X-Git-Url: https://code.delx.au/gnu-emacs/blobdiff_plain/ad800164c88de7d29471d1fac5035c23ad82245d..28f94a3454ace838b06d8bcdd86248d2b87ca57b:/lispref/display.texi diff --git a/lispref/display.texi b/lispref/display.texi index 186703b13b..17e4bc57ea 100644 --- a/lispref/display.texi +++ b/lispref/display.texi @@ -16,22 +16,28 @@ that Emacs presents to the user. * Truncation:: Folding or wrapping long text lines. * The Echo Area:: Where messages are displayed. * Warnings:: Displaying warning messages for the user. +* Progress:: Informing user about progress of a long operation. * Invisible Text:: Hiding part of the buffer text. * Selective Display:: Hiding part of the buffer text (the old way). * Overlay Arrow:: Display of an arrow to indicate position. * Temporary Displays:: Displays that go away automatically. -* Overlays:: Use overlays to highlight parts of the buffer. +* Overlays:: Use overlays to highlight parts of the buffer. * Width:: How wide a character or string is on the screen. -* Faces:: A face defines a graphics style for text characters: +* Line Height:: Controlling the height of lines. +* Faces:: A face defines a graphics style for text characters: font, colors, etc. * Fringes:: Controlling window fringes. +* Fringe Bitmaps:: Displaying bitmaps in the window fringes. +* Customizing Bitmaps:: Specifying your own bitmaps to use in the fringes. * Scroll Bars:: Controlling vertical scroll bars. +* Pointer Shape:: Controlling the mouse pointer shape. * Display Property:: Enabling special display features. * Images:: Displaying images in Emacs buffers. +* Buttons:: Adding clickable buttons to Emacs buffers. * Blinking:: How Emacs shows the matching open parenthesis. -* Inverse Video:: Specifying how the screen looks. -* Usual Display:: The usual conventions for displaying nonprinting chars. -* Display Tables:: How to specify other conventions. +* Inverse Video:: Specifying how the screen looks. +* Usual Display:: The usual conventions for displaying nonprinting chars. +* Display Tables:: How to specify other conventions. * Beeping:: Audible signal to the user. * Window Systems:: Which window system is being used. @end menu @@ -53,6 +59,17 @@ Even more powerful is @code{redraw-display}: This function clears and redisplays all visible frames. @end deffn + This function forces certain windows to be redisplayed +but does not clear them. + +@defun force-window-update object +This function forces redisplay of some or all windows. If +@var{object} is a window, it forces redisplay of that window. If +@var{object} is a buffer or buffer name, it forces redisplay of all +windows displaying that buffer. If @var{object} is @code{nil}, it +forces redisplay of all windows. +@end defun + Processing user input takes absolute priority over redisplay. If you call these functions when input is available, they do nothing immediately, but a full redisplay does happen eventually---after all the @@ -433,7 +450,7 @@ Normally you should not change the value of this variable. @end defvar @defvar warning-prefix-function -If non-@code{nil}, te value is a function to generate prefix text for +If non-@code{nil}, the value is a function to generate prefix text for warnings. Programs can bind the variable to a suitable function. @code{display-warning} calls this function with the warnings buffer current, and the function can insert text in it. That text becomes @@ -442,7 +459,7 @@ the beginning of the warning message. The function is called with two arguments, the severity level and its entry in @code{warning-levels}. It should return a list to use as the entry (this value need not be an actual member of -@code{warning-levels}). By constructing this value, the function to +@code{warning-levels}). By constructing this value, the function can change the severity of the warning, or specify different handling for a given severity level. @@ -454,7 +471,7 @@ to call. Programs can bind this variable to @code{t} to say that the next warning should begin a series. When several warnings form a series, that means to leave point on the first warning of the series, rather -than keep move it for each warning so that it appears on the last one. +than keep moving it for each warning so that it appears on the last one. The series ends when the local binding is unbound and @code{warning-series} becomes @code{nil} again. @@ -517,6 +534,105 @@ warnings buffer. Each element of the list should be a list of symbols. If it matches the first few elements in a warning type, then that warning is not logged. @end defopt + +@node Progress +@section Reporting Operation Progress +@cindex progress reporting + +When an operation can take a while to finish, you should inform the +user about the progress it makes. This way the user can estimate +remaining time and clearly see that Emacs is busy working, not hung. + +Functions listed in this section provide simple and efficient way of +reporting operation progress. Here is a working example that does +nothing useful: + +@example +(let ((progress-reporter + (make-progress-reporter "Collecting some mana for Emacs..." + 0 500))) + (dotimes (k 500) + (sit-for 0.01) + (progress-reporter-update progress-reporter k)) + (progress-reporter-done progress-reporter)) +@end example + +@defun make-progress-reporter message min-value max-value &optional current-value min-change min-time +This function creates a progress reporter---the object you will use as +an argument for all other functions listed here. The idea is to +precompute as much data as possible to make progress reporting very +fast. + +The @var{message} will be displayed in the echo area, followed by +progress percentage. @var{message} is treated as a simple string. If +you need it to depend on a filename, for instance, use @code{format} +before calling this function. + +@var{min-value} and @var{max-value} arguments stand for starting and +final states of your operation. For instance, if you scan a buffer, +they should be the results of @code{point-min} and @code{point-max} +correspondingly. It is required that @var{max-value} is greater than +@var{min-value}. If you create progress reporter when some part of +the operation has already been completed, then specify +@var{current-value} argument. But normally you should omit it or set +it to @code{nil}---it will default to @var{min-value} then. + +Remaining arguments control the rate of echo area updates. Progress +reporter will wait for at least @var{min-change} more percents of the +operation to be completed before printing next message. +@var{min-time} specifies the minimum time in seconds to pass between +successive prints. It can be fractional. Depending on Emacs and +system capabilities, progress reporter may or may not respect this +last argument or do it with varying precision. Default value for +@var{min-change} is 1 (one percent), for @var{min-time}---0.2 +(seconds.) + +This function calls @code{progress-reporter-update}, so the first +message is printed immediately. +@end defun + +@defun progress-reporter-update reporter value +This function does the main work of reporting progress of your +operation. It print the message of @var{reporter} followed by +progress percentage determined by @var{value}. If percentage is zero, +then it is not printed at all. + +@var{reporter} must be the result of a call to +@code{make-progress-reporter}. @var{value} specifies the current +state of your operation and must be between @var{min-value} and +@var{max-value} (inclusive) as passed to +@code{make-progress-reporter}. For instance, if you scan a buffer, +then @var{value} should be the result of a call to @code{point}. + +This function respects @var{min-change} and @var{min-time} as passed +to @code{make-progress-reporter} and so does not output new messages +on every invocation. It is thus very fast and normally you should not +try to reduce the number of calls to it: resulting overhead will most +likely negate your effort. +@end defun + +@defun progress-reporter-force-update reporter value &optional new-message +This function is similar to @code{progress-reporter-update} except +that it prints a message in the echo area unconditionally. + +The first two arguments have the same meaning as for +@code{progress-reporter-update}. Optional @var{new-message} allows +you to change the message of the @var{reporter}. Since this functions +always updates the echo area, such a change will be immediately +presented to the user. +@end defun + +@defun progress-reporter-done reporter +This function should be called when the operation is finished. It +prints the message of @var{reporter} followed by word ``done'' in the +echo