.de It .br .ie \\n(.$>=3 .ne \\$3 .el .ne 3 .IP "\\$1" \\$2 .. .TH cdk_dialog 3 "24 APril 1997" .SH NAME newCDKDialog, activateCDKDialog, injectCDKDialog, drawCDKDialog, setCDKDialog, setCDKDialogHighlight, getCDKDialogHighlight, setCDKDialogSeparator, getCDKDialogSeparator, setCDKDialogBox, getCDKDialogBox, setCDKDialogULChar, setCDKDialogURChar, setCDKDialogLLChar, setCDKDialogLRChar, setCDKDialogVerticalChar, setCDKDialogHorizontalChar, setCDKDialogBoxAttribute, setCDKDialogBackgroundColor, eraseCDKDialog, destroyCDKDialog, setCDKDialogPreProcess, setCDKDialogPostProcess \- Creates a managed curses dialog widget. .SH SYNOPSIS .LP .B cc .RI "[ " "flag" " \|.\|.\|. ] " "file" " \|.\|.\|." .B \-lcdk .RI "[ " "library" " \|.\|.\|. ]" .LP #include .LP .BI "CDKDIALOG *newCDKDialog (CDKSCREEN *" "cdkscreen", .BI "int " "xpos", .BI "int " "ypos", .BI "char ** " "message" , .BI "int " "rows", .BI "char ** " "buttons" , .BI "int " "buttonCount", .BI "chtype " "highlight" , .BI "boolean " "separator", .BI "boolean " "box", .BI "boolean " "shadow"); .LP .BI "int activateCDKDialog (CDKDIALOG *" "dialog", .BI "chtype * " "actions"); .LP .BI "int injectCDKDialog (CDKDIALOG *" "dialog", .BI "chtype " "input"); .LP .BI "void setCDKDialog (CDKDIALOG *" "dialog", .BI "chtype " "highlight", .BI "boolean " "separator", .BI "boolean " "box"); .LP .BI "void setCDKDialogHighlight (CDKDIALOG *" "dialog", .BI "chtype " "highlight"); .LP .BI "chtype getCDKDialogHighlight (CDKDIALOG *" "dialog"); .LP .BI "void setCDKDialogSeparator (CDKDIALOG *" "dialog", .BI "boolean " "separator"); .LP .BI "boolean getCDKDialogSeparator (CDKDIALOG *" "dialog"); .LP .BI "void setCDKDialogBox (CDKDIALOG *" "dialog", .BI "boolean " "box"); .LP .BI "boolean getCDKDialogBox (CDKDIALOG *" "dialog"); .LP .BI "void setCDKDialogULChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogURChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogLLChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogLRChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogVerticalChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogHorizontalChar (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogBoxAttribute (CDKDIALOG *", "dialog", .BI "chtype " "character"); .LP .BI "void setCDKDialogBackgroundColor (CDKDIALOG *", "dialog", .BI "char * " "color"); .LP .BI "void moveCDKDialog (CDKDIALOG *" "dialog", .BI "int " "box", .BI "int " "box", .BI "boolean " "relative", .BI "boolean " "refresh"); .LP .BI "void positionCDKDialog (CDKDIALOG *" "dialog"); .LP .BI "void drawCDKDialog (CDKDIALOG *" "dialog", .BI "boolean " "box"); .LP .BI "void eraseCDKDialog (CDKDIALOG *" "dialog"); .LP .BI "void setCDKDialogPreProcess (CDKDIALOG *" "dialog", .BI "PROCESSFN " "callback", .BI "void * " "data"); .LP .BI "void setCDKDialogPostProcess (CDKDIALOG *" "dialog", .BI "PROCESSFN " "callback", .BI "void * " "data"); .LP .BI "void destroyCDKDialog (CDKDIALOG *" "dialog"); .LP .BI "void bindCDKObject (EObjectType " "widgetType", .BI "void * " "object", .BI "chtype " "key", .BI "BINDFN " "function", .BI "void * " "data"); .SH DESCRIPTION The Cdk dialog widget creates a dialog box with a message and a varied number of buttons to choose from. The following are functions which create or manipulate the Cdk dialog box widget. .PP .SH AVAILABLE FUNCTIONS CDKDIALOG *newCDKDialog (CDKSCREEN *\f2screen\f1, int \f2xpos\f1, int \f2ypos\f1, char **\f2message\f1 , int \f2rows\f1, char **\f2buttons\f1, int \f2buttonCount\f1, chtype \f2highLight\f1, boolean \f2separator\f1, boolean \f2box\f1, boolean \f2shadow\f1); .RS 3 This function creates a pointer to a dialog 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 accepts 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 \f2message\f1 is the message to be displayed in the message region of the dialog box. The \f2rows\f1 parameter states how many elements there are in the \f2message\f1. The \f2buttons\f1 array contains a list of all the buttons to be displayed on the bottom of the dialog box; while \f2buttonCount\f1 is the number of elements in the \f2button\f1 array. \f2highlight\f1 is the attribute of the currently highlighted button. The \f2box\f1 parameter states whether the widget will be drawn with a box around it or not. \f2separator\f1 states whether a separator line will be drawn between the message region and the buttons. 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 activateCDKDialog (CDKDIALOG *\f2dialog\f1, chtype *\f2actions\f1); .RS 3 This function activates the dialog widget and lets the user interact with the widget. The parameter \f2dialog\f1 is a pointer to a non-NULL dialog 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 value from 0 to the number of buttons -1, representing the button selected. 