.de It .br .ie \\n(.$>=3 .ne \\$3 .el .ne 3 .IP "\\$1" \\$2 .. .TH cdk_menu 3 "24 April 1997" .SH NAME newCDKMenu, activateCDKMenu, injectCDKMenu, setCDKMenu, setCDKMenuCurrentItem, getCDKMenuCurrentItem setCDKMenuTitleHighlight, getCDKMenuTitleHighlight setCDKMenuSubTitleHighlight, getCDKMenuSubTitleHighlight, drawCDKMenu, eraseCDKMenu, destroyCDKMenu, setCDKMenuPreProcess, setCDKMenuPostProcess \- Creates a managed curses menu widget. .SH SYNOPSIS .LP .B cc .RI "[ " "flag" " \|.\|.\|. ] " "file" " \|.\|.\|." .B \-lcdk .RI "[ " "library" " \|.\|.\|. ]" .LP #include .LP .BI "CDKMENU *newCDKMenu (CDKSCREEN *" "cdkscreen", .BI "char ***" "menuList", .BI "int " "menuListLength", .BI "int *" "submenuListLength", .BI "int *" "menuLocation", .BI "int " "menuPos", .BI "chtype " "titleAttribute", .BI "chtype " "subtitleAttribute"); .LP .BI "int activateCDKMenu (CDKMENU *" "menu", .BI "chtype * " "actions"); .LP .BI "int injectCDKMenu (CDKMENU *" "menu", .BI "chtype " "input"); .LP .BI "void setCDKMenu (CDKMENU *" "menu", .BI "int " "menuItem", .BI "int " "submenuItem", .BI "chtype " "titleAttribute", .BI "chtype " "subtitleAttribute"); .LP .BI "void setCDKMenuCurrentItem (CDKMENU *" "menu", .BI "int " "menuItem", .BI "int " "submenuItem"); .LP .BI "void getCDKMenuCurrentItem (CDKMENU *" "menu", .BI "int *" "menuItem", .BI "int *" "submenuItem"); .LP .BI "void setCDKMenuTitleHighlight (CDKMENU *" "menu", .BI "chtype " "highlight"); .LP .BI "chtype getCDKMenuTitleHighlight (CDKMENU *" "menu"); .BI "void setCDKMenuSubTitleHighlight (CDKMENU *" "menu", .BI "chtype " "highlight"); .LP .BI "chtype getCDKMenuSubTitleHighlight (CDKMENU *" "menu"); .BI "void drawCDKMenu (CDKMENU *" "menu", .BI "boolean " "box"); .LP .BI "void eraseCDKMenu (CDKMENU *" "menu"); .LP .BI "void destroyCDKMenu (CDKMENU *" "menu"); .LP .BI "void setCDKMenuPreProcess (CDKMENU *" "menu", .BI "PROCESSFN " "callback", .BI "void * " "data"); .LP .BI "void setCDKMenuPostProcess (CDKMENU *" "menu", .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 menu widget creates a pull-down menu list. The following are functions which create or manipulate the Cdk menu widget. .SH AVAILABLE FUNCTIONS CDKMENU *newCDKMenu (CDKSCREEN *\f2screen\f1, char ***\f2menuList\f1, int \f2f2menuListLength\f1, int **\f2submenuListLength\f1, int *\f2menuLocation\f1, int \f2menuPos\f1, chtype \f2titleAttribute\f1, chtype \f2subtitleAttribute\f1); .RS 3 This function creates a pointer to a menu widget. The \f2screen\f1 parameter is the screen you wish this widget to be placed in. The parameter \f2menuList\f1 is a list of the menu list titles while \f2menuListLength\f1 states how many pull down menus there are. The parameter \f2submenuListLength\f1 states how many menu items are under each menu list. The \f2menuLocation\f1 parameter state where each menu is to be located. Valid values are \f4LEFT\f1 and \f4RIGHT\f1. The parameter \f2menuPos\f1 sets whether the menu is to be on the top of the screen or the bottom. Valid values are \f4TOP\f1 and \f4BOTTOM\f1. The parameters \f2titleAttribute\f1 and \f2subtitleAttribute\f1 are the character attributes of the title and sub-titles respectively. If the widget could not be created then a \f4NULL\f1 pointer is returned. .RE int activateCDKMenu (CDKMENU *\f2menu\f1, chtype *\f2actions\f1); This function activates the menu widget and lets the user interact with the widget. The parameter \f2menu\f1 is a pointer to a non-NULL menu 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 then this then this function returns an integer value which is a value of the current menu list * 100 + the sub-menu number. 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. .RS 3 .RE int injectCDKMenu (CDKMENU *\f2menu\f1, chtype \f2character\f1); .RS 3 This function injects a single character into the widget. The parameter \f2menu\f1 is a pointer to a non-NULL menu 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 returns an integer value which is a value of the current menu list * 100 + the sub-menu number. 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 setCDKMenu (CDKMENU *\f2menu\f1, int \f2menuItem\f1, int \f2submenuItem\f1, chtype \f2titleAttribute\f1, chtype \f2subtitleAttribute\f1); .RS 3 This function lets the programmer modify certain elements of an already defined menu widget. The parameters \f2menuItem\f1 and \f2submenuItem\f1 set which menu list and sub-menu item are going to be highlighted when the widget is activated. The other parameter names correspond to the same parameter names listed in the \f4newCDKMenu\f1 function. .RE void setCDKMenuCurrentItem (CDKMENU *menu, int menuItem, int subMenuItem); .RS 3 This sets the current item in the menu widget. .RE void getCDKMenuCurrentItem (CDKMENU *menu, int *menuItem, int *subMenuItem); .RS 3 This sets the values of \f2menuItem\f1 and \f2submenuItem\f1 to the current menu selection. .RE void setCDKMenuTitleHighlight (CDKMENU *menu, chtype highlight); .RS 3 This sets the highlight attributes of the menu title. .RE chtype getCDKMenuTitleHighlight (CDKMENU *menu); .RS 3 This returns the highlight attributes of the menu title. .RE void setCDKMenuSubTitleHighlight (CDKMENU *menu, chtype highlight); .RS 3 THis sets the highlight attribute of the sub-menu selection bar. .RE chtype getCDKMenuSubTitleHighlight (CDKMENU *menu); .RS 3 THis returns the highlight attribute of the sub-menu selection bar. .RE void drawCDKMenu (CDKMENU *\f2menu\f1, boolean \f2box\f1); .RS 3 This function draws the menu widget on the screen. The \f2box\f1 option draws the widget with or without a box. .RE void eraseCDKMenu (CDKMENU *\f2menu\f1); .RS 3 This function removes the widget from the screen. This does \f4NOT\f1 destroy the widget. .RE void destroyCDKMenu (CDKMENU *\f2menu\f1); .RS 3 This function removes the widget from the screen and frees up any memory the object may be using. .RE void setCDKMenuPreProcess (CDKMENU *\f2menu\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 setCDKMenuPostProcess (CDKMENU *\f2menu\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, 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 \f2cdk_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 Left Arrow Highlights the menu list to the left of the current menu. Right Arrow Highlights the menu list to the right of the current menu. Up Arrow Moves the current menu selection up one. Down Arrow Moves the current menu selection down one. Space Moves the current menu selection down one. Tab Highlights the menu list to the right of the current menu. Return Exits the widget and returns an integer value representing which menu item 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. .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\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.