area. + +You should always call this function and not hope for +@code{progress-reporter-update} to print ``100%.'' Firstly, it may +never print it, there are many good reasons for this not to happen. +Secondly, ``done'' is more explicit. +@end defun + @node Invisible Text @section Invisible Text @@ -549,7 +665,8 @@ the buffer looking for properties to change. @defvar buffer-invisibility-spec This variable specifies which kinds of @code{invisible} properties -actually make a character invisible. +actually make a character invisible. Setting this variable makes it +buffer-local. @table @asis @item @code{t} @@ -587,7 +704,7 @@ is @code{t} remains invisible. @end defun @defun remove-from-invisibility-spec element -This removeds the element @var{element} from +This removes the element @var{element} from @code{buffer-invisibility-spec}. This does nothing if @var{element} is not in the list. @end defun @@ -613,12 +730,22 @@ major mode should use the mode's own name as an element of @end example @vindex line-move-ignore-invisible - Ordinarily, commands that operate on text or move point do not care + Ordinarily, functions that operate on text or move point do not care whether the text is invisible. The user-level line motion commands explicitly ignore invisible newlines if @code{line-move-ignore-invisible} is non-@code{nil}, but only because they are explicitly programmed to do so. + However, if a command ends with point inside or immediately after +invisible text, the main editing loop moves point further forward or +further backward (in the same direction that the command already moved +it) until that condition is no longer true. Thus, if the command +moved point back into an invisible range, Emacs moves point back to +the beginning of that range, following the previous visible character. +If the command moved point forward into an invisible range, Emacs +moves point forward past the first visible character that follows the +invisible text. + Incremental search can make invisible overlays visible temporarily and/or permanently when a match includes invisible text. To enable this, the overlay should have a non-@code{nil} @@ -805,8 +932,9 @@ If the @var{forms} do not change the major mode in the output buffer, so that it is still Help mode at the end of their execution, then @code{with-output-to-temp-buffer} makes this buffer read-only at the end, and also scans it for function and variable names to make them -into clickable cross-references. @xref{Documentation Tips, , Tips for -Documentation Strings}. +into clickable cross-references. @xref{Docstring hyperlinks, , Tips +for Documentation Strings}, in particular the item on hyperlinks in +documentation strings, for more details. The string @var{buffer-name} specifies the temporary buffer, which need not already exist. The argument must be a string, not a buffer. @@ -942,8 +1070,14 @@ object that belongs to a particular buffer, and has a specified beginning and end. It also has properties that you can examine and set; these affect the display of the text within the overlay. +An overlays uses markers to record its beginning and end; thus, +editing the text of the buffer adjusts the beginning and end of each +overlay so that it stays with the text. When you create the overlay, +you can specify whether text inserted at the beginning should be +inside the overlay or outside, and likewise for the end of the overlay. + @menu -* Overlay Properties:: How to read and set properties. +* Overlay Properties:: How to read and set properties. What properties do to the screen display. * Managing Overlays:: Creating and moving overlays. * Finding Overlays:: Searching for overlays. @@ -977,6 +1111,10 @@ is @code{nil}. @defun overlay-put overlay prop value This function sets the value of property @var{prop} recorded in @var{overlay} to @var{value}. It returns @var{value}. +@end defun + +@defun overlay-properties overlay +This returns a copy of the property list of @var{overlay}. @end defun See also the function @code{get-char-property} which checks both @@ -1130,9 +1268,9 @@ sense---only on the screen. @item evaporate @kindex evaporate @r{(overlay property)} If this property is non-@code{nil}, the overlay is deleted automatically -if it becomes empty (i.e., if its length becomes zero). However, -if the overlay is @emph{already} empty, @code{evaporate} does not -delete it. +if it becomes empty (i.e., if its length becomes zero). If you give +an empty overlay a non-@code{nil} @code{evaporate} property, that deletes +it immediately. @item local-map @cindex keymap of character (and overlays) @@ -1154,6 +1292,10 @@ property) rather than replacing it. This section describes the functions to create, delete and move overlays, and to examine their contents. +@defun overlayp object +This function returns @code{t} if @var{object} is an overlay. +@end defun + @defun make-overlay start end &optional buffer front-advance rear-advance This function creates and returns an overlay that belongs to @var{buffer} and ranges from @var{start} to @var{end}. Both @var{start} @@ -1163,7 +1305,11 @@ current buffer. The arguments @var{front-advance} and @var{rear-advance} specify the insertion type for the start of the overlay and for the end of the -overlay, respectively. @xref{Marker Insertion Types}. +overlay, respectively. @xref{Marker Insertion Types}. If +@var{front-advance} is non-@code{nil}, text inserted at the beginning +of the overlay is excluded from the overlay. If @var{read-advance} is +non-@code{nil}, text inserted at the beginning of the overlay is +included in the overlay. @end defun @defun overlay-start overlay @@ -1365,6 +1511,102 @@ the beginning of the result if one multi-column character in @end example @end defun +@node Line Height +@section Line Height +@cindex line height + + The total height of each display line consists of the height of the +contents of the line, and additional vertical line spacing below the +display row. + + The height of the line contents is normally determined from the +maximum height of any character or image on that display line, +including the final newline if there is one. (A line that is +continued doesn't include a final newline.) In the most common case, +the line height equals the height of the default frame font. + + There are several ways to explicitly control or change the line +height, either by specifying an absolute height for the display line, +or by adding additional vertical space below one or all lines. + +@kindex line-height @r{(text property)} + A newline can have a @code{line-height} text or overlay property +that controls the total height of the display line ending in that +newline. + + If the property value is a list @code{(@var{height} @var{total})}, +then @var{height} is used as the actual property value for the +@code{line-height}, and @var{total} specifies the total displayed +height of the line, so the line spacing added below the line equals +the @var{total} height minus the actual line height. In this case, +the other ways to specify the line spacing are ignored. + + If the property value is @code{t}, the displayed height of the +line is exactly what its contents demand; no line-spacing is added. +This case is useful for tiling small images or image slices without +adding blank areas between the images. + + If the property value is not @code{t}, it is a height spec. A height +spec stands for a numeric height value; this heigh spec specifies the +actual line height, @var{line-height}. There are several ways to +write a height spec; here's how each of them translates into a numeric +height: + +@table @code +@item @var{integer} +If the height spec is a positive integer, the height value is that integer. +@item @var{float} +If the height spec is a float, @var{float}, the numeric height value +is @var{float} times the frame's default line height. +@item (@var{face} . @var{ratio}) +If the height spec is a cons of the format shown, the numeric height +is @var{ratio} times the height of face @var{face}. @var{ratio} can +be any type of number, or @code{nil} which means a ratio of 1. +If @var{face} is @code{t}, it refers to the current face. +@item (@code{nil} . @var{ratio}) +If the height spec is a cons of the format shown, the numeric height +is @var{ratio} times the height of the contents of the line. +@end table + + Thus, any valid non-@code{t} property value specifies a height in pixels, +@var{line-height}, one way or another. If the line contents' height +is less than @var{line-height}, Emacs adds extra vertical space above +the line to achieve the total height @var{line-height}. Otherwise, +@var{line-height} has no