@node Part IV Events
@chapter Events

As indicated above, the main module of the Forms Library communicates
with the objects by calling the associated handling routine with, as
one of the arguments, the particular event for which action must be
taken. In the following we assume that @code{obj} is the object to
which the event is sent.

The following types of events can be sent to an object:
@table @code

@tindex FL_DRAW
@anchor{FL_DRAW}
@item FL_DRAW
The object has to be (re)drawn. To figure out the actual size of the
object you can use the fields @code{obj->x}, @code{obj->y},
@code{obj->w} and @code{obj->h}. Many Xlib drawing routines require a
window ID, which you can obtain from the object pointer using
@code{FL_ObjWin(obj)}. Some other aspects might also influence the way
the object has to be drawn. E.g., you might want to draw the object
differently when the mouse is on top of it or when the mouse is
pressed on it. This can be figured out the following way: The field
@code{obj->belowmouse} tells you whether the object is below the
mouse. The field @code{obj->pushed} indicates whether the object is
currently being pushed with the mouse. Finally, @code{obj->focus}
indicate whether input focus is directed towards this object. Note
that drawing of the object is the full responsibility of the object
class, including the bounding box and the label, which can be found in
the field @code{obj->label}. The Forms Library provides a large number
of routines to help you draw object. @xref{Part IV Drawing Objects, ,
Drawing Objects}, for more details on drawing objects and an overview
of all available routines.

One important caution about your draw event handling code: none of the
high level routines (@code{@ref{fl_freeze_form()}},
@code{@ref{fl_deactivate_form()}}) etc.@: can be used. The only
routines allowed to be used are (direct) drawing functions and object
internal book keeping routines. Attribute modifying routines, such as
@code{@ref{fl_set_object_color()}} etc.@: are not allowed (using them
can lead to infinite recursions). In addition, (re)drawing of other
objects using @code{@ref{fl_redraw_object()}} while handling
@code{@ref{FL_DRAW}} will also not work.

Due to the way double buffering is handled, at the time the
@code{FL_DRAW} event is passed to the handling function (and only
then) @code{FL_ObjWin(obj)} might return a pixmap used as the
backbuffer (at least if the object is double buffered). What that
means is that @code{FL_ObjWin(obj)} should not be used when a real
window is needed. For a real window you can change the window's cursor
or query the mouse position within it. You can't do either of these
with the backbuffer pixmap. If there is a need to obtain the real
window ID the following routine can be used:
@findex fl_get_real_object_window()
@anchor{fl_get_real_object_window()}
@example
Window fl_get_real_object_window(FL_OBJECT *)
@end example

To summarize: use @code{FL_ObjWin(obj)} when drawing and use
@code{@ref{fl_get_real_object_window()}} for cursor or pointer
routines. This distinction is important only while handling
@code{FL_DRAW} events, @code{FL_ObjWin(obj)} should be used anywhere
else.

@tindex FL_DRAWLABEL
@anchor{FL_DRAWLABEL}
@item FL_DRAWLABEL
This event typically follows @code{FL_DRAW} and indicates that the
object label needs to be (re)drawn. If the object in question always
draws its label inside the bounding box and this is taken care of by
handing @code{FL_DRAW}, you can ignore this event.

@tindex FL_ENTER
@anchor{FL_ENTER}
@item FL_ENTER
This event is sent when the mouse has entered the bounding box and
might require some action. Note also that the field
@code{obj->belowmouse} in the object is being set. If entering an
objects area only changes its appearance, redrawing it normally
suffices. Don't do this directly! Always redraw the object by calling
@code{@ref{fl_redraw_object()}}. It will send an @code{FL_DRAW} event
to the object but also does some other things (like setting window IDs
and taking care of double buffering etc.).

@tindex FL_LEAVE
@anchor{FL_LEAVE}
@item FL_LEAVE
The mouse has left the bounding box. Again, normally a redraw is enough
(or nothing at all).

@tindex FL_MOTION
@anchor{FL_MOTION}
@item FL_MOTION
Motion events get sent between @code{FL_ENTER} and @code{FL_LEAVE}
events when the mouse position changes on the object. The mouse
position is given as an argument to the handle routine.

