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⟦bbdb6e51e⟧ TextFile

    Length: 64364 (0xfb6c)
    Types: TextFile
    Names: »pr04«

Derivation

└─⟦a0efdde77⟧ Bits:30001252 EUUGD11 Tape, 1987 Spring Conference Helsinki
    └─ ⟦526ad3590⟧ »EUUGD11/gnu-31mar87/X.V10.R4.tar.Z« 
        └─⟦2109abc41⟧ 
            └─ ⟦this⟧ »./X.V10R4/Toolkit/Xr/usr/doc/pr04« 

TextFile

.ds Ch Field Editors
.nr H1 4
.so format
``Field editors'' is a collection of tools that aids applications writers by
providing them with a common user interface across a wide variety of programs.
.H 2 "Introduction"
Editors are most often used as building blocks in higher level user
interface constructs, (panels and dialog managers) but they are not limited
to such use.  Applications writers should feel free to incorporate these
tools into their programs in whatever manner they wish.
.P
Each editor provides and manages a specific piece of the user interface.
When an editor instance is created, it takes over a rectangular region of a
window and fields all input events occurring within that region.
.P
Many of the Xr library field editors allow applications to specify the font to be
used when an instance is created.  If a font is not specified, the editor will
use the default system base font.  Refer to the manual page for 
.B
XrInit()
.R
in appendix A for information about the system base font.
.H 3 "Editor Calling Sequence"
.P
All editors provide the same calling sequence for accessing editor messages.
The calling sequence format is as follows:
.sp
.nf
	xrEditor *
	XrEditorName (instance, message, data)

	    xrEditor * instance;
	    INT32      message;
	    INT8     * data;

.fi
.P
The
.I
instance
.R
parameter specifies which editor instance is being referenced.  This value
is returned when the instance is created, and must then be specified in all
future references to that instance.
.P
The
.I
message
.R
parameter specifies what action an editor should take regarding a specified
editor instance.  Refer to the manual page(s) for the individual editors for
an overview of how each editor handles messages.
.P
The
.I
data
.R
parameter is an arbitrary value (a pointer or a scalar) which is coerced to
a specific data type by an editor.  Refer to the manual page(s) in appendix A
for the individual editors to see the type of data that each message expects.
.H 3 "Creating An Editor Instance"
.P
Before an application can use an editor, it must create an instance of that
editor.  This is normally a three-step process:
.AL
.LI
The application makes a call to the editor and obtains the coordinates of
the 0-based rectangle into which the instance will fit.  This normally
involves supplying information describing the instance to be created.
.LI
The application will then offset this rectangle to position the instance in
the desired location within a window.
.LI
The application now asks the editor to create an instance occupying the
region of the window specified by the rectangle.
.LE
.P
Upon completion of this three-step process, the editor will return a unique
pointer to the instance structure associated with the newly-created editor
instance; this is referred to as the
.B
instance pointer.
.R
This pointer should be saved by the application program because it will be
needed whenever the application communicates with the editor regarding this
particular instance.
.IN "Editor Messages"
.H 3 "Editor Messages"
.P
Most communications with the Xrlib editors are made using the base set of
editor messages listed below.  Information for any additional messages
(which some editors may require in order to get their work done) is contained
in the manual pages for those individual editors.
.BL
.LI
MSG_NEW
.LI
MSG_SIZE
.LI
MSG_SETSTATE
.LI
MSG_GETSTATE
.LI
MSG_MOVE
.LI
MSG_RESIZE
.LI
MSG_REDRAW
.LI
MSG_FREE
.LI
MSG_EDIT
.LE
.P
The calling sequence, and a brief overview is presented for each of the common editor messages:
.BL
.LI MSG_NEW
.br
This message is the means by which an application may request
that an editor instance be created.
Each editor has a structure which it will expect the
application to have filled out with the information
describing the instance to be created.
.P
If the create request succeeds, then the editor will return
a pointer to the instance structure; this must be used for
all future calls made in reference to this particular instance.
If the create request fails, then a 
.B NULL 
value is returned.
.P
The following block of code gives an example of the steps
needed to create an instance of the scrollbar editor:
.sp
.nf
{
	xrEditor      * SBinstance;
	xrScrollBarInfo SBinfo;

	/* Fill out the structure defining the instance */


	/* Create the instance */
	SBinstance = XrScrollBar (NULL, MSG_NEW, &SBinfo);
}
.fi
.LI MSG_SIZE
.br
This message is used primarily by an application to obtain
the minimal 0-based rectangle, which would completely contain
the described editor instance.
Once an application has obtained this information, it can
offset the rectangle, to relocate it to the desired portion
of the window.
.P
This message will expect the application to pass in a pointer
to the same type of structure used by the
.B MSG_NEW
message.
However, for this message, the whole structure will not need
to be filled out prior to calling the editor.
Each editor will require a different amount of data to be
specified, before this call is made.
Refer to the individual manual pages for more details.
.P
The bounds rectangle which is returned by this message,
is important, because
it describes the region of the window which is to be occupied by the 
particular editor instance.
Any input events which occur within this region,
will be passed along to the editor, to be processed relative
to the particular editor instance.
.P
In return for making a
.B MSG_SIZE 
request, the editor will fill in the
.I editorRect
portion of the passed in structure, with the coordinates
of the 0-based rectangle.
.P
The following block of code outlines how to issue this message:
.sp
.nf
{
	xrScrollBarInfo SBinfo;

	/* Fill out the structure defining the instance */
	   

	/* Ask for the bounds rectangle */
	XrScrollBar (NULL, MSG_SIZE, &SBinfo);
}
.fi
.LI MSG_SETSTATE
.br
Each editor instance has a series of state flags associated
with it, which determine both its behavior, and its appearance.
These are initially specified when the instance is created,
but may be modified at any time.
.P
Although an editor may support many different state flags,
each editor is required to support at least the following two flags:
.sp
.nf
   - XrVISIBLE
   - XrSENSITIVE
.fi
.sp
.P
.B XrVISIBLE
defines the appearance of a particular editor instance.
When this state is set, the instance will be drawn in the
specified window.
When this state is cleared, the area occupied by the instance
will be filled with the background tile for the window, thus
making the instance invisible.
.P
.B XrSENSITIVE
defines the behavior of a particular editor instance; it
only comes into play when an instance is visible.
This state defines how an editor instance will behave when any
mouse events occur within its rectangular region.
When this state is set, the editor will process any input that
occurs within its region.
When cleared, all input events will be ignored for that instance.
When ever possible, an editor instance will use some form of visual feedback
to indicate whether or not it is sensitive.
Refer to the individual editor manual pages, for a description
of this visual feedback.
.P
The following block of code will outline the calling
sequence for this message:
.sp
.nf
{
	INT8       stateFlags;
	xrEditor * SBinstance;


	/* Create the editor instance */
		 

	/* Make the instance invisible */
	stateFlags = XrSENSITIVE;
	XrScrollBar (SBinstance, MSG_SETSTATE, stateFlags);
}
.fi
.LI MSG_GETSTATE
.br
As was mentioned in the previous section, each editor instance
has a series of state flags associated with it.
Sometimes, it is useful for an application to inquire as to
the current settings of these state flags.
This message provides this capability.
It will return the current settings of the state flags,
to which an application may modify, and then reset for
a particular editor instance.
.P
The following block of code will show how this message may be used:
.sp
.nf
{
	INT8       stateFlags;
	xrEditor * SBinstance;

