513 lines
21 KiB
Groff
513 lines
21 KiB
Groff
.de It
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.br
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.ie \\n(.$>=3 .ne \\$3
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.el .ne 3
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.IP "\\$1" \\$2
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..
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.TH cdk_matrix 3 "24 April 1997"
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.SH NAME
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newCDKMatrix, activateCDKMatrix, injectCDKMatrix, setCDKMatrix,
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setCDKMatrixCell, getCDKMatrixCell, setCDKMatrixCB,
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setCDKMatrixULChar, setCDKMatrixURChar,
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setCDKMatrixLLChar, setCDKMatrixLRChar,
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setCDKMatrixVerticalChar, setCDKMatrixHorizontalChar,
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setCDKMatrixBoxAttribute,
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setCDKMatrixBackgroundColor,
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drawCDKMatrix, eraseCDKMatrix, cleanCDKMatrix, moveToCDKMatrixCell, jumpToCell,
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destroyCDKMatrix, setCDKMatrixPreProcess, setCDKMatrixPostProcess \- Creates
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a managed curses matrix widget.
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.SH SYNOPSIS
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.LP
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.B cc
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.RI "[ " "flag" " \|.\|.\|. ] " "file" " \|.\|.\|."
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.B \-lcdk
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.RI "[ " "library" " \|.\|.\|. ]"
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.LP
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#include <cdk.h>
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.LP
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.BI "CDKMATRIX *newCDKMatrix (CDKSCREEN *" "cdkscreen",
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.BI "int " "xpos",
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.BI "int " "ypos",
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.BI "int " "screenRows",
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.BI "int " "screenCols",
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.BI "int " "actualRows",
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.BI "int " "actualCols",
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.BI "char *" "title",
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.BI "char **" "rowTitles",
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.BI "char **" "colTitles",
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.BI "int *" "columnWidths",
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.BI "int *" "columnTypes",
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.BI "int " "rowSpace",
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.BI "int " "colSpace",
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.BI "chtype " "filler",
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.BI "int " "dominantAttribute",
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.BO "boolean " "boxMatrix",
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.BI "boolean " "boxCell",
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.BI "boolean " "shadow");
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.LP
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.BI "int activateCDKMatrix (CDKMATRIX *" "matrix",
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.BI "chtype * " "actions");
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.LP
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.BI "int injectCDKMatrix (CDKMATRIX *" "matrix",
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.BI "chtype " "input");
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.LP
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.BI "void setCDKMatrix (CDKMATRIX *" "matrix",
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.BI "char **" "info",
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.BI "int " "rows",
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.BI "int *" "columnLengths");
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.LP
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.BI "void setCDKMatrixCell (CDKMATRIX *" "matrix",
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.BI "int " "row",
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.BI "int " "col",
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.BI "char *" "value");
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.LP
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.BI "void getCDKMatrixCell (CDKMATRIX *" "matrix",
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.BI "int " "row",
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.BI "int " "col");
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.LP
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.BI "void setCDKMatrixCB (CDKMATRIX *" "matrix",
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.BI "MATRIXCB " "callbackFunction");
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.LP
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.BI "void setCDKMatrixULChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixURChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixLLChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixLRChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixVerticalChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixHorizontalChar (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixBoxAttribute (CDKMATRIX *", "matrix",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKMatrixBackgroundColor (CDKMATRIX *", "matrix",
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.BI "char * " "color");
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.LP
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.BI "void moveCDKMatrix (CDKMATRIX *" "matrix",
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.BI "int " "box",
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.BI "int " "box",
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.BI "boolean " "relative",
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.BI "boolean " "refresh");
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.LP
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.BI "void positionCDKMatrix (CDKMATRIX *" "matrix");
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.LP
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.BI "void drawCDKMatrix (CDKMATRIX *" "matrix",
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.BI "boolean " "box");
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.LP
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.BI "void eraseCDKMatrix (CDKMATRIX *" "matrix");
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.LP
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.BI "void cleanCDKMatrix (CDKMATRIX *" "matrix");
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.LP
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.BI "int moveToCDKMatrixCell (CDKMATRIX *" "matrix",
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.BI "int " "row",
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.BI "int " "col");
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.LP
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.BI "int jumpToCell (CDKMATRIX *" "matrix");
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.LP
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.BI "void destroyCDKMatrix (CDKMATRIX *" "matrix");
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.LP
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.BI "void setCDKMatrixPreProcess (CDKMATRIX *" "matrix",
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.BI "PROCESSFN " "callback",
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.BI "void * " "data");
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.LP
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.BI "void setCDKMatrixPostProcess (CDKMATRIX *" "matrix",
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.BI "PROCESSFN " "callback",
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.BI "void * " "data");
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.LP
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.BI "void bindCDKObject (EObjectType " "widgetType",
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.BI "void *" "object",
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.BI "chtype " "key",
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.BI "BINDFN " "function",
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.BI "void *" "data");
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.SH DESCRIPTION
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The Cdk matrix widget creates a matrix widget. The following are functions which
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create or manipulate the Cdk matrix box widget.