@tindex FL_PUSH
@anchor{FL_PUSH}
@item FL_PUSH
The user has pushed a mouse button on the object. Normally this
requires some actual action. The number of the mouse button pushed is
given in the @code{key} parameter, having one of the following
values:
@table @code
@tindex FL_LEFT_MOUSE
@anchor{FL_LEFT_MOUSE}
@tindex FL_MBUTTON1
@item FL_LEFT_MOUSE, FL_MBUTTON1
Left mouse button was pressed.

@tindex FL_MIDDLE_MOUSE
@anchor{FL_MIDDLE_MOUSE}
@tindex FL_MBUTTON2
@item FL_MIDDLE_MOUSE, FL_MBUTTON2
Middle mouse button was pressed.

@tindex FL_RIGHT_MOUSE
@anchor{FL_RIGHT_MOUSE}
@tindex FL_MBUTTON3
@item FL_RIGHT_MOUSE, FL_MBUTTON3
Right mouse button was pressed.

@tindex FL_SCROLLUP_MOUSE
@anchor{FL_SCROLLUP_MOUSE}
@tindex FL_MBUTTON4
@item FL_SCROLLUP_MOUSE, FL_MBUTTON4
Mouse scroll wheel was rotated in up direction.

@tindex FL_SCROLLDOWN_MOUSE
@anchor{FL_SCROLLDOWN_MOUSE}
@tindex FL_MBUTTON5
@item FL_SCROLLDOWN_MOUSE, FL_MBUTTON5
Mouse scroll wheel was rotated in down direction.
@end table

@tindex FL_RELEASE
@anchor{FL_RELEASE}
@item FL_RELEASE
The user has released the mouse button. This event is only sent if a
@code{@ref{FL_PUSH}} event was sent before.
@code{@ref{FL_PUSH}} event.

@tindex FL_DBLCLICK
@anchor{FL_DBLCLICK}
@item FL_DBLCLICK
The user has pushed a mouse button twice within a certain time limit
@tindex FL_CLICK_TIMEOUT
(@code{FL_CLICK_TIMEOUT}), which by default is @w{400 msec}. This
event is sent after two @code{FL_PUSH}, @code{FL_RELEASE} sequence.
Note that @code{FL_DBLCLICK} is only generated for objects that have
non-zero @code{obj->click timeout} fields and it will not be generated
for events from the scroll wheel.

@tindex FL_TRPLCLICK
@anchor{FL_TRPLCLICK}
@item FL_TRPLCLICK
The user has pushed a mouse button three times within a certain time
window. This event is sent after a @code{@ref{FL_DBLCLICK}},
@code{@ref{FL_PUSH}}, @code{@ref{FL_RELEASE}} sequence. Set click
timeout to none-zero to activate @code{FL_TRPLCLICK}.

@tindex FL_FOCUS
@anchor{FL_FOCUS}
@item FL_FOCUS
Input got focussed to this object. This type of event and the next two
are only sent to objects for which the field @code{obj->input} is set
to 1 (see below).

@tindex FL_UNFOCUS
@anchor{FL_UNFOCUS}
@item FL_UNFOCUS
Input is no longer focussed on the object.

@tindex FL_KEYPRESS
@anchor{FL_KEYPRESS}
@item FL_KEYPRESS
A key was pressed. The ASCII value (or KeySym if non-ASCII) is passed
to the routine via the @code{key} argument, modifier keys can be
retrieved from the @code{state} member of the XEvent also passed to
the function via @code{xev}.

This event only happens between @code{@ref{FL_FOCUS}} and
@code{@ref{FL_UNFOCUS}} events. Not all objects are sent keyboard
events, only those that have non-zero value in field @code{obj->input}
or @code{obj->wantkey}.

@tindex FL_SHORTCUT
@anchor{FL_SHORTCUT}
@item FL_SHORTCUT
The user used a keyboard shortcut. The shortcut used is given in the
parameter key. See below for more on shortcuts.

@tindex FL_STEP
@anchor{FL_STEP}
@item FL_STEP
A @code{FL_STEP} event is sent all the time (typically about 20 times
a second but possibly less often because of system delays and other
time-consuming tasks) to objects for which the field
@code{obj->automatic} has been set to a non-zero value. The handling
routine receives a synthetic @code{MotionNotify} event as the XEvent.
This can be used to make an object change appearance without user
action. Clock and timer objects use this type of event.