effect. + + If you don't specify the @code{line-height} propery, the line's +height consists of the contents' height plus the line spacing. +There are several ways to specify the line spacing for different +parts of Emacs text. + +@vindex default-line-spacing + You can specify the line spacing for all lines in a frame with the +@code{line-spacing} frame parameter, @xref{Window Frame Parameters}. +However, if the variable @code{default-line-spacing} is +non-@code{nil}, it overrides the frame's @code{line-spacing} +parameter. An integer value specifies the number of pixels put below +lines on window systems. A floating point number specifies the +spacing relative to the frame's default line height. + +@vindex line-spacing + You can specify the line spacing for all lines in a buffer via the +buffer-local @code{line-spacing} variable. An integer value specifies +the number of pixels put below lines on window systems. A floating +point number specifies the spacing relative to the default frame line +height. This overrides line spacings specified for the frame. + +@kindex line-spacing @r{(text property)} + Finally, a newline can have a @code{line-spacing} text or overlay +property that controls the height of the display line ending with that +newline. The property value overrides the default frame line spacing +and the buffer local @code{line-spacing} variable. + + One way or another, these mechanisms specify a Lisp value for the +spacing of each line. The value is a height spec, and it translates +into a Lisp value as described above. However, in this case the +numeric height value specifies the line spacing, rather than the line +height. + @node Faces @section Faces @cindex faces @@ -1393,10 +1635,10 @@ face name a special meaning in one frame if you wish. * Standard Faces:: The faces Emacs normally comes with. * Defining Faces:: How to define a face with @code{defface}. * Face Attributes:: What is in a face? -* Attribute Functions:: Functions to examine and set face attributes. -* Merging Faces:: How Emacs combines the faces specified for a character. +* Attribute Functions:: Functions to examine and set face attributes. +* Displaying Faces:: How Emacs combines the faces specified for a character. * Font Selection:: Finding the best available font for a face. -* Face Functions:: How to define and examine faces. +* Face Functions:: How to define and examine faces. * Auto Faces:: Hook for automatic face assignment. * Font Lookup:: Looking up the names of available fonts and information about them. @@ -1443,7 +1685,7 @@ font. (This works only on certain systems.) @item fringe @kindex fringe @r{(face name)} -This face controls the colors of window fringes, the thin areas on +This face controls the default colors of window fringes, the thin areas on either side that are used to display continuation and truncation glyphs. @item minibuffer-prompt @@ -1581,6 +1823,10 @@ What kinds of colors the frame supports---either @code{color}, @item background The kind of background---either @code{light} or @code{dark}. +@item min-colors +An integer that represents the minimum number of colors the frame should +support, it is compared with the result of @code{display-color-cells}. + @item supports Whether or not the frame can display the face attributes given in @var{value}@dots{} (@pxref{Face Attributes}). See the documentation @@ -1602,17 +1848,20 @@ frame must match one of the @var{value}s specified for it in @example @group -(defface region - `((((type tty) (class color)) - (:background "blue" :foreground "white")) + '((((class color) (min-colors 88) (background dark)) + :background "blue3") @end group + (((class color) (min-colors 88) (background light)) + :background "lightgoldenrod2") + (((class color) (min-colors 16) (background dark)) + :background "blue3") + (((class color) (min-colors 16) (background light)) + :background "lightgoldenrod2") + (((class color) (min-colors 8)) + :background "blue" :foreground "white") (((type tty) (class mono)) - (:inverse-video t)) - (((class color) (background dark)) - (:background "blue")) - (((class color) (background light)) - (:background "lightblue")) - (t (:background "gray"))) + :inverse-video t) + (t :background "gray")) @group "Basic face for highlighting the region." :group 'basic-faces) @@ -1641,7 +1890,7 @@ as if they had a light background. attributes}. This table lists all the face attributes, and what they mean. Note that in general, more than one face can be specified for a given piece of text; when that happens, the attributes of all the faces -are merged to specify how to display the text. @xref{Merging Faces}. +are merged to specify how to display the text. @xref{Displaying Faces}. In Emacs 21, any attribute in a face can have the value @code{unspecified}. This means the face doesn't specify that attribute. @@ -1692,10 +1941,14 @@ On a text-only terminal, slanted text is displayed as half-bright, if the terminal supports the feature. @item :foreground -Foreground color, a string. +Foreground color, a string. The value can be a system-defined color +name, or a hexadecimal color specification of the form +@samp{#@var{rr}@var{gg}@var{bb}}. (@samp{#000000} is black, +@samp{#ff0000} is red, @samp{#00ff00} is green, @samp{#0000ff} is +blue, and @samp{#ffffff} is white.) @item :background -Background color, a string. +Background color, a string, like the foreground color. @item :inverse-video Whether or not characters should be displayed in inverse video. The @@ -1891,7 +2144,7 @@ and examine the face attributes which existed in those versions. @tindex face-attribute-relative-p @defun face-attribute-relative-p attribute value -This function returns non-@code{nil} if @var{value}, when used as a +This function returns non-@code{nil} if @var{value}, when used as the value of the face attribute @var{attribute}, is relative (that is, if it modifies an underlying or inherited value of @var{attribute}). @end defun @@ -1973,8 +2226,8 @@ value for that attribute. These functions return the foreground color (or background color, respectively) of face @var{face}, as a string. -If @var{inherit} is nil, only a color directly defined by the face is -returned. If @var{inherit} is non-nil, any faces specified by its +If @var{inherit} is @code{nil}, only a color directly defined by the face is +returned. If @var{inherit} is non-@code{nil}, any faces specified by its @code{:inherit} attribute are considered as well, and if @var{inherit} is a face or a list of faces, then they are also considered, until a specified color is found. To ensure that the return value is always @@ -2016,8 +2269,8 @@ This function returns the @code{:underline} attribute of face @var{face}. This function returns the @code{:inverse-video} attribute of face @var{face}. @end defun -@node Merging Faces -@subsection Merging Faces for Display +@node Displaying Faces +@subsection Displaying Faces Here are the ways to specify which faces to use for display of text: @@ -2239,10 +2492,8 @@ same attributes for display. @end defun @defun face-differs-from-default-p face &optional frame -This returns @code{t} if the face @var{face} displays differently from -the default face. A face is considered to be ``the same'' as the -default face if each attribute is either the same as that of the default -face, or unspecified (meaning to inherit from the default). +This returns non-@code{nil} if the face @var{face} displays +differently from the default face. @end defun @node Auto Faces @@ -2464,7 +2715,7 @@ This function modifies the existing fontset @var{name} to use the font name @var{fontname} for the character @var{character}. If @var{name} is @code{nil}, this function modifies the default -fontset of which short name is @samp{fontset-default}. +fontset, whose short name is @samp{fontset-default}. @var{character} may be a cons; @code{(@var{from} . @var{to})}, where @var{from} and @var{to} are non-generic characters. In that case, use @@ -2504,7 +2755,7 @@ does that, this function's value may not be accurate. The @dfn{fringes} of a window are thin vertical strips down the sides that are used for displaying bitmaps that indicate truncation, -continuation, and horizontal scrolling, the overlay arrow. The +continuation, horizontal scrolling, and the overlay arrow. The fringes normally appear between the display margins and the window text, but you can put them outside the display margins for a specific buffer by setting @code{fringes-outside-margins} buffer-locally to a @@ -2512,7 +2763,7 @@ non-@code{nil} value. @defvar fringes-outside-margins If the value is non-@code{nil}, the frames appear outside -the display margins. +the