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<HTML><BODY>
<HR break>
<H2><A name=Fl_Input_>class Fl_Input_</A></H2>
<HR>
<H3>Class Hierarchy</H3>
<UL>
<PRE>
<A href=Fl_Widget.html#Fl_Widget>Fl_Widget</A>
   |
   +----<B>Fl_Input_</B>
           |
	   +----<A href=Fl_Input.html#Fl_Input>Fl_Input</A>, <A href=Fl_Output.html#Fl_Output>Fl_Output</A>
</PRE>
</UL>
<H3>Include Files</H3>
<UL>
<PRE>
#include &lt;FL/Fl_Input_.H&gt;
</PRE>
</UL>
<H3>Description</H3>
This is a virtual base class below <A href=Fl_Input.html#Fl_Input><TT>
Fl_Input</TT></A>. It has all the same interfaces, but lacks the <TT>
handle()</TT> and <TT>draw()</TT> method.  You may want to subclass it 
if you are one of those people who likes to change how the editing keys 
work. 
<P>This can act like any of the subclasses of Fl_Input, by setting <TT>
type()</TT> to one of the following values: </P>
<UL>
<PRE>
#define FL_NORMAL_INPUT		0
#define FL_FLOAT_INPUT		1
#define FL_INT_INPUT		2
#define FL_MULTILINE_INPUT	4
#define FL_SECRET_INPUT		5
</PRE>
</UL>
<H3>Methods</H3>
<CENTER>
<TABLE width=90% summary="Fl_Input_ methods.">
<TR><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Input_.Fl_Input_>Fl_Input_</A></LI>
<LI><A href=#Fl_Input_.~Fl_Input_>~Fl_Input_</A></LI>
<LI><A href=#Fl_Input_.copy>copy</A></LI>
<LI><A href=#Fl_Input_.copy_cuts>copy_cuts</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Input_.cut>cut</A></LI>
<LI><A href=#Fl_Input_.drawtext>drawtext</A></LI>
<LI><A href=#Fl_Input_.handletext>handletext</A></LI>
<LI><A href=#Fl_Input_.insert>insert</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Input_.lineboundary>lineboundary</A></LI>
<LI><A href=#Fl_Input_.mark>mark</A></LI>
<LI><A href=#Fl_Input_.maybe_do_callback>maybe_do_callback</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Input_.maximum_size>maximum_size</A></LI>
<LI><A href=#Fl_Input_.position>position</A></LI>
<LI><A href=#Fl_Input_.replace>replace</A></LI>
</UL>
</TD><TD align=left valign=top>
<UL>
<LI><A href=#Fl_Input_.undo>undo</A></LI>
<LI><A href=#Fl_Input_.up_down_position>up_down_position</A></LI>
<LI><A href=#Fl_Input_.wordboundary>wordboundary</A></LI>
</UL>
</TD></TR>
</TABLE>
</CENTER>
<H4><A name=Fl_Input_.Fl_Input_>Fl_Input_::Fl_Input_(int x, int y, int 
w, int h, const char *label = 0)</A></H4>
 Creates a new <TT>Fl_Input_</TT> widget using the given position, 
size, and label string. The default boxtype is <TT>FL_DOWN_BOX</TT>. 
<H4><A name=Fl_Input_.~Fl_Input_>virtual Fl_Input_::~Fl_Input_()</A></H4>
 The destructor removes the widget and any value associated with it. 
<H4><A name=Fl_Input_.wordboundary>int Fl_Input_::wordboundary(int i) 
const</A></H4>
 Returns true if position <TT>i</TT> is at the start or end of a word. 
<H4><A name=Fl_Input_.lineboundary>int Fl_Input_::lineboundary(int i) 
const</A></H4>
 Returns true if position <TT>i</TT> is at the start or end of a line. 
<H4><A name=Fl_Input_.drawtext>void Fl_Input_::drawtext(int,int,int,int)</A>
</H4>
 Draw the text in the passed bounding box.  If <TT>damage() 
FL_DAMAGE_ALL</TT> is true, this assummes the area has already been 
erased to <TT>color()</TT>.  Otherwise it does minimal update and 
erases the area itself. 
<H4><A name=Fl_Input_.handletext>void Fl_Input_::handletext(int 
e,int,int,int,int)</A></H4>
 Default handler for all event types.  Your <TT>handle()</TT> method 
should call this for all events that it does not handle completely. 
 You must pass it the same bounding box as passed to <TT>draw()</TT>. 
 Handles <TT>FL_PUSH</TT>, <TT>FL_DRAG</TT>, <TT>FL_RELEASE</TT> to 
select text, handles <TT>FL_FOCUS</TT> and <TT>FL_UNFOCUS</TT> to show 
and hide the cursor. 
<H4><A name=Fl_Input_.up_down_position>int 
Fl_Input_::up_down_position(int i, int keepmark=0)</A></H4>
 Do the correct thing for arrow keys.  Sets the position (and mark if <I>
keepmark</I> is zero) to somewhere in the same line as <I>i</I>, such 
that pressing the arrows repeatedly will cause the point to move up and 
down. 
