#c -*- mode: tm; mode: fold -*- #c text-macro definitions #%{{{ #i linuxdoc.tm #d slang \bf{S-Lang} #d slrn \bf{slrn} #d jed \bf{jed} #d key#1 $1 #d footnote#1 $1 #d grp#1 $1 #d file#1 $1 #d -1 -1 #d 0 0 #d 1 1 #d kw#1 \tt{$1} #d exmp#1 \tt{$1} #d var#1 \tt{$1} #d cfun#1 \tt{$1} #d ivar#1 \tt{$1} #d ifun#1 \tt{$1} #d exfile#1 \tt{$1} #d exns#1 \tt{$1} #d exstr#1 \tt{"$1"} #d ldots ... #d times * #d sc#1 \tt{$1} #d verb#1 \tt{$1} #d sldxe \bf{sldxe} #d url#1 #d slang-library-reference \bf{The \slang Library Reference} #d chapter#1 $1

#d tag#1 $1 #d appendix #d kbd#1 $1 #d documentstyle book #%}}} \linuxdoc \begin{\documentstyle} \title S-Lang Library C Programmer's Guide, V1.4.9 \author John E. Davis, \tt{davis@space.mit.edu} \date \__today__ \toc #i preface.tm \chapter{Introduction} #%{{{ \slang is a C programmer's library that includes routines for the rapid development of sophisticated, user friendly, multi-platform applications. The \slang library includes the following: \begin{itemize} \item Low level tty input routines for reading single characters at a time. \item Keymap routines for defining keys and manipulating multiple keymaps. \item A high-level keyprocessing interface (\verb{SLkp}) for handling function and arrow keys. \item High level screen management routines for manipulating both monochrome and color terminals. These routines are \em{very} efficient. (\tt{SLsmg}) \item Low level terminal-independent routines for manipulating the display of a terminal. (\tt{SLtt}) \item Routines for reading single line input with line editing and recall capabilities. (\tt{SLrline}) \item Searching functions: both ordinary searches and regular expression searches. (\tt{SLsearch}) \item An embedded stack-based language interpreter with a C-like syntax. \end{itemize} The library is currently available for OS/2, MSDOS, Unix, and VMS systems. For the most part, the interface to library routines has been implemented in such a way that it appears to be platform independent from the point of view of the application. In addition, care has been taken to ensure that the routines are ``independent'' of one another as much as possible. For example, although the keymap routines require keyboard input, they are not tied to \slang's keyboard input routines--- one can use a different keyboard \verb{getkey} routine if one desires. This also means that linking to only part of the \slang library does not pull the whole library into the application. Thus, \slang applications tend to be relatively small in comparison to programs that use libraries with similar capabilities. #%}}} \chapter{Interpreter Interface} #%{{{ The \slang library provides an interpreter that when embedded into an application, makes the application extensible. Examples of programs that embed the interpreter include the \jed editor and the \slrn newsreader. Embedding the interpreter is easy. The hard part is to decide what application specific built-in or intrinsic functions should be provided by the application. The \slang library provides some pre-defined intrinsic functions, such as string processing functions, and simple file input-output routines. However, the basic philosophy behind the interpreter is that it is not a standalone program and it derives much of its power from the application that embeds it. \sect{Embedding the Interpreter} #%{{{ Only one function needs to be called to embed the \slang interpreter into an application: \cfun{SLang_init_slang}. This function initializes the interpreter's data structures and adds some intrinsic functions: #v+ if (-1 == SLang_init_slang ()) exit (EXIT_FAILURE); #v- This function does not provide file input output intrinsic nor does it provide mathematical functions. To make these as well as some posix system calls available use #v+ if ((-1 == SLang_init_slang ()) /* basic interpreter functions */ || (-1 == SLang_init_slmath ()) /* sin, cos, etc... */ || (-1 == SLang_init_stdio ()) /* stdio file I/O */ || (-1 == SLang_init_posix_dir ()) /* mkdir, stat, etc. */ || (-1 == SLang_init_posix_process ()) /* getpid, umask, etc. */ ) exit (EXIT_FAILURE); #v- If you intend to enable all intrinsic functions, then it is simpler to initialize the interpreter via #v+ if (-1 == SLang_init_all ()) exit (EXIT_FAILURE); #v- See the \slang-run-time-library for more information about the intrinsic functions. #%}}} \sect{Calling the Interpreter} #%{{{ There are several ways of calling the interpreter. The two most common method is to load a file containing \slang code, or to load a string. \sect1{Loading Files} The \cfun{SLang_load_file} and \cfun{SLns_load_file} functions may be used to interpret a file. Both these functions return zero if successful, or \-1 upon failure. If either of these functions fail, the interpreter will accept no more code unless the error state is cleared. This is done by calling \cfun{SLang_restart} function to set the interpreter to its default state, \em{and} setting \ivar{SLang_Error} to 0, e.g., #v+ if (-1 == SLang_load_file ("site.sl")) { /* Clear the error and rest the interpreter */ SLang_restart (1); SLang_Error = 0; } #v- When a file is loaded via \cfun{SLang_load_file}, any non-public variables and functions defined in the file will be placed into a namespace that is local to the file itself. The \cfun{SLns_load_file} function may be used to load a file using a specified namespace, e.g., #v+ if (-1 == SLns_load_file ("site.sl", "NS")) { SLang_restart (1); SLang_Error = 0; } #v- will load \exfile{site.sl} into a namespace called \exns{NS}. If such a namespace does not exist, then it will be created. Both the \cfun{SLang_load_file} and \cfun{SLns_load_file} functions search for files along an application-specified search path. This path may be set using the \cfun{SLpath_set_load_path} function, as well as from interpeted code via the \ifun{set_slang_load_path} function. By default, no search path is defined. Files are searched as follows: If the name begins with the equivalent of \exstr{./} or \exstr{../}, then it is searched for with respect to the current directory, and not along the load-path. If no such file exists, then an error will be generated. Otherwise, the file is searched for in each of the directories of the load-path by concatenating the path element with the specified file name. The first such file found to exist by this process will be loaded. If a matching file still has not been found, and the file name lacks an extension, then the path is searched with \exstr{.sl} and \exstr{.slc} appended to the filename. If two such files are found (one ending with \exstr{.sl} and the other with \exstr{.slc}), then the more recent of the two will be used. If no matching file has been found by this process, then the search will cease and an error generated. The search path is a delimiter separated list of directories that specify where the interpreter looks for files. By default, the value of the delimiter is OS-dependent following the convention of the underlying OS. For example, on Unix the delimiter is represented by a colon, on DOS/Windows it is a semi-colon, and on VMS it is a space. The \cfun{SLpath_set_delimiter} and \cfun{SLpath_get_delimiter} may be used to set and query the delimiter's value, respectively. \sect1{Loading Strings} There are several other mechanisms for interacting with the interpreter. For example, the \cfun{SLang_load_string} function loads a string into the interpreter and interprets it: #v+ if (-1 == SLang_load_string ("message (\"hello\");")) { SLang_restart (1); SLang_Error = 0; } #v- Similarly, the \cfun{SLns_load_string} function may be used to load a string into a specified namespace. Typically, an interactive application will load a file via \cfun{SLang_load_file} and then go into a loop that consists of reading lines of input and sending them to the interpreter, e.g., #v+ while (EOF != fgets (buf, sizeof (buf), stdin)) { if (-1 == SLang_load_string (buf)) SLang_restart (1); SLang_Error = 0; } #v- Finally, some applications such as \jed and \slrn use another method of interacting with the interpreter. They read key sequences from the keyboard and map those key sequences to interpreter functions via the \slang keymap interface. #%}}} \sect{Intrinsic Functions} #%{{{ An intrinsic function is simply a function that is written in C and is made available to the interpreter as a built-in function. For this reason, the words `intrinsic' and `built-in' are often used interchangeably. Applications are expected to add application specific functions to the interpreter. For example, \jed adds nearly 300 editor-specific intrinsic functions. The application designer should