display margins. @end defvar @defvar left-fringe-width @@ -2527,11 +2778,12 @@ fringe in pixels. The values of these variables take effect when you display the buffer in a window. If you change them while the buffer is visible, -you can call @code{set-buffer-window} to display it in a window again. +you can call @code{set-window-buffer} to display it once again in the +same window, to make the changes take effect. @defun set-window-fringes window left &optional right outside-margins -This function sets the fringe widthes of window @var{window}. -If window is @code{nil}, that stands for the selected window. +This function sets the fringe widths of window @var{window}. +If @var{window} is @code{nil}, the selected window is used. The argument @var{left} specifies the width in pixels of the left fringe, and likewise @var{right} for the right fringe. A value of @@ -2540,12 +2792,132 @@ fringe, and likewise @var{right} for the right fringe. A value of should appear outside of the display margins. @end defun -@defun window-fringes window +@defun window-fringes &optional window This function returns information about the fringes of a window -@var{window}. The value has the form @code{(@var{left-width} +@var{window}. If @var{window} is omitted or @code{nil}, the selected +window is used. The value has the form @code{(@var{left-width} @var{right-width} @var{frames-outside-margins})}. @end defun +@defvar overflow-newline-into-fringe +If this is non-@code{nil}, lines exactly as wide as the window (not +counting the final newline character) are not continued. Instead, +when point is at the end of the line, the cursor appears in the right +fringe. +@end defvar + +@node Fringe Bitmaps +@section Fringe Bitmaps +@cindex fringe bitmaps +@cindex bitmaps, fringe + + The @dfn{fringe bitmaps} are tiny icons Emacs displays in the window +fringe (on a graphic display) to indicate truncated or continued +lines, buffer boundaries, overlay arrow, etc. The fringe bitmaps are +shared by all frames and windows. You can redefine the built-in +fringe bitmaps, and you can define new fringe bitmaps. + + The way to display a bitmap in the left or right fringes for a given +line in a window is by specifying the @code{display} property for one +of the characters that appears in it. Use a display specification of +the form @code{(left-fringe @var{bitmap} [@var{face}])} or +@code{(right-fringe @var{bitmap} [@var{face}])} (@pxref{Display +Property}). Here, @var{bitmap} is a symbol identifying the bitmap +you want, and @var{face} (which is optional) is the name of the face +whose colors should be used for displaying the bitmap. + + These are the symbols identify the standard fringe bitmaps. +Evaluate @code{(require 'fringe)} to define them. Fringe bitmap +symbols have their own name space. + +@table @asis +@item Truncation and continuation line bitmaps: +@code{left-truncation}, @code{right-truncation}, +@code{continued-line}, @code{continuation-line}. + +@item Buffer indication bitmaps: +@code{up-arrow}, @code{down-arrow}, +@code{top-left-angle}, @code{top-right-angle}, +@code{bottom-left-angle}, @code{bottom-right-angle}, +@code{left-bracket}, @code{right-bracket}. + +@item Empty line indication bitmap: +@code{empty-line}. + +@item Overlay arrow bitmap: +@code{overlay-arrow}. + +@item Bitmaps for displaying the cursor in right fringe: +@code{filled-box-cursor}, @code{hollow-box-cursor}, @code{hollow-square}, +@code{bar-cursor}, @code{hbar-cursor}. +@end table + +@defun fringe-bitmaps-at-pos &optional pos window +This function returns the fringe bitmaps of the display line +containing position @var{pos} in window @var{window}. The return +value has the form @code{(@var{left} @var{right} @var{ov})}, where @var{left} +is the symbol for the fringe bitmap in the left fringe (or @code{nil} +if no bitmap), @var{right} is similar for the right fringe, and @var{ov} +is non-@code{nil} if there is an overlay arrow in the left fringe. + +The value is @code{nil} if @var{pos} is not visible in @var{window}. +If @var{window} is @code{nil}, that stands for the selected window. +If @var{pos} is @code{nil}, that stands for the value of point in +@var{window}. +@end defun + +@node Customizing Bitmaps +@section Customizing Fringe Bitmaps + +@defun define-fringe-bitmap bitmap bits &optional height width align +This function defines the symbol @var{bitmap} as a new fringe bitmap, +or replaces an existing bitmap with that name. + +The argument @var{bits} specifies the image to use. It should be +either a string or a vector of integers, where each element (an +integer) corresponds to one row of the bitmap. Each bit of an integer +corresponds to one pixel of the bitmap, where the low bit corresponds +to the rightmost pixel of the bitmap. + +The height is normally the length of @var{bits}. However, you +can specify a different height with non-@code{nil} @var{height}. The width +is normally 8, but you can specify a different width with non-@code{nil} +@var{width}. The width must be an integer between 1 and 16. + +The argument @var{align} specifies the positioning of the bitmap +relative to the range of rows where it is used; the default is to +center the bitmap. The allowed values are @code{top}, @code{center}, +or @code{bottom}. + +The @var{align} argument may also be a list @code{(@var{align} +@var{periodic})} where @var{align} is interpreted as described above. +If @var{periodic} is non-@code{nil}, it specifies that the rows in +@code{bits} should be repeated enough times to reach the specified +height. + +The return value on success is an integer identifying the new bitmap. +You should save that integer in a variable so it can be used to select +this bitmap. + +This function signals an error if there are no more free bitmap slots. +@end defun + +@defun destroy-fringe-bitmap bitmap +This function destroy the fringe bitmap identified by @var{bitmap}. +If @var{bitmap} identifies a standard fringe bitmap, it actually +restores the standard definition of that bitmap, instead of +eliminating it entirely. +@end defun + +@defun set-fringe-bitmap-face bitmap &optional face +This sets the face for the fringe bitmap @var{bitmap} to @var{face}. +If @var{face} is @code{nil}, it selects the @code{fringe} face. The +bitmap's face controls the color to draw it in. + +The face you use here should be derived from @code{fringe}, and should +specify only the foreground color. +@end defun + @node Scroll Bars @section Scroll Bars @@ -2555,28 +2927,36 @@ non-@code{nil} parameter value means they do. The frame parameter @code{scroll-bar-width} specifies how wide they are (@code{nil} meaning the default). @xref{Window Frame Parameters}. -You can also control this for individual windows. Call the function +@vindex vertical-scroll-bar + You can enable or disable scroll bars for a particular buffer, +by setting the variable @code{vertical-scroll-bar}. This variable +automatically becomes buffer-local when set. The possible values are +@code{left}, @code{right}, @code{t}, which means to use the +frame's default, and @code{nil} for no scroll bar. + + You can also control this for individual windows. Call the function @code{set-window-scroll-bars} to specify what to do for a specific window: @defun set-window-scroll-bars window width &optional vertical-type horizontal-type -Set width and type of scroll bars of window @var{window}. (If -@var{window} is @code{nil}, this applies to the selected window.) +This function sets the width and type of scroll bars for window +@var{window}. + @var{width} specifies the scroll bar width in pixels (@code{nil} means -use whatever is specified for width for the frame). -@var{vertical-type} specifies whether to have a vertical scroll bar -and, if so, where. The possible values are @code{left}, @code{right} -and @code{nil}, just like the values of the -@code{vertical-scroll-bars} frame parameter. +use the width specified for the frame). @var{vertical-type} specifies +whether to have a vertical scroll bar and, if so, where. The possible +values are @code{left}, @code{right} and @code{nil}, just like the +values of the @code{vertical-scroll-bars} frame parameter. The argument @var{horizontal-type} is meant to specify whether and where to have horizontal scroll bars, but since they are not -implemented, it has no effect. +implemented, it has no effect. If @var{window} is @code{nil}, the +selected window is used. @end defun @defun window-scroll-bars &optional window Report the width and type of scroll bars specified for @var{window}. -If @var{window} is omitted or @code{nil}, it defaults to the currently -selected window. The value is a list of the form @code{(@var{width} +If @var{window} is omitted or @code{nil}, the selected window is used. +The value is a list of the form @code{(@var{width} @var{cols} @var{vertical-type} @var{horizontal-type})}. The value @var{width} is the value that was specified for the width (which may be @code{nil}); @var{cols} is the number of columns that the scroll @@ -2594,6 +2974,39 @@ in a buffer that is already visible in a window, you can make the window take note of the new values by calling @code{set-window-buffer} specifying the same buffer that is already displayed. +@defvar scroll-bar-mode +This variable, always local in all buffers, controls whether and where +to put scroll bars in windows displaying the buffer. The possible values +are @code{nil} for no scroll bar, @code{left} to put a scroll bar on +the left, and @code{right} to put a scroll bar on the right. +@end defvar + +@defvar scroll-bar-width +This variable, always local in all buffers, specifies the width of the +buffer's scroll bars, measured in pixels. A value of @code{nil} means +to use the value specified by the frame. +@end defvar + +@node Pointer Shape +@section Pointer Shape + + Normally, the mouse pointer has the @code{text} shape over text and +the @code{arrow} shape over window areas which do not correspond to +any buffer text. You can specify the mouse pointer shape over text or +images via the @code{pointer} text property, and for images with the +@code{:pointer} and @code{:map} image properties. + + The available pointer shapes are: @code{text} (or @code{nil}), +@code{arrow}, @code{hand}, @code{vdrag}, @code{hdrag}, +@code{modeline}, and @code{hourglass}. + +@defvar void-text-area-pointer +@tindex void-text-area-pointer +This variable specifies the mouse pointer shape in void text areas, +i.e. the areas after the end of a line or below the last line in the +buffer. The default is to use the @code{arrow} (non-text) pointer. +@end defvar + @node Display Property @section The @code{display} Property @cindex display specification @@ -2608,12 +3021,13 @@ this section describes several kinds of display specifications and what they mean. @menu -* Specified Space:: Displaying one space with a specified width. -* Other Display Specs:: Displaying an image; magnifying text; moving it +* Specified Space:: Displaying one space with a specified width. +* Pixel Specification:: Specifying space width or height in pixels. +* Other Display Specs:: Displaying an image; magnifying text; moving it up or down on the page; adjusting the width of spaces within text. * Display Margins:: Displaying text or images to the side of the main text. -* Conditional Display:: Making any of the above features conditional +* Conditional Display:: Making any of the above features conditional depending on some Lisp expression. @end menu @@ -2633,9 +3047,10 @@ can use in @var{props} to specify the weight of the space: @table @code @item :width @var{width} -Specifies that the space width should be @var{width} times the normal -character width. @var{width} can be an integer or floating point -number. +If @var{width} is an integer or floating point number, it specifies +that the space width should be @var{width} times the normal character +width. @var{width} can also be a @dfn{pixel width} specification +(@pxref{Pixel Specification}). @item :relative-width @var{factor} Specifies that the width of the stretch should be computed from the @@ -2644,41 +3059,131 @@ same @code{display} property. The space width is the width of that character, multiplied by @var{factor}. @item :align-to @var{hpos} -Specifies that the space should be wide enough to reach @var{hpos}. The -value @var{hpos} is measured in units of the normal character width. It -may be an integer or a floating point number. +Specifies that the space should be wide enough to reach @var{hpos}. +If @var{hpos} is a number, it is measured in units of the normal +character width. @var{hpos} can also be a @dfn{pixel width} +specification (@pxref{Pixel Specification}). @end table You should use one and only one of the above properties. You can -also specify the height of the space, with other properties: +also specify the height of the space, with these properties: @table @code @item :height @var{height} -Specifies the height of the space, as @var{height}, -measured in terms of the normal line height. +Specifies the height of the space. +If @var{height} is an integer or floating point number, it specifies +that the space height should be @var{height} times the normal character +height. The @var{height} may also be a @dfn{pixel height} specification +(@pxref{Pixel Specification}). @item :relative-height @var{factor} Specifies the height of the space, multiplying the ordinary height of the text having this display specification by @var{factor}. @item :ascent @var{ascent} -Specifies that @var{ascent} percent of the height of the space should be -considered as the ascent of the space---that is, the part above the -baseline. The value of @var{ascent} must be a non-negative number no -greater than 100. +If the value of @var{ascent} is a non-negative number no greater than +100, it specifies that @var{ascent} percent of the height of the space +should be considered as the ascent of the space---that is, the part +above the baseline. The ascent may also be specified in pixel units +with a @dfn{pixel ascent} specification (@pxref{Pixel Specification}). + @end table Don't use both @code{:height} and @code{:relative-height} together. + The @code{:height} and @code{:align-to} properties are supported on +non-graphic terminals, but the other space properties in this section +are not. + +@node Pixel Specification +@subsection Pixel Specification for Spaces +@cindex spaces, pixel specification + + The value of the @code{:width}, @code{:align-to}, @code{:height}, +and @code{:ascent} properties can be a special kind of expression that +is evaluated during redisplay. The result of the evaluation is used +as an absolute number of pixels. + + The following expressions are supported: + +@example +@group + @var{expr} ::= @var{num} | (@var{num}) | @var{unit} | @var{elem} | @var{pos} | @var{image} | @var{form} + @var{num} ::= @var{integer} | @var{float} | @var{symbol} + @var{unit} ::= in | mm | cm | width | height + @var{elem} ::= left-fringe | right-fringe | left-margin | right-margin + | scroll-bar | text + @var{pos} ::= left | center | right + @var{form} ::= (@var{num} . @var{expr}) | (@var{op} @var{expr} ...) + @var{op} ::= + | - +@end group +@end example + + The form @var{num} specifies a fraction of the default frame font +height or width. The form @code{(@var{num})} specifies an absolute +number of pixels. If @var{num} is a symbol, @var{symbol}, its +buffer-local variable binding is used. + + The @code{in}, @code{mm}, and @code{cm} units specify the number of +pixels per inch, millimeter, and centimeter, respectively. The +@code{width} and @code{height} units correspond to the default width +and height of the current face. An image specification @code{image} +corresponds to the width or height of the image. + + The @code{left-fringe}, @code{right-fringe}, @code{left-margin}, +@code{right-margin}, @code{scroll-bar}, and @code{text} elements +specify to the width of the corresponding area of the window. + + The @code{left}, @code{center}, and @code{right} positions can be +used with @code{:align-to} to specify a position relative to the left +edge, center, or right edge of the text area. + + Any of the above window elements (except @code{text}) can also be +used with @code{:align-to} to specify that the position is relative to +the left edge of the given area. Once the base offset for a relative +position has been set (by the first occurrence of one of these +symbols), further occurrences of these symbols are interpreted as the +width of the specified area. For example, to align to the center of +the left-margin, use + +@example +:align-to (+ left-margin (0.5 . left-margin)) +@end example + + If no specific base offset is set for alignment, it is always relative +to the left edge of the text area. For example, @samp{:align-to 0} in a +header-line aligns with the first text column in the text area. + + A value of the form @code{(@var{num} . @var{expr})} stands +multiplying the values of @var{num} and @var{expr}. For example, +@code{(2 . in)} specifies a width of 2 inches, while @code{(0.5 . +@var{image})} specifies half the width (or height) of the specified image. + + The form @code{(+ @var{expr} ...)} adds up the value of the +expressions. The form @code{(- @var{expr} ...)