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.SH AVAILABLE FUNCTIONS
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CDKMATRIX *newCDKMatrix (CDKSCREEN *\f2screen\f1, int \f2xpos\f1, int \f2ypos\f1, int \f2screenRows\f1, int \f2screenCols\f1, int \f2actualRows\f1, int \f2actualCols\f1, char *\f2title\f1, char **\f2rowTitles\f1, char **\f2colTitles\f1, int *\f2colWidths\f1, int *\f2colTypes\f1, int \f2rowSpace\f1, int \f2colSpace\f1, chtype \f2filler\f1, int \f2dominantAttribute\f2, boolean \f2boxMatrix\f1, boolean \f2boxCell\f1, boolean \f2shadow\f1);
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.RS 3
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This function creates a pointer to a matrix widget. The \f2screen\f1 parameter
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is the screen you wish this widget to be placed in. The parameter \f2xpos\f1
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controls the placement of the object along the horizontal axis. This parameter
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can accept an integer value or one of the pre-defined values of \f4LEFT\f1,
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\f4RIGHT\f1, and \f4CENTER\f1. The parameter \f2ypos\f1 controls the placement
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of the object along the vertical axis. This parameter can accept an integer
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value or one of the pre-defined values of \f4TOP\f1, \f4BOTTOM\f1, and \f4CENTER\f1.
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The parameters \f2screenRows\f1 and \f2screenCols\f1 are the number of rows and
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columns to be displayed on the screen respectively; where \f2actualRows\f1 and
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\f2actualCols\f1 are the number of actual rows and columns the matrix has.
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The \f2title\f1 parameter is the string which will be displayed at the top of
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the widget. The title can be more than one line; just provide a carriage return
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character at the line break. The two parameters \f2rowTitles\f1 and \f2colTitles\f1
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are the titles along the row and columns respectively. The parameter
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\f2columnWidths\f1 is an array of integers stating how wide the individual
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columns are to be. The parameter \f2columnTypes\f1 is an array of \f4int\f1
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which correspond to the individual column display types. The values of the
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array should be assigned a value of type \f4EDisplayType\f1. (it is only
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declared an \f4int\f1 out of convenience) The following table outlines valid
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values for this field and what the result is.
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.RS 3
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.nf
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\f2Display_Type Result\f1
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vCHAR Only accepts alphabetic characters.
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vLCHAR Only accepts alphabetic characters.
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Maps the character to lower case
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when a character has been accepted.
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vUCHAR Only accepts alphabetic characters.
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Maps the character to upper case
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when a character has been accepted.
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vHCHAR Only accepts alphabetic characters.
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Displays a \f4.\f1 when a character
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has been accepted.
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vUHCHAR Only accepts alphabetic characters.
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Displays a \f4.\f1 and maps the
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character to upper case when a
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character has been accepted.
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vLHCHAR Only accepts alphabetic characters.
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Displays a \f4.\f1 and maps the
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character to lower case when a
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character has been accepted.