think carefully about what intrinsic functions to add to the interpreter. \sect1{Restrictions on Intrinsic Functions} #%{{{ When implementing intrinsic functions, it is necessary to follow a few rules to cooperate with the interpreter. The C version of an intrinsic function takes only pointer arguments. This is because when the interpreter calls an intrinsic function, it passes values to the function by reference and \em{not} by value. For example, intrinsic with the declarations: #v+ int intrinsic_0 (void); int intrinsic_1 (char *s); void intrinsic_2 (char *s, int *i); void intrinsic_3 (int *i, double *d, double *e); #v- are all valid. However, #v+ int invalid_1 (char *s, int len); #v- is not valid since the \var{len} parameter is not a pointer. The return value of an intrinsic function must be one of the following types: \var{void}, \var{char}, \var{short}, \var{int}, \var{long}, \var{double}, \var{char *}, as well as unsigned versions of the integer types. A function such as #v+ int *invalid (void); #v- is not permitted since \var{int*} is not a valid return-type for an intrinsic function. Any other type of value can be passed back to the interpreter by explicitly pushing the object onto the interpreter's stack via the appropriate "push" function. The current implementation limits the number of arguments of an intrinsic function to \exmp{7}. The "pop" functions can be used to allow the function to take an arbitrary number as seen from an interpreter script. Another restriction is that the intrinsic function should regard all its parameters as pointers to constant objects and make no attempt to modify the value to which they point. For example, #v+ void truncate (char *s) { s[0] = 0; } #v- is illegal since the function modifies the string \var{s}. #%}}} \sect1{Adding a New Intrinsic} #%{{{ There are two basic mechanisms for adding an intrinsic function to the interpreter: \cfun{SLadd_intrinsic_function} and \cfun{SLadd_intrin_fun_table}. Functions may be added to a specified namespace via \cfun{SLns_add_intrinsic_function} and \cfun{SLns_add_intrin_fun_table} functions. As an specific example, consider a function that will cause the program to exit via the \var{exit} C library function. It is not possible to make this function an intrinsic because it does not meet the specifications for an intrinsic function that were described earlier. However, one can call \var{exit} from a function that is suitable, e.g., #v+ void intrin_exit (int *code) { exit (*code); } #v- This function may be made available to the interpreter as an intrinsic via the \cfun{SLadd_intrinsic_function} routine: #v+ if (-1 == SLadd_intrinsic_function ("exit", (FVOID_STAR) intrin_exit, SLANG_VOID_TYPE, 1, SLANG_INT_TYPE)) exit (EXIT_FAILURE); #v- This statement basically tells the interpreter that \var{intrin_exit} is a function that returns nothing and takes a single argument: a pointer to an integer (\var{SLANG_INT_TYPE}). A user can call this function from within the interpreter via #v+ message ("Calling the exit function"); exit (0); #v- After printing a message, this will cause the \var{intrin_exit} function to execute, which in turn calls \var{exit}. The most convenient mechanism for adding new intrinsic functions is to create a table of \cfun{SLang_Intrin_Fun_Type} objects and add the table via the \cfun{SLadd_intrin_fun_table} function. The table will look like: #v+ SLang_Intrin_Fun_Type My_Intrinsics [] = { /* table entries */ MAKE_INTRINSIC_N(...), MAKE_INTRINSIC_N(...), . . MAKE_INTRINSIC_N(...), SLANG_END_INTRIN_FUN_TABLE }; #v- Construction of the table entries may be facilitated using a set of \var{MAKE_INTRINSIC} macros defined in \var{slang.h}. The main macro is called \var{MAKE_INTRINSIC_N} and takes 11 arguments: #v+ MAKE_INTRINSIC_N(name, funct-ptr, return-type, num-args, arg-1-type, arg-2-type, ... arg-7-type) #v- Here \var{name} is the name of the intrinsic function that the interpreter is to give to the function. \var{func-ptr} is a pointer to the intrinsic function taking \var{num-args} and returning \var{ret-type}. The final \exmp{7} arguments specifiy the argument types. For example, the \var{intrin_exit} intrinsic described above may be added to the table using #v+ MAKE_INTRINSIC_N("exit", intrin_exit, SLANG_VOID_TYPE, 1, SLANG_INT_TYPE, 0,0,0,0,0,0) #v- While \var{MAKE_INTRINSIC_N} is the main macro for constructing table entries, \var{slang.h} defines other macros that may prove useful. In particular, an entry for the \var{intrin_exit} function may also be created using any of the following forms: #v+ MAKE_INTRINSIC_1("exit", intrin_exit, SLANG_VOID_TYPE, SLANG_INT_TYPE) MAKE_INTRINSIC_I("exit", intrin_exit, SLANG_VOID_TYPE) #v- See \var{slang.h} for related macros. You are also encouraged to look at, e.g., \var{slang/src/slstd.c} for a more extensive examples. The table may be added via the \cfun{SLadd_intrin_fun_table} function, e.g., #v+ if (-1 == SLadd_intrin_fun_table (My_Intrinsics, NULL)) { /* an error occurred */ } #v- Please note that there is no need to load a given table more than once, and it is considered to be an error on the part of the application it adds the same table multiple times. For performance reasons, no checking is performed by the library to see if a table has already been added. Earlier it was mentioned that intrinsics may be added to a specified namespace. To this end, one must first get a pointer to the namespace via the \cfun{SLns_create_namespace} function. The following example illustrates how this function is used to add the \var{My_Intrinsics} table to a namespace called \exmp{my}: #v+ SLang_NameSpace_Type *ns = SLns_create_namespace ("my"); if (ns == NULL) return -1; return SLns_add_intrin_fun_table (ns, My_Intrinsics, "__MY__")); #v- #%}}} \sect1{More Complicated Intrinsics} #%{{{ The intrinsic functions described in the previous example were functions that took a fixed number of arguments. In this section we explore more complex intrinsics such as those that take a variable number of arguments. Consider a function that takes two double precision numbers and returns the lesser: #v+ double intrin_min (double *a, double *b) { if (*a < *b) return *a; return *b; } #v- This function may be added to a table of intrinsics using #v+ MAKE_INTRINSIC_2("vmin", intrin_min, SLANG_DOUBLE_TYPE, SLANG_DOUBLE_TYPE, SLANG_DOUBLE_TYPE) #v- It is useful to extend this function to take an arbitray number of arguments and return the lesser. Consider the following variant: #v+ double intrin_min_n (int *num_ptr) { double min_value, x; unsigned int num = (unsigned int) *num_ptr; if (-1 == SLang_pop_double (&min_value, NULL, NULL)) return 0.0; num--; while (num > 0) { num--; if (-1 == SLang_pop_double (&x, NULL, NULL)) return 0.0; if (x < min_value) min_value = x; } return min_value; } #v- Here the number to compare is passed to the function and the actual numbers are removed from the stack via the \cfun{SLang_pop_double} function. A suitable table entry for it is #v+ MAKE_INTRINSIC_I("vmin", intrin_min_n, SLANG_DOUBLE_TYPE) #v- This function would be used in an interpreter script via a statement such as #v+ variable xmin = vmin (x0, x1, x2, x3, x4, 5); #v- which computes the smallest of \exmp{5} values. The problem with this intrinsic function is that the user must explicitly specify how many numbers to compare. It would be more convenient to simply use #v+ variable xmin = vmin (x0, x1, x2, x3, x4); #v- An intrinsic function can query the value of the variable \var{SLang_Num_Function_Args} to obtain the necessary information: #v+ double intrin_min (void) { double min_value, x; unsigned int num = SLang_Num_Function_Args; if (-1 == SLang_pop_double (&min_value, NULL, NULL)) return 0.0; num--; while (num > 0) { num--; if (-1 == SLang_pop_double (&x, NULL, NULL)) return 0.0; if (x < min_value) min_value = x; } return min_value; } #v- This may be declared as an intrinsic using: #v+ MAKE_INTRINSIC_0("vmin", intrin_min, SLANG_DOUBLE_TYPE) #v- #%}}} #%}}} \sect{Intrinsic Variables} #%{{{ It is possible to access an application's global variables from within the interpreter. The current implementation supports the access of variables of type \var{int}, \var{char *}, and \var{double}. There are two basic methods of making an intrinsic variable available to the interpreter. The most straight forward method is to use the function \cfun{SLadd_intrinsic_variable}: #v+ int SLadd_intrinsic_variable (char *name, VOID_STAR addr, unsigned char data_type, int read_only); #v- For example, suppose that \var{I} is an integer variable, e.g., #v+ int I; #v- One can make it known to the interpreter as \var{I_Variable} via a