NetBSD/dist/cdk/man/cdk_menu.3
garbled 5940edcfb4 Initial import of CDK 4.9.9. The work to port this was performed by
Charles Hannum, and that is the version being imported:
cdk-4.9.9-20000407-myc3
2001-01-04 19:57:58 +00:00

266 lines
10 KiB
Groff

.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 <cdk.h>
.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<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.