	/* Create the editor instance */
		 

	/* Get the current state flags */
	XrScrollBar (SBinstance, MSG_GETSTATE, &stateFlags);
}
.fi
.LI MSG_MOVE
.br
This message provides an application with a means for quickly relocating
a particular editor instance within a window.
The size of the
.I editorRect
associated with the instance is not changed.
To relocate an editor instance, a new origin point for the instance's
.I editorRect
must be specified; the top left corner of the
.I editorRect
will then be translated such that it now coincides with the new origin.
The origin point is interpreted as an absolute position within the window;
i.e., relative to the window's origin.
.P
When this message is issued, the
.I instance
parameter must point to the editor structure associated with the
instance which is to be moved, while the
.I data
parameter must point to a
.I POINT 
structure containing the new 
.I editorRect
origin.
.P
When an editor instance is relocated, the field editor will automatically
remove the visual image of the instance from the window, and will then redraw
the instance at its new location; this occurs only if the instance is visible.
.sp
.nf
{
	POINT   newOrigin;
	xrEditor * SBinstance;
 
	/* Create the editor instance */


	/* Move the scrollbar origin to (50,50) */
	XrSetPoint(&newOrigin,50,50);
	XrScrollBar(SBinstance,MSG_MOVE,&newOrigin);
}
.fi
.LI MSG_RESIZE 
.br
This message provides an application with a means for both changing the
size of the 
.I editorRect
associated with a particular editor instance, and also the location of
the new
.I editorRect.
All restrictions regarding the
.I editorRect
size which applied when the instance was first created using
.B MSG_NEW,
still apply.
If an invalid 
.I editorRect
is specified, then the resize request will fail.
.P
When this message is issued, the
.I instance
parameter must point to the editor structure associated with the instance
which is to be resized, while the
.I data
parameter must point to a 
.I RECTANGLE 
structure containing the
new size and origin for the 
.I editorRect.
.P
When an editor instance is resized, the field editor will automatically
remove the visual image of the instance from the window, and will then
redraw the instance using the new size and location information; this
occurs only if the instance is visible.
.sp
.nf
{
	RECTANGLE   newSize;
	xrEditor * SBinstance;

	/* Create the editor instance */

	/* 
	 * Resize the scrollbar instance by increasing its
	 * length. Also move the origin of the instance
	 * to (50,50).
	/*


	newSize.X=50;
	newSize.Y=50'
	newSize.height=SBinstance->editorRect.height;
	newSize.width=SBinstance->editorRect.width + 40;
	XrScrollBar (SBinstance, MSG_RESIZE, & newSize);
}
.fi 
.LI MSG_REDRAW
.br
There may arise the situation where an application finds the need
to redraw an editor instance.
This can occur for several reasons:
.BL
.LI
An instance was obscured by something, but is now
no longer obscured.
.LI
The application has changed some aspect of the instance,
and the editor needs to redraw, to bring the instance in line
with the changes.
.LE
.P
This message is provided precisely with this in mind.
.P
There are several types of redraw modes available.
However, not all editors support all of the modes.
Fortunately, all editors support the
.B XrREDRAW_ALL
mode.
When this mode is specified, the complete editor instance
will be redrawn.
.P
The following block of code will outline how this message may be used:
.sp
.nf
{
       	xrEditor * SBinstance;

	/* Create the editor instance */
		 

	/* Redraw the complete instance */
	XrScrollBar (SBinstance, MSG_REDRAW, XrREDRAW_ALL);
}
.fi
.LI MSG_FREE
.br
When an application no longer needs a particular editor instance,
it should destroy it.
When an instance is destroyed, it is automatically removed from
the window, if the instance is visible, it will no longer process input
events, and no further editor messages should be issued 
using that instance pointer.
.P
The following block of code will outline how an instance is destroyed:
.sp
.nf
{
	xrEditor * SBinstance;

	/* Destroy the instance */
	XrScrollBar (SBinstance, MSG_FREE, NULL);
}
.fi
.LI MSG_EDIT
.br
This message provides the means by which 
input events may be processed in regard to a particular editor instance.
.P
Under normal circumstances, an application will not need to
issue this message.
If the application uses the
.B MSG_NONBLKHOTREAD
or
.B MSG_BLKHOTREAD
messages to obtain its input from the
.B XrInput()
routine, then
.B XrInput()
will automatically catch all mouse events, and redirect
them to the editors, when possible.
.P
However, if the application uses either
.B MSG_BLKREAD
or
.B MSG_NONBLKREAD
when collecting its input from the
.B XrInput()
routine, then the application will be responsible for
determining which editor instance should receive a mouse
event, and then issuing the
.B MSG_EDIT 
message to the appropriate editor.
Refer to the manual page for
.B XrEditor(),
in appendix B for a discussion on how this is done.
.P
For all editors, the
.B MSG_EDIT
message will expect a pointer to an 
.I XEvent
structure to be passed in.
.P
After the editor has processed the event, it will
normally return some information, by means of the input
queue, to the application, indicating what the editor did.
.P
Most field editor instances are activated upon a select event occurring
within the rectangular region occupied by the instance.
Upon completion of their work, most, but not all, editors will 
wait for the user to release the select button, before returning.
An application should, however, be prepared to receive and
handle 'select up' events; in most cases, the application will just
ignore these.
.P
A sample call for this message would be:
.sp
.nf
{
	xrEditor  * SBinstance;
	XEvent      eventInfo;

	XrScrollBar (SBinstance, MSG_EDIT, &eventInfo);
}
.fi
.LE
.SP
.H 3 "Return Value"
.P
Upon successful completion of any of the above messages, a non-NULL value
will be returned.  In the case of
.B
MSG_NEW,
.R
this non-NULL value is the pointer to the newly-created editor instance
structure.
.P
If any message request fails, a NULL value is returned.
.H 2 "Description"

The following field editors are provided:
.BL
.LI
A titlebar editor
.LI
A scrollbar editor
.LI
A radio button editor  (*)
.LI
A checkbox editor  (*)
.LI
A push button editor  (*)
.LI
A text edit editor
.LI
A static text editor
.LI
A raster select editor
.LI
A raster editor
.LI
A static raster editor  (*)
.LI
A page editor
.LE
.SP