statement such as #v+ if (-1 == SLadd_intrinsic_variable ("I_Variable", &I, SLANG_INT_TYPE, 0)) exit (EXIT_FAILURE); #v- Similarly, if \var{S} is declared as #v+ char *S; #v- then #v+ if (-1 == SLadd_intrinsic_variable ("S_Variable", &S, SLANG_STRING_TYPE, 1)) exit (EXIT_FAILURE); #v- makes \var{S} available as a \em{read-only} variable with the name \var{S_Variable}. Note that if a pointer variable is made available to the interpreter, its value is managed by the interpreter and not the application. For this reason, it is recommended that such variables be declared as \em{read-only}. It is important to note that if \var{S} were declared as an array of characters, e.g., #v+ char S[256]; #v- then it would not be possible to make it directly available to the interpreter. However, one could create a pointer to it, i.e., #v+ char *S_Ptr = S; #v- and make \var{S_Ptr} available as a read-only variable. One should not make the mistake of trying to use the same address for different variables as the following example illustrates: #v+ int do_not_try_this (void) { static char *names[3] = {"larry", "curly", "moe"}; unsigned int i; for (i = 0; i < 3; i++) { int value; if (-1 == SLadd_intrinsic_variable (names[i], (VOID_STAR) &value, SLANG_INT_TYPE, 1)) return -1; } return 0; } #v- Not only does this piece of code create intrinsic variables that use the same address, it also uses the address of a local variable that will go out of scope. The most convenient method for adding many intrinsic variables to the interpreter is to create an array of \var{SLang_Intrin_Var_Type} objects and then add the array via \cfun{SLadd_intrin_var_table}. For example, the array #v+ static SLang_Intrin_Var_Type Intrin_Vars [] = { MAKE_VARIABLE("I_Variable", &I, SLANG_INT_TYPE, 0), MAKE_VARIABLE("S_Variable", &S_Ptr, SLANG_STRING_TYPE, 1), SLANG_END_TABLE }; #v- may be added via #v+ if (-1 == SLadd_intrin_var_table (Intrin_Vars, NULL)) exit (EXIT_FAILURE); #v- It should be rather obvious that the arguments to the \var{MAKE_VARIABLE} macro correspond to the parameters of the \cfun{SLadd_intrinsic_variable} function. Finally, variables may be added to a specific namespace via the SLns_add_intrin_var_table and SLns_add_intrinsic_variable functions. #%}}} \sect{Aggregate Data Objects} #%{{{ An aggregate data object is an object that can contain more than one data value. The \slang interpreter supports several such objects: arrays, structure, and associative arrays. In the following sections, information about interacting with these objects is given. \sect1{Arrays} #%{{{ An intrinsic function may interact with an array in several different ways. For example, an intrinsic may create an array and return it. The basic functions for manipulating arrays include: #v+ SLang_create_array SLang_pop_array_of_type SLang_push_array SLang_free_array SLang_get_array_element SLang_set_array_element #v- The use of these functions will be illustrated via a few simple examples. The first example shows how to create an return an array of strings to the interpreter. In particular, the names of the four seasons of the year will be returned: #v+ void months_of_the_year (void) { static char *seasons[4] = { "Spring", "Summer", "Autumn", "Winter" }; SLang_Array_Type *at; int i, four; four = 4; at = SLang_create_array (SLANG_STRING_TYPE, 0, NULL, &four, 1); if (at == NULL) return; /* Now set the elements of the array */ for (i = 0; i < 4; i++) { if (-1 == SLang_set_array_element (at, &i, &seasons[i])) { SLang_free_array (at); return; } } (void) SLang_push_array (at, 0); SLang_free_array (at); } #v- This example illustrates several points. First of all, the \cfun{SLang_create_array} function was used to create a 1 dimensional array of 4 strings. Since this function could fail, its return value was checked. Then the \cfun{SLang_set_array_element} function was used to set the elements of the newly created array. Note that the address containing the value of the array element was passed and not the value of the array element itself. That is, #v+ SLang_set_array_element (at, &i, seasons[i]) #v- was not used. The return value from this function was also checked because it too could also fail. Finally, the array was pushed onto the interpreter's stack and then it was freed. It is important to understand why it was freed. This is because arrays are reference-counted. When the array was created, it was returned with a reference count of \var{1}. When it was pushed, the reference count was bumped up to \var{2}. Then since it was nolonger needed by the function, \cfun{SLang_free_array} was called to decrement the reference count back to \var{1}. For convenience, the second argument to \cfun{SLang_push_array} determines whether or not it is to also free the array. So, instead of the two function calls: #v+ (void) SLang_push_array (at, 0); SLang_free_array (at); #v- it is preferable to combine them as #v+ (void) SLang_push_array (at, 1); #v- The second example returns a diagonal array of a specified size to the stack. A diagonal array is a 2-d array with all elements zero except for those along the diagonal, which have a value of one: #v+ void make_diagonal_array (int n) { SLang_Array_Type *at; int dims[2]; int i, one; dims[0] = dims[1] = n; at = SLang_create_array (SLANG_INT_TYPE, 0, NULL, dims, 2); if (at == NULL) return; one = 1; for (i = 0; i < n; i++) { dims[0] = dims[1] = i; if (-1 == SLang_set_array_element (at, dims, &one)) { SLang_free_array (at); return; } } (void) SLang_push_array (at, 1); } #v- In this example, only the diagonal elements of the array were set. This is bacause when the array was created, all its elements were set to zero. Now consider an example that acts upon an existing array. In particular, consider one that computes the trace of a 2-d matrix, i.e., the sum of the diagonal elements: #v+ double compute_trace (void) { SLang_Array_Type *at; double trace; int dims[2]; if (-1 == SLang_pop_array_of_type (&at, SLANG_DOUBLE_TYPE)) return 0.0; /* We want a 2-d square matrix. If the matrix is 1-d and has only one element, then return that element. */ trace = 0.0; if (((at->num_dims == 1) && (at->dims[0] == 1)) || ((at->num_dims == 2) && (at->dims[0] == at->dims[1]))) { double dtrace; int n = at->dims[0]; for (i = 0; i < n; i++) { dims[0] = dims[1] = i; (void) SLang_get_array_element (at, &dims, &dtrace); trace += dtrace; } } else SLang_verror (SL_TYPE_MISMATCH, "Expecting a square matrix"); SLang_free_array (at); return trace; } #v- In this example, \cfun{SLang_pop_array_of_type} was used to pop an array of doubles from the stack. This function will make implicit typecasts in order to return an array of the requested type. #%}}} \sect1{Structures} #%{{{ For the purposes of this section, we shall differentiate structures according to whether or not they correspond to an application defined C structure. Those that do are called intrinsic structures, and those do not are called \slang interpreter structures. \sect2{Interpreter Structures} The following simple example shows one method that may be used to create and return a structure with a string and integer field to the interpreter's stack: #v+ int push_struct_example (char *string_value, int int_value) { char *field_names[2]; unsigned char field_types[2]; VOID_STAR field_values[2]; field_names[0] = "string_field"; field_types[0] = SLANG_STRING_TYPE; field_values[0] = &string_value; field_names[1] = "int_field"; field_types[1] = SLANG_INT_TYPE; field_values[1] = &int_value; if (-1 == SLstruct_create_struct (2, field_names, field_types, field_values)) return -1; return 0; } #v- Here, \cfun{SLstruct_create_struct} is used to push a structure with the specified field names and values onto the interpreter's stack. A simpler mechanism exists provided that one has already defined a C structure with a description of how the structure is laid out. For example, consider a C structure defined by #v+ typedef struct { char *s; int i; } SI_Type; #v- Its layout may be specified via a table of \var{SLang_CStruct_Field_Type} entries: #v+ SLang_CStruct_Field_Type SI_Type_Layout [] = { MAKE_CSTRUCT_FIELD(SI_Type, s, "string_field", SLANG_STRING_TYPE, 0), MAKE_CSTRUCT_FIELD(SI_Type, i, "int_field", SLANG_INT_TYPE, 0), SLANG_END_CSTRUCT_TABLE }; #v- Here, MAKE_CSTRUCT_FIELD is a macro taking 5 arguments: #v+ MAKE_CSTRUCT_FIELD(C-structure-type, C-field-name, slang-field-name, slang-data-type, is-read-only) #v- The first argument is the structure type, the second is the name of a field of the structure, the third is a string that specifies the name of the corresponding field of the \slang structure, the fourth argument specifies the field's