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vINT Only accepts numeric characters.
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vHINT Only accepts numeric characters.
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Displays a \f4.\f1 when a character
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has been accepted.
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vMIXED Accepts any character types.
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vLMIXED Accepts any character types.
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Maps the character to lower case
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when an alphabetic character has
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been accepted.
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vUMIXED Accepts any character types.
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Maps the character to upper case
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when an alphabetic character has
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been accepted.
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vHMIXED Accepts any character types.
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Displays a \f4.\f1 when a character
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has been accepted.
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vLHMIXED Accepts any character types.
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Displays a \f4.\f1 and maps the
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charac}er to lower case when a
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character has been accepted.
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vUHMIXED Accepts any character types.
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Displays a \f4.\f1 and maps the
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character to upper case when a
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character has been accepted.
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vVIEWONLY Uneditable field.
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.fi
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.RE
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The parameters \f2rowSpace\f1 and \f2colSpace\f1 dictate how much white space
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is to be between rows and columns respectively. The \f2filler\f1 option is the
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character to use in empty space within a cell. The parameter
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\f2dominantAttribute\f1 states which between the two, the rows or the columns,
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will have the dominant character attributes. This is stated when a cell has
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both a row attribute and a column attribute. If the value of the parameter
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\f2dominantAttribute\f1 is set to \f2ROW\f1 then the attribute of the row
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will be displayed. If it is set to \f2COL\f1 then the column's attributes
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will be displayed instead. The \f2boxMatrix\f1 parameter states whether
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the widget will be drawn with a box around it or not. The \f2boxCell\f1
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parameter states whether or not the individual cells will have boxes drawn
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around them. The \f2shadow\f1 parameter accepts a boolean value to turn
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the shadow on or off around this widget. If the widget could not be created
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then a \f4NULL\f1 pointer is returned.
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.RE
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int activateCDKMatrix (CDKMATRIX *\f2matrix\f1, chtype *\f2actions\f1);
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.RS 3
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This function activates the matrix widget and lets the user interact with the
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widget. The parameter \f2matrix\f1 is a pointer to a non-NULL matrix widget.
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If the \f2actions\f1 parameter is passed with a non-NULL value, the characters
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in the array will be injected into the widget. To activate the widget
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interactively pass in a \f4NULL\f1 pointer for \f2actions\f1. If the character
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entered into this widget is \f4RETURN\f1 then this function will return 1.
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It will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1.
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If the character entered into this widget was \f4ESCAPE\f1 then the widget
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will return a value of -1 and the structure member \f4exitType\f1 will be
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set to \f4vESCAPE_HIT\f1. The matrix cell contents can be retrieved by using
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the \f2info\f1 array of the matrix widget.
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.RE
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int injectCDKMatrix (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function injects a single character into the widget. The parameter
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\f2matrix\f1 is a pointer to a non-NULL matrix widget. The parameter
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\f2character\f1 is the character to inject into the widget. If the character
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injected into this widget was \f4RETURN\f1 then this function will return 1.
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It will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1. If
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the character entered into this widget was \f4ESCAPE\f1 then the widget
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will return a value of -1 and the structure member \f4exitType\f1 will be
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set to \f4vESCAPE_HIT\f1. Any other character injected into the widget
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will set the structure member \f4exitType\f1 to \f4vEARLY_EXIT\f1 and the
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function will return -1. The matrix cell contents can be retrieved by
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using the \f2info\f1 array of the matrix widget.
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.RE
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void setCDKMatrix (CDKMATRIX *\f2matrix\f1, char **\f2info\f1, int \f2rows\f1, int *\f2columnLengths\f1);
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.RS 3
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This function lets the programmer modify certain elements of an already defined
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matrix widget. The parameter \f2info\f1 is an array of \f4char *\f1 which
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contains the cell information. The parameter \f2rows\f1 has the number of rows
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the parameter \f2info\f1 contains, while \f2columnLengths\f1 has the lengths of
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the individual columns in \f2info\f1.