.P
Before discussing individual field editors, we will differentiate between
the two types of field editors that are included in the Xr library toolbox.
Editors generally fall into one of the following groupings:
.SP
.IN "Single-entity instances"
.IN "Multiple-entity instances"
.BL
.in
.LI
SINGLE-ENTITY INSTANCES
.br
All of the editors listed above, except those whose
name is followed by an (*) symbol fall into this category.
When an application creates an instance of one of these editors,
the instance will contain only one entity.
For example, when a scrollbar editor instance is created, it contains
only one scrollbar, not two or three.
The majority of Xrlib field editors follow this model.
.LI
MULTIPLE-ENTITY INSTANCES
.br
The field editors whose names are followed by the (*) symbol fall into this
group.  These editors are special, because the instances they create may
contain one or more editor entities.
For example, when an application creates a checkbox editor instance, it may
contain one checkbox or even ten checkboxes.  Each checkbox is referred to as 
an entity, and since these entities were created by a single request, they
will be treated as a group.  One advantage to this method is that the editor
automatically takes care of calculating the size and position of each of the
entities; the application need only supply the rectangle dimensions to
contain the instance, and the field and column counts.
A second advantage is that the application need only make a single
request to create a group of related buttons or checkboxes;
applications rarely create just a single radio button or checkbox.
.LE
.P
Multiple entity field editors differ from single entity field editors
in two other ways:
.SP
.BL
.LI
INDIVIDUAL STATE FLAGS
.br
For a multiple-entity instance, each of the individual entities may
have a set of state flags associated with it, in addition to the
state flags associated with the instance as a whole.
This feature provides an application program with increased flexibility for
controlling the behavior and appearance of the instance.
Each editor instance has a set of state flags associated with it
(XrSENSITIVE and XrVISIBLE), which are queried and modified using the
MSG_GETSTATE and MSG_SETSTATE messages.  A multiple entity editor may also
keep a second set of state flags for each entity, which are modified using
the MSG_GETITEMSTATES and MSG_SETITEMSTATES messages.
The state flags associated with the whole instance have precedence over the
entity's state flags; this implies that if the XrVISIBLE flags is cleared
for the whole instance, then none of the entities will be drawn, regardless
of their individual state flag values.  Conversely, if the XrVISIBLE
flag is set for the whole instance, then the editor will use each entity's
state flag setting to determine whether or not an entity should be drawn.
.LI
ENHANCED SET OF FIELD EDITOR MESSAGES
.br
In addition to the standard set of field editor messages, multiple entity
editors may also choose to support several new messages; two of these
(MSG_GETITEMSTATES and MSG_SETITEMSTATES) were covered in the preceding
paragraph.  The additional messages are provided to allow an application to
obtain more information describing how the individual entities within an
instance are organized.  When an application creates an instance, it
specifies the editor rectangle into which the instance is to reside, but
since the field editor automatically calculates the size and position of the
individual entities within the instance, the application has no idea where
each entity will be displayed within the editor rectangle.
This presents no problem for most applications, but for a panel controller
which needs to know where each entity in the panel is located, (so that field
traversal may be performed) this is vital information.  This problem is
solved by the addition of two field editor messages: MSG_GETITEMCOUNT and
MSG_GETITEMRECTS.  These two messages, when used together, provide an
application with the tools necessary to determine the size and position of
each entity within an editor instance.
.LE
.SP
.P
The following sections present a brief discussion of each of the field
editors provided in the Xr library Toolbox.  In addition to describing how each
editor works, an example showing how the editor can be used and a picture of
an instance of the editor will be provided.
.P
All requests issued by an application regarding a particular editor instance,
are accomplished by means of a set of predefined editor
messages.  These messages (or commands) provide the means by which an
application creates, modifies, and destroys an instance of an editor.
For further information about messages,  the reader is referred to the
section entitled "Editor Messages" below.
.SK

.IN "Titlebar Editor"
.H 2 "A Titlebar Editor"
.P
The titlebar editor allows an application to create and display a 
rectangular titlebar within a window.
The titlebar size and location are arbitrary, and are specified by 
the application; however, a titlebar is normally placed along the
top of the window, and runs the full length of the window.
.P
When an application creates a titlebar, it is allowed some freedom
in customizing the instance, to meet its particular needs.
Besides the size and location of the titlebar, which were covered
earlier, an application may also specify which components should
be used when the titlebar is constructed, along with describing
how the instance should handle mouse events.
.P
A titlebar instance can be composed of anywhere from 1 to 3 components.
The component pieces of a titlebar are:
.SP
.VL 15
.IN "title string"
.LI "title string"
The most common use for a titlebar is to display a string, which
provides some indication to the user as to what a window is being used for.
When specified, a title string will be displayed in the center of the
titlebar, using the font specified by the application program.
On either side of the title string will be displayed the title string
border; this serves as a visual indicator for the state of the window.
.IN "gadget boxes"
.LI "gadget boxes"
Sometimes an application will wish to provide a means for allowing a user
to easily and quickly request some frequently-used action, so two gadget
boxes are provided for just this purpose.
As part of a title bar, two boxes (one in the left corner, and one
in the right corner) are available for application-specific use.
The application may specify a single character to be displayed within
the box, which serves as an icon to the user, to describe what action
will occur when the box is selected.
For example, if a program wanted to set one of the boxes up to produce
help information when it is selected, then it might choose to define
the gadget character as the '?' character.
When a user selects one of the gadget boxes with the mouse, notification will
be passed on to the application; the application can then perform whatever
action is appropriate.
.LE
.P
Other characteristics of a titlebar which may be controlled by a program
include how the instance is displayed (if it is visible) and how the
instance responds to mouse selects (if it is sensitive). 
These pieces of state information are specified when the instance is
first created, and can be modified anytime thereafter.
.P
An example showing how to create a titlebar instance is presented below:
.SP
.DS 1
{
   xrTitleBarInfo  tbInfo;
   xrEditor      * tbInstance;

   /*
    * Create a titlebar instance, which is located at the top of the window,
    * extends from the left to the right edge of the window, and is composed
    * of:
    *
    *      1) A title string  
    *      2) Gadget box 1 (icon = 'X')   
    *      3) Gadget box 2 (icon = '?')
    *
    */
   tbInfo.editorWindowId = applic_window;
   XrSetRect (&tbInfo.editorRect, 0, 0, 0, 0);
   tbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   tbInfo.editorFGColor = Black Pixel;
   tbInfo.editorBGColor = White Pixel;
   tbInfo.editorFont = NULL;
   tbInfo.titleName = "DATACOMM";
   tbInfo.gadgetIcon1 = "X";
   tbInfo.gadgetIcon2 = "?";

   /* Call the titlebar editor and create the instance */
   tbInstance = XrTitleBar (NULL, MSG_NEW, &tbInfo);

