241 lines
12 KiB
HTML
241 lines
12 KiB
HTML
<head>
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<title>window(3) - Plan 9 from User Space</title>
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<meta content="text/html; charset=utf-8" http-equiv=Content-Type>
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</head>
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<body bgcolor=#ffffff>
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<table border=0 cellpadding=0 cellspacing=0 width=100%>
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<tr height=10><td>
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<tr><td width=20><td>
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<tr><td width=20><td><b>WINDOW(3)</b><td align=right><b>WINDOW(3)</b>
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<tr><td width=20><td colspan=2>
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<br>
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<p><font size=+1><b>NAME </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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Screen, allocscreen, publicscreen, freescreen, allocwindow, bottomwindow,
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bottomnwindows, topwindow, topnwindows, originwindow – window management<br>
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</table>
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<p><font size=+1><b>SYNOPSIS </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<tt><font size=+1>#include <u.h><br>
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#include <libc.h><br>
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#include <draw.h><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>typedef<br>
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struct Screen<br>
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{<br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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Display *display; /* display holding data */<br>
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int id; /* id of system−held Screen */<br>
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Image *image; /* unused; for reference only */<br>
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Image *fill; /* color to paint behind windows */<br>
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</table>
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} Screen;<br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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Screen* allocscreen(Image *image, Image *fill, int public)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>Screen* publicscreen(Display *d, int id, ulong chan)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>int freescreen(Screen *s)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>Image* allocwindow(Screen *s, Rectangle r, int ref, int val)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>void bottomwindow(Image *w)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>void bottomnwindows(Image **wp, int nw)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>void topwindow(Image *w)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>void topnwindows(Image **wp, int nw)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>int originwindow(Image *w, Point log, Point scr)
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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</font></tt>
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<tt><font size=+1>enum<br>
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{<br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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/* refresh methods */<br>
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Refbackup= 0,<br>
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Refnone= 1,<br>
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Refmesg= 2<br>
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</table>
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</table>
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};<br>
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</font></tt>
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</table>
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<p><font size=+1><b>DESCRIPTION </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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Windows are represented as <tt><font size=+1>Images</font></tt> and may be treated as regular
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images for all drawing operations. The routines discussed here
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permit the creation, deletion, and shuffling of windows, facilities
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that do not apply to regular images.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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To create windows, it is first necessary to allocate a <tt><font size=+1>Screen</font></tt>
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data structure to gather them together. A <tt><font size=+1>Screen</font></tt> turns an arbitrary
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image into something that may have windows upon it. It is created
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by <tt><font size=+1>allocscreen</font></tt>, which takes an <i>image</i> upon which to place the windows
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(typically <tt><font size=+1>display−>image</font></tt>), a <i>fill</i> image
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to paint the background behind all the windows on the image, and
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a flag specifying whether the result should be publicly visible.
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If it is public, an arbitrary other program connected to the same
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display may acquire a pointer to the same screen by calling <tt><font size=+1>publicscreen</font></tt>
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with the <tt><font size=+1>Display</font></tt> pointer and the <i>id</i> of the
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published <tt><font size=+1>Screen</font></tt>, as well as the expected channel descriptor,
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as a safety check. It will usually require some out-of-band coordination
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for programs to share a screen profitably. <tt><font size=+1>Freescreen</font></tt> releases
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a <tt><font size=+1>Screen</font></tt>, although it may not actually disappear from view until
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all the windows upon it have also been
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deallocated.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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Unlike <tt><font size=+1>allocwindow</font></tt>, <tt><font size=+1>allocscreen</font></tt> does <i>not</i> initialize the appearance
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of the <tt><font size=+1>Screen</font></tt>.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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Windows are created by <tt><font size=+1>allocwindow</font></tt>, which takes a pointer to the
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<tt><font size=+1>Screen</font></tt> upon which to create the window, a rectangle <i>r</i> defining
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its geometry, an integer pixel value <i>val</i> to color the window initially,
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and a refresh method <tt><font size=+1>ref</font></tt>. The refresh methods are <tt><font size=+1>Refbackup</font></tt>, which
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provides backing store and is the
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method used by <a href="../man1/rio.html"><i>rio</i>(1)</a> for its clients; <tt><font size=+1>Refnone</font></tt>, which provides
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no refresh and is designed for temporary uses such as sweeping
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a display rectangle, for windows that are completely covered by
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other windows, and for windows that are already protected by backing
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store; and <tt><font size=+1>Refmesg</font></tt>, which causes messages to be
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delivered to the owner of the window when it needs to be repainted.