type, and the last argument specifies whether or not the field should be regarded as read-only. Once the layout of the structure has been specified, pushing a \slang version of the structure is trival: #v+ int push_struct_example (char *string_value, int int_value) { SI_Type si; si.s = string_value; si.i = int_value; return SLang_push_cstruct ((VOID_STAR)&si, SI_Type_Layout); } #v- This mechanism of structure creation also permits a \slang structure to be passed to an intrinsic function through the use of the SLang_pop_cstruct routine, e.g., #v+ void print_si_struct (void) { SI_Type si; if (-1 == SLang_pop_cstruct ((VOID_STAR)&si, SI_Type_Layout)) return; printf ("si.i=%d", si.i); printf ("si.s=%s", si.s); SLang_free_cstruct ((VOID_STAR)&si, SI_Type_Layout); } #v- Assuming \exmp{print_si_struct} exists as an intrinsic function, the \slang code #v+ variable s = struct {string_field, int_field}; s.string_field = "hello"; s.int_field = 20; print_si_struct (s); #v- would result in the display of #v+ si.i=20; si.s=hello #v- Note that the \cfun{SLang_free_cstruct} function was called after the contents of \exmp{si} were nolonger needed. This was necessary because \cfun{SLang_pop_cstruct} allocated memory to set the \exmp{char *s} field of \exmp{si}. Calling \cfun{SLang_free_cstruct} frees up such memory. Now consider the following: #v+ typedef struct { pid_t pid; gid_t group; } X_t; #v- How should the layout of this structure be defined? One might be tempted to use: #v+ SLang_CStruct_Field_Type X_t_Layout [] = { MAKE_CSTRUCT_FIELD(X_t, pid, "pid", SLANG_INT_TYPE, 0), MAKE_CSTRUCT_FIELD(X_t, group, "group", SLANG_INT_TYPE, 0), SLANG_END_CSTRUCT_TABLE }; #v- However, this assumes \exmp{pid_t} and \exmp{gid_t} have been typedefed as ints. But what if \exmp{gid_t} is a \exmp{short}? In such a case, using #v+ MAKE_CSTRUCT_FIELD(X_t, group, "group", SLANG_SHORT_TYPE, 0), #v- would be the appropriate entry for the \exmp{group} field. Of course, one has no way of knowing how \exmp{gid_t} is declared on other systems. For this reason, it is preferable to use the \var{MAKE_CSTRUCT_INT_FIELD} macro in cases involving integer valued fields, e.g., #v+ SLang_CStruct_Field_Type X_t_Layout [] = { MAKE_CSTRUCT_INT_FIELD(X_t, pid, "pid", 0), MAKE_CSTRUCT_INT_FIELD(X_t, group, "group", 0), SLANG_END_CSTRUCT_TABLE }; #v- Before leaving this section, it is important to mention that access to character array fields is not permitted via this interface. That is, a structure such as #v+ typedef struct { char name[32]; } Name_Type; #v- is not supported since \exmp{char name[32]} is not a \var{SLANG_STRING_TYPE} object. Always keep in mind that a \var{SLANG_STRING_TYPE} object is a \exmp{char *}. \sect2{Intrinsic Structures} Here we show how to make intrinsic structures available to the interpreter. The simplest interface is to structure pointers and not to the actual structures themselves. The latter would require the interpreter to be involved with the creation and destruction of the structures. Dealing with the pointers themselves is far simpler. As an example, consider an object such as #v+ typedef struct _Window_Type { char *title; int row; int col; int width; int height; } Window_Type; #v- which defines a window object with a title, size (\var{width}, \var{height}), and location (\var{row}, \var{col}). We can make variables of type \var{Window_Type} available to the interpreter via a table as follows: #v+ static SLang_IStruct_Field_Type Window_Type_Field_Table [] = { MAKE_ISTRUCT_FIELD(Window_Type, title, "title", SLANG_STRING_TYPE, 1), MAKE_ISTRUCT_FIELD(Window_Type, row, "row", SLANG_INT_TYPE, 0), MAKE_ISTRUCT_FIELD(Window_Type, col, "col", SLANG_INT_TYPE, 0), MAKE_ISTRUCT_FIELD(Window_Type, width, "width", SLANG_INT_TYPE, 0), MAKE_ISTRUCT_FIELD(Window_Type, height, "height", SLANG_INT_TYPE, 0), SLANG_END_ISTRUCT_TABLE }; #v- More precisely, this defines the layout of the \var{Window_Type} structure. Here, the \var{title} has been declared as a read-only field. Using #v+ MAKE_ISTRUCT_FIELD(Window_Type, title, "title", SLANG_STRING_TYPE, 0), #v- would allow read-write access. Now suppose that \var{My_Window} is a pointer to a \var{Window_Type} object, i.e., #v+ Window_Type *My_Window; #v- We can make this variable available to the interpreter via the \cfun{SLadd_istruct_table} function: #v+ if (-1 == SLadd_istruct_table (Window_Type_Field_Table, (VOID_STAR) &My_Window, "My_Win")) exit (1); #v- This creates a S-Lang interpreter variable called \var{My_Win} whose value corresponds to the \var{My_Win} structure. This would permit one to access the fields of \var{My_Window} via \slang statements such as #v+ define set_width_and_height (w,h) { My_Win.width = w; My_Win.height = h; } #v- It is extremely important to understand that the interface described in this section does not allow the interpreter to create new instances of \var{Window_Type} objects. The interface merely defines an association or correspondence between an intrinsic structure pointer and a \slang variable. For example, if the value of \var{My_Window} is \var{NULL}, then \var{My_Win} would also be \var{NULL}. One should be careful in allowing read/write access to character string fields. If read/write access is allowed, then the application should always use the \cfun{SLang_create_slstring} and \cfun{SLang_free_slstring} functions to set the character string field of the structure. #%}}} #%}}} #%}}} \chapter{Keyboard Interface} #%{{{ #%{{{ Overview \slang's keyboard interface has been designed to allow an application to read keyboard input from the user in a system-independent manner. The interface consists of a set of low routines for reading single character data as well as a higher level interface (\grp{SLkp}) which utilize \slang's keymap facility for reading multi-character sequences. To initialize the interface, one must first call the function \verb{SLang_init_tty}. Before exiting the program, the function \verb{SLang_reset_tty} must be called to restore the keyboard interface to its original state. Once initialized, the low-level \verb{SLang_getkey} function may be used to read \em{simgle} keyboard characters from the terminal. An application using the higher-level \grp{SLkp} interface will read charcters using the \verb{SLkp_getkey} function. In addition to these basic functions, there are also functions to ``unget'' keyboard characters, flush the input, detect pending-input with a timeout, etc. These functions are defined below. #%}}} \sect{Initializing the Keyboard Interface} #%{{{ The function \verb{SLang_init_tty} must be called to initialize the terminal for single character input. This puts the terminal in a mode usually referred to as ``raw'' mode. The prototype for the function is: #v+ int SLang_init_tty (int abort_char, int flow_ctrl, int opost); #v- It takes three parameters that are used to specify how the terminal is to be initialized. #%+ Although the \slang keyboard interface has been %designed to be as system independent as possible, there are semantic % differences. #%- The first parameter, \verb{abort_char}, is used to specify the interrupt character (\tt{SIGINT}). Under MSDOS, this value corresponds to the scan code of the character that will be used to generate the interrupt. For example, under MSDOS, \verb{34} should be used to make \key{Ctrl-G} generate an interrupt signal since 34 is the scan code for \key{G}. On other systems, the value of \verb{abort_char} will simply be the ascii value of the control character that will be used to generate the interrupt signal, e.g., \tt{7} for \key{Ctrl-G}. If \verb{-1} is passed, the interrupt character will not be changed. Pressing the interrupt character specified by the first argument will generate a signal (\tt{SIGINT}) that may or not be caught by the application. It is up to the application to catch this signal. \slang provides the function \verb{Slang_set_abort_signal} to make it easy to facilitate this task. The second parameter is used to specify whether or not flow control should be used. If this parameter is zero, flow control is enabled otherwise it is disabled. Disabling flow control is necessary to pass certain characters to the application (e.g., \key{Ctrl-S} and \key{Ctrl-Q}). For some systems such as MSDOS, this parameter is meaningless. The third parameter, \verb{opost}, is used to turn output processing on or off. If \verb{opost} is zero, output processing is \em{not} turned on otherwise, output processing is turned on. The \verb{SLang_init_tty} function returns -1 upon failure. In addition, after it returns, the \slang global variable \verb{SLang_TT_Baud_Rate} will be set to the baud rate of the terminal if this value can be determined. Example: #v+ if (-1 == SLang_init_tty (7, 0, 0)) /* For MSDOS, use 34 as scan code */ { fprintf (stderr, "Unable to initialize the terminal.