}










.FG "Sample Titlebar Instance"
.DE
.SK

.IN "Scrollbar Editor"
.H 2 "A Scrollbar Editor"
.P
The scrollbar editor allows an application to create a vertical or
horizontal scrollbar instance within a specified window.
The size and location of the scrollbar instance is controlled by
the application, but the normal convention followed when displaying a
scrollbar is to display a vertical scrollbar along the right edge of the
window, and a horizontal scrollbar along the bottom edge.
.P
When an application creates a scrollbar instance, the instance editor allows
as much control as possible over how the instance will appear and behave by
allowing the application to specify the instance configuration.
This includes:
.SP
.BL
.LI
The height and width of the scrollbar.
.LI
The orientation (vertical or horizontal) of the scrollbar.
.LI
The location of the scrollbar.
.LI
The size of the slide box.
.LI
The components displayed within the scrollbar.
.LE
.P
When a scrollbar is created, it is drawn as a rectangular box, with
a scroll arrow at either end.  The region which occupies the area between
the two scroll arrows is known as the scroll region.  The scroll box resides
within the scroll region and serves as a form of visual feedback; it
indicates the current value associated with the scrollbar.
.P
A user is provided several means for manipulating a scrollbar, each of
which is explained below:
.SP
.BL
.LI
By selecting one of the scroll arrows, a user may cause an application
to scroll the information within its window.  The direction of the scroll
is dependent upon which scroll arrow was selected, while the amount the
information is scrolled is controlled by the application.
When a scroll arrow is selected, the scrollbar editor does not modify
the scrollbar instance; instead, it sends an input event notifying the
application that the scroll arrow was selected.
It is then up to the application to modify the information within its
window, and reposition the slide box for the scrollbar.
.LI
By selecting the slide box, a user may interactively move the slide box.
When the select key is released by the user, the interactive slide operation
will complete.  At that time, the editor will notify the application
that the slide box has changed position and will pass along the new
position. The application should then update its display to match the
new value.
.LI
When the user selects a point within the slide region, but not within 
the slide box, the editor will pass an input event to the application
notifying it of the position where the select occurred.
The application can choose to ignore this, or it can update its display,
and then reposition the slide box for the scrollbar.
.LE
.P
An example showing how to create a scrollbar instance is presented below:
.SP
.DS 1
{
   xrScrollBarInfo  sbInfo;
   xrEditor       * sbInstance;

   /*
    * Create a vertical scrollbar instance, located along
    * the right edge of the window, and extending from the top to the
    * bottom of the window.
    */
   sbInfo.editorWindowId = applic_window;
   sbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   sbInfo.editorFGColor = Black Pixel;
   sbInfo.editorBGColor = White Pixel;
   sbInfo.orientation = XrVERTICAL;
   XrScrollBar (NULL, MSG_GETPARAMETERS, &sbInfo.configuration);

   /*
    * Obtain the coordinates of the rectangle needed to contain the
    * vertical scrollbar of width 11.
    */
   sbInfo.editorRect.width = 11;
   XrScrollBar (NULL, MSG_SIZE, &sbInfo);

   /* 
    * Stretch and offset the editorRect so that the instance will
    * be located at the left edge of the window.
    * Assume that the application has saved the window dimensions
    * in a variable named window_size.
    */
   sbInfo.editorRect.height = window_size.height-2;
   XrOffsetRect (&sbInfo.editorRect, window_size.width -1 -11,
                 1);

   /* We are now ready to create the scrollbar instance. */
   sbInstance = XrScrollBar (NULL, MSG_NEW, &sbInfo);

}










.FG "Sample Scrollbar Instance"
.DE
.SK

.IN "Radiobutton Editor"
.H 2 "A Radiobutton Editor"
.P
The radiobutton editor allows an application to create and display
a collection of related buttons in a series of rows and columns.
The size of the buttons are dependent upon how the buttons are
defined, and upon the font used to display them.
.P
When an application creates a radiobutton instance, it is allowed
as much flexibility as possible for customizing how the instance
will be displayed.
Among the options which may be specified by the application are:
.SP
.BL
.LI
The number of rows and columns into which the buttons are to
be displayed.
.LI
The font to be used when displaying the button labels; this
also determines the size of the buttons.
.LI
The button labels themselves; these are optional, and an application
is free to supply labels for some, or for all of the buttons.
.LI
The foreground and background pens to be used each time the
instance is displayed.
.LI
The action the editor should take each time a mouse select occurs
within the button instance.
.LE
.P
A radiobutton is drawn as a circle, with an optional label to its right.
When a button has been selected, the circle will be drawn and filled with
the instance's foreground color; all non-selected buttons are drawn as
circles filled with the instance's background color.  When the instance is
drawn, it will be laid out so that all items in a row and column line up;
this sometimes involves placing some extra padding between buttons, if their
labels are of different lengths.
.P
Radiobuttons operate in a fashion very similar to the channel-
select buttons on your radio.
Only a single button may be selected at any time.
Each time a new button is selected, the previously active
button is made inactive.
.P
A user can use the mouse to select a button.
When this occurs, the editor will redraw the instance, to 
reflect the new active button, and will then send some
event information to the application, informing it of
the new active button.
An application is then free to perform any action which might
be implied by the button.
.P
Radiobuttons are most often used when an application wishes to
supply a set of options to the user, only one of which may be selected.
For example, if an application allows the user to change the pen
color to one of four choices, radio buttons would be an ideal means
for allowing the user to do this.
.P
The example below will demonstrate the steps required to create a
radiobutton instance.  For this demonstration, we will use the
example of the pen color, mentioned above:
.SP
.DS 1
{
   xrRadioButtonInfo  rbInfo;
   xrEditor         * rbInstance;
   INT16              active_rb_button = 1;
   INT8             * rbLabels[] = {"BLACK", "WHITE", "BLUE", "GREEN"};

   /*
    * Create a radio button instance composed of four buttons and
    * laid out in two columns.  Each of the buttons will have a label
    * associated with it.
    */

   /*
    * Ask the editor to supply the editorRect which
    * is to contain the radio button instance.
    */
   rbInfo.editorFont = NULL;
   rbInfo.numFields = 4;
   rbInfo.numCols = 2;
   rbInfo.labels = rbLabels;
   XrRadioButton (NULL, MSG_SIZE, &rbInfo);

   /*
    * Offset the editorRect so that the instance will be located
    * in the middle of the window.  Assume that the application has
    * saved a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - rbInfo.editorRect.width/2;
   yOffset = window_size.height/2 - rbInfo.editorRect.height/2;
   XrOffsetRect (&rbInfo.editorRect, xOffset, yOffset);

   /* Now, ask the editor to create the desired instance. */
   rbInfo.editorWindowId = applic_window;
   rbInfo.editorFGColor = black Pixel;
   rbInfo.editorBGColor = White Pixel;
   rbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   rbInfo.stateFlags = NULL;
   rbInfo.value = &active_rb_button;
   rbInstance = XrRadioButton (NULL, MSG_NEW, &rbInfo);
}









