83de4abed2
From Soren Jacobsen in PR 20730.
417 lines
16 KiB
Groff
417 lines
16 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_dialog 3 "24 April 1997"
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.SH NAME
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newCDKDialog, activateCDKDialog, injectCDKDialog, drawCDKDialog,
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setCDKDialog, setCDKDialogHighlight, getCDKDialogHighlight,
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setCDKDialogSeparator, getCDKDialogSeparator,
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setCDKDialogBox, getCDKDialogBox,
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setCDKDialogULChar, setCDKDialogURChar,
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setCDKDialogLLChar, setCDKDialogLRChar,
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setCDKDialogVerticalChar, setCDKDialogHorizontalChar,
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setCDKDialogBoxAttribute,
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setCDKDialogBackgroundColor,
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eraseCDKDialog, destroyCDKDialog, setCDKDialogPreProcess,
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setCDKDialogPostProcess \- Creates a managed curses dialog 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 "CDKDIALOG *newCDKDialog (CDKSCREEN *" "cdkscreen",
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.BI "int " "xpos",
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.BI "int " "ypos",
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.BI "char ** " "message" ,
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.BI "int " "rows",
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.BI "char ** " "buttons" ,
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.BI "int " "buttonCount",
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.BI "chtype " "highlight" ,
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.BI "boolean " "separator",
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.BI "boolean " "box",
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.BI "boolean " "shadow");
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.LP
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.BI "int activateCDKDialog (CDKDIALOG *" "dialog",
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.BI "chtype * " "actions");
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.LP
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.BI "int injectCDKDialog (CDKDIALOG *" "dialog",
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.BI "chtype " "input");
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.LP
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.BI "void setCDKDialog (CDKDIALOG *" "dialog",
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.BI "chtype " "highlight",
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.BI "boolean " "separator",
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.BI "boolean " "box");
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.LP
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.BI "void setCDKDialogHighlight (CDKDIALOG *" "dialog",
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.BI "chtype " "highlight");
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.LP
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.BI "chtype getCDKDialogHighlight (CDKDIALOG *" "dialog");
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.LP
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.BI "void setCDKDialogSeparator (CDKDIALOG *" "dialog",
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.BI "boolean " "separator");
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.LP
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.BI "boolean getCDKDialogSeparator (CDKDIALOG *" "dialog");
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.LP
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.BI "void setCDKDialogBox (CDKDIALOG *" "dialog",
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.BI "boolean " "box");
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.LP
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.BI "boolean getCDKDialogBox (CDKDIALOG *" "dialog");
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.LP
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.BI "void setCDKDialogULChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogURChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogLLChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogLRChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogVerticalChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogHorizontalChar (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogBoxAttribute (CDKDIALOG *", "dialog",
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.BI "chtype " "character");
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.LP
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.BI "void setCDKDialogBackgroundColor (CDKDIALOG *", "dialog",
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.BI "char * " "color");
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.LP
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.BI "void moveCDKDialog (CDKDIALOG *" "dialog",
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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 positionCDKDialog (CDKDIALOG *" "dialog");
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.LP
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.BI "void drawCDKDialog (CDKDIALOG *" "dialog",
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.BI "boolean " "box");
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.LP
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.BI "void eraseCDKDialog (CDKDIALOG *" "dialog");
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.LP
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.BI "void setCDKDialogPreProcess (CDKDIALOG *" "dialog",
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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 setCDKDialogPostProcess (CDKDIALOG *" "dialog",
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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 destroyCDKDialog (CDKDIALOG *" "dialog");
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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 dialog widget creates a dialog box with a message and a varied number of
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buttons to choose from. The following are functions which create or manipulate
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the Cdk dialog box widget.