\n"); exit (1); } SLang_set_abort_signal (NULL); #v- Here the terminal is initialized such that flow control and output processing are turned off. In addition, the character \key{Ctrl-G}\footnote{For MSDOS systems, use the \em{scan code} 34 instead of 7 for \key{Ctrl-G}} has been specified to be the interrupt character. The function \verb{SLang_set_abort_signal} is used to install the default \slang interrupt signal handler. #%}}} \sect{Resetting the Keyboard Interface} #%{{{ The function \verb{SLang_reset_tty} must be called to reset the terminal to the state it was in before the call to \verb{SLang_init_tty}. The prototype for this function is: #v+ void SLang_reset_tty (void); #v- Usually this function is only called before the program exits. However, if the program is suspended it should also be called just before suspension. #%}}} \sect{Initializing the \grp{SLkp} Routines} #%{{{ Extra initialization of the higher-level \grp{SLkp} functions are required because they are layered on top of the lower level routines. Since the \verb{SLkp_getkey} function is able to process function and arrow keys in a terminal independent manner, it is necessary to call the \verb{SLtt_get_terminfo} function to get information about the escape character sequences that the terminal's function keys send. Once that information is available, the \verb{SLkp_init} function can construct the proper keymaps to process the escape sequences. This part of the initialization process for an application using this interface will look something like: #v+ SLtt_get_terminfo (); if (-1 == SLkp_init ()) { SLang_doerror ("SLkp_init failed."); exit (1); } if (-1 == SLang_init_tty (-1, 0, 1)) { SLang_doerror ("SLang_init_tty failed."); exit (1); } #v- It is important to check the return status of the \verb{SLkp_init} function which can failed if it cannot allocate enough memory for the keymap. #%}}} \sect{Setting the Interrupt Handler} #%{{{ The function \verb{SLang_set_abort_signal} may be used to associate an interrupt handler with the interrupt character that was previously specified by the \verb{SLang_init_tty} function call. The prototype for this function is: #v+ void SLang_set_abort_signal (void (*)(int)); #v- This function returns nothing and takes a single parameter which is a pointer to a function taking an integer value and returning \verb{void}. If a \verb{NULL} pointer is passed, the default \slang interrupt handler will be used. The \slang default interrupt handler under Unix looks like: #v+ static void default_sigint (int sig) { SLsignal_intr (SIGINT, default_sigint); SLKeyBoard_Quit = 1; if (SLang_Ignore_User_Abort == 0) SLang_Error = USER_BREAK; } #v- It simply sets the global variable \verb{SLKeyBoard_Quit} to one and if the variable \verb{SLang_Ignore_User_Abort} is non-zero, \verb{SLang_Error} is set to indicate a user break condition. (The function \verb{SLsignal_intr} is similar to the standard C \verb{signal} function \em{except that it will interrupt system calls}. Some may not like this behavior and may wish to call this \verb{SLang_set_abort_signal} with a different handler.) Although the function expressed above is specific to Unix, the analogous routines for other operating systems are equivalent in functionality even though the details of the implementation may vary drastically (e.g., under MSDOS, the hardware keyboard interrupt \verb{int 9h} is hooked). #%}}} \sect{Reading Keyboard Input with SLang_getkey} #%{{{ After initializing the keyboard via \verb{SLang_init_tty}, the \slang function \verb{SLang_getkey} may be used to read characters from the terminal interface. In addition, the function \verb{SLang_input_pending} may be used to determine whether or not keyboard input is available to be read. These functions have prototypes: #v+ unsigned int SLang_getkey (void); int SLang_input_pending (int tsecs); #v- The \verb{SLang_getkey} function returns a single character from the terminal. Upon failure, it returns \verb{0xFFFF}. If the interrupt character specified by the \verb{SLang_init_tty} function is pressed while this function is called, the function will return the value of the interrupt character and set the \slang global variable \verb{SLKeyBoard_Quit} to a non-zero value. In addition, if the default \slang interrupt handler has been specified by a \verb{NULL} argument to the \verb{SLang_set_abort_signal} function, the global variable \verb{SLang_Error} will be set to \verb{USER_BREAK} \em{unless} the variable \verb{SLang_Ignore_User_Abort} is non-zero. The \verb{SLang_getkey} function waits until input is available to be read. The \verb{SLang_input_pending} function may be used to determine whether or not input is ready. It takes a single parameter that indicates the amount of time to wait for input before returning with information regarding the availability of input. This parameter has units of one tenth (1/10) of a second, i.e., to wait one second, the value of the parameter should be \tt{10}. Passing a value of zero causes the function to return right away. \verb{SLang_input_pending} returns a positive integer if input is available or zero if input is not available. It will return -1 if an error occurs. Here is a simple example that reads keys from the terminal until one presses \key{Ctrl-G} or until 5 seconds have gone by with no input: #v+ #include #include "slang.h" int main () { int abort_char = 7; /* For MSDOS, use 34 as scan code */ unsigned int ch; if (-1 == SLang_init_tty (abort_char, 0, 1)) { fprintf (stderr, "Unable to initialize the terminal.\n"); exit (-1); } SLang_set_abort_signal (NULL); while (1) { fputs ("\nPress any key. To quit, press Ctrl-G: ", stdout); fflush (stdout); if (SLang_input_pending (50) == 0) /* 50/10 seconds */ { fputs ("Waited too long! Bye\n", stdout); break; } ch = SLang_getkey (); if (SLang_Error == USER_BREAK) { fputs ("Ctrl-G pressed! Bye\n", stdout); break; } putc ((int) ch, stdout); } SLang_reset_tty (); return 0; } #v- #%}}} \sect{Reading Keyboard Input with SLkp_getkey} #%{{{ Unlike the low-level function \verb{SLang_getkey}, the \verb{SLkp_getkey} function can read a multi-character sequence associated with function keys. The \verb{SLkp_getkey} function uses \verb{SLang_getkey} and \slang's keymap facility to process escape sequences. It returns a single integer which describes the key that was pressed: #v+ int SLkp_getkey (void); #v- That is, the \verb{SLkp_getkey} function simple provides a mapping between keys and integers. In this context the integers are called \em{keysyms}. For single character input such as generated by the \key{a} key on the keyboard, the function returns the character that was generated, e.g., \verb{'a'}. For single characters, \verb{SLkp_getkey} will always return an keysym whose value ranges from 0 to 256. For keys that generate multiple character sequences, e.g., a function or arrow key, the function returns an keysym whose value is greater that 256. The actual values of these keysyms are represented as macros defined in the \file{slang.h} include file. For example, the up arrow key corresponds to the keysym whose value is \verb{SL_KEY_UP}. Since it is possible for the user to enter a character sequence that does not correspond to any key. If this happens, the special keysym \verb{SL_KEY_ERR} will be returned. Here is an example of how \verb{SLkp_getkey} may be used by a file viewer: #v+ switch (SLkp_getkey ()) { case ' ': case SL_KEY_NPAGE: next_page (); break; case 'b': case SL_KEY_PPAGE: previous_page (); break; case '\r': case SL_KEY_DOWN: next_line (); break; . . case SL_KEY_ERR: default: SLtt_beep (); } #v- Unlike its lower-level counterpart, \verb{SLang_getkey}, there do not yet exist any functions in the library that are capable of ``ungetting'' keysyms. In particular, the \verb{SLang_ungetkey} function will not work. #%}}} \sect{Buffering Input} #%{{{ \slang has several functions pushing characters back onto the input stream to be read again later by \verb{SLang_getkey}. It should be noted that none of the above functions are designed to push back keysyms read by the \verb{SLkp_getkey} function. These functions are declared as follows: #v+ void SLang_ungetkey (unsigned char ch); void SLang_ungetkey_string (unsigned char *buf, int buflen); void SLang_buffer_keystring (unsigned char *buf, int buflen); #v- \verb{SLang_ungetkey} is the most simple of the three functions. It takes a single character a pushes it back on to the input stream. The next