.FG "Sample Radiobutton Instance"
.DE
.SK

.IN "Checkbox Editor"
.H 2 "A CheckBox Editor"
.P
The checkbox editor allows an application to create and display
a collection of related checkbox items in a series of rows and columns.
The size of the boxes are dependent upon how the boxes are
defined, and upon the font used to display them.
.P
When an application creates a checkbox instance, the editor allows
it as much flexibility as possible for customizing how the instance
will be displayed.
The options which may be specified by the application are:
.SP
.BL
.LI
The number of rows and columns into which the boxes are to
be displayed.
.LI
The font to be used when displaying the box labels.
.LI
The box labels themselves; these are optional, and an application
is free to supply labels for some, or for all of the boxes.
.LI
The foreground and background pens used when drawing the instance.
.LI
The action to be taken each time a mouse select occurs within a checkbox.
.LE
.P
An individual checkbox is drawn as a square, with an optional label to its
right.  When a particular checkbox has been selected, the square will be
drawn and filled with the foreground color; the state of the other checkboxes
in the instance will not be altered.  When the instance is drawn, it will be
laid out so that all items in a row and column line up. This sometimes
involves placing padding between checkboxes, if the labels are of different
lengths.
.P
Checkboxes differ from radio buttons in at least two ways:
.SP
.BL
.LI
Checkboxes are square; radio buttons are round.
.LI
Checkboxes place no restrictions upon how many items in an instance may be
active at any given time; radio buttons allow only one item to be active at
a time.
.LE
.P
When a checkbox item is drawn, if it has been selected, it will be drawn as
a filled square; if it is not currently selected, then it will be drawn as an
unfilled square.  Whenever a checkbox is selected, its value toggles; this
means that when an active box is selected, it will become inactive, and
vice-versa.
.P
A user can select a checkbox using a mouse.  When this occurs, the editor
will redraw the instance to reflect the new checkbox value, and will then
send an Xrlib input event to the application, informing it that the
instance has changed.  The Xrlib input event contains the index of the
checkbox which changed.  An application is then free to perform any action
which might be implied by the checkbox.
.P
Under normal circumstances, modifying the state of a checkbox does not cause
any immediate action.  What normally happens is that a user will modify
several checkboxes, and when he is ready for some action to occur regarding
the checkbox values, he will notify the application. This is sometimes
accomplished by using the PushButton editor to create a button which says
"I am done."
.P
Checkboxes are most often used when an application wishes to supply a set of
options to the user, of which any number may be selected.  For example, let's
assume we have an application which allows a user to draw polygons, and to
specify if the polygons should be filled, surrounded with a border, or
patterned.  The user may choose one or more of these options.
.P
The example below demonstrates the steps required to create a checkbox
instance using the above polygon example.
.SP
.DS 1
{
   xrCheckBoxInfo   cbInfo;
   xrEditor       * cbInstance;
   INT8             cb_values[3] = {TRUE, FALSE, TRUE};
   INT8           * cbLabels[] = {"BORDERED", "FILLED", "PATTERNED"};

   /*
    * Create a checkbox instance composed of three boxes, and laid
    * out in a single column.  
    */

   /*
    * Ask the editor to supply the editorRect which
    * is to contain the checkbox instance.
    */
   cbInfo.editorFont = NULL;
   cbInfo.numFields = 3;
   cbInfo.numCols = 1;
   cbInfo.labels = cbLabels;
   XrCheckBox (NULL, MSG_SIZE, &cbInfo);

   /*
    * Offset the editorRect, so that the instance will be located
    * in the middle of the window.  Assume that the application has
    * saved a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - cbInfo.editorRect.width/2;
   yOffset = window_size.height/2 - cbInfo.editorRect.height/2;
   XrOffsetRect (&cbInfo.editorRect, xOffset, yOffset);

   /* Now, ask the editor to create the desired instance. */
   cbInfo.editorWindowId = applic_window;
   cbInfo.editorFGColor = Black Pixel;
   cbInfo.editorBGColor = White Pixel;
   cbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   cbInfo.stateFlags = NULL;
   cbInfo.values = cb_values;
   cbInstance = XrCheckBox (NULL, MSG_NEW, &cbInfo);
}










.FG "Sample Checkbox Instance"
.DE
.SK

.IN "Pushbutton Editor"
.H 2 "A Pushbutton Editor"
.P
The pushbutton editor allows an application to create and display
a collection of related buttons in a series of rows and columns.
The size of the buttons are dependent upon how the buttons are
defined, and upon the font used to display them.
.P
When an application creates a push-button instance, the editor allows
the application as much flexibility as possible for customizing how the
instance will be displayed.  The options which may be specified by the
application are:
.SP
.BL
.LI
The number of rows and columns into which the buttons are to
be displayed.
.LI
The font to be used when displaying the button labels; this
also determines the size of the buttons.
.LI
The button labels themselves; these are optional, and an application
is free to supply labels for some, or for all of the buttons.
.LI
The foreground and background pens to be used each time the
instance is displayed.
.LE
.P
A pushbutton is drawn as an oval, with an optional label placed in the center.
The label may be empty, be a single line of text, or contain multiple lines
of text.  When a select occurs within a pushbutton, the pushbutton will be
redrawn as active (the oval will be filled with the foreground color).  When
the user releases the select button, the pushbutton will be redrawn as
inactive (the oval will be filled with the background color).  After the user
has released the select button, an input event will be returned to the
application informing it which button was selected.  When the instance
is drawn, it will be laid out so that all items in a row and column line up;
this sometimes involves placing padding between buttons if the button
labels are of different lengths.
.P
Pushbuttons are most often used to bring about an immediate action.
For instance, a panel usually has at least two pushbuttons
defined, giving a user the option of exiting and saving the
panel information, or of exiting and discarding the information.
When a user selects one of the pushbuttons, the panel is immediately
exited, and the current operation is ended.
.P
Pushbuttons are also useful when an application wishes to
provide a means for a user to signal that an action is complete,
or that it is safe to continue with an operation.
For example, let's assume that we have an application which can encounter
error conditions to which the user must supply some indication of how they
should be handled.  The user's choices are to abort the operation, to ignore
the error and continue the operation, or to retry the operation which failed.
As soon as the user has selected a button, an action will occur and the
program will remove the button instance.
.P
The following example shows the steps for creating a pushbutton instance
using the example discussed above, and also using multi-lined labels:
.SP
.nf
.in 3
{
   xrPushButtonInfo  pbInfo;
   xrEditor        * pbInstance;
.eo
   INT8              pbLabels[] = {"ABORT\nOPERATION",
                                   "CONTINUE\nOPERATION",
                                   "RETRY\nOPERATION"};
.ec

   /* Create a push button instance, with three buttons in a single column */

   /* Ask the editor for the rectangle which contains the instance */
   pbInfo.editorFont = NULL;
   pbInfo.numFields = 3;
   pbInfo.numCols = 1;
   pbInfo.defaultButton = -1;
   pbInfo.borderWidth = 2;
   pbInfo.labels = pbLabels;
   XrPushButton (NULL, MSG_SIZE, &pbInfo);

   /*
    * Offset the editorRect, so that the instance will be located
    * in the center of the window.  Assume that the application has saved
    * a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - pbInfo.editorRect.width/2;
   yOffset = window_size.height/2 - pbInfo.editorRect.height/2;
   XrOffsetRect (&pbInfo.editorRect, xOffset, yOffset);

   /* Now, ask the editor to create the desired instance. */
   pbInfo.editorWindowId = applic_window;
   pbInfo.editorFGColor = Black Pixel;
   pbInfo.editorBGColor = White Pixel;
   pbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   pbInfo.stateFlags = NULL;
   pbInstance = XrPushButton (NULL, MSG_NEW, &pbInfo);
}
.in









