.\|.\|. ] " "file" " \|.\|.\|."
.B \-lcdk
.RI "[ " "library" " \|.\|.\|. ]"
.LP
#include <cdk.h>
.LP
.BI "CDKTEMPLATE *newCDKTemplate (CDKSCREEN *" "cdkscreen",
.BI "int " "xpos",
.BI "int " "ypos",
.BI "char *" "title",
.BI "char *" "label",
.BI "char *" "plate",
.BI "char *" "overlay",
.BI "boolean " "box",
.BI "boolean " "shadow");
.LP
.BI "char *activateCDKTemplate (CDKTEMPLATE *" "template",
.BI "chtype * " "actions");
.LP
.BI "char *injectCDKTemplate (CDKTEMPLATE *" "template",
.BI "chtype " "input");
.LP
.BI "void setCDKTemplate (CDKTEMPLATE *" "template",
.BI "char *" "value",
.BI "boolean " "box");
.LP
.BI "void setCDKTemplateValue (CDKTEMPLATE *" "template",
.BI "char *" "value");
.LP
.BI "char *getCDKTemplateValue (CDKTEMPLATE *" "template");
.LP
.BI "void setCDKTemplateMin (CDKTEMPLATE *" "template",
.BI "int " "minimum");
.LP
.BI "int getCDKTemplateMin (CDKTEMPLATE *" "template");
.LP
.BI "void setCDKTemplateBox (CDKTEMPLATE *" "template",
.BI "boolean " "box");
.LP
.BI "boolean getCDKTemplateBox (CDKTEMPLATE *" "template");
.LP
.BI "void setCDKTemplateCB (CDKTEMPLATE *" "template",
.BI "TEMPLATECB " "callbackFunction");
.LP
.BI "void setCDKTemplateULChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateURChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateLLChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateLRChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateVerticalChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateHorizontalChar (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateBoxAttribute (CDKTEMPLATE *", "template",
.BI "chtype " "character");
.LP
.BI "void setCDKTemplateBackgroundColor (CDKTEMPLATE *", "template",
.BI "char * " "color");
.LP
.BI "void moveCDKTemplate (CDKTEMPLATE *" "template",
.BI "int " "box",
.BI "int " "box",
.BI "boolean " "relative",
.BI "boolean " "refresh");
.LP
.BI "void positionCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "void drawCDKTemplate (CDKTEMPLATE *" "template",
.BI "boolean " "box");
.LP
.BI "void eraseCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "void cleanCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "char *mixCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "char *unmixCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "void destroyCDKTemplate (CDKTEMPLATE *" "template");
.LP
.BI "void setCDKTemplatePreProcess (CDKTEMPLATE *" "template",
.BI "PROCESSFN " "callback",
.BI "void * " "data");
.LP
.BI "void setCDKTemplatePostProcess (CDKTEMPLATE *" "template",
.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 template widget creates a template widget which allows a user to type 
information into an entry field with a pre-set field format. Typical uses for
this widget would be a date field or a time field. The following are functions
which create or manipulate the Cdk template box widget.

.SH AVAILABLE FUNCTIONS
CDKTEMPLATE *newCDKTemplate (CDKSCREEN *\f2screen\f1, int \f2xpos\f1, int \f2ypos\f1, char *\f2title\f1, char *\f2label\f1, char *\f2plate\f1, char *\f2overlay\f1, boolean \f2box\f1, boolean \f2shadow\f1);
.RS 3
This function creates a pointer to a template 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 \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 \f2label\f1 parameter is the 
string which will be displayed in the label of the template field. The 
\f2plate\f1 parameter defines what character is allowed at what position 
in the template field. This is done by creating a character plate by using 
special format character to tell the template widget what type of character 
is allowed where in the template widget.  The following table lists all of
the current format types.
.LP
.nf 
.RS 3
\f2Plate_Character   Effect\f1
#                 Accepts an integer value.
A                 Accepts an alphabetic value.
C                 Accepts an alphabetic value. Automatically
                  converts the character to upper case.
c                 Accepts an alphabetic value. Automatically
                  converts the character to lower case.
M                 Accepts alphanumeric characters.
X                 Accepts alphanumeric characters. Automatically
                  converts the character to upper case.
x                 Accepts alphanumeric characters. Automatically
                  converts the character to upper case.
Anything else     Ignored and assumed a non-editable position.
.fi
.RE
.LP
The \f2overlay\f1 parameter is the overlay of the template field. If the field
needed some sort of overlay, this parameter supplies this. A date field could
have YY/MM/DD, the overlay parameter would display YY/MM/DD on an empty template
field.  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. 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

char *activateCDKTemplate (CDKTEMPLATE *\f2template\f1, chtype *\f2actions\f1);
.RS 3
This function activates the template widget and lets the user interact with the
widget. The parameter \f2template\f1 is a pointer to a non-NULL template 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 
a \f4char *\f1 representing the information typed into the widget and the 
structure member \f4exitType\f1 will be set to \f4vNORMAL\f1. If the character
entered was \f4ESCAPE\f1 then the function will returns \f4NULL\f1 pointer and 
the structure member \f4exitType\f1 is set to \f4vESCAPE_HIT\f1.
.RE