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.RE
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void setCDKMatrixCell (CDKMATRIX *\f2matrix\f1, int \f2row\f1, int \f2col\f1, char *\f2value\f1);
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.RS 3
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This sets the contents of the cell located by the \f2row\f1 and \f2col\f1 pair. The
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value of the cell will be set to \f2value\f1.
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.RE
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char *getCDKMatrixCell (CDKMATRIX *\f2matrix\f1, int \f2row\f1, int \f2col\f1);
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.RS 3
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This returns the contents of the cell located by the \f2row\f1 and \f2col\f1 pair.
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.RE
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void setCDKMatrixCB (CDKMATRIX *\f2matrix\f1, MATRIXCB \f2callbackFunction\f1);
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.RS 3
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This function allows the programmer to set a different widget input handler.
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The parameter \f2callbackFunction\f1 is of type \f4MATRIXCB\f1. The current
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default function is \f4CDKMatrixCallBack\f1.
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.RE
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void setCDKMatrixULChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the upper left hand corner of the widgets box to
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the given character.
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.RE
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void setCDKMatrixURChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the upper right hand corner of the widgets box to
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the given character.
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.RE
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void setCDKMatrixLLChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the lower left hand corner of the widgets box to
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the given character.
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.RE
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void setCDKMatrixLRChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the lower right hand corner of the widgets box to
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the given character.
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.RE
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void setCDKMatrixVerticalChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the vertical drawing character for the box to
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the given character.
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.RE
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void setCDKMatrixHorizontalChar (CDKMATRIX *\f2matrix\f1, chtype \f2character\f1);
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.RS 3
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This function sets the horizontal drawing character for the box to
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the given character.
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.RE
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void setCDKMatrixBoxAttribute (CDKMATRIX *\f2matrix\f1, chtype \f2attribute\f1);
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.RS 3
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This function sets the attribute of the box.
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.RE
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void setCDKMatrixBackgroundColor (CDKMATRIX *\f2matrix\f1, char *\f2color\f1);
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.RS 3
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This sets the background color of the widget. The parameter \f2color\f1
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is in the format of the Cdk format strings. To get more information look
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at the \f4cdk_display\f1 manual page.
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.RE
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void moveCDKMatrix (CDKMATRIX *\f2matrix\f1, int \f2xpos\f1, int \f2ypos\f1, boolean \f2relative\f1, boolean \f2refresh\f1);
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.RS 3
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This function moves the given widget to the given position. The parameters
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\f2xpos\f1 and \f2ypos\f1 is the new position of the widget. The parameter
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\f2xpos\f1 can accept an integer value or one of the pre-defined values of
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\f4TOP\f1, \f4BOTTOM\f1, and \f4CENTER\f1. The parameter \f2ypos\f1 can
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accept an integer value or one of the pre-defined values of \f4LEFT\f1,
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\f4RIGHT\f1, and \f4CENTER\f1. The parameter \f2relative\f1 states whether
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the \f2xpos\f1/\f2ypos\f1 pair is a relative move or an absolute move. For
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example if \f2xpos\f1 = 1 and \f2ypos\f1 = 2 and \f2relative\f1 = \f2TRUE\f1,
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then the widget would move one row down and two columns right. If the value
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of \f2relative\f1 was \f2FALSE\f1 then the widget would move to the position
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(1,2). Do not use the values of \f4TOP\f1, \f4BOTTOM\f1, \f4LEFT\f1,
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\f4RIGHT\f1, or \f4CENTER\f1 when \f2relative\f1 = \f4TRUE\f1. (weird things
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may happen). The final parameter \f2refresh\f1 is a boolean value which
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states whether the widget will get refreshed after the move or not.
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.RE
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void positionCDKMatrix (CDKMATRIX *\f2matrix\f1);
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.RS 3
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This function allows the user to move the widget around the screen via the
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cursor/keypad keys. The following key bindings can be used to move the
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widget around the screen.
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.LP
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.nf
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\f4Key Bindings\f1
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.RS 3
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\f2Key Action\f1
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Up Arrow Moves the widget up one line.
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Down Arrow Moves the widget down one line.