.FG "Sample Pushbutton Instance"
.fi
.SK

.IN "Text-edit Editor"
.H 2 "A Text-edit Editor"
.P
The text-edit editor provides application programs with a powerful
line-editing facility.  It allows applications to create and display
single lines of editable text within a rectangular region of a window.
.P
When an application creates a text-editor instance, it can define many of
the instance's characteristics.  This provides flexibility over how the
instance will be displayed.  The features which an application may
control are:
.SP
.BL
.LI
The location of the editor instance.
.LI
The font to be used when displaying the editing string.
.LI
The colors to be used when drawing the instance.
.LI
The optional label to display next to the editing string.
.LI
The position of the optional label.
.LI
The character cell width.
.LI
The type of character insertion mode to use.
.LE
.P
When a text edit instance is displayed, the editing string is displayed with
a rectangular border drawn around it.  If an optional field label was
specified, it will be displayed either to the left or to the right of the
border, depending upon what was specified by the application.  When the
instance is available for editing, a text cursor will be displayed within the
editing string.  The text cursor indicates where the string is currently being
edited.  The text cursor will be displayed as either a vertical bar or as or a
filled rectangle, depending upon the insertion mode the instance is currently
configured for.
.P
.IN "Keyboard Editing functions, standard"
This editor supports most of the standard keyboard editing functions:
.SP
.P
Text Insertion
.br
.in 5
The text edit editor is capable of operating in both the normal and the
insert-character modes.  When operating in normal mode, the text cursor is
displayed as a filled rectangle; typing a character will cause that character
to be displayed at the cursor position.  If a character is already displayed
at the cursor position, it will be overwritten by the new character.
When operating in insert-character mode, the text cursor is displayed
as a vertical bar located between two character positions.
Typing a character causes all characters to the right of the insertion
bar to be shifted one character position to the right, and the new
character to be inserted.  The editor toggles between normal and
insert-character mode each time the user presses the "insert character" key.
.in
.P
Backspace
.br
.in 5
Causes the character to the left of the text cursor to be deleted and
all characters to its right to be shifted one character position to the left;
the text cursor also moves one position to the left.
.in
.P
Delete Character
.br
.in 5
This causes the character at the text cursor position to be deleted, and all
characters to the right of the cursor to be shifted one character position
to the left. The position of the text cursor does not change.
.in
.P
Clear Line
.br
.in 5
causes the character at the text cursor position and all characters to
the right of the text cursor to be deleted; the position of the text cursor
does not change.
.in
.P
Delete Line
.br
.in 5
causes all characters in the editing string to be deleted and the text
cursor to be moved back to the start of the editing string area.
.in
.P
Cursor Left
.br
.in 5
moves the text cursor one character position to the left.
.in
.P
Cursor Right
.br
.in 5
moves the text cursor one character position to the right.
.in
.P
.IN "Break condition"
The text edit editor does not notify the application every time the user
modifies a text string; it notifies the program only after a major event has
occurred.  These are referred to as break conditions and improve performance
by not forcing the editor to 'handshake' with the application every time the
user modifies the string.  When an application does receive notification, it
should perform  whatever action is required under the circumstances of the
notification.  The following break conditions are supported by this editor:
.SP
.IN "Unknown X event"
.BL
.LI
The input field is empty.  This may occur when the last character
in the editing string is deleted, or when the user deletes or clears
the line.
.LI
The first character was typed.  This will occur when the user has
typed a character into a previously empty editing string.
.LI
An unknown X event is received, such as an exposure event.
.LI
The field is exited.  This occurs when the user specifies that he has 
finished editing the string.  This can be done by pressing
the TAB, BACKTAB, or RETURN keys.
.LE
.P
Text edit instances are most often used when an application needs to
obtain a name (such as a filename) from a user.
Applications rarely use text edit instances directly; an application
will normally create a panel containing a text edit instance and some
pushbuttons. The pushbuttons are provided to allow the user to indicate
that he is done.
.P
The following example demonstrates the steps required for an application
to create its own text editing instance, without the benefit of a panel:
.SP
.DS 1
{
   xrTextEditInfo  teInfo;
   xrEditor      * teInstance;
   INT8            filename[21];
   INT8          * label = "File Name";

   /*
    * Create a text edit instance which allows a user to enter a filename.
    */
   
   /*
    * Obtain the coordinates of the rectangle needed to contain
    * the text editor instance.
    */
   teInfo.Font = NULL;
   teInfo.label = label;
   teInfo.maxChars = 20;
   teInfo.cellWidth = XrAVGWIDTH;
   XrTextEdit (NULL, MSG_SIZE, &teInfo);

   /*
    * Offset the editorRect so that the instance will be located
    * in the middle of the window.  Assume that the application has
    * saved a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - teInfo.editorRect.width/2;
   yOffset = window_size.height/2 - teInfo.editorRect.height/2;
   XrOffsetRect (&teInfo.editorRect, xOffset, yOffset);

   /* Now, ask the editor to create the desired instance. */
   teInfo.editorWindowId = applic_window;
   teInfo.editorFGColor = Black Pixel;
   teInfo.editorBGColor = White Pixel;
   teInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   teInfo.insertPos = 0;
   teInfo.insertMode = XrINTERACTIVE;
   teInfo.labelPosition = XrLEFT_ALIGNED;
   teInfo.string = filename;
   filename[0]='\0';
   teInstance = XrTextEdit (NULL, MSG_NEW, &teInfo);

}










.FG "Sample Text Edit Instance"
.DE
.SK

.IN "Static Text Editor"
.H 2 "A Static Text Editor"
.P
The static text editor provides an application with a simple
means for displaying a block of static strings within a window.
No editing features are provided for the strings, and once the
instance has been created, its contents cannot be changed.
.P
As with all of the previous editors, the static text editor
provides ample flexibility for an application when defining an instance.
The instance characteristics which an application may control are as follows:
.SP
.BL
.LI
The font to be used when displaying the string.
.LI
The alignment to use when displaying each line.
.LI
The pen colors to use when drawing the instance.
.LI
The width of the region in which the text is to be displayed.
.LE
.P
When an application creates a static text instance, it provides the
definition of a rectangle into which the text will be drawn.
The editor will parse each word of the text string and will generate lines
which fit within the rectangle.  If the bottom of the rectangle is reached
before all of the text has been displayed, that portion of the text which
remains will not be displayed.  The editor does not draw a border around the
text; this is left for the application to perform.
.P
As each line of text is parsed, it will be aligned and then displayed.
The editor allows text to be center, left, or right aligned.
.P
An application most often uses static text for displaying feedback to the
user.  For instance, when an application creates a message box, it normally
includes a message telling the user why the message box was displayed;
static text would be used here.
.Ptt
In the following example, the application displays a block of static
text in the center of its window.
.SP
.DS 1
{
   xrStaticTextInfo   stInfo;
   xrEditor         * stInstance;

   /*
    * Create a static text instance which displays several lines of text in
    * the center of the window and which left justifies each line of text.
    */

   /*
    * Ask the editor to supply an editorRect which will contain the
    * static text instance.  Specify 130 pixels as the width of the region
    * in which the text will be displayed.
    */
   stInfo.editorRect.width = 155;
   stInfo.string = "Unable to read the disk; Select new action";
   stInfo.editorFont = NULL;
   stInfo.alignment = XrLEFT_ALIGNED;
   XrStaticText (NULL, MSG_SIZE, &stInfo);

   /*
    * Offset the editorRect so that the instance will be located
    * in the center of the window.  Assume that the application has
    * saved a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - stInfo.editorRect.width/2;
   yOffset = window_size.height/2 - stInfo.editorRect.height/2;
   XrOffsetRect (&stInfo.editorRect, xOffset, yOffset);

   /* Now, ask the editor to create the desired instance. */
   stInfo.editorWindowId = applic_window;
   stInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   stInfo.editorFGColor = Black Pixel;
   stInfo.editorBGColor = White Pixel;
   stInstance = XrStaticText (NULL, MSG_NEW, &stInfo);