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<tt><font size=+1>Refmesg</font></tt> is not fully implemented.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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The result of <tt><font size=+1>allocwindow</font></tt> is an <tt><font size=+1>Image</font></tt> pointer that may be treated
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like any other image. In particular, it is freed by calling <tt><font size=+1>freeimage</font></tt>
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(see <a href="../man3/allocimage.html"><i>allocimage</i>(3)</a>). The following functions, however, apply only
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to windows, not regular images.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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<tt><font size=+1>Bottomwindow</font></tt> pushes window <i>w</i> to the bottom of the stack of windows
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on its <tt><font size=+1>Screen</font></tt>, perhaps obscuring it. <tt><font size=+1>Topwindow</font></tt> pulls window <i>w</i>
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to the top, making it fully visible on its <tt><font size=+1>Screen</font></tt>. (This <tt><font size=+1>Screen</font></tt>
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may itself be within a window that is not fully visible; <tt><font size=+1>topwindow</font></tt>
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will not affect the stacking of this parent
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window.) <tt><font size=+1>Bottomnwindows</font></tt> and <tt><font size=+1>Topnwindows</font></tt> are analogous, but push
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or pull a group of <i>nw</i> windows listed in the array <i>wp</i>. The order
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within <i>wp</i> is unaffected.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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Each window is created as an <tt><font size=+1>Image</font></tt> whose <tt><font size=+1>Rectangle r</font></tt> corresponds
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to the rectangle given to <tt><font size=+1>allocwindow</font></tt> when it was created. Thus,
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a newly created window <i>w</i> resides on its <tt><font size=+1>Screen−>image</font></tt> at <i>w</i><tt><font size=+1>−>r</font></tt> and
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has internal coordinates <i>w</i><tt><font size=+1>−>r</font></tt><i>.</i> Both these may be changed by a call
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to <tt><font size=+1>originwindow</font></tt>. The two
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<tt><font size=+1>Point</font></tt> arguments to <tt><font size=+1>originwindow</font></tt> define the upper left corner of
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the logical coordinate system (<i>log</i>) and screen position (<i>scr</i>).
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Their usage is shown in the Examples section.
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<table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
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<a href="../man1/Rio.html"><i>Rio</i>(1)</a> creates its client windows with backing store, <tt><font size=+1>Refbackup</font></tt>.
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The graphics initialization routine, <tt><font size=+1>initdraw</font></tt> (see <a href="../man3/graphics.html"><i>graphics</i>(3)</a>),
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builds a <tt><font size=+1>Screen</font></tt> upon this, and then allocates upon that another
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window indented to protect the border. That window is created
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<tt><font size=+1>Refnone</font></tt>, since the backing store created by <tt><font size=+1>rio
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</font></tt>protects its contents. That window is the one known in the library
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by the global name <tt><font size=+1>screen</font></tt> (a historic but confusing choice).<br>
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</table>
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<p><font size=+1><b>EXAMPLES </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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To move a window to the upper left corner of the display,<br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<tt><font size=+1>originwindow(w, w−>r.min, Pt(0, 0));<br>
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</font></tt>
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</table>
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</table>
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To leave a window where it is on the screen but change its internal
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coordinate system so (0, 0) is the upper left corner of the window,<br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<tt><font size=+1>originwindow(w, Pt(0, 0), w−>r.min);<br>
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</font></tt>
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</table>
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</table>
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After this is done, <tt><font size=+1>w−>r</font></tt> is translated to the origin and there
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will be no way to discover the actual screen position of the window
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unless it is recorded separately.<br>
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</table>
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<p><font size=+1><b>SOURCE </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<tt><font size=+1>/usr/local/plan9/src/libdraw<br>
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</font></tt>
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</table>
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<p><font size=+1><b>SEE ALSO </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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<a href="../man3/graphics.html"><i>graphics</i>(3)</a>, <a href="../man3/draw.html"><i>draw</i>(3)</a>, <a href="../man3/cachechars.html"><i>cachechars</i>(3)</a>, <a href="../man3/draw.html"><i>draw</i>(3)</a><br>
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</table>
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<p><font size=+1><b>BUGS </b></font><br>
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<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
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The refresh method <tt><font size=+1>Refmesg</font></tt> should be finished.<br>
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</table>
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<td width=20>
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<tr height=20><td>
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</table>
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<!-- TRAILER -->
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<table border=0 cellpadding=0 cellspacing=0 width=100%>
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<tr height=15><td width=10><td><td width=10>
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<tr><td><td>
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<center>
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<a href="../../"><img src="../../dist/spaceglenda100.png" alt="Space Glenda" border=1></a>
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</center>
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</table>
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<!-- TRAILER -->
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</body></html>
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