call to \verb{SLang_getkey} will return this character. This function may be used to \em{peek} at the character to be read by first reading it and then putting it back. \verb{SLang_ungetkey_string} has the same function as \verb{SLang_ungetkey} except that it is able to push more than one character back onto the input stream. Since this function can push back null (ascii 0) characters, the number of characters to push is required as one of the parameters. The last of these three functions, \verb{SLang_buffer_keystring} can handle more than one charater but unlike the other two, it places the characters at the \em{end} of the keyboard buffer instead of at the beginning. Note that the use of each of these three functions will cause \verb{SLang_input_pending} to return right away with a non-zero value. Finally, the \slang keyboard interface includes the function \verb{SLang_flush_input} with prototype #v+ void SLang_flush_input (void); #v- It may be used to discard \em{all} input. Here is a simple example that looks to see what the next key to be read is if one is available: #v+ int peek_key () { int ch; if (SLang_input_pending (0) == 0) return -1; ch = SLang_getkey (); SLang_ungetkey (ch); return ch; } #v- #%}}} \sect{Global Variables} #%{{{ Although the following \slang global variables have already been mentioned earlier, they are gathered together here for completeness. \verb{int SLang_Ignore_User_Abort;} If non-zero, pressing the interrupt character will not result in \verb{SLang_Error} being set to \verb{USER_BREAK}. \verb{volatile int SLKeyBoard_Quit;} This variable is set to a non-zero value when the interrupt character is pressed. If the interrupt character is pressed when \verb{SLang_getkey} is called, the interrupt character will be returned from \verb{SLang_getkey}. \verb{int SLang_TT_Baud_Rate;} On systems which support it, this variable is set to the value of the terminal's baud rate after the call to \verb{SLang_init_tty}. #%}}} #%}}} \chapter{Screen Management} #%{{{ The \slang library provides two interfaces to terminal independent routines for manipulating the display on a terminal. The highest level interface, known as the \verb{SLsmg} interface is discussed in this section. It provides high level screen management functions more manipulating the display in an optimal manner and is similar in spirit to the \verb{curses} library. The lowest level interface, or the \verb{SLtt} interface, is used by the \verb{SLsmg} routines to actually perform the task of writing to the display. This interface is discussed in another section. Like the keyboard routines, the \verb{SLsmg} routines are \em{platform independent} and work the same on MSDOS, OS/2, Unix, and VMS. The screen management, or \verb{SLsmg}, routines are initialized by function \verb{SLsmg_init_smg}. Once initialized, the application uses various \verb{SLsmg} functions to write to a \em{virtual} display. This does not cause the \em{physical} terminal display to be updated immediately. The physical display is updated to look like the virtual display only after a call to the function \verb{SLsmg_refresh}. Before exiting, the application using these routines is required to call \verb{SLsmg_reset_smg} to reset the display system. The following subsections explore \slang's screen management system in greater detail. \sect{Initialization} The function \verb{SLsmg_init_smg} must be called before any other \verb{SLsmg} function can be used. It has the simple prototype: #v+ int SLsmg_init_smg (void); #v- It returns zero if successful or -1 if it cannot allocate space for the virtual display. For this routine to properly initialize the virtual display, the capabilities of the terminal must be known as well as the size of the \em{physical} display. For these reasons, the lower level \verb{SLtt} routines come into play. In particular, before the first call to \verb{SLsmg_init_smg}, the application is required to call the function \verb{SLtt_get_terminfo} before calling \verb{SLsmg_init_smg}. The \verb{SLtt_get_terminfo} function sets the global variables \verb{SLtt_Screen_Rows} and \verb{SLtt_Screen_Cols} to the values appropriate for the terminal. It does this by calling the \verb{SLtt_get_screen_size} function to query the terminal driver for the appropriate values for these variables. From this point on, it is up to the application to maintain the correct values for these variables by calling the \verb{SLtt_get_screen_size} function whenever the display size changes, e.g., in response to a \verb{SIGWINCH} signal. Finally, if the application is going to read characters from the keyboard, it is also a good idea to initialize the keyboard routines at this point as well. \sect{Resetting SLsmg} Before the program exits or suspends, the function \verb{SLsmg_reset_tty} should be called to shutdown the display system. This function has the prototype #v+ void SLsmg_reset_smg (void); #v- This will deallocate any memory allocated for the virtual screen and reset the terminal's display. Basically, a program that uses the \verb{SLsmg} screen management functions and \slang's keyboard interface will look something like: #v+ #include "slang.h" int main () { SLtt_get_terminfo (); SLang_init_tty (-1, 0, 0); SLsmg_init_smg (); /* do stuff .... */ SLsmg_reset_smg (); SLang_reset_tty (); return 0; } #v- If this program is compiled and run, all it will do is clear the screen and position the cursor at the bottom of the display. In the following sections, other \verb{SLsmg} functions will be introduced which may be used to make this simple program do much more. \sect{Handling Screen Resize Events} The function \verb{SLsmg_reinit_smg} is designed to be used in conjunction with resize events. Under Unix-like operating systems, when the size of the display changes, the application will be sent a \verb{SIGWINCH} signal. To properly handle this signal, the \verb{SLsmg} routines must be reinitialized to use the new display size. This may be accomplished by calling \verb{SLtt_get_screen_size} to get the new size, followed by \verb{SLsmg_reinit_smg} to reinitialize the \verb{SLsmg} interface to use the new size. Keep in mind that these routines should not be called from within the signal handler. The following code illustrates the main ideas involved in handling such events: #v+ static volatile int Screen_Size_Changed; static sigwinch_handler (int sig) { Screen_Size_Changed = 1; SLsignal (SIGWINCH, sigwinch_handler); } int main (int argc, char **argv) { SLsignal (SIGWINCH, sigwinch_handler); SLsmg_init_smg (); . . /* Now enter main loop */ while (not_done) { if (Screen_Size_Changed) { SLtt_get_screen_size (); SLsmg_reinit_smg (); redraw_display (); } . . } return 0; } #v- \sect{SLsmg Functions} #%{{{ In the previous sections, functions for initializing and shutting down the \verb{SLsmg} routines were discussed. In this section, the rest of the \verb{SLsmg} functions are presented. These functions act only on the \em{virtual} display. The \em{physical} display is updated when the \verb{SLsmg_refresh} function is called and \em{not until that time}. This function has the simple prototype: #v+ void SLsmg_refresh (void); #v- \sect1{Positioning the cursor} The \verb{SLsmg_gotorc} function is used to position the cursor at a given row and column. The prototype for this function is: #v+ void SLsmg_gotorc (int row, int col); #v- The origin of the screen is at the top left corner and is given the coordinate (0, 0), i.e., the top row of the screen corresponds to \verb{row = 0} and the first column corresponds to \verb{col = 0}. The last row of the screen is given by \verb{row = SLtt_Screen_Rows - 1}. It is possible to change the origin of the coordinate system by using the function \verb{SLsmg_set_screen_start} with prototype: #v+ void SLsmg_set_screen_start (int *r, int *c); #v- This function takes pointers to the new values of the first row and first column. It returns the previous values by modifying the values of the integers at the addresses specified by the parameter list. A \verb{NULL} pointer may be passed to indicate that the origin is to be set to its initial value of 0. For example, #v+ int r = 10; SLsmg_set_screen_start (&r, NULL); #v- sets the origin to (10, 0) and after the function returns, the variable \verb{r} will have the value of the previous row origin. \sect1{Writing to the Display} \verb{SLsmg} has several routines for outputting text to the virtual display. The following points should be understood: \begin{itemize} \item The text is output at the position of the cursor of the virtual display and the cursor is advanced to the position that corresponds to the end of