}










.FG "Sample Static Text Instance"
.DE
.SK

.IN "Raster-select Editor"
.H 2 "A Raster-select Editor"
.P
The raster-select editor provides an application with the means
for displaying a group of 'n' x 'm' pixel raster images.
.P
When an application creates a raster-select instance, it has
some control over how the instance will be laid out.
It specifies the number of raster boxes to display,
the number of rows and columns into which the boxes are to be
divided, and the dimensions of the raster images.
.P
At any given time, only one raster box may be selected as the active choice.
The active choice is indicated by a solid border surrounding the box.
The user is able to interactively change the active box by using the mouse
to select a new one.  Whenever a new active box is selected, the patterned
indicator will be moved to the new box and the application will be notified
of the change.
.P
Each raster box is specified by a pixmap Id which is obtained by registering
the raster data with the appropriate "X" server.  Once an instance has been
created, an application is free to modify any of the patterns in the raster
boxes.  To do this, the application need only pass in the new pixmap Id
for a particular raster box.
.P
More often than not, it will be a graphics program which uses this
type of editor, because this editor provides an ideal mechanism for allowing
a user to select such things as an area-fill pattern or a line-drawing
pattern.
.P
The following example displays a series  of 4 raster boxes.  The boxes
represent area-fill patterns which could be selected by a user.
For this example, assume that the pixmap Id's have been obtained elsewhere,
(see "XMakePixmap" in chapter 2) and are stored in a variable named "rasterIds."
.SP
.DS 1
{
   xrRasterSelectInfo   rsInfo;
   xrEditor           * rsInstance;
   INT16                activeRaster = 1;
   extern Pixmap        rasterIds[];

   /* Create a raster select instance composed of 4 selectable boxes */

   /* Ask the editor for the editorRect containing the instance */
   rsInfo.rasterCount = 4;
   rsInfo.colCount = 2;
   rsInfo.rasterHeight = 16;
   rsInfo.rasterWidth = 16;
   XrRasterSelect (NULL, MSG_SIZE, &rsInfo);

   /*
    * Now, move the editorRect box so that it is located
    * in the center of the window.  Assume that the application has
    * saved a copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - rsInfo.editorRect.width/2;
   yOffset = window_size.height/2 - rsInfo.editorRect.height/2;
   XrOffsetRect (&rsInfo.editorRect, xOffset, yOffset);

   /* Ask the editor to create the desired instance. */
   rsInfo.editorWindowId = applic_window;
   rsInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   rsInfo.editorFGColor = Black Pixel;
   rsInfo.editorBGColor = White Pixel;
   rsInfo.rasterIds = &rasterIds[0];
   rsInfo.activeRaster = &activeRaster;
   rsInstance = XrRasterSelect (NULL, MSG_NEW, &rsInfo);

}










.FG "Sample Raster-select Instance"
.DE
.SK
.IN "Raster Editor'
.H 2 "A Raster Editor"
.P
The raster editor provides an application with the means
for displaying a raster image, and then allowing a user to
interactively modify (or edit) the image.
This editor supports the concept of color within the raster image,
and will allow the image to assume a pixel depth of one bit, or of 
one, two, three, or four bytes.
.P
A raster editor is a useful tool for helping a user to design or modify
custom raster images and icons.  It can also be used by a graphics program
to allow a user to define his own area fill pattern, or a new pen shape.
.P
The editor is fairly flexible concerning the size of the raster images
it can handle in that it allows an application to specify an image as
small as 16 by 16 pixels.  The image need not be square.
.P
.IN "View region"
When a raster editor instance is created, the application can specify
how much of the raster image is to be displayed; this is referred to as the
"view region."  The view region can be from 16 x 16 pixels up to the size of
the raster image.  Only that portion of the raster image which lies within the
view region will be visible and available for editing.  If the image is larger
than the view region, the user needs a mechanism for making the hidden
portions of the image visible.  When this situation arises, the editor will
display two scrollbars; one to the right of the image for vertical scrolling,
and one below the image for horizontal scrolling.  These scrollbars provide
the user with an easy mechanism for viewing and modifying the complete raster
image.
.P
.IN "Pixel size"
The raster editor also allows an application to specify a pixel size
value which will be used to expand each of the visible pixels within
the image.  This allows an application to shrink or enlarge the image,
depending upon the display it is running on.  For example, if an application
requests a pixel size of 8, then each of the visible pixels will be drawn as
an 8 by 8 square of pixels.  This makes it easy for a user to modify
individual pixels.
.P
The editor provides a command, which allows the application to specify the
pixel pattern to be used whenever the user selects a pixel within the raster
image.  It is up to the application to provide a user with the means for
selecting the pixel pattern to be used.
.P
The user can modify a raster-select instance in two ways:
.SP
.BL
.LI
The user may select a pixel by moving the cursor over it and then pressing
and releasing the "select" button.  This causes the editor to change the
selected pixel to whatever pixel pattern the application has set up.
After the pixel has been modified, the editor will pass an input event to
the application, informing it that the raster image has changed.
.LI
The user may also modify a whole region of the image at once.  This is
accomplished by moving the cursor over a pixel, pressing the select button,
and then moving the cursor. Each pixel that the cursor passes over will be
changed to the pixel pattern specified by the application.  When the user
releases the select button, or upon receipt of any other X event, the
operation completes and the editor passes an input event to the application,
informing it that the raster image has changed.
.LE
.P
The following example shows how an application could implement a simple
icon editor.  The raster image to be displayed will be 16 by 16 pixels with
a pixel depth of one bit. The view region will also be defined as 16 by 16
pixels.  This example also includes a set of radio buttons displayed above
the raster editor instance. These radio buttons allow the user to select
whether the edited bits in the raster image change to black, or to white.
Assume that the raster data has been defined by a variable named rasterImage.
.SP
.DS 1
{
   xrRasterEditInfo  reInfo;
   xrRadioButtonInfo rbInfo;
   xrEditor        * reInstance;
   xrEditor        * rbInstance;

   /* Variables describing the raster editor instance */
   INT16         active_rb_button = 0;
   INT8         *rbLabels[] = {"BLACK", "WHITE"};
   extern UINT16 rasterImage[];

   /* 
    * Create a raster-select instance in the center of the window.
    * Also display a two-button radio button instance which will
    * allow the user to select the editing color.
    */

   /* 
    * Ask the radio button editor for the editorRect required to
    * contain the desired radio button instance.
    */
   rbInfo.editorFont = NULL;
   rbInfo.numFields = 2;
   rbInfo.numCols = 2;
   rbInfo.labels = rbLabels;
   XrRadioButton (NULL, MSG_SIZE, &rbInfo);

   /*
    * Ask the raster editor for the editorRect required to contain the
    * desired instance.
    */
   reInfo.rasterData.width = 16;
   reInfo.rasterData.height = 16;
   reInfo.rasterData.depth = XrBIT1;
   reInfo.pixelSize = 8;
   reInfo.viewRegion.width = 16;
   reInfo.viewRegion.height = 16;
   XrRasterEdit (NULL, MSG_SIZE, &reInfo);