@tindex FL_UPDATE
@anchor{FL_UPDATE}
@item FL_UPDATE
An @code{FL_UPDATE} event, like the @code{@ref{FL_STEP}} event, also gets
send about every @w{50 msec} (but less often under high load) to
objects while they are "pushed", i.e.@: between receiving a
@code{@ref{FL_PUSH}} and a @code{@ref{FL_RELEASE}} event if the
@code{obj->want_update} field is set for the object. Like for the
@code{FL_STEP} event the handling routine receives a synthetic
@code{MotionNotify} event as the XEvent. This is typically used
by objects that have to perform tasks at regular time intervals while
they are "pushed" (e.g.@: counters that need to count up or down while
the mouse is pushed on one of its buttons).

@tindex FL_FREEMEM
@anchor{FL_FREEMEM}
@tindex FL_FREEMEM
@item FL_FREEMEM
This event is sent when the object is to be freed. All memory
allocated for the object must be freed when this event is received.

@tindex FL_OTHER
@anchor{FL_OTHER}
@item FL_OTHER
Events other than the above. These events currently include
ClientMessage, Selection and possibly other window manager events. All
information about the event is contained in @code{xev} parameter and
@code{mx} and @code{my} may or may not reflect the actual position of
the mouse.
@end table

Many of these events might make it necessary that the object has to be
redrawn or partially redrawn. Always do this using the routine
@code{@ref{fl_redraw_object()}}.

@ifnottex

@menu
* Shortcuts::
@end menu

@end ifnottex


@node Shortcuts
@section Shortcuts

The Forms Library has a mechanism of dealing with keyboard shortcuts.
In this way the user can use the keyboard rather than the mouse for
particular actions. Obviously, only "active" objects can have
shortcuts (i.e.@: not objects like boxes, texts etc.).

The mechanism works as follows. There is a routine
@findex fl_set_object_shortcut()
@anchor{fl_set_object_shortcut()}
@example
void fl_set_object_shortcut(FL_OBJECT *obj, const char *str,
                            int showit);
@end example
@noindent
with which one can bind a series of keys to an object. E.g., when
@code{str} is @code{"acE#d^h"} the keys @code{'a'}, @code{'c'},
@code{'E'}, @code{<Alt>d} and @code{<Ctrl>h} are associated with the
object. The precise format is as follows: Any character in the string
is considered as a shortcut, except @code{'^'} and @code{'#'}, which
stand for combinations with the @code{<Ctrl>} and @code{<Alt>} keys.
(The case of the key following @code{'#'} or @code{'^'} is not
important, i.e.@: no distiction is made between e.g. @code{"^C"} and
@code{"^c"}, both encode the key combination @code{<Crl>C} as well as
@code{<Crtl>C}.) The key @code{'^'} itself can be set as a shortcut
key by using @code{"^^"} in the string defining the shortcut. The key
@code{'#'} can be obtained as a shortcut by using th string
@code{"^#"}. So, e.g.@: @code{"#^#"} encodes @code{<ALT>#}. The
@code{<Esc>} key can be given as @code{"^["}.

Another special character not mentioned yet is @code{'&'}, which
indicates function and arrow keys. Use a sequence starting with
@code{'&'} and directly followed by a number between 1 and 35 to
represent one of the function keys. For example, @code{"&2"} stands
for the @code{<F2>} function key. The four cursors keys (up, down,
right, and left) can be given as @code{"&A"}, @code{"&B"}, @code{"&C"}
and @code{"&D"}, respectively. The key @code{'&'} itself can be
obtained as a shortcut by prefixing it with @code{'^'}.

The argument @code{showit} tells whether the shortcut letter in the
object label should be underlined if a match exists. Although the
entire object label is searched for matches, only the first
alphanumerical character in the shortcut string is used. E.g., for the
object label @code{"foobar"} the shortcut @code{"oO"} would result in
a match at the first @code{o} in @code{"foobar"} while @code{"Oo"}
would not. However, @code{"^O"} and @code{"#O"} would match since for
keys used in combination with @code{<Crtl>} and @code{<Alt>} no
distiction is made between upper and lower case.