} negates or subtracts +the value of the expressions. + @node Other Display Specs @subsection Other Display Specifications + Here are the other sorts of display specifications that you can use +in the @code{display} text property. + @table @code @item (image . @var{image-props}) This is in fact an image descriptor (@pxref{Images}). When used as a display specification, it means to display the image instead of the text that has the display specification. +@item (slice @var{x} @var{y} @var{width} @var{height}) +This specification together with @code{image} specifies a @dfn{slice} +(a partial area) of the image to display. The elements @var{y} and +@var{x} specify the top left corner of the slice, within the image; +@var{width} and @var{height} specify the width and height of the +slice. Integer values are numbers of pixels. A floating point number +in the range 0.0--1.0 stands for that fraction of the width or height +of the entire image. + @item ((margin nil) @var{string}) @itemx @var{string} A display specification of this form means to display @var{string} @@ -2826,8 +3331,13 @@ property of text that is displayed (@pxref{Display Property}). Like the @code{display} property, this feature is available starting in Emacs 21. Emacs can display a number of different image formats; some of them -are supported only if particular support libraries are installed on your -machine. The supported image formats include XBM, XPM (needing the +are supported only if particular support libraries are installed on +your machine. In some environments, Emacs allows loading image +libraries on demand; if so, the variable @code{image-library-alist} +can be used to modify the set of known names for these dynamic +libraries (though it is not possible to add new image formats). + + The supported image formats include XBM, XPM (needing the libraries @code{libXpm} version 3.4k and @code{libz}), GIF (needing @code{libungif} 4.1.0), Postscript, PBM, JPEG (needing the @code{libjpeg} library version v6a), TIFF (needing @code{libtiff} v3.4), @@ -2839,9 +3349,46 @@ type symbols are @code{xbm}, @code{xpm}, @code{gif}, @code{postscript}, @defvar image-types This variable contains a list of those image type symbols that are -supported in the current configuration. +potentially supported in the current configuration. +@emph{Potentially} here means that Emacs knows about the image types, +not necessarily that they can be loaded (they could depend on +unavailable dynamic libraries, for example). + +To know which image types are really available, use +@code{image-type-available-p}. +@end defvar + +@defvar image-library-alist +This in an alist of image types vs external libraries needed to +display them. + +Each element is a list @code{(@var{image-type} @var{library}...)}, +where the car is a supported image format from @code{image-types}, and +the rest are strings giving alternate filenames for the corresponding +external libraries to load. + +Emacs tries to load the libraries in the order they appear on the +list; if none is loaded, the running session of Emacs won't support +the image type. @code{pbm} and @code{xbm} don't need to be listed; +they're always supported. + +This variable is ignored if the image libraries are statically linked +into Emacs. @end defvar +@defun image-type-available-p type +@findex image-type-available-p + +This function returns non-@code{nil} if image type @var{type} is +available, i.e., if images of this type can be loaded and displayed in +Emacs. @var{type} should be one of the types contained in +@code{image-types}. + +For image types whose support libraries are statically linked, this +function always returns @code{t}; for other image types, it returns +@code{t} if the dynamic library could be loaded, @code{nil} otherwise. +@end defun + @menu * Image Descriptors:: How to specify an image for use in @code{:display}. * XBM Images:: Special features for XBM format. @@ -3013,6 +3560,43 @@ specifying the color to assume for the background of the image. If @var{mask} is @code{nil}, remove a mask from the image, if it has one. Images in some formats include a mask which can be removed by specifying @code{:mask nil}. + +@item :pointer @var{shape} +This specifies the pointer shape when the mouse pointer is over this +image. @xref{Pointer Shape}, for available pointer shapes. + +@item :map @var{map} +This associates an image map of @dfn{hot spots} with this image. + +An image map is an alist where each element has the format +@code{(@var{area} @var{id} @var{plist})}. An @var{area} is specified +as either a rectangle, a circle, or a polygon. + +A rectangle is a cons +@code{(rect . ((@var{x0} . @var{y0}) . (@var{x1} . @var{y1})))} +which specifies the pixel coordinates of the upper left and bottom right +corners of the rectangle area. + +A circle is a cons +@code{(circle . ((@var{x0} . @var{y0}) . @var{r}))} +which specifies the center and the radius of the circle; @var{r} may +be a float or integer. + +A polygon is a cons +@code{(poly . [@var{x0} @var{y0} @var{x1} @var{y1} ...])} +where each pair in the vector describes one corner in the polygon. + +When the mouse pointer is above a hot-spot area of an image, the +@var{plist} of that hot-spot is consulted; if it contains a @code{help-echo} +property it defines a tool-tip for the hot-spot, and if it contains +a @code{pointer} property, it defines the shape of the mouse cursor when +it is over the hot-spot. +@xref{Pointer Shape}, for available pointer shapes. + +When you click the mouse when the mouse pointer is over a hot-spot, an +event is composed by combining the @var{id} of the hot-spot with the +mouse event; for instance, @code{[area4 mouse-1]} if the hot-spot's +@var{id} is @code{area4}. @end table @defun image-mask-p spec &optional frame @@ -3105,7 +3689,7 @@ specifies the actual color to use for displaying that name. For GIF images, specify image type @code{gif}. Because of the patents in the US covering the LZW algorithm, the continued use of GIF format is a problem for the whole Internet; to end this problem, it is a good idea -for everyone, even outside the US, to stop using GIFS right away +for everyone, even outside the US, to stop using GIFs right away (@uref{http://www.burnallgifs.org/}). But if you still want to use them, Emacs can display them. @@ -3113,8 +3697,8 @@ them, Emacs can display them. @item :index @var{index} You can use @code{:index} to specify one image from a GIF file that contains more than one image. This property specifies use of image -number @var{index} from the file. An error is signaled if the GIF file -doesn't contain an image with index @var{index}. +number @var{index} from the file. If the GIF file doesn't contain an +image with index @var{index}, the image displays as a hollow box. @end table @ignore @@ -3280,7 +3864,7 @@ The image is looked for first on @code{load-path} and then in property yourself, but it is easier to use the functions in this section. -@defun insert-image image &optional string area +@defun insert-image image &optional string area slice This function inserts @var{image} in the current buffer at point. The value @var{image} should be an image descriptor; it could be a value returned by @code{create-image}, or the value of a symbol defined with @@ -3293,11 +3877,26 @@ If it is @code{left-margin}, the image appears in the left margin; @code{nil} or omitted, the image is displayed at point within the buffer's text. +The argument @var{slice} specifies a slice of the image to insert. If +@var{slice} is @code{nil} or omitted the whole image is inserted. +Otherwise, @var{slice} is a list @code{(@var{x} @var{y} @var{width} +@var{height})} which specifies the @var{x} and @var{y} positions and +@var{width} and @var{height} of the image area to insert. Integer +values are in units of pixels. A floating point number in the range +0.0--1.0 stands for that fraction of the width or height of the entire +image. + Internally, this function inserts @var{string} in the buffer, and gives it a @code{display} property which specifies @var{image}. @xref{Display Property}. @end defun +@defun insert-sliced-image image &optional string area rows cols +This function inserts @var{image} in the current buffer at point, like +@code{insert-image}, but splits the image into @var{rows}x@var{cols} +equally sized slices. +@end defun + @defun put-image image pos &optional string area This function puts image @var{image} in front of @var{pos} in the current buffer. The argument @var{pos} should be an integer or a @@ -3370,6 +3969,354 @@ only the cache for that frame is cleared. Otherwise all frames' caches are cleared. @end defun +@node Buttons +@section Buttons +@cindex buttons +@cindex buttons in buffers +@cindex