the text. \item Text does \em{not} wrap at the boundary of the display--- it is trucated. This behavior seems to be more useful in practice since most programs that would use screen management tend to be line oriented. \item Control characters are displayed in a two character sequence representation with \verb{^} as the first character. That is, \key{Ctrl-X} is output as \verb{^X}. \item The newline character does \em{not} cause the cursor to advance to the next row. Instead, when a newline character is encountered when outputting text, the output routine will return. That is, outputting a string containing a newline character will only display the contents of the string up to the newline character. \end{itemize} Although the some of the above items might appear to be too restrictive, in practice this is not seem to be the case. In fact, the design of the output routines was influenced by their actual use and modified to simplify the code of the application utilizing them. \verb{void SLsmg_write_char (char ch);} Write a single character to the virtual display. \verb{void SLsmg_write_nchars (char *str, int len);} Write \verb{len} characters pointed to by \verb{str} to the virtual display. \verb{void SLsmg_write_string (char *str);} Write the null terminated string given by pointer \verb{str} to the virtual display. This function is a wrapper around \verb{SLsmg_write_nchars}. \verb{void SLsmg_write_nstring (char *str, int n);} Write the null terminated string given by pointer \verb{str} to the virtual display. At most, only \verb{n} characters are written. If the length of the string is less than \verb{n}, then the string will be padded with blanks. This function is a wrapper around \verb{SLsmg_write_nchars}. \verb{void SLsmg_printf (char *fmt, ...);} This function is similar to \verb{printf} except that it writes to the \verb{SLsmg} virtual display. \verb{void SLsmg_vprintf (char *, va_list);} Like \verb{SLsmg_printf} but uses a variable argument list. \sect1{Erasing the Display} The following functions may be used to fill portions of the display with blank characters. The attributes of blank character are the current attributes. (See below for a discussion of character attributes) \verb{void SLsmg_erase_eol (void);} Erase line from current position to the end of the line. \verb{void SLsmg_erase_eos (void);} Erase from the current position to the end of the screen. \verb{void SLsmg_cls (void);} Clear the entire virtual display. \sect1{Setting Character Attributes} Character attributes define the visual characteristics the character possesses when it is displayed. Visual characteristics include the foreground and background colors as well as other attributes such as blinking, bold, and so on. Since \verb{SLsmg} takes a different approach to this problem than other screen management libraries an explanation of this approach is given here. This approach has been motivated by experience with programs that require some sort of screen management. Most programs that use \verb{SLsmg} are composed of specific textual objects or objects made up of line drawing characters. For example, consider an application with a menu bar with drop down menus. The menus might be enclosed by some sort of frame or perhaps a shadow. The basic idea is to associate an integer to each of the objects (e.g., menu bar, shadow, current menu item, etc.) and create a mapping from the integer to the set of attributes. In the terminology of \verb{SLsmg}, the integer is simply called an \em{object}. For example, the menu bar might be associated with the object \verb{1}, the drop down menu could be object \verb{2}, the shadow could be object \verb{3}, and so on. The range of values for the object integer is restricted from 0 up to and including 255 on all systems except MSDOS where the maximum allowed integer is 15\footnote{This difference is due to memory constraints imposed by MSDOS. This restriction might be removed in a future version of the library.}. The object numbered zero should not be regarding as an object at all. Rather it should be regarded as all \em{other} objects that have not explicitly been given an object number. \verb{SLsmg}, or more precisely \verb{SLtt}, refers to the attributes of this special object as the \em{default} or \em{normal} attributes. The \verb{SLsmg} routines know nothing about the mapping of the color to the attributes associated with the color. The actual mapping takes place at a lower level in the \verb{SLtt} routines. Hence, to map an object to the actual set of attributes requires a call to any of the following \verb{SLtt} routines: #v+ void SLtt_set_color (int obj, char *name, char *fg, char *bg); void SLtt_set_color_object (int obj, SLtt_Char_Type attr); void SLtt_set_mono (int obj, char *, SLtt_Char_Type attr); #v- Only the first of these routines will be discussed briefly here. The latter two functions allow more fine control over the object to attribute mapping (such as assigning a ``blink'' attribute to the object). For a more full explanation on all of these routines see the section about the \verb{SLtt} interface. The \verb{SLtt_set_color} function takes four parameters. The first parameter, \verb{obj}, is simply the integer of the object for which attributes are to be assigned. The second parameter is currently unused by these routines. The third and forth parameters, \verb{fg} and \verb{bg}, are the names of the foreground and background color to be used associated with the object. The strings that one can use for the third and fourth parameters can be any one of the 16 colors: #v+ "black" "gray" "red" "brightred" "green" "brightgreen" "brown" "yellow" "blue" "brightblue" "magenta" "brightmagenta" "cyan" "brightcyan" "lightgray" "white" #v- The value of the foreground parameter \verb{fg} can be anyone of these sixteen colors. However, on most terminals, the background color will can only be one of the colors listed in the first column\footnote{This is also true on the Linux console. However, it need not be the case and hopefully the designers of Linux will someday remove this restriction.}. Of course not all terminals are color terminals. If the \slang global variable \verb{SLtt_Use_Ansi_Colors} is non-zero, the terminal is assumed to be a color terminal. The \verb{SLtt_get_terminfo} will try to determine whether or not the terminal supports colors and set this variable accordingly. It does this by looking for the capability in the terminfo/termcap database. Unfortunately many Unix databases lack this information and so the \verb{SLtt_get_terminfo} routine will check whether or not the environment variable \verb{COLORTERM} exists. If it exists, the terminal will be assumed to support ANSI colors and \verb{SLtt_Use_Ansi_Colors} will be set to one. Nevertheless, the application should provide some other mechanism to set this variable, e.g., via a command line parameter. When the \verb{SLtt_Use_Ansi_Colors} variable is zero, all objects with numbers greater than one will be displayed in inverse video\footnote{This behavior can be modified by using the \tt{SLtt_set_mono} function call.}. With this background, the \verb{SLsmg} functions for setting the character attributes can now be defined. These functions simply set the object attributes that are to be assigned to \em{subsequent} characters written to the virtual display. For this reason, the new attribute is called the \em{current} attribute. \verb{void SLsmg_set_color (int obj);} Set the current attribute to those of object \verb{obj}. \verb{void SLsmg_normal_video (void);} This function is equivalent to \verb{SLsmg_set_color (0)}. \verb{void SLsmg_reverse_video (void);} This function is equivalent to \verb{SLsmg_set_color (1)}. On monochrome terminals, it is equivalent to setting the subsequent character attributes to inverse video. Unfortunately there does not seem to be a standard way for the application or, in particular, the library to determine which color will be used by the terminal for the default background. Such information would be useful in initializing the foreground and background colors associated with the default color object (0). FOr this reason, it is up to the application to provide some means for the user to indicate what these colors are for the particular terminal setup. To facilitate this, the \verb{SLtt_get_terminfo} function checks for the existence of the \verb{COLORFGBG} environment variable. If this variable exists, its value will be used to initialize the colors associated with the default color object. Specifically, the value is assumed to consist of a foreground color name and a background color name separated by a