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.PP
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.SH AVAILABLE FUNCTIONS
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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);
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.RS 3
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This function creates a pointer to a dialog 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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accepts 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 parameter \f2message\f1 is the message to be displayed in the message region
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of the dialog box. The \f2rows\f1 parameter states how many elements there are
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in the \f2message\f1. The \f2buttons\f1 array contains a list of all the buttons
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to be displayed on the bottom of the dialog box; while \f2buttonCount\f1 is the
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number of elements in the \f2button\f1 array. \f2highlight\f1 is the attribute
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of the currently highlighted button. The \f2box\f1 parameter states whether the
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widget will be drawn with a box around it or not. \f2separator\f1 states
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whether a separator line will be drawn between the message region and the
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buttons. The \f2shadow\f1 parameter accepts a boolean value to turn the shadow
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on or off around this widget. If the widget could not be created then a \f4NULL\f1
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pointer is returned.
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.RE
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int activateCDKDialog (CDKDIALOG *\f2dialog\f1, chtype *\f2actions\f1);
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.RS 3
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This function activates the dialog widget and lets the user interact with the
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widget. The parameter \f2dialog\f1 is a pointer to a non-NULL dialog 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 entered
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into this widget is \f4RETURN\f1 or \f4TAB\f1 then this function will return a
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value from 0 to the number of buttons -1, representing the button selected. It
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will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1. If the
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character entered into this widget was \f4ESCAPE\f1 then the widget will return
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a value of -1 and the structure member \f4exitType\f1 will be set to
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\f4vESCAPE_HIT\f1.
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.RE
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int injectCDKDialog (CDKDIALOG *\f2dialog\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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\f2dialog\f1 is a pointer to a non-NULL dialog 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 the character injected into
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this widget is \f4RETURN\f1 or \f4TAB\f1 then this function will return a
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value from 0 to the number of buttons -1, representing the button selected. It
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will also set the structure member \f4exitType\f1 to \f4vNORMAL\f1. If the
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character entered into this widget was \f4ESCAPE\f1 then the widget will return
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a value of -1 and the structure member \f4exitType\f1 will be set to
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\f4vESCAPE_HIT\f1. Any other character injected into the widget will set the
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structure member \f4exitType\f1 to \f4vEARLY_EXIT\f1 and the function will
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return -1.
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.RE
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void setCDKDialog (CDKDIALOG *\f2dialog\f1, chtype \f2highlight\f1, boolean \f2separator\f1, boolean \f2box\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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dialog widget. The parameter names correspond to the same parameter names listed
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in the \f2newCDKDialog\f1 function.
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.RE
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void setCDKDialogHighlight (CDKDIALOG *\f2dialog\f1, chtype \f2highlight\f1);
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.RS 3
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This sets the highlight attribute of the selected button.
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.RE
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chtype getCDKDialogHighlight (CDKDIALOG *\f2dialog\f1);
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.RS 3
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This returns the highlight attribute of the widget.
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.RE
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void setCDKDialogSeparator (CDKDIALOG *\f2dialog\f1, boolean \f2separator\f1);
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.RS 3
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This sets the boolean flag whether the widget will be drawn with the
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separator bar between the buttons and the message area.
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.RE
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boolean getCDKDialogSeparator (CDKDIALOG *\f2dialog\f1);
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.RS 3
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This returns the state of the separator flag.
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.RE
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void setCDKAlphalistBox (CDKDIALOG *\f2dialog\f1, boolean \f2boxWidget\f1);
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.RS 3
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This sets whether or not the widget will be draw with a box around it.
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.RE
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boolean getCDKAlphalistBox (CDKDIALOG *\f2dialog\f1);
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.RS 3
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This returns whether or not the widget will be drawn with a box around it.
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.RE
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void setCDKDialogULChar (CDKDIALOG *\f2dialog\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 setCDKDialogURChar (CDKDIALOG *\f2dialog\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 setCDKDialogLLChar (CDKDIALOG *\f2dialog\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 setCDKDialogLRChar (CDKDIALOG *\f2dialog\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 setCDKDialogVerticalChar (CDKDIALOG *\f2dialog\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 setCDKDialogHorizontalChar (CDKDIALOG *\f2dialog\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 setCDKDialogBoxAttribute (CDKDIALOG *\f2dialog\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 setCDKDialogBackgroundColor (CDKDIALOG *\f2dialog\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 moveCDKDialog (CDKDIALOG *\f2dialog\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 states
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whether the widget will get refreshed after the move or not.