clickable buttons in buffers + + The @emph{button} package defines functions for inserting and +manipulating clickable (with the mouse, or via keyboard commands) +buttons in Emacs buffers, such as might be used for help hyper-links, +etc. Emacs uses buttons for the hyper-links in help text and the like. + +A button is essentially a set of properties attached (via text +properties or overlays) to a region of text in an Emacs buffer, which +are called its button properties. @xref{Button Properties}. + +One of the these properties (@code{action}) is a function, which will +be called when the user invokes it using the keyboard or the mouse. +The invoked function may then examine the button and use its other +properties as desired. + +In some ways the Emacs button package duplicates functionality offered +by the widget package (@pxref{Top, , Introduction, widget, The Emacs +Widget Library}), but the button package has the advantage that it is +much faster, much smaller, and much simpler to use (for elisp +programmers---for users, the result is about the same). The extra +speed and space savings are useful mainly if you need to create many +buttons in a buffer (for instance an @code{*Apropos*} buffer uses +buttons to make entries clickable, and may contain many thousands of +entries). + +@menu +* Button Properties:: Button properties with special meanings. +* Button Types:: Defining common properties for classes of buttons. +* Making Buttons:: Adding buttons to Emacs buffers. +* Manipulating Buttons:: Getting and setting properties of buttons. +* Button Buffer Commands:: Buffer-wide commands and bindings for buttons. +* Manipulating Button Types:: +@end menu + +@node Button Properties +@subsection Button Properties +@cindex button properties + + Buttons have an associated list of properties defining their +appearance and behavior, and other arbitrary properties may be used +for application specific purposes. + +Some properties that have special meaning to the button package +include: + +@table @code + +@item action +@kindex action @r{(button property)} +The function to call when the user invokes the button, which is passed +the single argument @var{button}. By default this is @code{ignore}, +which does nothing. + +@item mouse-action +@kindex mouse-action @r{(button property)} +This is similar to @code{action}, and when present, will be used +instead of @code{action} for button invocations resulting from +mouse-clicks (instead of the user hitting @key{RET}). If not +present, mouse-clicks use @code{action} instead. + +@item face +@kindex face @r{(button property)} +This is an Emacs face controlling how buttons of this type are +displayed; by default this is the @code{button} face. + +@item mouse-face +@kindex mouse-face @r{(button property)} +This is an additional face which controls appearance during +mouse-overs (merged with the usual button face); by default this is +the usual Emacs @code{highlight} face. + +@item keymap +@kindex keymap @r{(button property)} +The button's keymap, defining bindings active within the button +region. By default this is the usual button region keymap, stored +in the variable @code{button-map}, which defines @key{RET}, +@key{mouse-1} (if @var{mouse-1-click-follows-link} is set), +and @key{mouse-2} to invoke the button. + +@item type +@kindex type @r{(button property)} +The button-type of the button. When creating a button, this is +usually specified using the @code{:type} keyword argument. +@xref{Button Types}. + +@item help-echo +@kindex help-index @r{(button property)} +A string displayed by the Emacs tool-tip help system; by default, +@code{"mouse-2, RET: Push this button"}. + +@item follow-link +@kindex follow-link @r{(button property)} +The follow-link property, defining how a @key{mouse-1} click behaves +on this button, @xref{Enabling Mouse-1 to Follow Links}. +@item button +@kindex button @r{(button property)} +All buttons have a non-@code{nil} @code{button} property, which may be useful +in finding regions of text that comprise buttons (which is what the +standard button functions do). +@end table + +There are other properties defined for the regions of text in a +button, but these are not generally interesting for typical uses. + +@node Button Types +@subsection Button Types +@cindex button types + + Every button has a button @emph{type}, which defines default values +for the button's properties. Button types are arranged in a +hierarchy, with specialized types inheriting from more general types, +so that it's easy to define special-purpose types of buttons for +specific tasks. + +@defun define-button-type name &rest properties +@tindex define-button-type +Define a `button type' called @var{name}. The remaining arguments +form a sequence of @var{property value} pairs, specifying default +property values for buttons with this type (a button's type may be set +by giving it a @code{type} property when creating the button, using +the @code{:type} keyword argument). + +In addition, the keyword argument @code{:supertype} may be used to +specify a button-type from which @var{name} inherits its default +property values. Note that this inheritance happens only when +@var{name} is defined; subsequent changes to a supertype are not +reflected in its subtypes. +@end defun + +Using @code{define-button-type} to define default properties for +buttons is not necessary---buttons without any specified type use the +built-in button-type @code{button}---but it is is encouraged, since +doing so usually makes the resulting code clearer and more efficient. + +@node Making Buttons +@subsection Making Buttons +@cindex making buttons + + Buttons are associated with a region of text, using an overlay or +text-properties to hold button-specific information, all of which are +initialized from the button's type (which defaults to the built-in +button type @code{button}). Like all Emacs text, the appearance of +the button is governed by the @code{face} property; by default (via +the @code{face} property inherited from the @code{button} button-type) +this is a simple underline, like a typical web-page link. + +For convenience, there are two sorts of button-creation functions, +those that add button properties to an existing region of a buffer, +called @code{make-...button}, and those also insert the button text, +called @code{insert-...button}. + +The button-creation functions all take the @code{&rest} argument +@var{properties}, which should be a sequence of @var{property value} +pairs, specifying properties to add to the button; see @ref{Button +Properties}. In addition, the keyword argument @code{:type} may be +used to specify a button-type from which to inherit other properties; +see @ref{Button Types}. Any properties not explicitly specified +during creation will be inherited from the button's type (if the type +defines such a property). + +The following functions add a button using an overlay +(@pxref{Overlays}) to hold the button properties: + +@defun make-button beg end &rest properties +@tindex make-button +Make a button from @var{beg} to @var{end} in the current buffer. +@end defun + +@defun insert-button label &rest properties +@tindex insert-button +Insert a button with the label @var{label}. +@end defun + +The following functions are similar, but use Emacs text-properties +(@pxref{Text Properties}) to hold the button properties, making the +button actually part of the text instead of being a property of the +buffer (using text-properties is usually faster than using overlays, +so this may be preferable when creating large numbers of buttons): + +@defun make-text-button beg end &rest properties +@tindex make-text-button +Make a button from @var{beg} to @var{end} in the current buffer, using +text-properties. +@end defun + +@defun insert-text-button label &rest properties +@tindex insert-text-button +Insert a button with the label @var{label}, using text-properties. +@end defun + +Buttons using text-properties retain no markers into the buffer are +retained, which is important for speed in cases where there are +extremely large numbers of buttons. + +@node Manipulating Buttons +@subsection Manipulating Buttons +@cindex manipulating buttons + +These are functions for getting and setting properties of buttons. +Often these are used by a button's invocation function to determine +what to do. + +Where a @var{button} parameter is specified, it means an object +referring to a specific button, either an overlay (for overlay +buttons), or a buffer-position or marker (for text property buttons). +Such an object is passed as the first argument to a button's +invocation function when it