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Left Arrow Moves the widget left one column
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Right Arrow Moves the widget right one column
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Keypad-1 Moves the widget down one line
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and left one column.
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Keypad-2 Moves the widget down one line.
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Keypad-3 Moves the widget down one line
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and right one column.
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Keypad-4 Moves the widget left one column
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Keypad-5 Centers the widget both vertically
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and horizontally.
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Keypad-6 Moves the widget right one column
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Keypad-7 Moves the widget up one line
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and left one column.
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Keypad-8 Moves the widget up one line.
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Keypad-9 Moves the widget up one line
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and right one column.
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t Moves the widget to the top of the screen.
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b Moves the widget to the bottom of the screen.
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l Moves the widget to the left of the screen.
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r Moves the widget to the right of the screen.
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c Centers the widget between the left and
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right of the window.
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C Centers the widget between the top and
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bottom of the window.
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Escape Returns the widget to it's original position.
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Return Exits the function and leaves the widget
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where it was.
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.fi
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.RE
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.RS 3
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.LP
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Keypad means that if the keyboard you are using has a keypad, then the
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Num-Lock light has to be on in order to use the keys as listed. (The
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numeric keys at the top of the keyboard will work as well.)
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.LP
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void drawCDKMatrix (CDKMATRIX *\f2matrix\f1, boolean \f2box\f1);
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.RS 3
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This function draws the matrix widget on the screen. The \f2box\f1 option
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draws the widget with or without a box.
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.RE
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void eraseCDKMatrix (CDKMATRIX *\f2matrix\f1);
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.RS 3
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This function removes the widget from the screen. This does \f4NOT\f1 destroy
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the widget.
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.RE
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void cleanCDKMatrix (CDKMATRIX *\f2matrix\f1);
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.RS 3
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This function clears the information from the field.
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.RE
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|
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int moveToCDKMatrixCell (CDKMATRIX *\f2matrix\f1, int \f2row\f1, int \f2col\f1);
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.RS 3
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|
This function jumps to the given cells dictated by the parameters \f2row\f1
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|
and \f2col\f1. It returns a value of \f4TRUE\f1 or \f4FALSE\f1 depending if
|
|
the move was successful or not.
|
|
.RE
|
|
|
|
int jumpToCell (CDKMATRIX *\f1matrix\f1);
|
|
.RS 3
|
|
This function provides an interactive method of moving to a cell. It pops up a
|
|
scale widget and asks which cell the user wants to go to. Then it performs
|
|
the jump.
|
|
.RE
|
|
|
|
void destroyCDKMatrix (CDKMATRIX *\f2matrix\f1);
|
|
.RS 3
|
|
This function removes the widget from the screen and frees up any memory the
|
|
object may be using.
|
|
.RE
|
|
|
|
void setCDKMatrixPreProcess (CDKMATRIX *\f2matrix\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 setCDKMatrixPostProcess (CDKMATRIX *\f2matrix\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 Moves one cell to the left.
|
|
Right Arrow Moves the cell to the right.
|
|
Tab Moves the cell to the right.
|
|
Up Arrow Moves one cell up.
|
|
Down Arrow Moves one cell down.
|
|
Next Page Moves one page forward.
|
|
Ctrl-F Moves one page forward.
|
|
Prev Page Moves one page backward.
|
|
Ctrl-B Moves one page backward.
|
|
Ctrl-G Calls the function \f4jumpToCell\f1 and requests which
|
|
cell the user wishes to jump to.
|
|
Ctrl-P Pastes whatever is in the paste buffer, into the
|
|
current cell.
|
|
Ctrl-K Cuts the contents from the current cell and saves a
|
|
copy in the paste buffer.
|
|
Ctrl-T Copies the contents of the current cell into the
|
|
paste buffer.
|
|
Ctrl-E Erases the contents of the current cell.
|
|
Delete Deletes the character to the left of the cursor.
|
|
Backspace Deletes the character to the left of the cursor.
|
|
Ctrl-H Deletes the character to the left of the cursor.
|
|
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.
|
|
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.
|