<title> Windows </title> <h2> Windows </h2> <p> This file contains descriptions of the main high level startup and window creation functions. <p> <ul> <li> <a href="windows.html#fOD"> OpenDisplay </a> <li> <a href="windows.html#fSD"> ShowDisplay </a> <li> <a href="windows.html#fML"> MainLoop </a> <li> <a href="windows.html#fSD2"> SyncDisplay </a> <li> <a href="windows.html#fMW"> MakeWindow </a> <li> <a href="windows.html#fSCW"> SetCurrentWindow </a> <li> <a href="windows.html#fCW"> CloseWindow </a> <li> <a href="windows.html#fGTW"> GetTopWidget </a> <li> <a href="windows.html#fCP"> CloseProcedure </a> </ul> <hr> <p> <a name="fOD"> <b> int OpenDisplay(int argc, char **argv); </b> </a> <p> This function initiates everything with libsx. You should call this function before you call any of the other functions. A correctly written application will call OpenDisplay(), passing its command line arguments and count. The return value from this function is the new number of arguments (or zero if an error occurred). The X libraries accept various standard command line options such as -display or -font, and if your application passes the command line arguments to <a href="windows.html#fOD"> OpenDisplay() </a>), these will be handled properly. Any X options are removed from the argv array, therefore it is best if you do your command line processing _after_ calling OpenDisplay(). In case you want to predefine some X options to be passed to OpenDisplay (without having to type them on the command line), e.g. -bg gray76 to define the background pixel, you can set the PredefArgs variable as follows: <pre> static char *args[] = { "-bg", "gray76", NULL }; PredefArgs = args; OpenDisplay(argc, argv); </pre> <p> You only need to call this function once to initialize the first window your program uses. Any other windows you need should be created with <a href="windows.html#fMW"> MakeWindow() </a>. <p> Technically, calling OpenDisplay() is optional (the MakeXXX() routines will call it for you if you didn't), but it's usually a good idea to call it (since it is only one line of code and it's pretty straightforward. <p> This function returns FALSE (0) if something went wrong (like being unable to open the display, etc). If everything went ok, it returns the new number of arguments in argv. <p> SEE ALSO: <a href="windows.html#fMW"> MakeWindow() </a> <hr> <p> <a name="fSD"> <b> void ShowDisplay(void); </b> </a> <p> This function displays the currently active window (user interface) you've created with the MakeXXX() calls. After this call completes, the interface will be visible on the display. <p> Until you call this function, your interface will not be visible and drawing into a draw area will have no effect. <p> Usually one calls <a href="windows.html#fSD"> ShowDisplay() </a>, allocates some colors and then immediately calls <a href="windows.html#fML"> MainLoop() </a>. If you do not call <a href="windows.html#fSD"> ShowDisplay() </a>, but just directly call <a href="windows.html#fML"> MainLoop() </a>, then <a href="windows.html#fML"> MainLoop() </a> implicitly calls <a href="windows.html#fSD"> ShowDisplay() </a>. <p> SEE ALSO: <a href="windows.html#fML"> MainLoop() </a>, <a href="windows.html#fMW"> MakeWindow() </a> <hr> <p> <a name="fML"> <b> void MainLoop(void); </b> </a> <p> After calling this function, your program yields control to the user interface, and it is entirely driven by what the user does and the callbacks associated with the various widgets. For a single window application, the general flow of events is: <p> <pre> OpenDisplay(argc, argv); /* initialize the first window */ MakeButton(....); /* create widgets */ ShowDisplay(); /* put the window on the screen */ /* optionally allocate colors */ MainLoop(); /* start the main loop going */ </pre> <p> When you call this after calling <a href="windows.html#fSD"> ShowDisplay() </a> for your first window (created by <a href="windows.html#fOD"> OpenDisplay() </a>)), the <a href="windows.html#fML"> MainLoop() </a> function never returns and your application should have some callback function that will exit() the program (such as a quit button or menu option). <p> If you did not call <a href="windows.html#fSD"> ShowDisplay() </a>, MainLoop() will call it for you and then launch into the main loop. <p> You should not call MainLoop() for NONEXCLUSIVE mode windows created with <a href="windows.html#fMW"> MakeWindow() </a>. Those type of windows have their callbacks handled by the MainLoop() function that is already executing (i.e. the one you called for your original window). <p> If the window is an EXCLUSIVE mode window, then MainLoop() keeps executing until <a href="windows.html#fCW"> CloseWindow() </a> is called on the EXCLUSIVE mode window. That is, <a href="windows.html#fML"> MainLoop() </a> blocks until the EXCLUSIVE mode window is closed, and then it returns. <p> If you create a non-exclusive mode window, the general order of events is: <p> <pre> MakeWindow(NONEXCLUSIVE_WINDOW, ....); MakeButton(...); ShowDisplay(); </pre> <p> This creates a window, puts interface objects into it, and then puts that window on the screen. No other actions need to be taken, and when the callback that created this new window returns, all processing takes place normally, including the processing of the new window and its callbacks. <p> For a window of EXCLUSIVE_WINDOW mode (like a popup), the general order execution is: <p> <pre> MakeWindow(NONEXCLUSIVE_WINDOW, ....); MakeButton(...); ShowDisplay(); MainLoop(); /* blocks until CloseWindow() is called */ /* do something with whatever values