is invoked. + +@defun button-start button +@tindex button-start +Return the position at which @var{button} starts. +@end defun + +@defun button-end button +@tindex button-end +Return the position at which @var{button} ends. +@end defun + +@defun button-get button prop +@tindex button-get +Get the property of button @var{button} named @var{prop}. +@end defun + +@defun button-put button prop val +@tindex button-put +Set @var{button}'s @var{prop} property to @var{val}. +@end defun + +@defun button-activate button &optional use-mouse-action +@tindex button-activate +Call @var{button}'s @code{action} property (i.e., invoke it). If +@var{use-mouse-action} is non-@code{nil}, try to invoke the button's +@code{mouse-action} property instead of @code{action}; if the button +has no @code{mouse-action} property, use @code{action} as normal. +@end defun + +@defun button-label button +@tindex button-label +Return @var{button}'s text label. +@end defun + +@defun button-type button +@tindex button-type +Return @var{button}'s button-type. +@end defun + +@defun button-has-type-p button type +@tindex button-has-type-p +Return @code{t} if @var{button} has button-type @var{type}, or one of +@var{type}'s subtypes. +@end defun + +@defun button-at pos +@tindex button-at +Return the button at position @var{pos} in the current buffer, or @code{nil}. +@end defun + +@node Button Buffer Commands +@subsection Button Buffer Commands +@cindex button buffer commands + +These are commands and functions for locating and operating on +buttons in an Emacs buffer. + +@code{push-button} is the command that a user uses to actually `push' +a button, and is bound by default in the button itself to @key{RET}, +to @key{mouse-1} (if @var{mouse-1-click-follows-link} is set), +and to @key{mouse-2} using a region-specific keymap. Commands +that are useful outside the buttons itself, such as +@code{forward-button} and @code{backward-button} are additionally +available in the keymap stored in @code{button-buffer-map}; a mode +which uses buttons may want to use @code{button-buffer-map} as a +parent keymap for its keymap. + +@deffn Command push-button &optional pos use-mouse-action +@tindex push-button +Perform the action specified by a button at location @var{pos}. +@var{pos} may be either a buffer position or a mouse-event. If +@var{use-mouse-action} is non-@code{nil}, or @var{pos} is a +mouse-event (@pxref{Mouse Events}), try to invoke the button's +@code{mouse-action} property instead of @code{action}; if the button +has no @code{mouse-action} property, use @code{action} as normal. +@var{pos} defaults to point, except when @code{push-button} is invoked +interactively as the result of a mouse-event, in which case, the mouse +event's position is used. If there's no button at @var{pos}, do +nothing and return @code{nil}, otherwise return @code{t}. +@end deffn + +@deffn Command forward-button n &optional wrap display-message +@tindex forward-button +Move to the @var{n}th next button, or @var{n}th previous button if +@var{n} is negative. If @var{n} is zero, move to the start of any +button at point. If @var{wrap} is non-@code{nil}, moving past either +end of the buffer continues from the other end. If +@var{display-message} is non-@code{nil}, the button's help-echo string +is displayed. Any button with a non-@code{nil} @code{skip} property +is skipped over. Returns the button found. +@end deffn + +@deffn Command backward-button n &optional wrap display-message +@tindex backward-button +Move to the @var{n}th previous button, or @var{n}th next button if +@var{n} is negative. If @var{n} is zero, move to the start of any +button at point. If @var{wrap} is non-@code{nil}, moving past either +end of the buffer continues from the other end. If +@var{display-message} is non-@code{nil}, the button's help-echo string +is displayed. Any button with a non-@code{nil} @code{skip} property +is skipped over. Returns the button found. +@end deffn + +@defun next-button pos &optional count-current +@tindex next-button +Return the next button after position @var{pos} in the current buffer. +If @var{count-current} is non-@code{nil}, count any button at +@var{pos} in the search, instead of starting at the next button. +@end defun + +@defun previous-button pos &optional count-current +@tindex previous-button +Return the @var{n}th button before position @var{pos} in the current +buffer. If @var{count-current} is non-@code{nil}, count any button at +@var{pos} in the search, instead of starting at the next button. +@end defun + +@node Manipulating Button Types +@subsection Manipulating Button Types +@cindex manipulating button types + +@defun button-type-put type prop val +@tindex button-type-put +Set the button-type @var{type}'s @var{prop} property to @var{val}. +@end defun + +@defun button-type-get type prop +@tindex button-type-get +Get the property of button-type @var{type} named @var{prop}. +@end defun + +@defun button-type-subtype-p type supertype +@tindex button-type-subtype-p +Return @code{t} if button-type @var{type} is a subtype of @var{supertype}. +@end defun + @node Blinking @section Blinking Parentheses @cindex parenthesis matching @@ -3529,6 +4476,14 @@ The value of this variable is the default value for @code{ctl-arrow} in buffers that do not override it. @xref{Default Value}. @end defvar +@defopt tab-width +The value of this variable is the spacing between tab stops used for +displaying tab characters in Emacs buffers. The value is in units of +columns, and the default is 8. Note that this feature is completely +independent of the user-settable tab stops used by the command +@code{tab-to-tab-stop}. @xref{Indent Tabs}. +@end defopt + @defopt indicate-empty-lines @tindex indicate-empty-lines @cindex fringes, and empty line indication @@ -3537,13 +4492,42 @@ fringe of each empty line at the end of the buffer, on terminals that support it (window systems). @xref{Fringes}. @end defopt -@defopt tab-width -The value of this variable is the spacing between tab stops used for -displaying tab characters in Emacs buffers. The value is in units of -columns, and the default is 8. Note that this feature is completely -independent of the user-settable tab stops used by the command -@code{tab-to-tab-stop}. @xref{Indent Tabs}. -@end defopt +@defvar indicate-buffer-boundaries +This buffer-local variable controls how the buffer boundaries and +window scrolling are indicated in the window fringes. + +Emacs can indicate the buffer boundaries---that is, the first and last +line in the buffer---with angle icons when they appear on the screen. +In addition, Emacs can display an up-arrow in the fringe to show +that there is text above the screen, and a down-arrow to show +there is text below the screen. + +There are four kinds of basic values: + +@table @asis +@item @code{nil} +Don't display the icons. +@item @code{left} +Display them in the left fringe. +@item @code{right} +Display them in the right fringe. +@item @var{anything-else} +Display the icon at the top of the window top in the left fringe, and other +in the right fringe. +@end table + +If value is a cons @code{(@var{angles} . @var{arrows})}, @var{angles} +controls the angle icons, and @var{arrows} controls the arrows. Both +@var{angles} and @var{arrows} work according to the table above. +Thus, @code{(t . right)} places the top angle icon in the left +fringe, the bottom angle icon in the right fringe, and both arrows in +the right fringe. +@end defvar + +@defvar default-indicate-buffer-boundaries +The value of this variable is the default value for +@code{indicate-buffer-boundaries} in buffers that do not override it. +@end defvar @node Display Tables @section Display Tables @@ -3564,9 +4548,9 @@ force redisplay of the mode line using a new display table, call @code{force-mode-line-update} (@pxref{Mode Line Format}). @menu -* Display Table Format:: What a display table consists of. -* Active Display Table:: How Emacs selects a display table to use. -* Glyphs:: How to define a glyph, and what glyphs mean. +* Display Table Format:: What a display table consists of. +* Active Display Table:: How Emacs selects a display table to use. +* Glyphs:: How to define a glyph, and what glyphs mean. @end menu @node Display Table Format @@ -3603,7 +4587,7 @@ in these situations. @item 1 The glyph for the end of a continued line (the default is @samp{\}). Newer Emacs versions, on some platforms, display curved arrows to -indicate truncation---the display table has no effect in these +indicate continuation---the display table has no effect in these situations. @item 2 The glyph for indicating a character displayed as an octal character