char *injectCDKTemplate (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function injects a single character into the widget. The parameter 
\f2template\f1 is a pointer to a non-NULL template. The parameter 
\f2character\f1 is the character to inject into the widget. If the character 
injected into this widget was \f4RETURN\f1 or \f4TAB\f1 then this function will
return a \f4char *\f1 representing the information typed into the widget and the 
structure member \f4exitType\f1 will be set to \f4vNORMAL\f1. If the character
entered was \f4ESCAPE\f1 then the function will returns \f4NULL\f1 pointer and 
the structure member \f4exitType\f1 is 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 a \f4NULL\f1 pointer.
.RE

void setCDKTemplate (CDKTEMPLATE *\f2template\f1, char *\f2value\f1, boolean \f2box\f1);
.RS 3
This function lets the programmer modify certain elements of an already defined
template widget. The parameter names correspond to the same parameter names 
listed in the \f4newCDKTemplate\f1 function.
.RE

void setCDKTemplateValue (CDKTEMPLATE *template, char *value);
.RS 3
This sets the value in the widget.
.RE

char *getCDKTemplateValue (CDKTEMPLATE *template);
.RS 3
This returns the current value of the widget.
.RE

void setCDKTemplateMin (CDKTEMPLATE *template, int min);
.RS 3
This sets the minimum number of characters that have to be entered
before the widget will exit.
.RE 

int getCDKTemplateMin (CDKTEMPLATE *template);
.RS 3
This returns the minimum characters that have to be entered before the
widget will exit.
.RE

void setCDKTemplateBox (CDKTEMPLATE *template, boolean Box);
.RS 3
This sets whether or not the widget will be draw with a box around it.
.RE

boolean getCDKTemplateBox (CDKTEMPLATE *template);
.RS 3
This returns whether or not the widget will be drawn with a box around it.
.RE

void setCDKTemplateULChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the upper left hand corner of the widgets box to
the given character.
.RE

void setCDKTemplateURChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the upper right hand corner of the widgets box to
the given character.
.RE

void setCDKTemplateLLChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the lower left hand corner of the widgets box to
the given character.
.RE

void setCDKTemplateLRChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the lower right hand corner of the widgets box to
the given character.
.RE

void setCDKTemplateVerticalChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the vertical drawing character for the box to
the given character.
.RE

void setCDKTemplateHorizontalChar (CDKTEMPLATE *\f2template\f1, chtype \f2character\f1);
.RS 3
This function sets the horizontal drawing character for the box to
the given character.
.RE

void setCDKTemplateBoxAttribute (CDKTEMPLATE *\f2template\f1, chtype \f2attribute\f1);
.RS 3
This function sets the attribute of the box.
.RE

void setCDKTemplateBackgroundColor (CDKTEMPLATE *\f2template\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 setCDKTemplateCB (CDKTEMPLATE *\f2template\f1, TEMPLATECB \f2callbackFunction\f1);
.RS 3
This function allows the programmer to set a different widget input handler.
The parameter \f2callbackFunction\f1 is of type \f4TEMPLATECB\f1. The current
default function is \f4CDKTemplateCallBack\f1.
.RE

void moveCDKTemplate (CDKTEMPLATE *\f2template\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 positionCDKTemplate (CDKTEMPLATE *\f2template\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 drawCDKTemplate (CDKTEMPLATE *\f2template\f1, boolean \f2box\f1);
.RS 3
This function draws the template widget on the screen. The \f2box\f1 option 
draws the widget with or without a box.
.RE

void eraseCDKTemplate (CDKTEMPLATE *\f2template\f1);
.RS 3
This function removes the widget from the screen. This does \f4NOT\f1 destroy
the widget.
.RE

void cleanCDKTemplate (CDKTEMPLATE *\f2template\f1);
.RS 3
This function clears the information from the field.
.RE

char *mixCDKTemplate (CDKTEMPLATE *\f2template\f1);
.RS 3
This function returns a \f4char *\f1 pointer to the field value and the 
plate.
.RE

char *unmixCDKTemplate (CDKTEMPLATE *\f2template\f1);
.RS 3
This function returns a \f4char *\f1 pointer to the field value without any
plate characters.
.RE

void destroyCDKTemplate (CDKTEMPLATE *\f2template\f1);
.RS 3
This function removes the widget from the screen and frees up any memory the
object may be using.
.RE

void setCDKTemplatePreProcess (CDKTEMPLATE *\f2template\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 setCDKTemplatePostProcess (CDKTEMPLATE *\f2template\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
.nf
.RS 3
\f2Key          Action\f1
Delete      Deletes the character to the left of the cursor.
Backspace   Deletes the character to the left of the cursor.
Ctrl-P      Pastes whatever is in the paste buffer, into the widget.
Ctrl-K      Cuts the contents from the widget and saves a copy in 
            the paste buffer.
Ctrl-T      Copies the contents of the widget into the paste buffer.
Ctrl-E      Erases the contents of the widget.
Return      Exits the widget and returns a \f4char *\f1 representing
            the information which was typed into the field. It also
            sets the structure member \f4exitType\f1 in the widget
            pointer to \f4vNORMAL\f1.
Tab         Exits the widget and returns a \f4char *\f1 representing
            the information which was typed into the field. It also
            sets the structure member \f4exitType\f1 in the widget
            pointer to \f4vNORMAL\f1.
Escape      Exits the widget and returns a \f4NULL\f1 pointer. It 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.