the popup got for us */ </pre> <p> When MainLoop() returns for an EXCLUSIVE_WINDOW, the window has been closed. <p> SEE ALSO: <a href="windows.html#fMW"> MakeWindow() </a>, <a href="windows.html#fSD"> ShowDisplay() </a>. <hr> <p> <a name="fSD2"> <b> void SyncDisplay(void); </b> </a> <p> This function synchronizes the display with all drawing requests you have made. Normally it is not necessary to call this function, but if you make many repeated function calls to draw graphics, they will be updated in a chunky fashion because X buffers drawing requests and sends a bunch of them at once. <p> After this function completes, all drawing requests you have made are visible on the screen. <p> NOTE: Normally you do not need to call this function because X ensures that everything you request gets drawn, but sometimes it is necessary to insure the synchronization of the display. <hr> <p> <a name="fMW"> <b> Widget MakeWindow(char *window_name, char *display_name, int exclusive); </b> </a> <p> NOTE: Do not call this function to open your first window. Your application's first window is opened for you by <a href="windows.html#fOD"> OpenDisplay() </a>). If your application only needs one window, do NOT call this function. <p> This function opens a new window, possibly on a different display (workstation). The new window has the name specified by the argument window_name and is opened on the display named by display_name (a string usually in the form of, "machine_name:0.0"). The final argument indicates whether the window should be an exclusive window or not (described below). <p> After this functions returns, the current window is the one you just created and you can begin adding widgets to it with the MakeXXX() calls. After have created and added any widgets you want, you should call <a href="windows.html#fSD"> ShowDisplay() </a>, and if the window is an EXCLUSIVE_MODE window, then you should call <a href="windows.html#fML"> MainLoop() </a> (which blocks until the window is closed). If you opened the window with the NONEXCLUSIVE_WINDOW option, you should NOT call <a href="windows.html#fML"> MainLoop() </a>. <p> If you pass a NULL for the window_name, it receives a default title of "Untitled". <p> If you pass the #define, SAME_DISPLAY, for the display name, the window opens on the same display as the original window opened by <a href="windows.html#fOD"> OpenDisplay() </a>). <p> The argument, exclusive, indicates what type of window to open. A normal window is a NONEXCLUSIVE_WINDOW. That is, it will not block the user from interacting with your existing window. An EXCLUSIVE_WINDOW is a popup window that blocks input to your main window until the popup is closed with CloseWindow(). <p> The EXCLUSIVE_WINDOW mode is useful for requestors that need an answer and the user should not be able to do other things in the application. Of course some user-interface folks don't think modal windows like this are good, but tough cookies for them because some times it's necessary. <p> SEE ALSO: <a href="windows.html#fSCW"> SetCurrentWindow() </a> <hr> <p> <a name="fSCW"> <b> void SetCurrentWindow(Widget w); </b> </a> <p> This function sets the currently active window for other function calls such as <a href="windows.html#fCW"> CloseWindow() </a>. If you have multiple windows open on several displays, you must call this function switch the currently active one when you wish to manipulate the various windows. <p> The argument, w, must be a valid value returned by MakeWindow(). If you would like to set the current window to be the original window opened by <a href="windows.html#fOD"> OpenDisplay() </a>), you can pass the #define, ORIGINAL_WINDOW. <p> When you change windows, the current drawing area is also changed to be the last current drawing area in the new window (if there is a drawing area in the new window). <p> SEE ALSO: <a href="windows.html#fMW"> MakeWindow() </a>, <a href="windows.html#fCW"> CloseWindow() </a> <hr> <p> <a name="fCW"> <b> void CloseWindow(void); </b> </a> <p> This function closes and removes from the display, the currently active window. <p> After calling this function, you should not refer to any of the widgets contained in the window as they are invalid (as is the window handle). <p> SEE ALSO: <a href="windows.html#fSCW"> SetCurrentWindow() </a>, <a href="windows.html#fMW"> MakeWindow() </a> <hr> <p> <a name="fGTW"> <b> Widget GetTopWidget(Widget w); </b> </a> <p> This function returns the ID value of the top widget containing Widget w. This can be useful in combination with the CloseProcedure() routine, or when direct calls to the Xt or Xlib libraries are to be performed on the top widget. <p> SEE ALSO: <a href="windows.html#fMW"> MakeWindow() </a>, <a href="windows.html#fCW"> CloseWindow() </a> <a href="windows.html#fCP"> CloseProcedure() </a> <hr> <p> <a name="fCP"> <b> void CloseProcedure(Widget w); </b> </a> <p> This function redefines the closing procedure to be used when the user clicks on the "Close Window" slot of the window bar. <p> It should invoke CloseWindow() to actually close the window, but need not do so, in case one wants the "Close Window" slot to become ineffective. The value of w can be compared to any of the existing top window widgets by means of a call <pre> GetTopWidget(any_widget_in_that_window). </pre> <p> This can be used to check which window is invoked, and so introduce various closing procedures for various windows. <p> SEE ALSO: <a href="windows.html#fSCW"> SetCurrentWindow() </a>, <a href="windows.html#fCW"> CloseWindow() </a>, <a href="windows.html#fGTW"> GetTopWidget() </a>