   /*
    * Offset the two editorRects so that the radio buttons are stacked
    * above the raster editor instance in the center of the window.
    * Be sure to add some padding between the two instances.
    * (we'll use 8 pixels).
    */
   xOffset1 = window_size.width/2 - rbInfo.editorRect.width/2;
   xOffset2 = window_size.width/2 - reInfo.editorRect.width/2;
   yOffset1 = window_size.height/2 -
              (rbInfo.editorRect.height + reInfo.editorRect.height + 8) / 2;
   yOffset2 = yOffset1 + rbInfo.editorRect.height + 8;
   XrOffsetRect (&rbInfo.editorRect, xOffset1, yOffset1);
   XrOffsetRect (&reInfo.editorRect, xOffset2, yOffset2);

   /* Now, ask the editors to create the desired instances. */
   rbInfo.editorWindowId = applic_window;
   rbInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   rbInfo.editorFGColor = Black Pixel;
   rbInfo.editorBGColor = White Pixel;
   rbInfo.labels = rbLabels;
   rbInfo.value = &active_rb_button;
   rbInstance = XrRadioButton (NULL, MSG_NEW, &rbInfo);

   reInfo.editorWindowId = applic_window;
   reInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   reInfo.editorFGColor = Black Pixel;
   reInfo.editorBGColor = White Pixel;
   reInfo.pixelColor = 0;
   reInfo.rasterData.raster = rasterImage;
   reInstance = XrRasterEdit  (NULL, MSG_NEW, &reInfo);

}










.FG "Sample Raster-editor Instance"
.DE
.SK

.IN "Static-raster Editor"
.H 2 "A Static-raster Editor"
.P
.IN "Uneditable raster image"
The static-raster editor allows applications to display an uneditable
raster image within a window.  Once the image has been displayed, neither
the application nor the user can change it.
.P
Static-raster images are useful because they allow programs to display icons
which help a user to understand what is happening.  One common use for a
static-raster image is in a message box.  A message box is normally
constructed from three parts:
.SP
.BL
.LI
A series of buttons.
.LI
A static-text string informing the user of some condition.
.LI
A static-raster image indicating to the user why the message box is
present. Sometimes the static-raster image is a STOP sign or a YIELD sign.
.LE
.P
As with the raster-select editor, the static-raster editor does not expect
an application to supply raster data.  Instead, the application passes in
a pixmap Id obtained by registering the raster data with the appropriate
'X' server.
.P
For our example, we will display a simple 16 x 16 pixel icon, in the center
of our window.  We will assume that the raster image data is already
registered with the server, and that the pixmap Id has been saved
in a variable named rasterId.
.SP
.in 3
.nf
{
   xrStaticRasterInfo   srInfo;
   xrEditor           * srInstance;
   extern Pixmap        rasterId;

   /* Create a 16 by 16 static raster image */
   
   /*
    * Ask the editor for the editorRect to contain our static raster image
    */
   srInfo.rasterHeight = 16;
   srInfo.rasterWidth = 16;
   XrStaticRaster (NULL, MSG_SIZE, &srInfo);

   /*
    * Offset the editorRect so that it is located in the center
    * of our window.  Assume that the application has saved a
    * copy of the window dimensions in a variable named window_size.
    */
   xOffset = window_size.width/2 - srInfo.editorRect.width/2;
   yOffset = window_size.height/2 - srInfo.editorRect.height/2;
   XrOffsetRect (&srInfo.editorRect, xOffset, yOffset);

   /*
    * Now, ask the editor to create the desired instance.
    */
   srInfo.editorWindowId = applic_window;
   srInfo.editorState = (XrVISIBLE | XrSENSITIVE);
   srInfo.editorFGColor = Black Pixel;
   srInfo.editorBGColor = White Pixel;
   srInfo.rasterId = rasterId;
   srInstance = XrStaticRaster (NULL, MSG_NEW, &srInfo);

} 
.SP 12
.FG "Sample Static-raster Instance"
.fi
.in

.IN "Page Editor"
.H 2 "A Page Editor"
.P
.IN "Keyboard editing facilities, standard"
The page editor provides an application with the means for allowing a
user to enter and modify multiple lines of text data.  A user can easily
create both small and large documents using the cursor keys and the
standard keyboard editing facilities.
.P
The page editor operates in insert mode.  This means that whenever a user
presses a key, that key's character will be entered into the editing
buffer at the position indicated by the cursor, and all characters to its
right in the buffer will be shifted one character position to the right.
.P
The application is responsible for specifying the size of the visible
editing region which is itself specified in terms of lines of text and of
character columns.  When a user is entering text, the cursor automatically
wraps to the next line when a line becomes full.  If this line is the last
visible line, the text will be scrolled up one line.
.P
The page editor works with fixed-space fonts only;
.I
proportional fonts are not supported.
.R
.P
When a page editor instance is created, the application passes a pointer
to the editing buffer and an indication of the buffer's size.  If the
buffer becomes full while the editing session is taking place, the editor
will attempt to expand the buffer unless the application has disabled
this feature.
.P
When a page editor instance is activated by issuing a select within the
editing region or by issuing a MSG_ACTIVATE, the editor retains control
of the input channel until one of the following conditions arise:
.IN "Unknown X event"
.BL
.LI
A select occurs outside of the editing region.
.LI
An unknown X event is received.
.LI
The buffer becomes full and buffer expansion is disabled.
.LI
The buffer becomes full and the buffer expansion fails.
.LI
The buffer becomes full and has then been expanded.
.LE
.P
.IN "Break condition"
The first of the above conditions is called a break condition.  When this
condition occurs, the page editor instance is deactivated and control is
returned to the application.  The editor will not expect to be invoked
again until the next time it becomes active.
.P
.IN "Status events"
The other four conditions are referred to as status events wherein the editor
temporarily returns control to the application.  The application is expected
to process the event and then to either re-invoke the editor using
MSG_ACTIVATE or to make the page editor instance inactive using
MSG_DEACTIVATE.
.P
The following example shows how a page editor instance can be created:
.SP
.nf
{
.in 3
   xrPageEditInfo    peInfo;
   INT8 * buffer;
   xrEditor * peInstance;
   
   /*
    *Create an instance of the page editor using a
    * 1K buffer and disabling buffer expansion.
    * The editing region is 24 lines by 80 columns.
    * Get the editor rectangle definitions */
   /*
    
    peInfo.rowCount = 24;
    peInfo.colCount = 80;
    peInfo.editorFont = XOpenFont ("corfx");
    XrPageEdit (NULL, MSG_SIZE, & peInfo);
    
    /* Ask the editor to create the instance */
    peInfo.editorWindowId = applic_window;
    peInfo.editorFGColor = Black Pixel;
    peInfo.editorBGColor = White Pixel;
    peInfo.editorState = XrVISIBLE | XrSENSITIVE;
    peInfo.buffer = (char*) malloc(1024);
    peInfo.bufferCount = 0;
    peInfo.bufferSize = 1024;
    peInfo.maxCharCount = 1024;
    peInfo.tabWidth = 5;
    peInstance = XrPageEdit (NULL, MSG_NEW, & peInfo); 
    
    /* Activate the instance */
    XrPageEdit (peInstance, MSG_ACTIVATE,NULL);
    
}