To use other special keys not described above as shortcuts, the
following routine must be used
@findex fl_set_object_shortcutkey()
@anchor{fl_set_object_shortcutkey()}
@example
void fl_set_object_shortcutkey(FL_OBJECT *obj, unsigned int key);
@end example
@noindent
where @code{key} is an X KeySym, for example @code{XK_Home},
@code{XK_F1} etc. Note that the function
@code{@ref{fl_set_object_shortcutkey()}} always appends the key
specified to the current shortcuts while
@code{@ref{fl_set_object_shortcut()}} resets the shortcuts. Of course,
special keys can't be underlined.

Now, whenever the user presses one of these keys, an
@code{@ref{FL_SHORTCUT}} event is sent to the object. The key pressed
is passed to the handle routine (in the argument @code{key}).
Combinations with the @code{<Alt>} key are given by adding
@code{@ref{FL_ALT_MASK}} (currently the 25th bit, i.e.,
@code{0x1000000}) to the ASCII value of the key. E.g.@: the key
combinations @code{<Alt>E} and @code{<Alt>e} are passed as
@code{@ref{FL_ALT_MASK} + 'E'}. The object can now take action
accordingly. If you use shortcuts to manipulate class object specific
things, you will need to create a routine to communicate with the
user, e.g., @code{fl_set_NEW_shortcut()}, and do your own internal
bookkeeping to track what keys do what and then call
@code{@ref{fl_set_object_shortcut()}} to register the shortcut in the
event dispatching module. The idea is NOT that the user himself calls
@code{@ref{fl_set_object_shortcut()}} but that the class provides a
routine for this that also keeps track of the required internal
bookkeeping. Of course, if there is no internal bookkeeping, a macro
to this effect will suffice. For example
@code{@ref{fl_set_button_shortcut()}} is defined as
@code{@ref{fl_set_object_shortcut()}}.

The order in which keys are handled is as follows: First for a key it
is tested whether any object in the form has the key as a shortcut. If
yes, the first of those objects gets the shortcut event. Otherwise,
the key is checked to see if it is @code{<Tab>} or @code{<Return>}. If
it is, the @code{obj->wantkey} field is checked. If the field does not
contain @code{@ref{FL_KEY_TAB}} bit, input is focussed on the next
input field. Otherwise the key is sent to the current input field.
This means that input objects only get a @code{<Tab>} or
@code{<Return>} key sent to them if in the @code{obj->wantkey} field
the @code{@ref{FL_KEY_TAB}} bit is set. This is e.g.@: used in
multi-line input fields. If the object wants all cursor keys
(including @code{<PgUp>} etc.), the @code{obj->wantkey} field must
have the @code{@ref{FL_KEY_SPECIAL}} bit set.

To summarize, the @code{obj->wantkey} field can take on the following
values (or the bit-wise or of them):
@table @code
@tindex FL_KEY_NORMAL
@anchor{FL_KEY_NORMAL}
@item FL_KEY_NORMAL
The default. The object receives left and right cursor, @code{<Home>}
and @code{<End>} keys plus all normal keys (0-255) except @code{<Tab>}
@code{<Return>}.

@tindex FL_KEY_TAB
@anchor{FL_KEY_TAB}
@item FL_KEY_TAB
Object receives the @code{<Tab>}, @code{<Return>} as well as the
@code{<Up>} and @code{<Down>} cursor keys.

@tindex FL_KEY_SPECIAL
@anchor{FL_KEY_SPECIAL}
@item FL_KEY_SPECIAL
The object receives all keys with a KeySym above 255 which aren't
already covered by @code{FL_KEY_NORMAL} and @code{FL_KEY_TAB} (e.g.@:
function keys etc.)

@tindex FL_KEY_ALL
@anchor{FL_KEY_ALL}
@item FL_KEY_ALL
Object receives all keys.
@end table
@noindent
This way it is possible for a non-input object (i.e.@: if
@code{obj->input} is zero) to obtain special keyboard event by setting
@code{obj->wantkey} to @code{@ref{FL_KEY_SPECIAL}}.