semicolon. For example, if the value of \verb{COLORTERM} is \verb{lightgray;blue}, the default color object will be initialized to represent a \verb{lightgray} foreground upon a \verb{blue} background. \sect1{Lines and Alternate Character Sets} The \slang screen management library also includes routines for turning on and turning off alternate character sets. This is especially useful for drawing horizontal and vertical lines. \verb{void SLsmg_set_char_set (int flag);} If \verb{flag} is non-zero, subsequent write functions will use characters from the alternate character set. If \verb{flag} is zero, the default, or, ordinary character set will be used. \verb{void SLsmg_draw_hline (int len);} Draw a horizontal line from the current position to the column that is \verb{len} characters to the right. \verb{void SLsmg_draw_vline (int len);} Draw a horizontal line from the current position to the row that is \verb{len} rows below. \verb{void SLsmg_draw_box (int r, int c, int dr, int dc);} Draw a box whose upper right corner is at row \verb{r} and column \verb{c}. The box spans \verb{dr} rows and \verb{dc} columns. The current position will be left at row \verb{r} and column \verb{c}. \sect1{Miscellaneous Functions} \verb{void SLsmg_touch_lines (int r, int n);} Mark screen rows numbered \verb{r}, \verb{r + 1}, \ldots \verb{r + (n - 1)} as modified. When \verb{SLsmg_refresh} is called, these rows will be completely redrawn. \verb{unsigned short SLsmg_char_at(void);} Returns the character and its attributes object number at the current cursor position. The character itself occupies the lower byte and the object attributes number forms the upper byte. The object returned by this function call should not be written back out via any of the functions that write characters or character strings. #%}}} \sect{Variables} #%{{{ The following \slang global variables are used by the \verb{SLsmg} interface. Some of these have been previously discussed. \verb{int SLtt_Screen_Rows;} \verb{int SLtt_Screen_Cols;} The number of rows and columns of the \em{physical} display. If either of these numbers changes, the functions \verb{SLsmg_reset_smg} and \verb{SLsmg_init_smg} should be called again so that the \verb{SLsmg} routines can re-adjust to the new size. \verb{int SLsmg_Tab_Width;} Set this variable to the tab width that will be used when expanding tab characters. The default is 8. \verb{int SLsmg_Display_Eight_Bit} This variable determines how characters with the high bit set are to be output. Specifically, a character with the high bit set with a value greater than or equal to this value is output as is; otherwise, it will be output in a 7-bit representation. The default value for this variable is \verb{128} for MSDOS and \verb{160} for other systems (ISO-Latin). \verb{int SLtt_Use_Ansi_Colors;} If this value is non-zero, the terminal is assumed to support ANSI colors otherwise it is assumed to be monochrome. The default is 0. \verb{int SLtt_Term_Cannot_Scroll;} If this value is zero, the \verb{SLsmg} will attempt to scroll the physical display to optimize the update. If it is non-zero, the screen management routines will not perform this optimization. For some applications, this variable should be set to zero. The default value is set by the \verb{SLtt_get_terminfo} function. #%}}} \sect{Hints for using SLsmg} This section discusses some general design issues that one must face when writing an application that requires some sort of screen management. #%}}} \chapter{Signal Functions} #%{{{ Almost all non-trivial programs must worry about signals. This is especially true for programs that use the \slang terminal input/output and screen management routines. Unfortunately, there is no fixed way to handle signals; otherwise, the Unix kernel would take care of all issues regarding signals and the application programmer would never have to worry about them. For this reason, none of the routines in the \slang library catch signals; however, some of the routines block the delivery of signals during crucial moments. It is up to the application programmer to install handlers for the various signals of interest. For the interpreter, the most important signal to worry about is \var{SIGINT}. This signal is usually generated when the user presses \key{Ctrl-C} at the keyboard. The interpreter checks the value of the \var{SLang_Error} variable to determine whether or not it should abort the interpreting process and return control back to the application. This means that if \var{SIGINT} is to be used to abort the interpreter, a signal handler for \var{SIGINT} should be installed. The handler should set the value of \var{SLang_Error} to \var{SL_USER_BREAK}. Applications that use the \grp{tty} \var{getkey} routines or the screen management routines must worry about signals such as: #v+ SIGINT interrupt SIGTSTP stop SIGQUIT quit SIGTTOU background write SIGTTIN background read SIGWINCH window resize #v- It is important that handlers be established for these signals while the either the \var{SLsmg} routines or the \var{getkey} routines are initialized. The \cfun{SLang_init_tty}, \cfun{SLang_reset_tty}, \cfun{SLsmg_init_smg}, and \cfun{SLsmg_reset_smg} functions block these signals from occuring while they are being called. Since a signal can be delivered at any time, it is important for the signal handler to call only functions that can be called from a signal handler. This usually means that such function must be re-entrant. In particular, the \var{SLsmg} routines are \em{not} re-entrant; hence, they should not be called when a signal is being processed unless the application can ensure that the signal was not delivered while an \var{SLsmg} function was called. This statement applies to many other functions such as \var{malloc}, or, more generally, any function that calls \var{malloc}. The upshot is that the signal handler should not attempt to do too much except set a global variable for the application to look at while not in a signal handler. The \slang library provides two functions for blocking and unblocking the above signals: #v+ int SLsig_block_signals (void); int SLsig_unblock_signals (void); #v- It should be noted that for every call to \cfun{SLsig_block_signals}, a corresponding call should be made to \cfun{SLsig_unblock_signals}, e.g., #v+ void update_screen () { SLsig_block_signals (); /* Call SLsmg functions */ . . SLsig_unblock_signals (); } #v- See \file{demo/pager.c} for examples. #%}}} \chapter{Searching Functions} #%{{{ The S-Lang library incorporates two types of searches: Regular expression pattern matching and ordinary searching. \sect{Regular Expressions} #%{{{ !!! No documentation available yet !!! #%}}} \sect{Simple Searches} #%{{{ The routines for ordinary searching are defined in the \verb{slsearch.c} file. To use these routines, simply include "slang.h" in your program and simply call the appropriate routines. The searches can go in either a forward or backward direction and can either be case or case insensitive. The region that is searched may contain null characters (ASCII 0) however, the search string cannot in the current implementation. In addition the length of the string to be found is currently limited to 256 characters. Before searching, the function \verb{SLsearch_init} must first be called to \verb{`preprocess}' the search string. #%}}} \sect{Initialization} #%{{{ The function \verb{SLsearch_init} must be called before a search can take place. Its prototype is: #v+ int SLsearch_init (char *key, int dir, int case_sens, SLsearch_Type *st); #v- Here \verb{key} is the string to be searched for. \verb{dir} specifies the direction of the search: a value greater than zero is used for searching forward and a value less than zero is used for searching backward. The parameter \verb{case_sens} specifies whether the search is case sensitive or not. A non-zero value indicates that case is important. \verb{st} is a pointer to a structure of type \verb{SLsearch_Type} defined in "slang.h". This structure is initialized by this routine and must be passed to \verb{SLsearch} when the search is actually performed. This routine returns the length of the string to be searched for. #%}}} \sect{SLsearch} #%{{{ #v+ Prototype: unsigned char *SLsearch (unsigned char *pmin, unsigned char *pmax, SLsearch_Type *st); #v- This function performs the search defined by a previous call to \verb{SLsearch_init} over a region specified by the pointers \verb{pmin} and \verb{pmax}. It returns a pointer to the start of the match if successful or it will return \verb{NULL} if a match was not found. #%}}} #%}}} \appendix #i copyright.tm \end{\documentstyle}