<H4><A name=Fl_Input_.maybe_do_callback>void 
Fl_Input_::maybe_do_callback()</A></H4>
 Does the callback if <TT>changed()</TT> is true or if <TT>when() 
FL_WHEN_NOT_CHANGED</TT> is non-zero.  You should call this at any 
point you think you should generate a callback. 
<H4><A name="Fl_Input_.maximum_size">void Fl_Input_::maximum_size(int m)<BR>
int Fl_Input_::maximum_size() const</A></H4>
<P>Sets or returns the maximum length of the input field.
<H4><A name=Fl_Input_.position>int Fl_Input_::position() const
<BR> int Fl_Input_::position(int new_position, int new_mark)
<BR> int Fl_Input_::position(int new_position_and_new_mark)</A></H4>
 The input widget maintains two pointers into the string.  The 
&quot;position&quot; is where the cursor is.  The &quot;mark&quot; is the other end of the 
selected text.  If they are equal then there is no selection.  Changing 
this does not affect the clipboard (use <TT>copy()</TT> to do that). 
<P>Changing these values causes a <TT>redraw()</TT>.  The new values 
are bounds checked.  The return value is non-zero if the new position 
is different than the old one. <TT>position(n)</TT> is the same as <TT>
position(n,n)</TT>. <TT>mark(n)</TT> is the same as <TT>
position(position(),n)</TT>. </P>
<H4><A name=Fl_Input_.mark>int Fl_Input_::mark() const
<BR> int Fl_Input_::mark(int new_mark)</A></H4>
 Gets or sets the current selection mark. <TT>mark(n)</TT> is the same 
as <TT>position(position(),n)</TT>. 
<H4><A name=Fl_Input_.replace>int Fl_Input_::replace(int a, int b, 
const char *insert, int length=0)</A></H4>
 This call does all editing of the text.  It deletes the region between <TT>
a</TT> and <TT>b</TT> (either one may be less or equal to the other), 
and then inserts the string <TT>insert</TT> at that point and leaves 
the <TT>mark()</TT> and <TT>position()</TT> after the insertion.  Does 
the callback if <TT>when() FL_WHEN_CHANGED</TT> and there is a change. 
<P>Set <TT>start</TT> and <TT>end</TT> equal to not delete anything. 
 Set <TT>insert</TT> to <TT>NULL</TT> to not insert anything. </P>
<P><TT>length</TT> must be zero or <TT>strlen(insert)</TT>, this saves 
a tiny bit of time if you happen to already know the length of the 
insertion, or can be used to insert a portion of a string or a string 
containing nul's. </P>
<P><TT>a</TT> and <TT>b</TT> are clamped to the 0..<TT>size()</TT>
 range, so it is safe to pass any values. </P>
<P><TT>cut()</TT> and <TT>insert()</TT> are just inline functions that 
call <TT>replace()</TT>. </P>
<H4><A name=Fl_Input_.cut>int Fl_Input_::cut()
<BR> int Fl_Input_::cut(int n)
<BR> int Fl_Input_::cut(int a, int b);</A></H4>
<TT>Fl_Input_::cut()</TT> deletes the current selection. <TT>cut(n)</TT>
 deletes <TT>n</TT> characters after the <TT>position()</TT>. <TT>
cut(-n)</TT> deletes <TT>n</TT> characters before the <TT>position()</TT>
. <TT>cut(a,b)</TT> deletes the characters between offsets <TT>a</TT>
 and <TT>b</TT>. <TT>A</TT>, <TT>b</TT>, and <TT>n</TT> are all clamped 
to the size of the string.  The mark and point are left where the 
deleted text was. 
<P>If you want the data to go into the clipboard, do <TT>
Fl_Input_::copy()</TT> before calling <TT>Fl_Input_::cut()</TT>, or do <TT>
Fl_Input_::copy_cuts()</TT> afterwards. </P>
<H4><A name=Fl_Input_.insert>int Fl_Input_::insert(const char *t,int 
l=0)</A></H4>
 Insert the string <TT>t</TT> at the current position, and leave the 
mark and position after it.  If <TT>l</TT> is not zero then it is 
assummed to be <TT>strlen(t)</TT>. 
<H4><A name=Fl_Input_.copy>int Fl_Input_::copy()</A></H4>
 Put the current selection between <TT>mark()</TT> and <TT>position()</TT>
 into the clipboard.  Does not replace the old clipboard contents if <TT>
position()</TT> and <TT>mark()</TT> are equal. 
<H4><A name=Fl_Input_.undo>int Fl_Input_::undo()</A></H4>
 Does undo of several previous calls to <TT>replace()</TT>.  Returns 
non-zero if any change was made. 
<H4><A name=Fl_Input_.copy_cuts>int Fl_Input_::copy_cuts()</A></H4>
 Copy all the previous contiguous cuts from the undo information to the 
clipboard.  This is used to make ^K work. </BODY></HTML>