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. .RE int injectCDKDialog (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function injects a single character into the widget. The parameter \f2dialog\f1 is a pointer to a non-NULL dialog 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 a value from 0 to the number of buttons -1, representing the button selected. 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 setCDKDialog (CDKDIALOG *\f2dialog\f1, chtype \f2highlight\f1, boolean \f2separator\f1, boolean \f2box\f1); .RS 3 This function lets the programmer modify certain elements of an already defined dialog widget. The parameter names correspond to the same parameter names listed in the \f2newCDKDialog\f1 function. .RE void setCDKDialogHighlight (CDKDIALOG *\f2dialog\f1, chtype \f2highlight\f1); .RS 3 This sets the highlight attribute of the selected button. .RE chtype getCDKDialogHighlight (CDKDIALOG *\f2dialog\f1); .RS 3 This returns the highlight attribute of the widget. .RE void setCDKDialogSeparator (CDKDIALOG *\f2dialog\f1, boolean \f2separator\f1); .RS 3 This sets the boolean flag whether the widget will be drawn with the separator bar between the buttons and the message area. .RE boolean getCDKDialogSeparator (CDKDIALOG *\f2dialog\f1); .RS 3 This returns the state of the separator flag. .RE void setCDKAlphalistBox (CDKDIALOG *\f2dialog\f1, boolean \f2boxWidget\f1); .RS 3 This sets whether or not the widget will be draw with a box around it. .RE boolean getCDKAlphalistBox (CDKDIALOG *\f2dialog\f1); .RS 3 This returns whether or not the widget will be drawn with a box around it. .RE void setCDKDialogULChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the upper left hand corner of the widgets box to the given character. .RE void setCDKDialogURChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the upper right hand corner of the widgets box to the given character. .RE void setCDKDialogLLChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the lower left hand corner of the widgets box to the given character. .RE void setCDKDialogLRChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the lower right hand corner of the widgets box to the given character. .RE void setCDKDialogVerticalChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the vertical drawing character for the box to the given character. .RE void setCDKDialogHorizontalChar (CDKDIALOG *\f2dialog\f1, chtype \f2character\f1); .RS 3 This function sets the horizontal drawing character for the box to the given character. .RE void setCDKDialogBoxAttribute (CDKDIALOG *\f2dialog\f1, chtype \f2attribute\f1); .RS 3 This function sets the attribute of the box. .RE void setCDKDialogBackgroundColor (CDKDIALOG *\f2dialog\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 moveCDKDialog (CDKDIALOG *\f2dialog\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. (weird 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 positionCDKDialog (CDKDIALOG *\f2dialog\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 drawCDKDialog (CDKDIALOG *\f2dialog\f1, boolean \f2box\f1); .RS 3 This function draws the dialog widget on the screen. The \f2box\f1 option draws the widget with or without a box. .RE void eraseCDKDialog (CDKDIALOG *\f2dialog\f1); .RS 3 This function removes the widget from the screen. This does \f4NOT\f1 destroy the widget. .RE void destroyCDKDialog (CDKDIALOG *\f2dialog\f1); .RS 3 This function removes the widget from the screen and frees up any memory the object may be using. .RE void setCDKDialogPreProcess (CDKDIALOG *\f2dialog\f1, PROCESSFN \f2function\f1, void *\f2data\f2); .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 setCDKDialogPostProcess (CDKDIALOG *\f2dialog\f1, PROCESSFN \f2function\f1, void *\f2data\f2); .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, chtype \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 \f2cdk_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 Selects the button to the left of the current button. Right Arrow Selects the button to the right of the current button. Tab Selects the button to the right of the current button. Space Selects the button to the right of the current button. Return Exits the widget and returns an integer value representing which button was selected. This also sets the structure member \f4exitType\f1 in the widget pointer to the value of \f4vNORMAL\f1. Tab Exits the widget and returns an integer value representing which button was selected. 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. .fi .RE .SH SEE ALSO .BR cdk (3), .BR cdk_binding (3), .BR cdk_display (3), .BR cdk_process (3), .BR cdk_screen (3) .SH NOTES .PP The header file \f4\f1 automatically includes the header files \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, \f4\f1, and \f4\f1. The \f4\f1 header file includes \f4\f1 and \f4\f1. .PP If you have \f4Ncurses\f1 installed on your machine add -DNCURSES to the compile line to include the Ncurses header files instead.