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.RE
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void positionCDKDialog (CDKDIALOG *\f2dialog\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 its 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 drawCDKDialog (CDKDIALOG *\f2dialog\f1, boolean \f2box\f1);
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.RS 3
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This function draws the dialog 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 eraseCDKDialog (CDKDIALOG *\f2dialog\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 destroyCDKDialog (CDKDIALOG *\f2dialog\f1);
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.RS 3
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This function removes the widget from the screen and frees up any memory the
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object may be using.
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.RE
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void setCDKDialogPreProcess (CDKDIALOG *\f2dialog\f1, PROCESSFN \f2function\f1, void *\f2data\f2);
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.RS 3
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This function allows the user to have the widget call a function after a key
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is hit and before the key is applied to the widget. The parameter \f2function\f1
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if of type \f4PROCESSFN\f1. The parameter \f2data\f1 is a pointer to
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\f4void\f1. To learn more about pre-processing read the \f4cdk_process\f1
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manual page.
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.RE
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void setCDKDialogPostProcess (CDKDIALOG *\f2dialog\f1, PROCESSFN \f2function\f1, void *\f2data\f2);
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.RS 3
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This function allows the user to have the widget call a function after the
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key has been applied to the widget. The parameter \f2function\f1 if of type
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\f4PROCESSFN\f1. The parameter \f2data\f1 is a pointer to \f4void\f1. To
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learn more about post-processing read the \f4cdk_process\f1 manual page.
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.RE
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void bindCDKObject (EObjectType \f2widgetType\f1, void *\f2object\f1, chtype \f2key\f1, BINDFN \f2function\f1, void *\f2data\f1);
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.RS 3
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This function allows the user to create special key bindings. The
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\f2widgetType\f1 parameter is a defined type which states what Cdk object
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type is being used. To learn more about the type \f4EObjectType\f1 read
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the \f4cdk_binding\f1 manual page. The \f2object\f1 parameter is the pointer
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to the widget object. The \f2key\f1 is the character to bind. The
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\f2function\f1 is the function type. To learn more about the key binding
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callback function types read the \f2cdk_binding\f1 manual page. The last
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parameter \f2data\f1 is a pointer to any data that needs to get passed to
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the callback function.
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.RE
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.SH KEY BINDINGS
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When the widget is activated there are several default key bindings which will
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help the user enter or manipulate the information quickly. The following table
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outlines the keys and their actions for this widget.
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.LP
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.RS 3
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.nf
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\f2Key Action\f1
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Left Arrow Selects the button to the left of the current button.
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Right Arrow Selects the button to the right of the current button.
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Tab Selects the button to the right of the current button.
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Space Selects the button to the right of the current button.
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Return Exits the widget and returns an integer value
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representing which button was selected. This also sets
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the structure member \f4exitType\f1 in the widget pointer
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to the value of \f4vNORMAL\f1.
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Tab Exits the widget and returns an integer value representing
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which button was selected. This also sets the structure
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member \f4exitType\f1 in the widget pointer to the value
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of \f4vNORMAL\f1.
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Escape Exits the widget and returns -1. This also sets the structure
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member \f4exitType\f1 in the widget pointer to the value of
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\f4vESCAPE_HIT\f1.
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Ctrl-L Refreshes the screen.
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.fi
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.RE
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.SH SEE ALSO
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.BR cdk (3),
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.BR cdk_binding (3),
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.BR cdk_display (3),
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.BR cdk_process (3),
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.BR cdk_screen (3)
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.SH NOTES
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.PP
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The header file \f4<cdk.h>\f1 automatically includes the header files
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\f4<curses.h>\f1, \f4<stdlib.h>\f1, \f4<string.h>\f1, \f4<ctype.h>\f1,
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\f4<unistd.h>\f1, \f4<dirent.h>\f1, \f4<time.h>\f1, \f4<errno.h>\f1,
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\f4<pwd.h>\f1, \f4<grp.h>\f1, \f4<sys/stat.h>\f1, and \f4<sys/types.h>\f1.
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The \f4<curses.h>\f1 header file includes \f4<stdio.h>\f1 and \f4<unctrl.h>\f1.
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.PP
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If you have \f4Ncurses\f1 installed on your machine add -DNCURSES to the
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compile line to include the Ncurses header files instead.
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